New Cancelled Games & Their Lost Media Added to the Archive

Demonik (Terminal Reality) [X360 – Cancelled]

Demonik is a canceled action game published by Majesco Entertainment, in partnership with John Woo’s company Tiger Hill Entertainment, and developed by Terminal Reality around 2005-2006, only for the Xbox 360.

In Demonik, the player assume the role of Volwrath, a demon who is summoned to Earth by humans seeking revenge against those who’ve done them wrong in some way. To do so, Volwrath has multiple supernatural powers such as telekinesis or even the possession of spirit’s human being.

The game was first announced as a brand new IP in May 2005, when an agreement between Tiger Hill and Majesco was reached. Horror master Clive Barker was attached to the project as writer and director of the game:

“Demonik is set to launch in 2006 on next generation consoles and is being developed simultaneously as a feature film by acclaimed filmmaker and writer Clive Barker. Barker is set to oversee the story, character designs, cinematics and voice talent for the game.”

“Clive Barker adds “Demonik will be an intense gaming experience. I’m having a lot of fun enriching the game’s mythology and polishing the characters till they shine. And, of course, adding a little bit of Barker darkness.”

“Demonik is the latest game from award-winning developer Terminal Reality, creators of Majesco’s hit BloodRayne series. Demonik is a detailed third-person action game that allows players to control the ultimate bad guy — wreaking havoc with a variety of innovative and spectacular powers and abilities.”

The game was shown at E3 2005 where IGN and Gamespy were able to unveil further details. Gamespy was writing a short preview:

“In Demonik, players take on the role of a powerful vengeance demon named Volwrath, who is summoned to Earth by humans seeking revenge against those who’ve done them wrong in some way. Although bound by his human masters, Volwrath gets stronger and stronger with each summoning, ultimately becoming powerful enough to break the chains that bind him and take over the world of those he once served.

Volwrath faces off against a variety of opponents, both human and supernatural. Luckily, Volwrath has more than a few otherworldly tricks up his sleeve. Volwrath has the ability to jump from body to body at will, corrupting those he controls in the process. Volwrath also has access to a total of twenty five different demonic powers, allowing him to do everything from spreading a lethal plague to flash frying anyone in sight.

I had the chance to check out a hands-on alpha preview of Demonik during a behind closed doors session at Majesco’s E3 booth. I was thoroughly impressed by what I saw. The game uses a dynamic multipass lighting system and a realistic physics engine that work well together to bring the world of Demonik to life.

Other key points highlighted during the presentation included details on the game’s single-player and multiplayer capabilities. The game will include 10-12 single-player summoning missions, as well as a few missions in Volwrath’s Underworld home. For the multiplayer side of things, gamers will be able to compete against each other in one-on-one demon combat, or in five-on-one human versus demon battles. It was also pointed out that the game is still in the early stages of development, and that more multiplayer options could be added prior to the game’s release.”

While IGN told us:

“Volwrath has immense power, which you’ll need to grow and harness throughout the adventure. While lighting strikes and plague-infection powers come later in the game, the two key abilities are Volwrath’s Devil Hand and possession ability. The Devil Hand looks a lot like Psi-Ops, where Volwrath can lift objects and enemies and toss them around like dolls. The 360 difference is that everything in the environment can be interacted with. Everything. At a chemical facility, Volwrath can pick up humans and toss them into acid vats and watch them bubble and vaporize. Throw crates, toss barrels. Consider it your innate gravity gun.

Possession allows Volwrath to enter human hosts and assume their identity. The longer Volwrath stays in a host, the more powerful he becomes as he slowly feeds on the host’s lifeforce, but this also slowly turns the human form more and more demonic. Stay long enough and Volwrath will fully emerge from the host. You can leave a host at any time, which instantly places you in a first person “Redeemer” cam. As a spiritual entity, you can’t go through solid objects and the further you get from your previous host, the weaker you become.

The applications of possession are pretty awesome. You can possess a security guard and start shooting your buddies then leap out and head into another area of the room to take over a scientist. As the scientist scurries away, the other guards start attacking their brother in arms, who has no idea why everyone is suddenly taking shots at him. Let chaos reign. Run into an enemy who can see your demonic form emerging from a host and you can leap right into the enemy as he sprays the first bullets at your former host.

Demonik features eight different powers (plus the devil hand). Each power can be upgraded three full levels and you can choose which powers to upgrade first. Powers can also be chained, so if you curse an enemy with the Plague, you can then use the Devil Hand to throw them into another group, infecting the whole lot.

