Action Adventure

Outcast 2: The Lost Paradise [PC, PS2 – Cancelled]

Outcast 2: The Lost Paradise is a canceled action-adventure game that was developed from 1999 to 2001 by Appeal Studios and published by Infogrames for the PC and the Playstation 2. It was the sequel to the game Outcast, released in 1999 exclusively on PC and also developed by Appeal.

Franck Sauer, co-founder of Appeal, shared the full experience of the development of Outcast 2 on his personal website:

HOW IT ALL STARTED

PRE-PRODUCTION

In mid-1999, right after the release of Outcast, we started pitching new ideas about a sequel and tried to convince Infogrames (our publisher) to fund a pre-production, quickly.

Infogrames had stock in our studio Appeal, and as partners they were more inclined to help us proceed with the sequel. They were cautious though. The sales reports from Outcast were underwhelming, way below their one million initial target (we ended up selling slightly over 400k boxed units).

At first we managed to sign a pre-production deal and we proceed with R&D and graphics design. As sales were disapointing on the PC, Infogrames insisted that we should make the game for consoles first. They also insisted to have more action and less adventure, because that’s what console gamers want they said, something Yves Grolet in particular was not very happy with.

FROM PC TO PLAYSTATION 2

Another difficulty started when it became evident the Playstation 2 would be the best selling console of the generation. Yves wanted to work on the Xbox, which was the superior console in term of rendering capabilities, and easier to work with, but from the publisher’s point of view it made no sense to work for the smaller installed base. We all liked the idea of working on consoles in general, as close systems have their sets of challenges but are very interesting to work on, and we had this arcade background that made us probably overconfident, especially considering the Playstation 2.

The Playstation 2 was a very difficult console to work with, especially for a studio with most of its engineers only experienced on PC, and it took some times to get the dev kits and actually realise what a PS2 was (there was a lot of speculation at the time). With the dev kits finally available, we were progressing slowly and initially had a lot of performances and stability issues. At some point, Yves would decide to quit and start his own company (elseWhere Entertainment) to work on the Xbox.

We finally signed a production agreement. At first it was a 7 million contract, but got reduced to 5 million as Infogrames was starting to feel pressure from the market. We managed to develop a working demo with a lot more work also done behind the scene on the game’s universe and environments, but we were far from being ready to ship an actual product. Internal difficulties also raised when we hired a designer to replace Yves, only to find out a bit late that the guy was heading the design in the wrong direction. That didn’t help either as we had to rethink the whole design again in the middle of the production.

The project was killed after spending about 3 millions as Infogrames stocks were hitting a new low in 2001 after the internet bubble (and all IT companies as a side effects) exploded. They pretty much killed all their 3rd party projects, focussing all remaining funds to their internal studio, Eden Games.

THE START OF THE END

However, as Infogrames were shareholders in our company, they couldn’t kill us so easily (they would have to clear-up the debts). Instead they sold us back their stocks in exchange of a new pre-production contract around a Tintin game. We didn’t have much choice if we wanted to keep the studio alive, but for them it was a win-win situation, they were set free from their shareholder duties and had a working prototype they could show to Moulinsart (the company that holds the rights to Tintin).

When the Tintin prototype was completed, they did not sign the Tintin game (purposely or not we have no idea) and we went bankrupt in 2002. Yann Robert and I purchased back most of the assets belonging to Appeal the Curator could not sell, including the unfinished technology that would help us later to develop and (finally) ship Playstation 2 games Wild Water Adrenaline and Mountain Bike Adrenaline.

Some additional details were shared in February 2015 by Gamestar during an interview with Frank Sauer. We learned in particular that the game was running on a brand new engine called Himalaya, replacing the voxel technology, used on the first title, in favor of one working with polygons. For instance, it allowed to display swirling dust particles in some levels.

Still according to Franck Sauer, the story took place just after the events of the first Outcast, where the main character, Cutter Slade, now living alone in a hut in the mountains, receives a distress call from a Talan, the natives from the planet Adelpha, about an invasion of humans, called New World Army and helped by soldier bots, coming to colonize the planet. A parallel with the film Avatar was notably drawn. Other novelties planned in the sequel were the addition of an all-terrain vehicle for travelling in the open world as well as new levels and territories, such as, for example, a spaceship that Cutter had to hijack in order to be able to move from one area to another.

