Action RPG

Sorcery [PC – Cancelled]

Sorcery was to be the first, ambitious project of game developer Starbreeze Studios, who have been responsible for such titles as the Chronicles of Riddick series, and Enclave. They have developed games that have been seen on all of the major consoles since the Xbox. Sorcery was conceived in 1997, long before either of these well-received titles.

Little information is available about Sorcery, and what we do know comes largely from interviews with the developers. Sorcery would have been a fast-paced RPG, with a “high fantasy” setting. The player would have taken the role of a young mage seeking to restore order in a war-torn continent.

The unique thing about Sorcery‘s gameplay is that it was being created with an almost exclusively magical combat system. Instead of using weapons, the protagonist would have used various spells to take down opponents. The creators described the gameplay of the concept as “a cross between Diablo and Quake, with a huge world to explore and lots of quests to solve”. Indeed, the game would have contained a number of different activities and tasks for the player outside of the main plot, giving the game a heightened sense of freedom. Despite its fast-paced nature, strategy and puzzles would have been important gameplay elements.

Another promising aspect of the game was its custom-made 3D engine. The engine, created by Starbreeze, included support for movable mirrors/portals, illuminated volumetric fog, skeleton animation/deformation, animatable multitexturing materials, dynamic lighting, day/night cycling and curved surfaces with variable tesselation degrees depending on a user’s computer’s capabilities. In 1998, when 3-dimensional gaming was still in its infancy, these technologies would no doubt have been a very impressive.

Sorcery would also have contained a multiplayer mode, although the developers have admitted that this part of the game was only going to be included after the single-player game was completely polished. We know that the multiplayer side would have included team play, action and “plenty of possibilities to develop your own playing styles”, according to one of the game’s developers.

Starbreeze Studios originally found a company called Gremlin Interactive to publish Sorcery. However, after Starbreeze merged with O3 games in 2001, the game was sadly deprioritised, and never reached completion. However, the company has gone on to make excellent games since the project’s demise.

Thanks to Megalol for the contribution!

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Vanished Powers [PSX PC – Cancelled]

Vanished Powers is a cancelled action adventure / RPG that was in development in 1995 / 1996 by Neon Software (creators of Tunnel B1) and it would have been published by Ocean for the original Playstation and PC. It was going to use an isometric 2D graphic style, with prerendered backgrounds and lots of FMVs, along with more than 70 (weird) characters, modeled with Silicon Graphics. In the end the Vanished Powers was never released, but we dont know the reasons behind this decision.

Thanks to Celine for the contribution! Scans from Cd Consoles #15 and Player One #62

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Blades of Passage [N64 DD – Cancelled]

Blades of Passage, codenamed Project Edge ( also known as Thu Lu Khan ) was a cancelled Action-RPG planned for the Nintendo 64-DD Drive. It was originally intended to be part of the North America launch line-up for the peripheral, and was built to be a sort of 3D homage and expansion to the ideas that Secret of Mana had brought years earlier.

We can read what Richard Knight , developer at Pixelplay Interactive during the latter part of game development, recalls about the project on his site moogle.net :

By the time I arrived at the studio, the project was in a state of flux. Nintendo first postponed and then cancelled the USA launch of the 64-DD, and then not too long after 64MB cartridges became a feasible reality, the marching orders were given for all projects to go to the GameCube instead if possible.

I was hired very late into development as a 3D Modeller, with the eye to move over to Design when it made sense. I started to contribute some models and level environments, but slowdowns in the project forced me to switch to campaign and story design during the final months. (Tools in the days of N64 were tremendously primitive compared to today, so I suppose this wasn’t surprising.)

Project Edge was nowhere near finished, but as the founding and sole project of the studio, there was a lot of hope behind it until the end. Pixelplay had a tremendous sense of start-up pride, and working directly with Nintendo (on an RPG no less!) was a dream for many developers – myself included – and there were people on this project before me for 3 years or more! Losing the project changed the fabric of the company more or less on the spot.

Shortly after Project Edge was shelved, the studio was reformed into Orbital Media, and N64 hardware was changed in for early Game Boy Advance development kits.

Huge props to Richard Knight for sharing some info on such an interesting lost project!

Update: Gilgamesh found some more pics!

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