Cybernauts: The Next Breed, formerly know as DNAction: The NewBreed, Matrix Prime and Juggernauts: The New Breed, is a cancelled futuristic fighting game that was in development exclusively for theGenesis / Mega Drive that would have been published and developed by Accolade, Inc. around 1993-1994. Accolade made its name in the late 80’s and early 90s with franchise’s such as Test Drive, HardBall!, and Bubsy but started losing steam around the mid 90’s which caused the company to want to shift focus and reinvent itself. It is possible that this change of direction in the mid 90’s was the cause for some games to be cancelled in development such as Cybernauts. Accolade was also purchased by Infogrames in 1999 so any hope of the game being revisited seems to have ended there.
Although the game was never released, some info about the project and various character renders were found in old gaming magazines as Games World #1 and GamePro #56, plus some in-game screens from an early prototype found in Player One #43. Cybernauts/DNAction used pre-rendered sprites for characters and backgrounds, created with Silicon Graphics in the same way as Killer Instinct.
The game was to be placed in a future setting with scientists being able to genetically enhance humans to create their own superheroes. Some, however decide to use their powers for evil thus pitting a rivalry between those who received super powers. There were at least four planned playable characters: Pitbull and Hotshot who were members of Matrix Alpha, the superheroes trying to help society. Then the two members of the evil organization Overlord: Ground Zero and Tracer. Four additional characters were shown, Shockwave and Banzai, from Overlord, then Recoil and IronClad, from Matrix Alpha.
In May 2019, Eli Galindo, founder and CEO of Piko Interactive managed to retrieve an alpha prototype of the title. As it wasn’t complete enough to make a full game, the idea was first to launch a comic book centered around the background and characters from the game with a crowdfunding campaign on Kickstarter headed by a company named Virtual Comics in the summer of 2021. There was also the opportunity for the backers to play the unfinished prototype if the campaign was successful. As it turns out, it didn’t manage to reach its goal with 951$ gained on a total of 3,500$ required. Following this, Virtual Comics wrote:
Thank you to all of our backers!
We really appreciate you put time to review and pledge to our campaign!
We will go in another direction than kickstarter and release the comic book on our upcoming website and outlets like comixology.
We are in talks with publishers for physical version. In regards of the OST and the roms. We may re-use an OST in the future if we decide to fund a new game ourselves, and the roms we will try to partner with someone to make a video and a release!
Thanks again!
The Virtual Comics Team.
Since then, it seems that no further attempts regarding Cybernauts have been made, with the Virtual Comics website appearing to be down.
Fireteam Rogue is a canceled sci-fi action-adventure game published and developed by Accolade Inc.from 1993 to 1995 for the Super NES and the Genesis/Megadrive. The project was very ambitious for its time, as Accolade planned to launch alongside the game a comic book serie, with also discussion for action figure toys and a TV show.
Next information that will follow are from SNESCentral which was one of the first website to share many details as possible about this title. With a budget of 2,000,000 US $, this project was plagued by mismanagement that ultimately led to its cancellation:
Fireteam Rogue’s cancellation is probably due to having too much ambition. The people marketing the game claimed it would have 100 hours of gameplay, and that the characters would be larger than in most other action games. Personality conflicts and poor management due to this goal seem to have taken their toll, as stated by Russell Borogove (Bornschlegel):
“The project had a lot of problems in development. We spent a lot more time developing ridiculous data compression schemes to fit all the levels into the game, when we should have cut a couple of enemies and a handful of levels in order to get it done. There were also some personality conflicts that culminated with the producer of the project quitting when we were at beta. Shortly after that, the head of product development at Accolade asked us if we thought we should continue the project or not. It was unclear to me how much more work it was going to take to finish it and if the game was going to be good enough to compete in the market by the time we actually got it out, and I advised that we should shut it down. I don’t remember what the others said.”
