New Cancelled Games & Their Lost Media Added to the Archive

The Island of Dr. Moreau [Playstation, PC – Cancelled]

The Island of Dr. Moreau is a cancelled adventure game that was in development by Haiku Studios, to be published by Psygnosis for the original Playstation and PC in 1997. The game seems to have been based off an 1896 science fiction novel by H. G. Wells and maybe even related to the 1996 movie starring Marlon Brando and Val Kilmer.

“The text of the novel is the narration of Edward Prendick, a shipwrecked man rescued by a passing boat who is left on the island home of Doctor Moreau, who creates human-like hybrid beings from animals via vivisection. The novel deals with a number of philosophical themes, including pain and cruelty, moral responsibility, human identity, and human interference with nature.”

During their short existence Haiku Studios released only two games, The Koshan Conspiracy in 1994 and Down in the Dumps (probably their most popular title) in 1996. The Island of Dr. Moreau would have been their third project and by looking at the screenshots published in a few magazines at the time (such as Spanish Micromanía Issue 29) it looked like a promising game for fans of sci-fi adventures.

During those years Psygnosis was publishing many games for the original Playstation, as in 1993 they become part of Sony Computer Entertainment Worldwide Studios, but a few of them such as The Island of Dr. Moreau were planned for PC too. The game used real time 3D characters over pre-rendered backgrounds, similar to Resident Evil or Parasite Eve, also using Full Motion Videos and footage with real actors, filling up 3 CDs.

It seems the game would have been divided into three parts, probably one per CD-ROM: the whole Dr. Moreau’s mansion, exploration of the island (estimated area of 13 hectares) and finally an epilogue in an ancient Mayan temple. Gameplay would have been a mix between a classic point and click adventure (Myst) and a real time action game (Resident Evil, Tomb Raider). Haiku Studios were able to develop a complex timetable system to move 60 NPCs around the island, each one with their own activities following the game’s internal clock.

Unfortunately something went wrong near the end of development, Psygnosis abandoned the project and soon Haiku Studios closed down. The team was also working on two other cancelled games, Elric and Demon Driver.

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8 Bit & 16 Bit Games You Will Never Play | Low-Price Edition Book | Vol. 1

One year ago we released our huge book about cancelled video games, it had so many pages that the price was quite high because of the physical cost of printing. Finally we had some time to work on a new low-price edition of the book, divided into different short volumes, so you can just choose your favorite consoles. The content of this edition is the same of the original book (we just fixed some errors), but divided into short books.

The first volume is available right now, dedicated to cancelled 8 bit and 16 bit games (NES, Master System, Game Boy, Turbografx 16, Super Nintendo and Sega Mega Drive). You can find this new budget edition on Amazon and Createspace:
+ Amazon USA
+ Amazon UK
+ Amazon Italy
+ Amazon Spain
+ Amazon France
+ Amazon Germany
Search your local Amazon website to see if it’s already available!
+ Createspace

This will be another way to raise funds to keep Unseen64 online. As always thanks for your support!

Iron Angel (Ocean) [PC – Cancelled]

Iron Angel is a cancelled sci-fi flight / combat simulator that was in development for about 3 years by Meta Mode Design, to be published in 1994 / 1995 by Ocean Software for PC. This was meant to be Meta Mode’s first game and while it looked promising, unfortunately it was never completed and soon the team vanished without any trace. The only details remaining from this interesting project are from a series of previews published in 1994 in various gaming magazines. It seems Iron Angel was also shown at ECTS 1994 but we did not find any footage yet.

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In a preview published in PC Gamer (august 1994) we can read:

“From the people who brought us TFX (that’s Ocean, not Digital Image Design), comes an even more futuristic flight sim, with the action taking place both above and below the Earth’s atmosphere as you battle to save the world from Armageddon (again).

What’s so special? Well, have a look at the screenshots. Although this is Meta Mode’s first game, it’s already clear they’re no donkeys – it moves as impressively as it looks. Strike Commander and the forthcoming Inferno could have some serious competition…

If you’re into flight sim in any way, shape or form it’s going to be difficult to turn a blind eye to a game which promises not only mind-blowing visuals but an innovative campaign structure across over 150 missions.

Robert Muir and Alan MacDonald had known each other for years before, but decided to get together in 1991 to write a PC game because they weren’t impressed with what they were seeing in the software shops. So they had an idea, took it to Ocean, who liked it, and away they went. Sounds too good to be true, doesn’t it?