You can affect every human in the game, except for the Demonic Hunters. This special group of humanoids hunt your peeps and are immune to all of your powers. Fortunately, they aren’t immune to bullets. And Volwrath has no problems bustin’ a cap in people or opening up with a few powerful fist blows. And don’t forget that you can chuck objects at enemies and cause mass destruction to the environment.

Though the framerate’s a little shaky at this early stage, Demonik shows the power of the 360. Everything is normal-mapped, has dynamic lighting and looks fantastic.”

However, after it’s presentation at E3, the game was canceled in the beginning of 2006, alongside Martin Scorsese’s movie tie-in video game Taxi Driver, after Majesco ran into big financial trouble as we can read on Engadget:

“Majesco is “shifting its product strategy away from the premium console game market” to focus primarily on value and handheld games. As a result, expected high-profile titles such as Taxi Driver and Demonik have been cancelled. This follows the sale of the rights to The Darkness and Ghost Rider back in December.

Losing $70 million in a year can be tough on any publisher, but it can be crushing for a struggling one like Majesco. The commercial failures of the trumpeted sci-fi epic Advent Rising and the Schafer-produced gem Psychonauts did nothing to help things as the company only made $4.6 million in revenue (not profit) in the 4th quarter of 2005.”

Demonik was featured during a scene in the 2006’s movie Grandma’s Boy.

Article updated by Daniel Nicaise

Images:

Video:

Metal Savior [PC – Cancelled]

Metal Savior is a cancelled futuristic First-Person Shooter developed from 2010 to 2012 by Mangled Eye Studios, exclusively for the PC.

Using the iD Tech 3, this title made you play the role of XAC-987, a security drone that has been activated to protect a weapons facility from being overrun and destroyed by Nanotech Machines.

After it’s announcement in September 2010, the project went silent for an entire year before coming back in May 2012 on Kickstarter. Here is what we coul read:

“Metal Savior is the latest game being developed by Mangled Eye Studios. It is a very fast paced FPS game (…). It has a more arcadey feel to it where you must hone your reflexes to survive the onslaught of enemies throughout the game.

With Metal Savior, we wanted to do something different that looks and feels like no other FPS game out there: Super fast paced, in your face action in a vector like world.

The experience you will receive with Metal Savior will be like the old days of gaming where you get to enjoy pure gameplay while being fully immersed with no interruptions. We want players to actually play their experience from start to finish.”

Unfortunately, the Kickstarter campaign wasn’t a success, only collecting 460US$ out of a total sum requested of 50 000US$. After the failure of their crowdfunding campaign, Metal Savior was cancelled and Mangled Eye Studios ceased operations in July 2012.

Mangled Eye Studios was founded by Thearrel McKinney Jr. who previously had another cancelled project, Future Killer, to which Metal Savior used some of the same artworks. Their only game was Dark Salvation, formerly Deadly Gates, released in 2009.

Thanks to Monokoma for the video!

Video:

Images:

Cry Havoc [PC – Cancelled]

Cry Havoc is a canceled sci-fi multiplayer First-Person Shooter and Real Time Strategy hybrid game developed around 2004-2005 by Artificial Studios for the PC, as well as a potential Xbox 360 version.

The project initially began as Helix Core, another multiplayer title inspired by Tribes whose main feature was the high number of players who could frag together in a single arena: up to 64 players. Somewhere in 2003, this title vanished, and former members of its developer, Bright Light Productions, created a new entity named Artificial Studios.

Using Artificial in-house engine called Reality, Cry Havoc took a different approach that its predecessor and mixed FPS genre with RTS games, somewhat similar to titles like Natural Selection and Savage. The project was revealed in September 2004, for a release planned for 2005:

Cry Havoc is conceived as a multiplayer 4-team First Person Shooter based on modern war tactics, combined with a deep Real Time Strategy layer. Through success in teamwork and combat, FPS players advance up the ranks of their own team, gaining more RTS decision-making capability along the way. The primary objective, like traditional RTS games, is to defeat all the enemy teams by choking their resources and destroying their bases. The methods are unique to Cry Havoc, with fast-paced FPS action, upgradable character abilities, 3D real-time base construction, and advanced vehicle physics on land, sea, and air. Battles take place within seamless environments powered by the Reality Engine, including detailed natural landscapes, moody close-quartered interiors, and large-scale urban warfare.

In December 2004, Dutch website Xboxworld shared screenshots from the game and revealed that this project will be up to 128 players in a single map, although to this day, this information was never confirmed by its developers. An Xbox 360 version was also announced, but it’s also something that never had any confirmation.