The late Betty Cunningham on her website claims the game was complete. And it may well have been close to being finished. By the sounds of things, as development dragged on, it was increasingly clear it would not have been released. As artist Scott Ruggels recalls:
“Both of the game projects (Fireteam Rogue and the unreleased Genesis game, Cybernauts: The Next Breed) were helmed by John Skeel. I don’t know what happened to him after Accolade, but after the 2 million dollar budget for the game was spent, with about 750,000 spent on promotional materials, including a 6 foot tall roll of plastic with a life sized image of the main character computer generated within, and the prototype, that was, in all honesty, not very much fun to play, the game was cancelled, along with a lot of others soon after the new management took over, (…)”
The media give differing times for the ultimate cancellation. Gamepro, in its April 1995 issue states it was cancelled, coinciding with Warner Music Group buying a share in the company. Nintendo Power kept it in its upcoming releases section until the August 1995issue. Ultimately, a long development cycle can never be good for a game.
Two different prototypes exist and their source codes are both available on the web. The first prototype is apparently in early alpha and might be dated from 1994. It was leaked somewhere around 2006-2007 and is pretty incomplete and glitchy. A much later prototype was acquired in 2010 by Evan G., founder and owner of SNESCentral and is dated from 1995, although it is not clear from which month:
This later prototype of Fireteam Rogue was acquired by me in June 2010. The seller worked at a company called IMN Control. They were looking into publishing games to package with their controllers, and I guess by April 1995 (the letter that came with the prototype was dated April 6, 1995), Accolade was hoping to get another company to publish the game. The seller said that he did not feel the game would be complete in a reasonable amount of time to bother investing.
In addition to the prototype, there were some marketing materials and a three page FAQ. The FAQ explains the different levels, characters and goal of the game. There is a date of December 12, 1994 on the header of the FAQ. The package included a poster/information sheet that probably was used at the 1995 Winter CES. The poster has an expected March 1995 release date. The prototype itself came on four chips, with a date of “1/16” on it, which I assume means January 16, 1995. I guess that despite the fact that the prototype was sent in April 1995, either development had ceased, or they did not feel like burning a newer copy.
This prototype appeared to be more complete and less glitchy with the addition of Mode 7 levels and a password feature.
On his own article, Evan G. concluded:
Fireteam Rogue is definitely a game that had promise. It had an intriguing plot, excellent character artwork and a promising gameplay system. The Shadowblade level in particular shows the scope of what the levels may have entailed. The shooter levels play quite well and compare favourably with many similarly styled shooters for the SNES.
That being said, the two alpha ROM images available show a game that is not close to completion. Though I was told development may have extended all the way to 1996, the evidence seems to indicate that it was leading towards demise in early 1995. In particular, the statement in Gamepro in April 1995 and the fact that they were trying to find another company to publish the game show that its fate was decided by then. If the later alpha that I have is what was shown at the 1995 Winter CES (which I assume, considering the date on the prototype, and the included CES-style advertisement sheet), it would have had an underwhelming response. For instance, despite the impressive size and animation frames of the character sprites, the animation was not smooth, and led to unresponsive controls. The level designs are poor, and lack the key items to proceed through the stages. The graphics themselves don’t look bad, though they have a limited palette. The promised linking of the levels into a single story was not finished in the game.
The lesson of Fireteam Rogue is that focusing on hype and story before the creation of solid level design and gameplay can sink a game. The back-story of Fireteam Rogue rivals most contemporary RPGs, and the initial gameplay ideas could have rivalled Super Metroid. Instead, a development cycle mired by poor management and delays made this just another footnote in the history of the 16-bit era.
In October 1996, Accolade Inc. released a DOS game called Eradicator in which three different characters are playable. Those characters shares many similarities with the 4 main characters of Fireteam Rogue.
F.R.A.G. is a canceled online first-person shooter that was in development by Allods Team for PC. The project would be published by My.Games in 2016-2017.