After more than a decade without the license being mentioned, Appeal, under the name DAOKA Studio at the time, attempted a first comeback for a reboot of the first game in high definition called Outcast Reboot HD in 2014 on Kickstarter, unfortunately without success. Later that same year, the developers, under the Fresh3D’s name, ported the original game to Steam as Outcast 1.1, before managing to release their HD remake in 2017 under the name Outcast: Second Contact on PC, Xbox One and Playstation 4 thanks to BigBen Interactive as publisher. At the beginning of 2019, the publisher THQ Nordic bought the license before officially announcing a sequel on September 17 2021, still developed by the original team, renamed once again Appeal Studios, and called Outcast 2: A New Beginning, almost 20 years after the cancellation of the original planned sequel.

Article updated by Daniel Nicaise

Thanks to Marcel Lutrix for the contribution!

Images:

Video:

 

BioPlus (Origin Systems) [PC – Cancelled]

BioForge is an action adventure game released for MS-DOS and developed by Origin Systems in 1995. Set in the future, the player controls an amnesiac cyborg trying to escape the research facility in which they are being held prisoner.

Immediately after the release of BioForge, the Origin studio quickly, in just two and a half months, made an addon called BioPlus (a.k.a. BioForge Plus). This kind of promptness was explained quite simply. The BioForge itself was originally much longer – it had to be cut for ease of distribution. The part that went under the knife formed the basis for BioPlus. However, that very “quick” failed Origin: the addon was so full of bugs that there was no question of its viability.

We can read more about it from Bill Armitrout (former worker  from Origin) in theminiaturespage.com:

A “quickie” project. We had nine weeks to put together a new adventure to tack onto the end of the original BioForge game. Let me stress right here that nine weeks is an insanely tight deadline! The project was a wild ride, with millions of obstacles and emergencies (including artists in the hospital, half the programmers pulled off for another project, and so forth), and we set a new record: BETA in 10 weeks. Unfortunately, the game never shipped (the executive product left the company, and all of his projects were cancelled).

BioForge 2 was also part of the company’s plans, but the development process did not go beyond the oral discussion of the concept between the designers. Origin planned to build it on a new engine, and the plot again revolved around the heroes of the first part. But in 1995, Origin suffered a financial crisis, and the BioForge team was laid off.

And from the same source:

I took over the BioForge license at Origin, and had the chance to put together a Dream Team to make the next-generation technology. Many of my old Serpent Isle guys came back, and I was also able to recruit some top-grade new talent. We had finished the design and were working on the art when the company halted the project, and diverted us onto…

Some information is taken from «Игромания» magazine, 03 (114) 2007

UPD (17.08.2022): early Gauntlet video and intro movie were found (Thanks to Daniel Nicaise

Beneath (Presto Studios) [PlayStation, PC – Cancelled]

Beneath is a cancelled action adventure that was in development by Presto Studios in mid / late ‘90s, to be published by Activision for the original Playstation and PC. The game was quite hyped at the time: it was presented as a “Tomb Raider” killer, with such lines as “Deeper than any Tomb” and “More dangerous than any woman“. As we can read on The Journeyman Project website:

“Follow the exploits of Jack Wells as he searches for his missing father, a renowned archaeologist, down a mysterious network of tunnels deep into the earth. The game features a cutting-edge 3D engine with support for hardware acceleration and levels full of amazing uncharted civilizations to explore, climb and swing your way through.”

Presto Studios wanted to add more than Tomb Raider in their inspirations, and such names as H.G. Wells or Jules Verne were dropped in old press releases, such as in this one by CNN:

“Is the world ready for a revisionist H.G. Wells or Jules Verne adventure game? Presto Studios and Activision think so. In Beneath, Presto (of Journeyman Project fame) is convinced that Tomb Raider opened a door for third-person adventures, but the earlier game relied upon its good looks and lacked easy input control and depth of storytelling.

So Presto set off to build a game around Jack, a turn-of-the-century (19th/20th) adventurer out to track down his missing father whose expedition to the pole has gone terribly wrong. In the best Wells/Verne tradition, Jack discovers an underground world with an entirely unique social and eco-system. Three societies inhabit the underground – a Troglodyte world, a Morlock world, and an Insectoid world. Strangely, all three are biologically and socially connected, the questions to be uncovered are how are they connected and what are they up do?

