Action RPG

The Elder Scrolls Travels: Oblivion [PSP – Cancelled]

The Elder Scrolls Travels: Oblivion [PSP – Cancelled]

The Elder Scrolls Travels: Oblivion is a cancelled action RPG in The Elder Scrolls series that was planned to be released for PSP, based on the main Oblivion game released for PC, Playstation 3 and Xbox 360 in 2006. The game was in development at Climax Group London (former Syrox Developments, from Kingston upon Thames, UK) with some help from Climax Group Los Angeles  in 2005 / 2006, with new characters, inventory system, combat system, levels and more features exclusive for this PSP version.

“The game was originally being created using an ‘inhouse’ game engine that was  being developed alongside the Oblivion PSP game. The engine used a BSP based renderer and early levels were prototyped using GTK Radiant. Eventually development moved over to use Renderware Studio following successes found through the engine’s use in Ghost Rider PSP and Silent Hill PSP (both in different stages of development at other Climax studios at the time).”

Because of the Playstation Portable hardware limitations, Elder Scrolls Travels: Oblivion was going to be a more linear game than the original Bethesda Game Studios version. There was a hub world which contained various vendors, NPCs and story characters, and player would have used a teleportation crystal to go to each of the explorable areas of the game. The hub world would change and react to the events that went on in each area, for example going on a side mission in a level and rescue an NPC, that NPC may show up in the HUB world as a special vendor or quest giver.

“One of the problems faced with Renderware was the use of navigation meshes that lead to NPCs not being able to physically being located above the player in 3D space. I’m not sure if this was limited to just the Oblivion PSP version of Renderware, however this limitation led to the levels that were implemented having no overlapping tiers or level layers (e.g. floors above floors) because the NPCs wouldn’t ‘find’ their way up overlapping paths. This problem wasn’t successfully resolved in time to have a positive effect on the designed levels. If the project progressed it’s possible that this would have been resolved leading to more complex multi-tiered environments. In the tech demo, this is why the Oblivion towers had no lifts, or vertical stairwells, and relied on the player walking through doors to load in the next level segment with a separate AI navmesh.”

Each area had multiple paths to be explored that were open or closed depending on which quest was active. Oblivion PSP was designed in a way that would maximize the console limitations, but there was a lot of levels planned and at one point Climax even thought it might have to be split on to two UMDs.

oblivion psp travels cancelled

The team at Climax had access to early builds of Oblivion and played it heavily to be able to better get the feel of the main game. Even Todd Howard was really impressed with the design that the team was able to create for the portable version, that included all of Oblivion’s main core mechanics, plot, characters and playable areas related to TES4: Oblivion’s storyline. The game took place at the same time as Oblivion, but wanted to express that the Oblivion Crisis was happening all over Tamriel, not just in Cyrodiil, so it was set in and around High Rock. Some of the levels were set in Moonguard, Anticlere, Glenpoint and even Daggerfall, each with their own explorable world areas and plane of Oblivion that was a unique reflection of the level location.

“The story was planned to take the player across the northern regions of Tamriel, mainly focusing on High Rock, and be timed to take place as a second storyline during the main story in the main Oblivion game. The idea was that Oblivion gates were opening all across Tamriel, not just limited to Cyrodiil.

The main antagonist was going to be called Zhurl. The story was the player basically tracking and following Zhurl through the zones and Oblivion gates with him always being 1 step ahead until the end of the game.

Originally there was due to be 10 levels across 5 regions that would each have its own counterpart Oblivion gate. The idea was that, because of being linear rather than open world, progression would go from Tamriel to Oblivion for each leg of the game.”

