New Cancelled Games & Their Lost Media Added to the Archive

Death Monsters [PS3, Xbox 360 – Cancelled]

Death Monsters is a cancelled horror beat ’em up in development by french studio Birdies Road (formerly Punchers Impact) around 2010 / 2011 for Xbox 360 and PS3. Not many details are available on this lost project: it was quietly announced in early 2011 on some French websites but was soon canned after a playable prototype was completed. The main protagonist could transform himself into a werewolf and levels would have been played as in a side-scrolling game, fighting enemies (zombies, monsters), resolving simple puzzles and jumping around to avoid  traps.

Unfortunately it seems their publishers (Mindscape) did not pay the team for a few months, and without money Birdies Road had to close down for bankruptcy in July 2011. Death Monsters was then cancelled and lost forever. Only a few screenshots, artworks and videos from the prototype are preserved below, to remember its existence.

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Star Trek: Voyager (Looking Glass) [PC – Cancelled]

Star Trek: Voyager is a cancelled PC point and click adventure game that was in development by Looking Glass Studios, directed by Ken Levine and was to be published by Viacom New Media. It was in development between 1995 and 1997. It was to be based on the then currently airing Star Trek: Voyager television series, the fourth iteration in the overall Star Trek television franchise. The game was to follow the bridge crew of the USS Voyager as they attempted to rescue members captured by the Kazon, a villain race featured within the series.

Not much more is known about the plot or the overall game itself, as the game was not revealed to the wider public in any significant fashion, outside a brief showing at E3 1996, and was quietly cancelled before any significant information was revealed on the plot or gameplay. It is known the game would be split between “episodes” mimicking the format of the actual TV series. One of the producers of the game, Alan Dickens said,

“We want to make it a lot like you’re watching the TV and yelling at the characters. You’re giving them, as a team, guidance and direction on where they should go and how they should address the various problems that come before them”.

Star Trek: Voyager would have featured interactions with the environment involving typical Star Trek staples such as tricorders, allowing you to scan and take items in a typical point and click adventure fashion. The game was also to feature 3D laser scans of the actors heads, to make the game mimic and feel like the television series as much as possible. Other than that, information on the game is practically non existent, so the game remains a mystery. Screenshots from the game were leaked online a few years ago.

The game was to the first game released in a multi-title agreement between Viacom and Looking Glass, even resulting in Viacom buying a minority stake in Looking Glass. The deal fell through after Viacom decided to exit the video game industry in 1997, leading to the cancellation of the game. This abrupt cancellation led Ken Levine and others to form Irrational Games, out of frustration with Looking Glasse’s handling of the cancellation. According to Ken Levine, the technical limitations in allowing characters to express emotion especially frustrated him, and this impacted his future writing of games such as Bioshock: Infinite, making this cancelled Star Trek game a pretty influential cancelled game.

Article by Let’s Have A Discussion

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Energy (Zeus Software) [PC – Cancelled]

Energy is a cancelled open world adventure game in development by spanish studios Zeus Software between 1995 and 1997, with funds and help from Dinamic Multimedia. While the Tomb Raider craze started in 1996 when the first game was released, Energy’s main female protagonist was already conceived before it and the project was intended to be much more ambitious than Core Design’s popular action adventure.

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While today not many people remember the existence of this lost project, at the time Zeus’s game was announced with high expectations on a few spanish gaming magazines such as Micromania. Zeus Software was known in the spanish market for their 2D PC / Arcade games, titles such as Biomechanical Toy (1995), Risky Woods (1992) and Bestial Warrior (1898). Energy would have been their first 3D project and if only completed if could also have been their first international success.

The team planned a huge open world spread out into many different areas, in which players could freely move around using different vehicles, such as boats, motorcycles and even horses. Players would have been able to talk with dozens of NPCs, to learn more about the game’s story and probably to help them in different ways. Imagine Energy’s gameplay as some kind of Tomb Raider mixed with a smaller-scale The Elder Scrolls II: Daggerfall. Enemies’ AI would also been especially advanced for its time, Zeus really wanted this to be a high-profile game, to show their talent to the world.

The game had a dark-fantasy setting, with an obscure enemy menacing to destroy the whole world. Yoell, an evil monster from another dimension, invaded the game’s world with its demonic powers, transforming humans into monsters slaves. The last hope for humanity is Yiria, a rebel who escaped from Yoell’s attack and now plan to vindicate her friends. She’ll have to find a magical portal, which could connect to different worlds and be the key to defeat Yoell.

Unfortunately after more than 2 years of development, Dinamic Multimedia fell into economic problems and they had to cut funding. With no more money to keep working on Energy, Zeus had to cancel the project and close down the whole studio. If you know spanish, you can learn more in the scans preserved in the gallery below.

 

Horrorville (Dogfish) [PS2 – Cancelled]

Dogfish Entertainment was a rather obscure studio established in October 2000, created by former employees of Bullfrog Productions (Syndicate Wars, Dungeon Keeper 2, Dark Omen). The team worked on many different prototypes, trying to pitch their ideas to publishers. One of these concepts was for a survival horror game titled “Horrorville“, which around 2001 could have been green-lighted by Sony as a first-party game, along with another game titled “Dinosaur Zoo“. Unfortunately we don’t have any more detail about these cancelled projects. In 2002 Sony decided to cut their collaboration with Dogfish and the company had to close down. Horrorville and all their other prototypes were lost forever.

Only a single image (of what we assume could have been Horrorville’s female protagonist) is preserved below, to remember the existence of this unreleased game. If you know someone who worked at Dogfish Entertainment, please let us know!