As we can read in the first preview, it was an experimental shooter. Unlike most shooters of the time, F.R.A.G. had much lower speed and pace and relied on teamplay with unique heroes with abilities (Like machine-gunner with healing shields or soldier with shotgun and jetpack ). The only negative aspect mentioned in the review was that the game hadn’t got its face (Maybe at that time the developers hadn’t made unique models and left placeholders).
The beta was launched on May 19th, 2016, then the project quietly died. The true reason is unknown, but, judging the user reviews, people didn’t really appreciate this approach and even called it a shooter for grannies.
Marvel 2099: One Nation Under Doom is a cancelled 2D sidescroller action game that was in development by Saffire for the original Playstation and the PC. It was based on the imprint of the same name. The project would have been published by Mindscape in 1996, but the company decided to stop publishing some of their console titles and One Nation Under Doom was one of them. After Marvel 2099 was canned, Saffire started to develop Bio F.R.E.A.K.S. and Rampage World Tour for the Nintendo 64.
As we can read on Wikipedia, by May 1996CD-ROM and VHS video demos of Marvel 2099 were being shipped to game magazines for pre-release reviews, along with a one-page color brochure. The first public demo was shown at the E3 1996 show, and featured a playable single level of the Punisher 2099 fighting SHIELD troops, and also opening menus and some cut scenes. Electronic Gaming Monthly had two quarter-page previews of the game, showing grainy shots of actual gameplay, and a group shot of the player characters. At the 1996 San Diego Comicon, the Mindscape booth handed out brochures, and raffled off One Nation Under Doom pins, shirts, and posters. Some attendees were even allowed to play the demo at the booth, although no copies of the demo were distributed.
Years after its cancellation, Executive ProducerMark Flitman shared some details about the game in an interview:
D.2099: How did Mindscape first become involved with producing/developing a game based on Marvel’s 2099 characters?
M.F.: Prior to working at Mindscape, I was a Producer at Acclaim Entertainment in New York. At Acclaim, I was responsible for multiple titles including all the Marvel titles. I developed a great relationship with Marvel so when I went to Mindscape I kept in touch with them. I knew that Acclaim had a contract with Marvel that tied up every Marvel property for video games. In those days, they didn’t separate the characters into individual properties. I really wanted to work on another Marvel title and asked if they had anything that was not included in the Acclaim contract. Their first response was no, but then they found Marvel 2099. They told me it was available and sent me some of the comic books to check it out. I could not believe my luck! A Marvel property that included dozens of Marvel characters, it was in the future and the characters looked different, but it was full of recognizable Marvel characters (some looked ever cooler in the future!) and the main villain, Dr. Doom was awesome.
I convinced Mindscape that this was too good to pass up and I worked with Marvel and Mindscape management to negotiate a deal. The deal was more than reasonable and included the rights to do the game on PC CD-ROM, Playstation, Sega Saturn and 3DO.
D.2099: Do you recall at what stage the game was at when it was cancelled? 50% done? More? Less?
M.F.: Less than 50%
D.2099: Do you think….had the game been finished…that it would have been a good game?
M.F.: Absolutely!! We knew from the start that there was concern that the game was a side-scroller, but so was Mario! With our development schedule and budget we decided it was the best use of our time and talent to create characters and animation that looked better than any other comic book title, but it was too much of an undertaking to do all the characters in a fully free 3D environment. We wanted the character art to blow you away, so instead of doing a less than stellar job in a 3D environment, we decided to do a superior job in a 2D environment. We did plan to have some levels moving vertically and not horizontally. We also wanted to make sure that there were “branches” in the game play where the player had to choose which path to go down. This would allow replay-ability because you could complete the game without going everywhere. AND we were creating some incredible cinematic sequences to introduce characters or as visual rewards for completing levels. One cinematic sequence that was completed was Hulk 2099 coming down a ladder into an underground sewer system and running through a large pipe towards the player.
We can only hope that one of these playable demos could be found and shared with the community in the future.