But in April 2005, cgonline interviewed staff members from Artificial who revealed that the Cry Havoc prototype was retooled as a development kit for the Reality Engine:

C.G. – Will Artificial Studios also used their technology to create their own in-house game and if so what can you tell us about it?

J.S. – Artificial Studios does indeed have a game in development on Reality, one which is quite different from the “Cry Havoc” prototype that has been previously been mentioned in public (that prototype, in fact, became the Reality _Eval Kit).

A month later, Epic Games purchased every rights from the Reality Engine and included its technology into the Unreal Engine 3:

Epic has purchased the Reality Engine outright, including intellectual property rights, trademarks, and copyrights. Epic does not intend to continue sales, development, or support of the Reality Engine, but will review its technologies for inclusion into Unreal Engine 3.

Images:

STORMDIVERS [PC – Cancelled]

STORMDIVERS is a canceled futuristic multiplayer Third-Person Shooter battle royale developed from 2016 until 2020 by Housemarque, exclusively for the PC.

For years, most Housemarque’s games included gamestyle coming from the arcade genre, however, on August 21st, 2017, the company announced stepping away from that type of game, and decided to explore different and new gaming experiences:

(…) Despite critical success and numerous awards, our games just haven’t sold in significant numbers. While some of them have reached a massive audience due to free game offerings across various digital sales channels, this unfortunately doesn’t help pay for development, which gets costly for high production quality. (…)

But now it’s time to move on to new genres. Lackluster sales of Nex Machina have led us to the thinking that it is time to bring our longstanding commitment to the arcade genre to an end. While this genre will always hold a special place in our hearts, the industry is moving more toward multiplayer experiences with strong, robust communities, and it’s time for Housemarque to move forward with the industry. Hence Nex Machina and Matterfall will be the last of their kind coming out of our studio. Our purpose as a company remains the same, however – to create enjoyable and memorable gaming experiences for players while simultaneously creating a great workplace that allows people to flourish both professionally and personally.

Looking ahead to our next projects, we are exploring something totally different than what you might expect of us, but we believe this will lead to the creation of even more engaging gaming experiences. Our core values remain the same – gameplay first with first class execution. We are really excited about our new projects and look forward to unveiling our first game from the new era of Housemarque.

Exactly 8 months after this announcement, the studio teased its new game as a ‘high flying and heavy hitting multiplayer experience’.

Finally, during Gamescom 2018, Housemarque revealed what STORMDIVERS was going to be:

The small team is detailing its next project for the first time this week at the Gamescom convention in Germany. Called Stormdivers, it’s an attempt at an Unreal-powered battle royale game.

Stormdivers is a 3rd person multiplayer centric shooter game, featuring chaotic battles and volatile explosions amidst a recurring nano-storm that swallows the beautiful and lush island surroundings to explore.

Daring teams and solo operators who are brave enough to dive into the eye of the recurring nano storm are trying not only to survive the competition but also the island itself, with endless threats looming around every corner. Only the strongest will make it out alive, with riches and rewards the island has to offer.

In February 2015 we saw this crazy pitch about a third-person shooter where there’s a lot of crazy chaos happening.It was described in a way like a cross between a Smash Bros. game and The Hunger Games.”

The game will have a near-future, high-tech theme that emphasizes a powerful suit that players will wear into battle. As they scavenge in the environment, players will add augmentations to that suit. As an example, one proposed module will allow players to see the footsteps left behind by their competitors. While the final player count isn’t set in stone, it will likely be around 50 or 60 players jumping in together on a roughly three square kilometer island-themed map.

“It’s very skilled-based. What we’re emphasizing is a lot of in-game events, things like tornadoes and volcanoes popping up. The game will not allow you sit still. … We’re making Stormdivers a lot faster [than other battle royale games], adding a lot of verticality with jet packs and jump pads and stuff that lets you get up in the air a bunch.”

In the future, Housemarque intends to add team-based missions and other kinds of player-versus-environment gameplay.

Stormdivers will initially launch into early access on PC this winter, either late 2018 or early 2019.

Launched into beta in January 2019, it seems that the more the development progressed, the more Housemarque seemed less and less confident about the game’s success. In April 2019, VG24/7 detailed Ilari Kuittinen‘s comments on the matter:

(…) Housemarque has admitted Stormdivers isn’t likely to be a hit. (…) Chief Executing Officer Ilari Kuittinen said competition from games like Apex Legends, as well as being slower to market than rival titles and a lack of funding means the title isn’t in a strong position to succeed.

“The problem is with us wel have always to change our idea. We originally thought that the game would be a premium game but now it should be Free to Play. And do we have enough content to do that? I don’t know,” he admitted. “We’re kind of a bit short of money to fully realise what we want to do as a launch edition of the game. We’ll see.

