Long title, short story. Chronicles of Eden Vol.I: Vangarde’s Tale was announced in 2004 by its developer Lightspire Studios as an upcoming Gameboy Advance title. The game was supposed to be a top down story driven action adventure/ role playing game. At the time of announcing the game no publisher was known yet and nor was a hint given on a final release date.
The game tells the story of Dyrvaine, an elite agent of the Elven Council of Tannale. The agent is sent out to investigate mysterious activities with a gate seal on a world called Elzian. The game was divided into four episodes and would give the player three characters to choose from, each wit an unique style of gameplay and each one with a different look on the storyline. A fourth character would become available after completing two of the four episodes. An interview with one of the makers of the game by Planet Gameboy can be read here.
After the announcement things became quiet on the game and it is assumed to be fully cancelled, most likely too hard to find a publisher for the game.
Promotional video:
Screenshots:
Extra – Artwork, possible Box Cover & Lightsphere logo:
(note: I only picked 3 recognizable pictures shown in the promotional video. more?)
Before merging with Lost Boys Games and Orange Games to became the now popular Guerrilla Games and creating the Killzone series, Digital Infinity was a rather obscure indie team based in Netherlands. In late ’90s DI were working on an interesting online multiplayer brawler / party game titled Knights, planned to be released for Dreamcast and PC, following a gameplay similar to such games as Ooga Booga, Power Stone 2 and Heavy Metal: Geomatrix.
As reported by IGN in late 1999 Dutch publisher Project 2 Interactive gained the license to publish new Dreamcast games, announcing the never released Knights and another project under the name “Big Bang”, later released as Bang! Gunship Elite in December 2000. In another interesting article by Control Online (in Dutch) we can read that in March 2000 issue of PC Zone magazine (No. 30, Dutch version) they published a good preview of Knights, revealing more details about the game’s humorous backstory:
“In the magical kingdom of Whyrule the king is too old to keep ruling the country. To find a new king they decide to organize a big tournament among knights and the winner will then rule the kingdom. You’re ready for a career change, so put on your best mail-coat out of the closet and departure towards the castle.”
Initially Knights was started as a classic 3D platform adventure similar to Mario 64 and Spyro the Dragon, but soon the team had to switch plans when it became clear they would not have enough time, experience and resources to develop such kind of game. Digital Infinity were still a young team, with inexperienced developers and designers, who had to create their own 3D engine and assets without having a proper design doc to follow. After the platform game concept was tossed away they were able to create an early multiplayer demo, taking inspiration from the online capabilities of the Dreamcast and the increasing popularity of online gaming on PC.
This version of Knights was meant to be some kind of team-based multiplayer brawler with many interesting mechanics: levels were composed of different flying islands interconnected by slides, where players could move around and fight against the opposite team using different knights with different abilities, while also playing with the environment to their advantages, for example by riding a water-scooter in a small lake in one of the islands. By looking at the few screenshots we were able to gather, it seems that Knights could have been a fun multiplayer experience on the Dreamcast, with many interesting ideas.
IGN were able to see more of the game at ECTS 1999:
“Their first title, Knights (so close..) is an online deathmatch title of sorts, with an interesting twist. It is more of an interactive game of “kill the man with the ball,” and will also allow players to build their own DM levels. Project 2 plans on launching the title some time next year, and including online components a plenty.”
Unfortunately development was proceeding slowly and in the meantime Project 2 Interactiveclosed down for bankruptcy: even if the first couple of milestones were delivered, without Project 2 Digital Infinity regain the Knights rights and tried to find a new publisher.
With some luck they were able to gather Swing! Entertainment’s interest, a new publisher that doubled the studio budget and wanted to release Knights on more platforms, such as the Playstation 2. Meanwhile Digital Infinity also became part of Lost Boys Games, the studio grown with more developers, designers and artists. After the Dreamcast failed to sell enough units and with Sega discontinuing the console on March 2001, the team decided to finally cancel the Dreamcast version of Knights, focusing on the PS2 version and reworking the game again to make it the 3D platform-adventure they initially wanted to do. In the end the Playstation 2 version of Knights was also canned when Lost Boys Games were sold to Media Republic and renamed Guerrilla Games, starting to work on their Killzone series for Sony and Shellshock: Nam ’67 for PS2, Xbox, and PC. A Game Boy Color version of Knights was also under development by Formula Games / Lost Boys, but as it happened for the 3D version the game was never released.
We tried to get in contact with former former Digital Infinity / Lost Boys developers, in an attempt to unearth more on Knights, but unfortunately, they were not available for comment. If you know someone that worked on Knights, please let us know!
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.
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 Book “Tomb 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 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.
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 theseinterviews 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.
Jules: 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.
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?
Jules: 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!
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