  • Rhalta: the starting location of the game, with the player starting in a prison cell to mirror what happened in the main Oblivion game. The idea was that the player was experiencing an adventure that was equally as important and the story would be intertwined with references to the events of the main Oblivion game.
  • Anticlere: This was a walled city – the player would traverse through house interiors and streets, winding their way upwards towards Anticlere castle. The Oblivion plain level was to be a winding maze of underground caverns that would cross paths on multiple levels.
  • MoonGuard: a village in the province of High Rock. It is one of several possible locations that the Eternal Champion may discover in The Elder Scrolls: Arena.
  • Glenpoint: Intended to have the player to start in an underground cavern system, walk their way down a mountainside to then travel across open green spaces, ending at a church and graveyard.
  • Daggerfall: This was planned to be a return to Daggerfall, but completely destroyed. The idea was that the whole city would have been torn apart with lava and some aspects of the Oblivion plain would have started to merge with Tamriel. Destruction was to be done partially by huge worms (think the sand worms from Tremors) that ate through the ground and destroyed the city streets. The player would spend time walking in the tunnels left behind by these worms that would lead the player underneath buildings and up and out to resurface on the other side.

The hub city was planned to have several small quests to help you navigate and familiarize the player with where key vendor NPCs were (e.g. there was a planned burglar quest within the main city for the armourer with a reward for 50% discount on repair for armour and weapon damage).

In The Elder Scrolls Travels players would have helped a Mage to try to stop the Oblivion Crisis, and each plane of Oblivion featured it’s own unique boss.

oblivion psp cancelled

The designers had planned more than 180 quests, which took on a variety of things from the main quest line to a huge variety of side quests, including quests for the various guilds. The plotline (and side quests) on PSP referenced the Oblivion game and plot line at several points to tie the two products together, and even explained / foretold some of the events of Oblivion – for example, the Dark Brotherhood quest line heavily featured Lucien Lachance (before his demise in the main Oblivion game).

Monsters / NPCs were to include:

  • Rat
  • Prison Guard
  • Scamp
  • Rhalta Mage
  • Rhalta Guard Captain
  • Mythic Dawn

The skill system was closely aligned with Oblivion, and was planned to include:

  • 18 unique skills
  • Player had to choose 7 skills as ‘major’ while the rest became ‘minor’
  • Increasing abilities in major skills was the only way to level up
  • Major skills to start with 25 attribute points
  • Minor skills to start with 5 attribute points

The team developed a few playable levels using Renderware Studio and most of the core gameplay systems was already working or planned, as the combat mechanics (which allowed the player to sub-select parts of an enemy when targeting them, due to only having one analogue stick on the PSP), inventory system, TES character statistics system using Oblivion’s own attributes / skills formula and the conversation system.

the elder scroll oblivion psp

Unfortunately we’ll never be able to play a final version of this unique version of Oblivion. A playable prototype was leaked online in June 2016, you can search the ISO on Google.. check the videos in this page for more info! Although the PSP game was announced for release in spring 2007 and the team had already created some great content, The Elder Scrolls Travels was soon cancelled and it vanished forever without any official comment from Climax or Bethesda.

Eventually, with the changes in game engine and technical challenges faced, each environment was reduced from being fully unique levels – the scope of the game was reduced to meet project milestones. This meant that the game changed to use a modular approach to level design instead of fully unique regions and the scope was reduced to reuse Oblivion plain levels. Each level ‘module’ was then used like jigsaw puzzle pieces to create the levels – artists would then take these piecemeal levels and complete a pass to make them correctly lit and integrated stylistically. The leaked tech demo mainly includes the standalone levels (I.E. those that were not created in a modular fashion).

The original deal was signed with too little time and too little money to actually make it. In early development Climax were going to use their own internal 3D engine for PSP, but when that didn’t move quick enough they switched over to using Renderware Studio (which was already been used on other games) for an easier and faster development. Sadly this was too late to save the project and Oblivion PSP was cancelled.

