New Cancelled Games & Their Lost Media Added to the Archive

Paparazzi (Widescreen Games) [Xbox 360, PS3 – Cancelled]

Paparazzi is a cancelled photography adventure game that was in development in 2005 by Widescreen Games for Playstation 3 and Xbox 360. This project must not be confused with the European conversion of “Simple 2000 Series Vol. 53: The Camera Kozou”, which was renamed “Paparazzi” by 505 Game Street.

As far as we know Widescreen Games’ Paparazzi was never officially announced, and only a single image with a 3D model made for the game, alongside a tiny screenshot, are preserved below, to remember the existence of this lost game. We can read further details about the game on the now-defunct website of its developer:

Will you walk into the hall of fame?

Paparazzi is a 3rd person action adventure game mixing 1st person snap-shooting.

Leisure Suit Larry‘s and its humorous universe meets the wisecrack world of showbiz tabloids.

Storyline:

As a common people who is fed up with your common life, you want to be part of the glittering Jet Set system.

But you can’t afford it due to your miserable condition and look!

To achieve rapidly this scheme, the best way for you is to become a photographer working for the tabloids press.

As a rookie, you will make your way in the infamous world of informers, unscrupulous magazines and fierce competition with others paparazzi.

Unique Selling Points:

  • A real adventure where the player manages his own career in the funny and original universe of the paparazzi and tabloids.
  • A real action game where you have to take the right picture at the right time.· Unveil the dark side of the show business.
  • Breath-taking actions and infiltration phases: bribe a bouncer to enter a private night-club, escape from a private property chased by guard dogs, spy and collect data as a party sponger, spread rumors in the showbiz, impersonate a rich producer and chat up with airbrained chicks….
  • Numerous worldwide and famous locations : Beverly Hills, Miami, St-Tropez, Nice, Monte Carlo, Ibiza, Gstaad….
  • From the simple buoy to the speedboat to hunt a yacht; from a simple tree to a copter for aerial snapshots, make it bigger!
  • Upgrade your camera with new devices : light intensifier, optical zooms, thermic goggles, digital cameras…
  • Cell-shading graphics to caustically illustrate this universe.
  • Easy-to-use controls and intuitive interface to take your snap shots and control your character in the various settings and situations.

If you know someone who worked on this game and could help saving more details or screenshots, please let us know!

Article updated by Daniel Nicaise

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Hab-12 (Ratloop) [Cancelled – PC]

Hab-12 is a cancelled, third-person action-adventure game in-development at Ratloop from 1998 to 1999. The company was founded by 5 people, one of which being Lucas Pope, who would go on to make Papers Please and Return of the Obra Dinn. Ratloop started out making the full-conversion Quake mod Malice while under the name Team Epochalypse, then moved on to something much more ambitious.

Hab-12 was to be their next game, a sci-fi adventure about surviving various hostile environments. A documentary about the game was released on Youtube by Massimiliano Camassa discussing many aspects of the game and it’s development. Camassa was given access to many development materials including the design document and 2 demos of the game, one from 1998 and the other from 1999

Hab-12’s gameplay would have been a mix of classic 2D adventure games, like the Monkey Island series, and a more traditional third person shooter. Camassa’s documentary also discusses how media and the public viewed the game:

Tomb Raider was the game most people thought of upon hearing that Hab-12 was an action adventure game. Yet, Hab-12 is a slower-paced, cinematic, puzzle-based adventure game experience. The demo is highly scripted and after playing the demo and studying the game design document the rest of the game would likely have a similar game structure.”

Like many adventure contemporary to Hab-12, puzzles were a major part of the demos, even starting with one. Miray, the game’s protagonist, would be stuck in a venus flytrap-like plant and would have to swing from side-to-side to escape. Other puzzles in the demos included having to distract monsters to sneak around and maneuvering around a giant slug alien’s breath to survive.

Cassan’s documentary reveals how Ratloop intended to make Hab-12’s plot stand out. To achieve this, the devs intended to focus the game’s story on the ever-changing relationship between the down-to-earth Miray and the outlandish biological A.I PAX. After a cataclysmic event occurs on board The Sentient, a research ship, Miray would have to make his way through all 12 habitats (or Habs) in order to escape. The documentary summarizes the game’s story with a quote:

“Hab-12 is all about man vs. wild, but also a remarkable story about a normal guy and an unhinged bio-computer.”

The games levels were intended to take place across the 12 habitations, with each hab featuring a different ecosystem for Miray to overcome. Revealed in screenshots and demos were an autumn-like red forest, an icy cave system, a swampy area with gigantic trees, a volcanic area, and more. The variety in level design was quite impressive for the era, and Miray was to have several costume changes to reflect the surroundings. These levels were also planned to be intensely detailed and impressive, the documentary even shows how amazed publications were with the red forest level, saying “Every leaf is rendered. Every damned one. That’s how good the graphics engine is.”

Despite the game impressing media outlets with its graphics and gameplay, the project failed to find any publishers. Hab-12’s ambition, along with Ratloop’s relative inexperience at the time, was what ultimately killed the project. The project was planned to have a sequel and a novel adaptation written by a member of the team. Ratloop now exists as 3 companies, Ratloop inc, Ratloop Asia, and Ratloop Games Canada. Ratloop Canada is currently working on the turn-based FPS shooter Lemnis Gate.

Article by Alex Cutler, thanks to Jackgrimm99  for the contribution

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How to do an interview with a video game developer

We tend to play games without acknowledging who creates them. Developing a game is tremendous work that requires lots of resources, people, and time. And although we play full-fledged, smooth, and interesting games, the actual process of creating games is way more fascinating and complicated.

Talking with a game developer is a once-in-a-lifetime chance to learn how the industry works from the inside out. Also, it is stunning to know the nuts and bolts of game developers’ life, their daily routine, what they do apart from work, etc. But can you ask anything your heart desires? Absolutely no!

Many questions exist that developers naturally don’t like answering. For instance, asking a direct question about video game addiction may stop the interview straight away. So how to do an interview, you might ask. This article reveals the best approach toward interviewing a game developer.

Ask about when it all started

No matter how proficient a game developer is, they used to be children who attend school, play with friends, and perform some extracurricular activities. And every developer had a moment that simply had determined that they wanted to coin games. Ask about such a turning point. When did it happen? How old were they? Did they realize it would lead them to where they are now?

If they were young, how did their parents react? These questions will cast some light on the beginnings and motivations. Many top-notch developers started off as academic writers. They used to work in writing services and design first-class papers on programming. They have helped numerous students review model works and gain lots of valuable knowledge on programming languages.

Ask about the project they are most proud of

Don’t know how to make a developer talk? Ask them about the project they are most proud of! Indubitably, it will be hard to understand everything they will tell you. But since it is an interview, ask them to use simple terms so that those who don’t know anything about the programming world can understand them. Focus on specific questions. Why is the project so valuable to them? How can they justify their opinion? What was their role as developers, and did they undertake other functions because of work complexity? Asking this question at the beginning will stimulate the interview and make it more open, honest, and priceless in the long run.

Ask about completed roles

It depends on a person’s experience in the field, but asking about completed roles will give you a clear picture of how involved the person is in programming. Ask what their position was when they entered the industry. Many programmers were junior developers at small corporations, or working freelance, or even serving unpaid internships. Each and every individual works hard, and their career takes off at some point. Your job is to learn when and create a logical chain of complete roles over their active programming period.

Ask about the simplest and most challenging jobs

We might think that if the game looks exciting–the entire picture is impressive, and the animations are superb–it was very hard to create. But that’s not always true. Simple, at first glance, games can require much more energy and skills to develop a code, glue it together, and make sure everything works cohesively. Ask a person what games were the simplest and most challenging in their programming career. Since a few people ask such questions, their responses will be pretty insightful.

Delve into some private questions (but don’t exaggerate)

Game developers also live outside gaming studios. They have families, pets, children, and friends. Ask them to describe their daily routine. What do they always do? What do they like doing? What don’t they enjoy doing? How do they spend their free time? You can practically ask any question, but don’t go too far because you might not get an answer.

Ask to be self-critical

Everyone has made mistakes. And no matter how competent a game developer is, they had a time when they failed or weren’t happy with a task they worked on. Ask them to be critical and evaluate completed projects. What led to such mistakes? How soon did they realize it was their mistake? Of course, the point of such questions is not to humiliate them and question their competence. It is to talk about what they learned and how others can avoid this mistake in the future.

Ask for any dreams/goals/regrets

Ask about their dreams. They don’t necessarily need to correlate with programming. Embarking on a scooter trip can be an interesting dream coming from a game developer. Listen to their goals and ask when they want to accomplish them. Finally, ask about regrets. Whatever they say–be it knowing about homework hacks, studying harder, or spending more time with family–will be a precious lesson for every person fond of games.

Ask about their cancelled video games

Of course, you should always try finding details about possible canned games they worked on! Ask about their memories of the project, its gameplay, how it started and why it was never released. Do they still have any image or video from the game? Maybe even a playable prototype? Just ask them! It’s always worth trying :)

Demon Isle (Sierra) [PC – Cancelled]

Demon Isle is a cancelled online-focused action RPG that was in development by Cat Daddy Games around 1996 / 1997, planned to be published by Sierra Entertainment for PC. For its time it was graphically impressive, promising a huge 3D island to explore, full of dungeons you could tackle in 16-players online multiplayer. While the game was previewed in a few gaming magazines (such as Next Generation June 1997 and Inter Action Summer 1997), soon it quietly vanished and was never completed.

“The game is set in the world of Magincia, which has been invaded by armies of evil creatures swarming off Demon Isle. The military, unable to destroy the island’s seven Temples to Evil, recruits mercenaries and adventurers to complete the job, which is where the players come in.”

“Set in a dangerous, medieval time. Demon Isle features a state-of-the-art 3-D engine with a first person perspective to tempt your waking hours. It incorporates Fantasy Role-Playing elements into an action-oriented environment that is not for the weak of heart”

“Explore the surface of an entire island and battle the evil that lurks in temples, caves, and the caverns below. Improve your skills and build up your character, and you may just find yourself in an all-out demonic war.  And if you thought demons were enough to keep you up at night your on-line warriors will keep you goin’ until breakfast Play head-to-head or cooperatively with up to 16 players over a LAN  or the Internet and battle for fame and glory.”

“Demon Isle has been built from the ground up as a multiplayer game. It runs either on a LAN or over the Internet, using the same client-server model as Blizzard’s Diablo on battle.net: players connect through their own provider, the game contacts Cat Daddy, and a session is launched with one player’s machine as the server. However, unlike Diablo, which limits games to four players, Demon Isle handles literally dozens of players, depending on the capabilities of the server’s hardware.”

We can also still find Sierra’s original press release for the game:

“Enter the land of Magincia where hordes of evil creatures have been driven off the main continents, and pushed back to their apparent source, Demon Isle. The ruling powers of Magincia are willing to pay a handsome bounty to anyone brave and strong enough to venture to Demon Isle and destroy the seven temples of evil, obtaining the missing pieces of the magic relic, and obliterate the root of all evil itself – the Demon Zorax.

In this first person, action-oriented, fantasy role-playing game, players will face numerous exhilarating predicaments and intense combat as they battle a motley bunch of nasty creatures. Demon Isle is designed from the ground up as a single and multi-player game, promising to set new standards by allowing up to 16 players to play head-to-head or cooperatively via LAN, modem or Internet. In addition, Demon Isle boasts a revolutionary proprietary 3D engine, creating fractally enhanced terrain and polygon-based objects for unprecedented level of detail, and features custom MMX support and Direct3D support for acceleration on 3D cards.”

If you know someone who worked on this lost project and could help us finding out why it was canned, please let us know!

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What is the proper way of researching the history of video games?

Everyone enjoys playing games. They help us relax, recharge our batteries, and have fun with our friends. Why are games so popular, though? Creating a game is a time-consuming and highly complex process involving numerous people working on different tasks. That is, a writing team works on scripts, conversations, and other interactions. A designing team focuses on making levels and other events pertinent to the plot. Programmers work on making sure the game works flawlessly. And many more. The incorporation of all this creates diverse games we can play on various platforms.

However, as noted by the WritingAPaper website, writing about games is something completely different. Besides writing about gameplays, plot twists, and strengths with weaknesses, including the game’s history is an absolute must. And, to be honest, finding it can be a total pain in the neck. This tricky element has already made lots of students think about where to buy essay cheap to lift this writing assignment off their shoulders. What is the proper way of researching the history of video games?

Visit the National Museum of American History

The Smithsonian Museum is among the most prominent institutions that have vast information on video games. It provides educational, research, and other academic and non-academic materials on different topics, including games. The analysis of games started in 1966 by Ralph Baer, the then employee in Sanders Associates Inc. He and his colleagues Bill Harrison and Bill Rusch created several video game test units. And although such units all seem too far-fetched from the contemporary games, they still cast light on how games emerged and what it took for developers to coin different video games.

The National Museum of American History offers information on a dozen games and devices, including but not limited to:

  • TV Game Unit
  • The Brown Box Lightgun
  • The Pump Unit
  • The Brown Box Program Cards 1967-68
  • Magnavox Odyssey Video Game Unit 1972
  • Simon Electronic Game 1978
  • Maniac Electronic Game 1979

The collection of articles comprises comprehensive information with high-resolution images of devices that were predecessors to today’s widely known gadgets and consoles. Read more