Trinity : The Shatter Effect, also simply known as Trinity, is a canceled First-Person Shooter published by Activision and developed by Gray Matter Interactive for the PC, and Vicarious Visions for the Xbox, from January 2002, until, at least, Summer 2003.
Using a heavily modified version of the ID Tech 3, the game was revealed in spring 2003, and Gamespot was one of the first media to get information regarding this title:
“Activision announced today that development has begun on Trinity, a new first-person action game for the PC and Xbox platforms. Gray Matter Studios, the creator of Return to Castle Wolfenstein, is developing the PC version, while Vicarious Visions, which is known for porting Jedi Knight II to the Xbox and GameCube, will be handling the development of the game for the Xbox. The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to find the source of the virus and stop it from spreading further is the Nightstalker, a biologically enhanced hero who possesses superhuman powers. At the Nightstalker’s disposal are weapons ranging from pistols and shotguns to grenade launchers and sniper rifles.
Additionally, Trinity includes a feature called “FlashTime” that will allow players to dodge enemies or execute special attacks. “Trinity brings an all new intensity and cinematic quality to the first-person action genre,” said Larry Goldberg, executive vice president, Activision Worldwide Studios. “Run-and-gun gameplay takes on a whole new dimension when players can warp around the map in the blink of an eye, see through walls, and tackle enemies with deadly acrobatic maneuvers.”
Following it’s announcement, information about the background were spread right before E3 2003. For example, Gamespot wrote:
“The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to stop the virus from spreading further is the Nightstalker. This biotechnically enhanced vigilante possesses superhuman powers and must single-handedly take action against an evil company known as the Silmara Corporation.
As the Nightstalker, you’ll follow a story of conspiratorial intrigue. You’ll get some help from the Caretaker, who you’ll be able to talk to directly through a brain implant. The Nightstalker has had his abilities enhanced by an array of biotechnical and neurological implants that grant him superhuman strength, special vision powers, and the ability to warp time and space–a power known as Flash. Flashtime will allow you to slow down time to dodge enemies or execute special attacks. Flash can also be used to jump higher, move enormous objects, and survive falls from great heights. Special thermal-vision and night-vision modes will give you the chance to get the drop on enemies.
A potent arsenal is the key to your survival as you face down Silmara. You’ll have a range of small arms to choose from, including machine guns, shotguns, sniper rifles, and grenade launchers, plus the more futuristic laser rifles and liquid nitrogen cannons. As a change of pace, you’ll man turrets, ride gunships, hack into installations, and solve a variety of puzzles.”
IGN managed to get further details about the story, the main character and some concepts and ideas thanks to an interview with Drew Markham, game director at Gray Matter:
“When the game begins, our character has been dubbed the Nightstalker, he’s more of the anti-hero kind of guy with darker qualities. When you begin the game we have a guy waking up with no memory of how he got there. But we immediately establish the facts through this sidekick that’s called the Caretaker. This a guy that you see constantly through the game and he’s even in your heads-up display. Basically, the Nightstalker wakes up thinking the Caretaker character has kidnapped him. But the Caretaker has a video tape that was made before the Nightstalker lost his memory because he knew he was going to lose his memory. The tape pretty much explains that he went into this knowing that it was part of the process and that he’s going to know, as events progress, why things had to be done this way. So even though he has this video of himself explaining why he’s there in some small way, he’ll still have this nagging doubt about the validity of that. So essentially we begin the game with this mystery and we go into training immediately because you have this guy waking up not knowing about himself not to mention that he has all of these incredible physical abilities. All of this has been part of this process and procedure that has happened to him in the intervening months that have gone on since he recorded the tape to himself. That’s where you’re going to go in and learn about these physical abilities that he has called Bio Augmentation.”
