New Cancelled Games & Their Lost Media Added to the Archive

Tomb Raider: Ascension [Cancelled / Beta – PS3, Xbox 360, PC]

A reboot of Tomb Raider was developed by Crystal Dynamics and released in 2013 to welcoming applaud and incredible reviews. However, it seems that the development process took a rather sharp turn. This new Tomb Raider project was started in early 2009 and was originally meant to be a much more different game than the final one.  Dubbed Tomb Raider: Ascension (not to be confused with the 2007 fan-made movie), its conception was a world away from what gamers got in the end. Taking inspiration from such titles as Resident Evil, ICO and Shadows of the Colossus, Lara’s reboot début was to be filled with giant supernatural enemies, a child companion that followed Lara, horse combat and explorations in a lavish open-world environment.

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Concept art was already released immediately after the initial game announcement which holds lots of things not included in Tomb Raider’s final draft, and the concept lead many people to believe Tomb Raider was going to become something of a horror-genre game. Before the final Tomb Raider 2013 was released, EIDOS published  a promotional Digital BookTomb Raider – The Final Hours” containing images and a video with the lost Ascension prototype:

“The Tomb Raider name never appeared on Guardian of Light and there was a reason – Crystal was saving that for the next project, what was internally known as Tomb Raider 9, or Tomb Raider: Ascension. Obvious biblical references aside, the team led by creative director Tim Longo was asked to come up with a radically different approach to a Lara Croft adventure. And that’s exactly what they did.

In early design meetings the team started thinking about other games that could inspire a new approach. The emotionally rich role-playing game Ico, the survival horror of Resident Evil, and the towering mythical creatures of Shadows of the Colossus all served as early inspiration. In Longo’s first pass at the design Lara Croft teamed up with a 6-year-old girl named Izumi […] as they adventured through a mysterious island inhabited by ghosts and monsters. Izumi would crawl into small places to help the player, thus creating asymmetric gameplay.

Eventually the player would dicover Izumi’s magical ability to manipulate water and interact with the island. After a few months of work the concept was deemed too ethereal and difficult to understand for Tomb Raider. Izumi was excised and at first replaced by a monkey that would accompany Croft on her adventures. When that didn’t work out the kids and animals were replaced by a more menacing presence on the island: colossal monsters.

In this second full pass at the concept design Lara would ride on horseback and battle against these monsters as they hurled trees at her in sequences reminiscent of a God of War game. Further refinement of the colossal monster concept shifted the art direction into the real of horror, with large zombie-like creatures that would roam a fog-soaked island.

What was intended as a confidential focus test from the Nielsen Group soon became public when one of the participants leaked images and details onto the internet during the summer of 2009. A “Rumored Leaked Photos of Tomb Raider Reboot” thread of the Tomb Raider forums quickly amassed some 3,687 posts from fans who expressed shock over a game that was more Resident Evil or Silent Hill than Tomb Raider. Others worried that setting a game entirely on an island abandoned the Indiana Jones-like globetrotting that was a hallmark of the series. […] Ultimately the horror direction was a shocking twist and focus tests confirmed that the team was “moving in the direction of making the greatest art house game that no one would ever play” […]

In the final game plot there are still some nods to the Ascension name, as we can read in Wikipedia:

Escaping the ancient monastery where she is taken by the Oni, Lara hears from Sam that Mathias is going to put her through the “Ascension“, a “fire ritual” to find the next Sun Queen that will burn her to death if it is unsuccessful. […] Lara realizes that the Ascension is not a ceremony to crown a new queen, but rather a ritual that transfers the original Sun Queen’s soul into a new body; the Sun Queen had learned to become effectively immortal by transferring her soul into a young girl’s body each time she grew old.