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Well, three years on, and Muir and MacDonald, alias Meta-Mode Design (as a game design duo, they’re probably the smallest team working on the PC today), are now all set to unveil the fruit of their collective labors, Iron Angel – a futuristic flight combat game that nestles snugly between the simulation and arcade goalposts. But despite comparisons that are already being drawn between the likes of TFX and Strike Commander, Meta-Mode isn’t pushing the issue – the game was conceived long before most of these youngsters arrived on the block, so they can hardly be accused of plagiarism.

Set in the year 2025, Iron Angel has its front a little more into the future than Ocean and Digital Image Design’s impressive TFX. You’re cast as a pilot in the United Nations Space Force, at a time when the Cold War has re-emerged more threatening than ever before.

Four main superpowers compete for control of the globe, with a sophisticated SDI system protecting against nuclear attack. But a new breed of fighters, capable of destroying the SDI satellites, has made nuclear war a threat again, so the UNSF is set up to keep a lid on the things above and below the Earth’s atmosphere.

The Iron Angel, an ultra-sophisticated high-altitude fighter, is the UNSF’s main weapon, flying against opponents ranging from the relatively primitive F-16s and MiGs in service today to the superior ships flown by the largest superpower, an alliance of giant corporations.

Iron Angel’s main hook is its settings – a mix of sci-fi fantasy and reality. “This is a world where you’ll still see conventional planes, but the technology has improved” says Muir.

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Meta-Mode vision of the airborne military of 2025 includes aircraft whose cockpits have been replaced by gyroscopic cradles that turn inside the plane to counteract the effect of G-forces, landing claws that enable an aircraft to land down on the site of a mountain, and even fighters that can fly underwater! But there’s more to this than just futuristic fancy. Muir becomes animated when he talks about the game’s structure and design. “I’m not impressed by the mission structure of most conventional flight sims, I get bored of just flying from waypoint to waypoint, hitting a target and coming home again. We’ve tried to make Iron Angel as different to that as possible. The closest thing to it is F/A-18 Interceptor on the Amiga, which really broke new ground when it first appeared. We’ve got about 150 missions and they can take up to two hours to complete, which will give you an idea of how involved they are. the gameplay’s much more strategic, you’ll be using your wingmen a lot – like in X-Wing. And we’ve got plenty of hidden extras, like enemy reinforcements if you hang around too long”

After three years in development, Iron Angel is still only 80% complete, so the Meta-Mode boys will have to pull their fingers out to get the job done in time for Christmas.”

Unfortunately it’s unknown if they ever completed the game before its cancellation and Ocean never gave an official statement about its demise. For sure the Iron Angel looked awesome for its time, and it could have been a revolutionary combat simulator, with players able to use planes, cars and mechs – all of them in the same game.

Robert Muir and Alan MacDonald seem to have worked on just a couple of other games, before to also vanish into nothing. If you are in contact with Robert or Alan and could help to preserve more info, images or footage from Iron Angel, please let us know!

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Star Trek: Secrets of Vulcan Fury [PC – Cancelled]

Star Trek: Secrets of Vulcan Fury is a cancelled adventure game that was in development from 1997 to 1999 by Interplay Entertainment that would have been the third entry in their Star Trek adventure game series, the other two being 25th Anniversary and Judgment Rites.

Like the two previous games, it would have featured the entire cast of “The Original Series, principally William Shatner, Deforest Kelley, and Leonard Nimoy, and would have been written by Original Series writer D.C. Fontana, and directed by Original Series director John Meredyth Lucas.

Like the two previous games, it would have been a faithful recreation of the original series, an interactive episode essentially. The game would open with a plot involving the murder of a Romulan ambassador, that would lead into a whole series of stories exploring the backstory of the Vulcan and Romulan races, including why they split into two (something that has not been explained to this day in any official Star Trek television series or film).

The reason for its cancellation was apparently that the game was far too ambitious. Full Motion Video was in its infancy at the time and the game would have been entirely interactive FMV sequences using clay models similar to Interplay’s Fallout series, with full voice acting, something that was simply too expensive to produce at the time. It also became clear that the actual game was not resembling what was advertised. One only need see the trailers and compare them to actual gameplay footage to see this. All of this cascaded into a long and largely fruitless development cyclce. So the game was cancelled with only five percent of the game complete.