“A key part of the game is you being upgraded. You start with lower level abilities but will be able to improve them during the game. So we establish something that allows you to learn a certain play type and then upgrade that for you. You start with abilities in the game that seem to give you quite a big edge, but as the enemies are reacting to that, they’re developing ways to thwart these powers. Your edge will start to get duller and duller till a couple of levels down the line they might have a very effective countermeasure to your ability. But then you’ll get another upgrade that will put you back up in another way.”
“You’ll really feel like your enemies are reacting to you, that they’re developing things around you. It really keeps you on your toes and as we introduce you to new types of enemies, they’ll be vulnerable to certain things you have at your disposal and other things that aren’t. By the time you’re fighting enemies, you’re at that point where you’ve just become more than a nuisance. You have all this wild rumor speculation about what you can do. The beginning of the game as you’re using your powers, enemies will react in awe sometimes where they’ll sit back and say “what the hell?” So they’re physically reacting to what you’re doing. But that’ll change as time goes on and everybody becomes more aware of you.There’s a strong emphasis on the tactical nature of what you’re supposed to use when you go up against the enemies in the game. We wanted players to have to be smart about how they approach certain situations.”
“You have hard-points on the body for one heavy weapon, two pistol slots, and a couple more. But you have to pick up weapons and drop weapons as you move through the game and there’s many more weapons than you could possibly take with you. As you encounter these situations, you’ll have to be aware of how certain enemies react to different weapons and abilities.There are two areas of abilities. One is the pure bio-augmentation abilities, which are physical abilities that allow him to jump higher, run faster, and to jump off of buildings and not take significant damage. But your bio energy used to power the augmentations will be taken off for the damage that you would normally get from a fall like that. So if you decide to jump off of something very high, then you’ll be leaving yourself with less energy should you decide to use another one of your skills. All of these bio moves that he has are individually accompanying defensive postures. For example, there’s a burst back move where you’ll jump back and project out a magnetic deflection in front of you that causes bullets to deviate. The other side of your abilities is called flash power. They’re based on this temporal field generation technology that an ex-Silmara scientist came up with. This is a guy, by the way, that’s been missing for months before the game starts and everybody is trying to find this guy so he obviously has a lot to do with the stuff going on. Anyway, the flash abilities basically allow you to advance your metabolic and perceptual rates in time. The world to you might slow down by 25% while it slows down for the enemies by 75% so you can aim and move better, but still have a significant speed advantage. This allows you to dodge bullets and all that kind of groovy stuff.There are a tremendous amount of moves between the bio augmentation and flash moves. So you have your pure bio and flash moves and then you have those that use both.”
“The bio-mods are always active, but you use a double tap scheme that makes them work or different combinations of keystrokes to invoke them. But you only have a certain amount of energy on tap, so the player won’t be able to just burst around like a super strafe, because you’ll use energy up quickly. Another interesting thing is the inhibitors that have been placed on the augmentations to keep you from damaging them. One of the things I like about this is that at a certain point in the game, you’re going to have the ability to go in to your internal systems and turn the inhibitors off so you can run in the red. But if you go over the threshold completely, you’ll shut down, which can be bad in the middle of a battle. It’s all about giving players the choices to how they want to play but we didn’t want to go the RPG route and we didn’t want this to be a heavily managed character. You’ll head back to your regen pod, which acts as a home base of sorts, where you’ll get new implants. The mods occur at intervals during the game, however there are certain mods and abilities that can be received prior to their pre-ordained time to be given. If you dig hard enough in a certain level to find something that will allow it, you might get an augmentation you would normally at level 10 while you’re still in level 7 or 8.”
The game was showed at E3 2003, where both IGN and Gamespot wrote previews. Thus IGN told:
“The long and detailed single player game takes place in and around New Orleans, a location not often utilized in the video game world. Taking the product into this area meant designing a different type of city than was usually seen in shooters and games in general. Different architecture means different gameplay opportunities. Outside of the city areas in the game, Trinity will also bring players out into swamps and inside high tech labs as we were shown in the demo.