Whether beefcake Jack will draw women to beneath the same way Tomb Raider’s Lara captivated men is unknown, but Presto definitely has a grand vision for an adventure game in Beneath. Unfortunately, despite obvious enthusiasm behind their product, the first couple of times Beneath was brought in for demonstration to PC Games, there wasn’t a whole lot in evidence to get excited about. These early alphas were all software rendered, there weren’t any adversaries or creatures and nothing to explore but dingy mineshafts. What’s more, the producers seem somewhat disdainful of the need for 3D acceleration in third-person games.

This week Activision trotted Beneath through the office again and we’re happy to report there’s a lot more there to talk about. First, Glide support was finally added a couple of weeks ago. Direct3D will come later, as well high-resolution versions of Jack, but the difference 3D acceleration brings to the game is enormous. Activision won’t release updated screens, so we were forced to run the accompanying E3 SVGA screens, but we’re happy to report that Presto’s texture work is often stunning in 3D.

[…] Now for the targets. Presto still hasn’t put many adversaries into the game, but at least we got to play with some early giant spiders and earwigs. They’re still pretty stupid, and we’d still like to see how the Morlocks and Insectoids are coming along, but this is still progress.”

Thanks to some previews published in gaming magazines at the time we know that Beneath would have been set in 12 different levels spread over 3 lost civilizations. The more players would descent deeper beneath the earth’s surface, the more technologically advanced the lost civilization would became.

In the end Presto Studios were not able to keep up with creating their ambitious 3D adventure, being more used to developing pre-rendered point and click adventures, such as their The Journeyman Project series and Myst III: Exile. A full 3D action adventure game was not an easy task to create and competition was high, with many Tomb Raider clones releasing on Playstation.

Beneath was cancelled and in 2002 the studio was closed down, after the release of their Xbox title Whacked.

Thanks to Mark and Ross Sillifant for the contribution!

Images:

Video:

 

Lifeline (Konami) [PC – Cancelled]

The Japanese Lifeline (AKA Operator’s Side) could have become another clone of Resident Evil (a special forces girl, a spaceship full of monsters …), if not for one feature: the main character was guided by only one voice. In the PS2 version, which was released in 2004, the game understood up to 5000 words, that is, the player could give complex orders like “shoot the nearest monster in the head, step back two steps.” With numerous NPCs, communication also took place through voice.

The sales were satisfactory, but it was obvious that such an idea would not go far. And it turned out to be difficult for the players to have a continuous conversation with the game for several hours. As a result, Konami had to abandon porting the game to PC (by the way, the demo version was preserved on the Web), and Lifeline remained in history as an unusual game ahead of its time.

Information is taken from «Игромания» magazine, 03 (114) 2007

  

Dark Hermetic Order (Intelligent Games) [PC – Cancelled]

Dark Hermetic Order is a cancelled first person action adventure game that was in development around 1996 by Intelligent Games as a sequel to Azrael’s Tear, planned to be published on PC by Williams Interactive. The team was mostly known for such titles as Imperium and Dune 2000, but unfortunately many more of their projects never saw the light of day (Bloodline, Flying Circus, Conjure, King of Wall Street, Deadline News, Cops & Robbers). In Dark Hermetic Order players would take the role of a secret agent with magic powers, who infiltrates a strange cult to eliminate their leaders.

Some details about the development and cancellation of DHO were shared online by former IG’s employee Jason Redway:

“After the release of PGA European Tour Golf and the subsequent course discs Jason moved on to a project that was already in progress with Intelligent Games. This project was called Dark Hermetic Order (DHO) and was underway for Williams Interactive. It was a follow-up to the recently released Azrael’s Tear and would be Jason’s first commercial product utilising his 3D skills. Using 3D Studio, Jason created several rooms and became a senior member of the team over the year that followed. Unfortunately during a management re-shuffle at Williams Interactive DHO was cancelled and work stopped. During the next year Jason worked on several prototype projects and some cancelled demos including Subbuteo, Need For Speed 2 and Flying Circus.”

“Previously we had a 3D adventure game (Azreal’s Tear), a golf game (PGA European Tour) and the recently completed Waterworld – this one was the closest that we had experience of combat strategy gaming. Initial ideas were that we would use the 3D engine we had produced Azreal’s Tear and the recently cancelled Dark Hermetic Order to create the first realtime 3D RTS. With this brief I was tasked to create a short atmosphere setting video that we would present to Westwood.”

A single screenshot from Dark Hermetic Order was published in a few gaming magazines such as PC Player Germany, but we hope one day someone could find footage or even an early prototype.

Thanks to Alex for the contribution!