“It is tough. Whether we’re going to succeed, it’s unlikely because of the tough competition.”

The wind has been punched out of Stormdivers sails though, especially after Epic Games and Respawn Entertainment have had such success in transforming battle royale from scrappy mod to legitimate new genre.

“Apex did something that we had there. The Maneuverability, and we have a class-based thing. In a way, Apex has taken that a bit away from us. Our game is third person so it’s a bit different gameplay wise. We always had this idea that there are effects that push you forward. So there’s tornadoes or bombardments, so there are Player versus Environment elements. The ide ais that’s it’s a fast-paced thing. You can’t really sit tight somewhere in a toilet with a shotgun. That is still the thing we’re trying to accomplish there.”

Kuittinen is hoepful that Stormdivers has at least taught Housemarque some valuable lessons in terms of running a game as a service and working in the multiplayer market. But after 24 years in the industry, there’s still the situation that games can take too long to make, especially when other developers are chasing the same audience.

“It’s quite brutal, this industry. Quite brutal. It’s something that happens like, ‘oh shit’. The race is on and we just couldn’t make it.

But while Stormdivers has a small team of around 15 developers, Housemarque has a secret second project with around 60 staff that Kuittinen is pinning his hopes on as the studio’s big success.

“Maybe early next year the game will be announced. This is the biggest game we’ve ever made”. Housemarque has been working on it for at least two years and is using Unreal Engine and it’s own tools to help the game stand apart from competition.

Unsurprisingly, in January 2020, Housemarque took the decision to put on-hold the development of STORMDIVERS, as we can read on Polygon:

Super Stardust and Resogun developer Housemarque is putting its in-development battle royale game, Stormdivers, on hold as it focuses all of its efforts on an unannounced project.

“[N]ow we are focused on delivering our most ambitious and biggest game to date, putting every other project on hold, including the development of Stormdivers,” Kuittinen said. “It is great that the whole company can come together to deliver this game, which will define the next evolution of Housemarque.”

That mysterious project turned to be Returnal, which gained favorable reviews from the press. In June 2021, the company was acquired by Sony Interactive Entertainment.

Images:

Videos:

Shadow Of The Sun [XBOX/PS2 – Cancelled]

Announced in February 2003 via press release, Shadow of the Sun was meant to be the first title released by HotHead Studios (to not be confused with HotHead Games), a UK based studio formed after the demise of DarkBlack. The team re-utilized the technology created for Asylum (a cancelled first-person horror game that was being developed at DarkBlack) to work on a new original IP.

Shadow of the Sun was set in an alternate universe where players would take control of a Vampire Lord, who was sent to prison after an act of betrayal of a governing body known as the Council of Vampires. After hundreds of years pass by, the Vampire Lord would receive a vision of a beautiful human woman, encouraging him to escape and help her out. After escaping the prison, the Vampire Lord finds a helpless infant girl and takes her to a nearby human village, where she would presumably be safe.

shadowofthesunbeta01.jpg

Twenty years pass: the Vampire Lord receives another vision of vampires attacking a human village – which proves to be true soon after. After finding out the now-grown up girl has been kidnapped by the Council of Vampires, he swears revenge on them and goes on a rescue mission.

Shadow of the Sun was described in the press release as a first-person adventure game, where players would take control of a vampire and utilize a combination of weapons and special abilities (such as being able to mind control NPCs). You would fight a variety of enemies, such as human villagers, orcs, vampire soldiers and lords. Additional game content would be available through Xbox Live with downloadable campaigns and online multiplayer.

Shadow of the Sun took inspiration from Lord of the Rings for its visual artstyle. One of the members of HotHead Studios (Tony Charlton) said in an interview with gaming website HomeLan Fed that Shadow of the Sun had a “middle earth look and feel with a gothic undertone”. Locations the player would be able to visit include vampire prisons, peasant villages and terrifying castles.

shadowofthesunbeta03.jpg

The reason the game never came out was not revealed. The development team tried to negotiate with Octagon Entertainment but according to the team Octagon never made a serious effort. The title was never actively advertised on HotHead’s website, which instead focused on another product called Hyper Streetracing. The company would effectively disappear by the end of the year.

Founder Richard Beston would later join another UK studio, Pocketeers. He would work on art for the Nintendo DS versions of Need for Speed games between 2003 and 2006, before quitting the gaming industry altogether and becoming a tattoo artist.

Article by Thane Langdon, thanks to Daniel Nicaise for the contribution!

Images: