New Cancelled Games & Their Lost Media Added to the Archive

Popil (Sunsoft) [SNES – Cancelled]

Popil is an obscure platform game that was in development by Sunsoft for the Super Nintendo / Super Famicom. This lost project is practically forgotten today and there was no proof of its existence online until Dosunceste found a couple images in Console Plus magazine (issue 1). While the game looks a bit like Twinbee: Rainbow Bell, we don’t have any more details about its gameplay. Maybe there are more screenshots and information in other gaming magazines from the ‘90s? If you find something more about Popil (or recognize it among other Sunsoft released titles) please let us know!

Thanks to Juan for the contribution!

Videos (@6:19)

 

Buciyo 5 (The Bumbling 5) [GameCube – Cancelled]

In only about 4 years of existence, United Game Artists managed to become one of the most original and beloved Sega teams ever existed, especially for Dreamcast fans. Originally founded as Sega AM9 and led by Tetsuya Mizuguchi, they had a portfolio of released games composed of just 2 new Dreamcast titles and a sequel (Space Channel 5 – 1999, Rez – 2001, Space Channel 5 Part 2 – 2002). UGA were for sure a talented and inventive studio.

Blending catchy music with beautiful, sometimes abstract 3D visuals, both Space Channel 5 and Rez are now considered cult classics and often used as examples to show how games can really be art. Synesthesia, the phenomenon felt when multiple senses are activated after the stimulation of a different one, was an inspiration and a game design objective for the United Game Artists team, mixing graphic, audio and gameplay so as to suscitate an abundance of feelings and sensations.

It’s easy to imagine how new games from UGA would have been acclaimed by their fans, but unfortunately things didn’t go as planned. After Sega discontinued the Dreamcast in March 2001, United Game Artists and the other Sega teams started working on the competitor’s consoles, creating new titles and porting their old classic or unfinished games to Xbox, Playstation 2 and Gamecube. In the following months some members of UGA worked on ports of Rez and Space Channel 5 for PS2, while the rest of the team started developing  two new projects: Rez 2 and Buciyo 5.

Buciyo 5 (somehow translated as The Bumbling 5) was the new, original project by UGA planned to be a Gamecube exclusive, but not much was ever revealed about it. Sega quietly announced the game in January 2003 as a “New Project by United Game Artists” along with other titles such as F-Zero GX by Amusement Vision and Skies of Arcadia Legends by Overworks. At the time Jake Kazdal was the only American working directly at UGA on Space Channel 5 and Rez as an artist, animator and designer, and he was one of the few members of the original group behind Buciyo 5.

Jake was featured in an article published in January 2014 by Edge Magazine: “After completing Rez, Kazdal worked on a GameCube adventure for a year, a prototype that was never released”. Still without knowing much more about Buciyo 5, in 2016 when we were working on our book we got in contact with Jake, who helped us to preserve some more memories about this UGA’s lost masterpiece. He told us that:

“After Rez shipped, the rest of the Rez team went into a sort of discovery mode on what they would do with a Rez 2, and if that was even going to happen, they wanted to wait a bit and see how sales were. I was a big fan of my first director at Sega, Takashi Yuda, who was the creator and director of Space Channel 5. I had worked under him for my first year at Sega in Tokyo on that project and was just a big fan of his game design theory and style in general.  He was starting a small team to prototype an idea for an action / adventure on Gamecube, so I asked to join him for a time, while the Rez team figured out what they wanted to do for the next project.”

According to the information we managed to gather, we imagine Buciyo 5 (which roughly translates to “The Bumbling 5”) as a mix between Mega Man, Metal Gear Solid, Pikmin and Ape Escape 3. Sounds interesting? It sure does.

Players would have been able to choose between 5 red robots, visually somewhat in the vein of Mega Man in terms of cute robotic characters with human-like faces. Each robot had a different peculiarity: voice, eyes, nose, ears, and brain. This would have allowed different gameplay mechanics and approaches to the game’s levels, as explained by Jake:

“So one [robot] could mimic voices exactly, one could see really well, one could smell really well, one could hear really well, and one was a genius. You would use these 5 together to infiltrate enemy bases and take on the enemies as carefully as possible. They also had plungers on their heads, and you could jump on an enemy head-first, and flip him around with your plunger head! Or jump onto the ceiling and hold still as enemies walked underneath you, etc. It was pretty slapstick, and really cute, had a jamming soundtrack and was Yuda-san’s brainchild that we cranked on for a while”.