The outside levels are pretty crisp in color and it’s easy to tell that this game was built around the Quake 3 architecture. It’s also pretty easy to see that it has been improved on immensely. AI, physics, rendering, and pretty much everything else has either been upgraded or completely replaced by the programmers at Gray Matter.
As you move through the game you’ll be able to upgrade your character with new parts and increase the power of existing enhancements. This is a good thing as the AI in the game is adaptive to your powers. What will work in the beginning of the game won’t towards the end as develop technology to counter your abilities.
Using the Nightstalker’s abilities is easy enough for the pull off. Some can be triggered by the press of a button, such as the time bending ability, which slows everything down to the point where you can see bullets coming towards you. You can perform physical feats such as flipping around and twisting in the air during a jump. Some of the abilities can be used in concert with one another for different effects.
Your vision augmentations are pretty useful as well. They’re a pretty interesting interface when you use them, with your entire field of vision changing dramatically. Your different modes allow you to see heat through walls and in the dark, night vision makes everything brighter when heat signatures won’t do the trick, and in another mode you’ll be able to detect structural weaknesses that you can use explosives on to open up new paths or solvepuzzles.
With around 40 hours of gameplay on an engine that should run well on most low-end systems, this might be a game those of you just looking for a single player experience will want to keep your eyes on.”
“The game’s hook is much the same as that of Max Payne, except here it’s called “flashtime.” Sure enough, in flashtime you can dodge bullets and move at unnaturally fast speeds, as the whole world around you seems to slow to a crawl.
You of course have limited access to flashtime and must use it when you wish to take out a number of enemies quickly, make a hasty retreat, or get out of harm’s way. While everything is slowed down, you can jump extra far, perform sideways flips (your whole view rotates as you launch yourself in midair), and even use close-ranged kicks to thrash your opponents.
The action has a pretty good dynamic to it already, even though the game is a ways off. Much like in Max Payne, in Trinity, when the action is slowed down, you can clearly make out individual bullets flying through the air–and you can even see Matrix-style contrails behind them. The game apparently takes place in and around New Orleans, and the level we tried out seemed to be a bayou of some sort–nothing too futuristic about it, except for the high-powered assault rifle at the Nightstalker’s disposal and the weird uniforms of the enemy troops.
The main character’s remarkable powers should allow for some action sequences that are highly challenging. Aside from the flashtime thing, Trinity’s mechanics are pretty standard for a first-person shooter, but just as bullet time did a lot to distinguish Max Payne from other third-person action games, flashtime does much to give Trinity a rather unique style to it. The experience reminded us of using the Force speed ability in Jedi Knight II, only here we could also jump superfar and kick people in the face, and shoot them too.”
While it seemed to be well advanced, the game was unfortunately canceled during the fall of 2003, when Activision lost over 30% of its revenue, during the fiscal year, as we can read on Gamespot again:
“Today, after the financial markets closed in New York, Activision reported its fiscal second-quarter results. The bullet points are as follows: Compared to last year’s second quarter, revenue decreased by 31 percent; the company reported a net loss for the quarter of $10.1 million, compared with last year’s income of $9.1 million; and revenue for the quarter fell to $117.5 million, from $169 million a year ago. Activision attributed the results to the quarter’s “significantly smaller release schedule.”
Activision’s second quarter ended September 30.
The company said it would take a one-time, pretax charge of $23 million in the third quarter–this is due to it’s slashing of 10 products from its current release calendar. The titles affected are Trinity, Shaun Palmer’s Pro Snowboarder 2, and Street Hoops 2.”
“Trinity was the first game I worked on as an industry professional at Gray Matter Studios. This shooter was ahead of it’s time and could have gone toe-to-toe with Monolith‘s soon to be released “F.E.A.R.” title, but sadly, marketing didn’t quite know how to sell this title, and Activision (who owned Gray Matter by that time) had bigger plans for our little studio. Those plans would change the world of games forever.”
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