Below is listed the most significant changes to Tomb Raider in list form: Read more

Project FUUB (Juice Games / THQ) [Xbox 360, PS3, Wii – Cancelled]

Project FUUB was a peripheral device being developed by THQ Digital Warrington (Formerly Juice Games) at some point between 2006 and 2010 for the Xbox 360, Playstation 3, and Wii consoles. Acting like a set of four individual dice, which were to be bundled together as one purchase, the FUUB was predominantly aimed towards local group play. Each player would interact with one or more of the dice when playing one of the FUUB specific games designed for the device. The devices themselves were fitted with some physical sensors, though it’s not exactly clear what each device was actually able to monitor. We also believe that the FUUBs required a separate, external camera to track the their movement in 3d space, though this cannot be 100% confirmed.

Two games are known to have been designed for the FUUB, to varying degrees of completion. The first, titled “FUUB” was a simple, cartoonish Mario Party style game which you can see concept mockups for below. It’s not clear how far this game got into the development cycle, but it’s possible it never level the early conceptual stages due to the lack of actual gameplay or information available on it. Since it also shared a name with the device itself, it’s likely that the game was meant to come packaged alongside the FUUB device, much like Wii Sports did with the Wii.

A second game – tentatively titled “Quest for the Magic Stones” – was also being developed, which you can see footage of in the video below. A developer described the game as being aimed at “fans of the Harry Potter series” as it shared a mystical narrative theme, and was set in a magical dungeon. Several minigames were already implemented, including logic and physics puzzles, as well as a simplified take on the rhythm-based format of the Guitar Hero/Rock Band games.

Ultimately, the FUUB concept was scrapped as THQ were in the middle of realigning in their priorities, and as a result the studio’s focus was shifted away from physical releases, causing multiple projects to be scrapped. Two other projects – Split Shift Racing & Stormbirds – were also known projects that were also cancelled due to the change in direction.. The studio would go on to make Red Faction: Battlegrounds and Warhammer 40K: Killteam before being closed by THQ in 2011.

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Unseen Interview: Julian Holtom (Imagitec, Ocean, Team17)

While working on our book about lost video games, we were able to interview many developers who worked on cancelled projects, but we had to cut some of these interviews from the book because of the 480 pages limit. As promised, we are going to publish all the missing articles directly in our website, and the following interview is one of these! During his career Julian (Jules) Holtom has worked at Imagitec Design, Ocean Software and Team17 on such lost games as HMS Carnage (PC), Worms Battle Rally (PS2, Xbox, GameCube) and many more.

Unseen64: To start this interview, we would like to ask you to introduce yourself to our readers: we’d love to know more about your career in the gaming industry and what you are working on today.

interview julian holtom - worms battle rallyJules: I spent almost 23 years working in video games, the first machines I worked on were Spectrums, building sprites from character graphics. At the time there were no off-the-shelf art packages to speak of; the few tools that we did have were coded from scratch by the in-house programmers.

Of course as with all things technological this changed, and as an artist you had to be fleet of foot to keep up with the latest tools being developed, to help us to deliver to the ever changing capabilities of target platforms. By the time I quit the industry I was using the same 3D software and rendering tools that the film industry uses to create their cinematic magic.

I’ve been out of the industry now for 7 years, and in that time I’ve turned my hand to photography, design and building websites. I certainly miss the camaraderie of old colleagues, but definitely not the “crunch”.

Unseen64: Which are some of your favourite videogames? Have you been playing anything lately?

Jules: I’ve always had a soft spot for sprawling RPG’s with a few hundred hours of gameplay, such as Skyrim. I also love fps “twitch” games like Battlefield 4 or more recently The Division.

Unseen64: Can you shed any unique / personal  light on Daemonsgate by Imagec, which seems was planned as a trilogy (Dorovan’s Key, Nomads and Homecoming)? Key marketing aspect was that actions in 1 game would have implications in sequels, so kill an NPC in the 1st game i.e. ‘Barry pig-squealer’ and his family would come looking for revenge in the 2nd game (a concept years ahead of its time).

Jules: This game was by any standards, ambitious in scope and scale. We were trying to create a far more involved game world than any equivalent game had to offer at the time, and I expect the mechanics of which have only just been truly realised in these type of games in the last 5 years. The hardware, architecture, and coding capabilities coupled with time constraints meant it simply wasn’t possible to build the game as intended at that time, and I think as with all games, there were some significant compromises from the original brief in order to get the game finished.