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Thieves World (Bits Studios) [N64 – Cancelled]

You might remember a game called Rogue Ops that was released on Xbox, Gamecube and Playstation 2 way back in 2003. Well, this game wasn’t always called that way. When the developper Bits Studios started the project during the Nintendo 64 era, this was called Thieves World. We are lucky enough to have a gameplay video of how the game would have looked like, right down here:

As written in the video description:

“Thieves World was a n64 game developed by bits studios in 1999. When the n64 life cycle ended development was moved to the ps2. This is a prototype of the game running on the ps2. It’s basically a mix of the n64 assets with a new main character, added “nextGen” special FX and such… the game will keep transform and later be released under the title Rogue Ops. This video was recently unearthed by a ex bits employee. The n64 rom or early ps2, gamecube or xbox build are still lost to this day.”

As the video suggests when it starts, Thieves World was a working title so it is possible that it would have had a different name had it been released on the Nintendo 64 back then. During the video, we see the female main character infiltrating what seems to be a well guarded bank. There are guards with guns, she shoots darts from afar to put them to sleep and she can also ambush them in close quarters. Thieves World had a more stealth approach to its design than Rogue Ops and this is confirmed by one of the programmers who worked at the company Bits Studios at the time.

Please read below part of a very interesting interview we had with Mr. Frederic Villain about what it was like to work for this company and the projects Bits Studios had at the time like RiQa, Muzzle Velocity (Die Hard Vendetta) and Thieves World. The full interview was published in our Unseen64 bookVideo Games You Will Never Play”.

Unseen64: What happened to RiQa and Thieves World? There is a lot of confusion about these two unreleased N64 games and we’d like to finally find out the truth. We know that they were two different projects but it seems that the released Rogue Ops took some elements from both. Is this true? Why were they cancelled and how much was done on the Nintendo 64?

Fred: “When I joined Bits Studios with other ex-employees/friends from Haiku Studios, the main focus of the studio was RiQa for N64. A very ambitious third person game with a main female character called RiQa. As far as I can remember the team had already been working on the game for a couple years. I was assigned to the project and worked on various gameplay and VFX tasks as well as the support of the infamous 64DD as the content of the game was supposed to be huge. The project had a lot of difficulties on the tech side and the team was fighting between the ambitions and the hardware/software limitations.

At the same time Nathanael Presson which I knew from Haiku, was working on creating a new multiplatform engine for the company. I was working on and off with him to add support for the N64 to the engine. After 6 months at Bits we presented the tech to Foo Katan (the boss of the studio) and he was sold. While the RiQa engine iteration cycle was very slow (level made in Max and long building times to get it on console), we had an Editor/Engine that allowed LDs to create levels in the Editor (using Booleans and Portals inspired from the original Unreal Editor) and allowed them to play directly on the console by a press of a button. This was the beginning of the “Thieves World” project, another third person game with a female lead (at the time Tomb Raider was an inspiration for everybody and female leads were very popular!).

Thieves World, in turn, had a lot of ups and downs. After a few more months the RiQa project was cancelled and the focus of the studio became “Thieves World”. We continued working on the engine and the gameplay of the game for several years. At some point another team in the Studio started developing Muzzle Velocity, which later on became Die Hard: Vendetta, using the same Editor/Engine and we contributed to support this team. We had some problems on the creative side on TW and we spent a lot of time iterating on the design. As the N64 life cycle reached its end the decision was made to move on to next gen and we had to upgrade the engine significantly to push the tech to benefit from next gen consoles hardware.

A lot of people left the team in the years after this reboot and at some point I was the only original member of the team left. The game was almost canned but we signed a deal with Kemco and the game was ultimately rebooted to become “Rogue Ops”. The original TW project was supposed to be a stealth, no weapon game, which created a lot of issues on gameplay side. Kemco decided to introduce more shooting and we finally got a game. TW was not inspired by other titles at the time like MGS or Splinter Cell, it was actually imagined before or at the same time as those games. But the development cycle was so long that at release time those games had long been released.”

Unseen64: Jas Austin (another former Bits Studios developer) told us that Thieves World almost became a Rare game: is true that they wanted to move development from Bits  Studios to Rare? We wonder if Thieves World could have became a Perfect Dark spin- off. After Rare and Nintendo published the original Perfect Dark on the Nintendo 64,  they also wanted to release a quick sequel called “Velvet Dark” that would have been a third person action / stealth game.. maybe the two projects are related.

Fred: “Yes as far as I can remember Jason is right! While the TW game had design difficulties, Bits Studios was audited by Rare. A presentation of the game and the tech was done to Rare after several months of audit and while the tech was recognized on N64, Rare did not decide to acquire the game or the studio. They were already working on Perfect Dark at the time and some concepts in both games are similar, but this is as far as it goes regarding the history between those two games.”

As mentioned in the written interview, the reason why Thieves World didn’t happen is because the N64 had reached the end of its lifecycle and a decision was made by Bits Studios to move this project to the next generation. This meant rebuilding the game and transfer as much as possible to their new project. Thieves World was in production for a few years after RiQa was cancelled, so we can assume it got quite far in development. They did, however, experience creative hardships and spent a lot of time on the design side of the project.

During that transition, sadly most people left Bits Studios. Mr. Villain was the only member of the project who stayed until the end and saw this Thieves World come alive as Rogue Ops when finally released on the new generation of consoles in 2003.

“But I am still proud to that day, it got finally released as Rogue Ops, even if it was not a massive commercial success”

The company Bits Studios has worked on quite a good list of games before it went under in 2008. As mentioned on Wikipedia, unfortunately the parent company ‘Playwize’ sold off all assets and technologies Bits Studio had due to overall poor sales.

Article by Alex (Brub)

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On a last note, see below a Rogue Ops retro video commercial for comparison purposes. One wonders how different Thieves World would have been compared to Rogue Ops, but at least something came out of this cancellation.