The Buciyo 5 team first created a concept video to internally pitch the game to Sega HQ – and it was a success: the project was greenlighted and they started working on a prototype. Once Rez 2 was officially abandoned – as the first one didn’t sell enough to warrant a sequel – more developers switched to Buciyo 5 and in about a year they were able to create an awesome playable demo, showcasing all the main features of the game and its unique style. Jake remembers:

“[…] working late nights, putting together a badass gameplay demo that was beautiful, super interesting and quirky, and designed by a bunch of *really* intelligent, talented game designers who really believed in the project. “ […] “It was at this time that I decided to move away from animation and really start focusing on environmental art, and Yuda-san had worked on all these Genesis era classics like Castle of Illusion and others, and I was stoked to be able to study with someone of that pedigree. We looked at a lot of classic Disney films for lighting and composition reference, and I fell in love with pre-production and concept painting during this project.”

Unfortunately, as it often happens with the most original and interesting games, marketing decisions were going to kill off the project. Mike Fischer, VP at Sega America at the time, went to Japan to evaluate new Sega games for the American market and was not interested in a quirky, cute adventure game, like Buciyo 5 definitely was. Sega Japan said they would have stopped financing the project if the American branch wouldn’t publish it in that area. So the plug was pulled: Buciyo 5 became another unseen game we’ll never play.

Of course United Game Artists were crushed when their last dream game was canned too. Rez 2 never made it past the pitch video phase, but Jake remembers “It was *sick*. Yokota-san, the art director of Rez, (and Rez 2, and Panzer Dragoon Saga) is a genius and it was an evolution of Area 5 from Rez. Insanity.” It seems that, at the time, there was no place for such avant-garde, experimental games at Sega.

Not long after Buciyo 5 was cancelled, Tetsuya Mizuguchi, Katsumi Yokota, Ryuichi Hattori, Jake Kazdal and other key staff left the studio, and United Game Artists quickly ceased to be. Those that remained at Sega, merged with Sonic Team (and ended up working on the stylish DS games Feel The Magic: XY/XX and The Rub Rabbits!), and many of them are still there.

In October 2003 Mizuguchi founded Q Entertainment along with Yokota and other former Sega developers to keep working on interesting music game hybrids and creating projects such as Lumines, Meteos, Every Extend Extra and Child of Eden. In 2009 Jake Kazdal founded his indie studio 17-BIT (formerly Haunted Temple Studios), releasing cult-following games such as Skulls of the Shogun and Galak-Z: The Dimensional. United Games Artists will always be remembered for having continued – till the end – to create original games following their own creativity: today their unique style is still kept alive by UGA’s former members.

This article was originally published in our book “Video Games You Will Never Play

AOsphere (Identifiction) [PC – Cancelled]

AOSphere is a cancelled point & click episodic adventure that was in development around 2008 – 2009 by Widescreen Games and Identifiction for their streaming-gaming platform on PC. At the time it was quite an ambitious and original project, anticipating both popular episodic games such as The Walking Dead (2012) and Life is Strange (2015) and live-streaming gaming services.

As we can read on GamesIndustry:

“The episodic videogame distribution channel www.identifiction.com will be launched on October 15. Heading the program: videogames that take the form of weekly episodes in streaming mode. This is a revolutionary new borderline concept between videogames and TV series.  Videogames that you can follow just like a TV series  The website www.identifiction.com will diffuse its videogames at a weekly rhythm. They are intended for adults seeking content that’s original, irreverent, short and easy to access from any operating system and a wide range of computers (pc, mac, windows, linux, etc.).

The Aosphere series (Science fiction/adventure) will be available immediately the platform is onlined. The channel’s catalogue will be enhanced by two more original series, due from the end of the 3rd quarter of 2008 and the beginning of 2009.”

“Widescreen Productions is to launch a weekly episodic games portal in October, hoping to bring TV-style content delivery to the games business. While previous attempts at episodic delivery have been sporadic, Identifiction.com promises weekly episodes of 30 – 45 minute long game experiences.