There are claims the entire script was recorded by the Original Series cast, however this is false. The script was never finished, and audio recording never seemed to have went beyond small bits of dialogue being recorded, much of it only for test purposes. It’s unclear if even the entire original cast would have been able to record the entire script, or any dialogue at all. For example: Deforest Kelly was apparently too ill when development commenced, and had to be replaced by an impersonator (he passed away in 1999, the year the game was cancelled). All in all, it’s unclear exactly how much work was done audio wise, and to add insult to injury, all files were accidentally deleted by Interplay, making a revival of the game all but impossible unfortunately, regardless on how much was done.

The FMV and motion capture technology however did impress Paramount Studios, the owners of the Star Trek license at the time, who planned to use it to make a CG-I television series fearing the Original Series cast and characters, but that too was cancelled. The game remains one of the more famous pieces of lost media in the franchise’s history.

Article by Let’s Have A Discussion

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Ocean Warrior (Extreme Outer Reef) [Xbox 360, PS3 – Cancelled]

Ocean Warrior is a cancelled action game that was in development by a small team known as “Stardust Interactive Media” between 2001 and 2004, planned to be released for Xbox 360 and Playstation 3. The game was initially conceived as some kind of mix between “Tony Hawk’s Pro Skater” and “Waterworld”, an extreme-sport video game titled “Extreme Outer Reef” about big-wave surfing in flooded cities.

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As we can read from an old press-release published in 2002:

“If things go according to plan for Stardust Interactive Media, the startup will soon be making waves – monster waves – in the video-game market. Big waves are the name of the game for Stardust, creators of a sports-action surfing video title, “Extreme Outer Reef.” The game is based on one of the most dangerous sports in the world, “extreme big-wave surfing”–surfing waves 75 feet and taller with the aid of high-powered jet-skis.

“Extreme Outer Reef” capitalizes on the recent success of other extreme board-sports videos, such as snowboard and skateboarding. “People love board sports and we’ve created a game in a way that’s never been done before,” said Markland Fountain, chief operating officer for Stardust Interactive, one of 10 finalist companies in The Business Journal’s Business Plan Competition. “Surfing is just a sexy, interesting sport and you can’t get any crazier than this,” Fountain said.

The game is the brainchild of Chief Executive Dan Meyers, a native Oregonian who has surfed the Oregon Coast for the past 23 years. He and Fountain–also a surfer dude–are heading up the company. And they’re backed by a solid team of video-game bigwigs and world-class giant-wave surfers.

Scott Orr, whose video titles have sold nearly $2 billion in the past 20 years, signed on as executive producer for “Extreme Outer Reef.” Chief technical consultant is Stewart Apelzin, creator of best-sellers “Myst” and “Where in the World is Carmen Sandiego?”

Other surfing videos exist, but Stardust insists its game will be unique. For one thing, the game thrills players with monster waves up to 200 feet, but Stardust also has developed a “dynamic waves physics engine” — a software application that generates waves that behave the way real waves work in the ocean.

“No other surf game makes waves with a real-time physics model,” said Meyers. Picture “giant liquid avalanches,” say the business partners. “You have endless variability, and it becomes this crazy surface where you can pull tons of tricky maneuvers,” Fountain said. “It gives the game replay value,” as opposed to existing surfing videos, which can quickly become boring.”

During development the project evolved into Ocean Warrior, a more cinematic action game featuring speed-boats equipped with machine-guns in a post-apocalyptic flooded world, similar to Waterworld.

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As we can read from the description added to the box mock up (made using the original Xbox games’ template as the Xbox 360 was not released yet):

“The Earth’s major cities are under water! The world’s ocean levels had been rising for years, but a nuclear blast set off by the evil NERVA organization has caused the sudden flooding of coastal cities worldwide. As an elite Ocean Warrior, you take to the waves to rescue the innocent and to bring NERVA to justice.

Waterborne combat is back with a vengeance! Pilot a variety of heavily armed watercraft through unbelievable apocalyptic ocean environments!

Drive the boat, or man its turret, bail out and swim at any time. Commandeer any craft you can find! Disable an enemy crew, climb aboard, and take their boat for yourself!

Protect your floating base at all costs. Your base supplies all of your new weapons and repairs, and holds items and personnel captured or rescued in the field!

Monster surf like you’ve never seen! Ride 100-foot tidal waves through modern cities and ancient canyons!

Exciting story of global destruction takes you to disaster zones around the world, your AI teammates will have your back!

Tons of multiplayer modes! Play deathmatch, CTF, Destruction, King of the Kill and more on a split screen, with system link or over xbox live!”

Stardust Interactive tried to pitch the game to different publishers, but in the end Ocean Warrior was never released, only a few screenshots and footage from the early prototype are preserved below, to remember this lost project.

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