Unseen64: What can you tell us about Prophecy: Viking Child? UK Press had claimed that Imagitec had originally planned this as a trilogy of games, was there any truth in this?

Jules: I only helped Blizz (the lead artist) a couple of times on that project, recolouring sprites if memory serves. As it wasn’t my project, I didn’t pay too much attention to what it was meant to be.

Unseen64: Do you have anything you could tell us on canned Imagitec games like Space Junk (which was a WIP on everything from the sega Mega CD, Atari Falcon and then Jaguar CD) or any other lost Imagitec projects that never seen the light of day?

Jules: Imagitec often had games “using as yet unseen technological advancements” in development, it sounded good and helped Martin Hooley, the studio owner, raise funding to keep the studio going. In truth, I have no idea if any of these titles were ever really meant to be completed.

Unseen64: In mid / late ‘90 Ocean Software wanted to develop some really groundbreaking games, they rebranded their internal development department as “Tribe”, invested a lot of money, hired a lot of new talent and asked everyone to come up with amazing original concepts huge enough to fill a CD-ROM (!). One of these concepts was the stunning looking HMS Carnage – a 3D flight sim, set on Mars, in an alternative, Steampunk future. We have read memories from Nigel Kershaw about his involvement on HS Carnage but we’d love to hear your side of the story: how was to work on such an ambitious project and do you think it could have achieved what was planned if only the team had more time?

Jules: Nigel and I had worked together for some years both at Imagitec (which became Dreamweavers, then Runecraft), and at Ocean; he was the designer behind Daemonsgate and Space Junk. Not afraid of taking a brief and creating a game of “epic proportions” from it, he was the perfect fit to drive HMS Carnage. I was the lead artist heading up the 3d team, and at the time, we really were treading water, using hardware and software than no one had any experience of, including the coding team that were getting to grips with real 3D.

interview julian holtom - HMS

Unseen64: What did you work on while at Ocean before HMS Carnage? At the time they were also working on Silver (released in 1999) and on a point ‘n click adventure with Hanna-Barbera characters, called “Zoiks” that was later cancelled. Any other lost games or pitches for unrealized ambitious projects that you remember from those years?

Jules: Jurassic Park, but couldn’t tell you what console it was for. I also helped render some FMV sequences for out of house dev teams. I believe one game was called Central Intelligence, the other was one of the flight sims that came from DID.

Unseen64: Long shot, but whilst at Ocean, we’re you aware if Jaguar proposals for games like Water World, TFX and Robocop ever getting past proposal stage? They often pop up on YouTube videos as lost Jaguar games, but unlike Toki Goes Apeshit (which we have actual footage of) there’s so far seemingly nothing to suggest they were ever started and thus aren’t true lost games..

Jules: Unfortunately I cannot say. When you are in a team, you usually only focus on the task before you and pay little heed to projects elsewhere. You might be better of speaking to a producer of that time, who had a top down view of everything that was in development and what happened to it.

Unseen64: You worked for more than 9 years at Team17 on many popular games, but unfortunately a few of those were never released. One of them was Worms Battle Rally: what do you remember about this project? How was the gameplay like and why was it canned?

interview julian holtom - Worms Battle RallyJules: The Worms franchise has often been shoehorned into other successful game genres, trying to piggyback off of their success to eek out more money from fans loyal to the original game. Worms Battle Rally was no exception, essentially aping Mario Kart. Unfortunately the team bought together to work on it, had little experience of building driving games. That began to tell after a while when the game simply wasn’t living up to expectations, both internally and when compared to games already out there. The lack of confidence to deliver meant the plug was pulled.

Unseen64: Do you remember other cancelled games in development or pitched at Team17 during those years? If so, can you share some details about what they could have been?

Jules: I expect there will be quite a few, but I can’t remember them, sorry.