Videogames must be capable of rethinking their narration, formats and genres,” offered Oliver Masclef, creative director of Indentifictions. […] “By taking the economic model of the series with short formats and attractive subjects available at definite dates and times, we are aiming at all those who have turned their backs on playing videogames due to lack of time or boredom,” he said. The first title for October will be the science fiction action game Aosphere, with the company planning two new titles for the end of the third quarter and beginning of 2009.”

The AOsphere project and the Identifiction platform were initially postponed from October 2008 to early 2009:

“Initially scheduled for 15 October, the launch of the serial game AOsphere has been put off until January 2009. www.identifiction.com will nonetheless open with a beta version before the end of the year. The creative team will offer its first interactive serial exclusively to those registered.  “Since we’re now finishing the production of the first season of AOsphere, it’s vital to make sure we do it under the best possible conditions. That’s why we’re setting back the marketing schedule by a few months. This additional time will allow us to test our games and check the ergonomics of our platform.”

In the end AOsphere seems to have quietly vanished, even their official Facebook page stopped updating about the game in February 2009. We don’t know if Identifiction ever streamed any video game on their site, but by the lack of information available on its service (and the fact their website was put on sale the following year) we assume it was also never launched, canned and forgotten by everyone.

Some screenshots, concept art and footage from AOsphere are preserved in this page, to remember the existence of this lost project.

Thanks to Daniel Nicaise for the contribution!

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Videos:

Meiyaku no Teigi [PC Engine – Cancelled]

Meiyaku no Teigi (盟約の定義, tr. “Definition of a Pledge”) is a cancelled RPG that was in development around 1991 – 1992 by Human Entertainment, planned to be published for the PC Engine. While in an old magazine ad it was labeled as “science fantasy”, from the look of its characters and settings it looked more like a traditional medieval-fantasy RPG.

Some more details were published in the “Human Club Vol. 8” promotional leaflet and PC Engine Fan Magazine, so if you can read Japanese and would like to translate a short list of its main features described in there, please leave a message below!

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Starfall (Hyboreal Games) [PC – Cancelled]

Starfall is a cancelled loot-shooter RPG that was in development around 2005 – 2006 by Hyboreal Games (later known as UI Pacific), a forgotten team formed by former Blizzard North developers, who previously worked on such games as Diablo, Diablo 2 and the cancelled version of Diablo 3. You can imagine it as a third person shooter with settings and gameplay similar to a mix between Halo and Diablo, plus a comic-book art-style. We can speculate it would somehow have been similar to what Borderlands became when published in 2009.

As we can read on the old Hyboreal Games website:

“The company is establishing a new best-selling game franchise by applying the proven formula of mass accessibility, addictive game play and longevity through replayability. Hyboreal Games was founded by Eric Sexton, Michio Okamura and Steven Woo, all industry veterans and former developers for Blizzard North where their contributions were essential to the success of the highly acclaimed Diablo franchise which has sold well over 13 million copies worldwide.

Hyboreal Games has enlisted the outsourcing services of FlipSide Game Studio in the development of the first project. FlipSide Games was founded by Jon Morin, our long time friend of nearly a decade and former co-worker at Blizzard North. FlipSide Games has already been hard at work helping us on the First project for the past few months.”

Unfortunately the team never showed any in-game screenshot for Starfall and only some concept art is preserved below, to remember the existence of this lost project. We can read some details about their concept for the game in an old interview by Shacknews:

Shack: Have you been in talks with any publishers or other sources of capital, and are you concerned about the financial challenges of this endeavor?

Eric Sexton: We have just started talking with publishers about our current project. Starting your own business is always challenging, but the team is confident in our project and our experience as game developers.

Shack: What can you tell us about your first title?

Eric Sexton: Our current project is a 3D, Science-Fiction, Action RPG. It’s Halo meets Diablo with all the fast visceral game play of third person shooters merged with the character advancement and item collection of a role playing game. You can explore the planets of the galaxy, customize your spaceship and choose the path of your character while deciding the fate of the galaxy.

Shack: The few pieces of concept art available for your project suggest a perhaps more colorful or vibrant aesthetic than that of the Diablo series, where most of the team’s roots lie. Is this indicative of the direction of the game?

Eric Sexton: We do want to go with a slightly lighter look. The art we have up on our page is a preliminary direction, but we are still exploring the “look” of the game universe.”

Hyboreal Games soon vanished without any trace, so we can assume they never found a publisher interested in Starfall.

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