Unseen64: Working on videogames is often tough and gruelling work, but every development team has both one catastrophic and one funny story (or at least bizarre). Do you remember any such stories from your experience in so many different gaming studios?

Jules: Too many to mention, particularly from the early days of game dev, which were let’s say… a little like the Wild West frontier of old. Rules were far and few between. However a few do stand out; Gaffa taping a programmer to a chair on his birthday then handcuffing them to the back of a car and towing them at speed around the company carpark. The following year we handcuffed the same guy to the drainpipe outside the office and deluged him in buckets of water… his birthday was in the middle of winter.

Another chap we worked with used to get on the wrong side of many of us, one day it was decided we’d mete out a collective punishment and covered his entire car in shaving foam and disposable razors. The man in question was notoriously short-fused, and we knew full well he’d hit the roof upon seeing his car, but I think the cherry on top the pushed him over the edge was the word “cock” on his reg plate.

Unseen64: That was the last question, thanks a lot for your time Jules!

Isle of Minno [PSP – Cancelled]

Isle of Minno was developed for the Playstation Portable in 2006 by Sumo Digital; a company founded by former Infogrames/ Gremlin Interactive employees and which released other PSP games such as Toca Race Driver, Outrun and Driver 76 (which I truly enjoyed to play when I owned a PSP myself).

There is little information on Isle of Minno, a prototype was found by an Assembler Games Forum user and the game itself looks and sounds a bit like a children’s game. I couldn’t find a reason why the game got cancelled by Sumo Digital; the game is hardly mentioned anywhere. Game also doesn’t show up on old cached webpages of Sumo Digital’s website. In May 2006 Sony and Sumo Digital made some actual pre-production Isle of Minno UMDs, none intended for resale, but you can now easily find a leaked ISO online.

Some of the actual UMD copies even ended up on ebay and were selling for around $ 100. The dumped prototype looks to be a fully playable demo, with even a multiplayer and game sharing option.

The game starts off  with a small sequence showing a boy who washes up ashore on an island after drifting in the sea with some leftovers from a ship. After a small walk on the beach he enters a cave and finds a small village hidden in a valley at the end, presumably called Leafy Cove. After a short introduction talk from an elder person you are sent on your first mission to get yourself some decent clothes. The town is fully explorable; decent sized with loads of places to go to and now and then you find  inhabitants with which you can interact and accept missions from. After completion of a mission you’re invited over to the person’s house or you can collect a small reward for your efforts. The whole gameplay mainly seems to consist of completing small mini games like collecting feathers, fruit or other stuff, mowing lawns, throwing things out threes and of some music memory games.  The complete story of the game or its missions stays however vague.

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Star Wars: Knights of the Old Republic 3 [Cancelled – Xbox 360, PC]

Star Wars Knights of the Old Republic 3 is the cancelled third chapter in the popular RPG series developed by BioWare and published by LucasArts. The project was started by LucasArts in 2003 / 2004 when they canned another Star Wars MMO for console named “Proteus” and planned to reuse the same team and part of the already created designs to develop a new KotOR game. Unfortunately KotOR 3 followed the same fate and they later decided to cancel the project because of LucasArts’ financial problems, when the management did not want to invest money and time in such an expensive game.

A few KotOR 3 concept arts created during the design phase were leaked online and we can see new robots (Q-10), spaceships (Dashaad Fighter, Sith Troop Transport, Coruscant Vehicle) and characters. Some more details on KotOR 3 were published in 2008 in the bookRogue Leaders: The Story of LucasArts”, in which they revealed that one of the new characters was a woman named “Naresha”.

“Upon the cancellation of the Proteus project, team and elements of the designs were applied to Star Wars: Knights of the Old Republic 3, which, according to designer John Stallford, “got quite a bit of traction… we wrote a story, designed most of the environments/worlds, and many of the quests, characters, and items.” However, this new game direction fell victim to LucasArts hitting possibly the most difficult period in the company’s history.”

We can only hope that one day someone could share more artworks and info from the early development of KotOR 3.

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