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Final Fantasy Fortress [Cancelled – Xbox 360 / PS3]

Final Fantasy Fortress [Cancelled – Xbox 360 / PS3]

GRIN was a video game developer based in Stockholm, Sweden. Founded by Bo and Ulf Andersson in 1997, that developed many popular games, as Ballistics, Bionic Commando 2009 and a couple of Tom Clancy´s Ghost Recon titles. Sadly on the 12 August 2009 GRIN filed for bankruptcy and the studio had to close down. Before the closure of the company, the developer was working on a mysterious Final Fantasy spinoff title for Square-Enix, that was known with the code-name “Fortress.

As we can read in GRIN’s official website:

It is with a heavy heart we announce today that GRIN has been forced to close its doors. This as too many publishers have been delaying their payments, causing an unbearable cashflow situation. […] Looking back at twelve years of games, titles such as Ballistics, Bandits, GRAW 1 & 2, Bionic Commando Rearmed, Wanted: Weapons of Fate, Terminator: Salvation, Bionic Commando and our unreleased masterpiece that we weren’t allowed to finish; it has been a great ride.

The game was not originally going to be a Final Fantasy game at all, and was conceived as an original idea designed by Ulf Andersson, one of the founders of Grin. While the Grin team were developing Bionic Commando for Capcom, Yoichi Wada from Square Enix visited Grin and loved what he saw and proposed them to pitch a new game, using the Lord of Vermillion IP. Grin used their original idea to develop a full pitch, and Square Enix seems to have been so impressed that they decided to use the Final Fantasy IP for this new game.

The original version of Fortress was to have a very Nordic art style and many of the enemies were said to be based on Viking tales. After it was decided the game would become a Final Fantasy spin-off, Grin decided to tweak the art style but still keep with an overall Nordic theme in a Final Fantasy world. It was then decided that the game would be set in the world of Ivalice, the world from Final Fantasy Tactics, Final Fantasy XII, and Vagrant Story, after the events of XII.

Lead character artist Bjorn Albihn described Fortress as “a game with epic scale in both story and production values.” There have been many screenshots and even an early tech demo video released of the game, and there is no denying it looked beautiful, with a rich, yet incomplete open world to explore. There was also a character model created for an early boss which would be a giant Malboro, a popular Final Fantasy enemy. The player would have to scale the seaweed on the creature’s back to be able to drop bombs on its weak points. Some concept art can also be seen of this boss.

A programmer who worked for GRIN describes his contribution to Fortress as follows:

After Bionic Commando I got to work one month on this final project at Grin

The core game was about you and a small group of loyal soldiers defending the fortress against a army invading from the sea. They had ships and monsters in endless supply and you had to keep your troops morale high and move around the fortress and defend key areas of it as the enemy attacked. Between attacks you could travel inland and explore some form of ancient temples or something.

My task was to create a system that would support a huge amount of characters fighting in and around the fortress. Besides the need for the player to be able to jump in and affect all battles a system to script events in the combat was also needed. All without making them look like bad background actors in a movie. The goal for the game was to keep around 2200 characters in the combat, 2000 attackers and 200 defenders.

It was reported that there was a deal in place with Square for them to pay $16.5 million for the production of the game, to be paid with increments when the project would hit a set of milestones within its development. This is where the trouble started for Grin, though. In an interview on Swedish site Nojes Bladet, Bo and Ulf Andersson, the founders of Grin, said, “they starved us to death.” No money came in from Square for months. They kept up development on the game anyway, which cost the company a fortune and months later, still without any payment from Square, Grin were forced to close all other offices except the base office in Stockholm. What happened between Square and Grin?

In 2009 Grin released two games that they had been developing: Terminator Salvation and Bionic Commando. Both of these games came out to very negative reviews and low sales, a fact that made Square nervous about the upcoming Fortress game. Ulf Andersson even stated in the same interview that Square were then demanding constant updates and all of the games assets such as code, artwork and music files. These requests took away time and resources from development, making it very stressful for Grin to keep working. According to Square, though, Grin were not meeting any of the milestones that were promised and this is why they had made no payments. The Andersson brothers also stated that Square were now not happy with the Nordic art style of Fortress and wanted them to change it to make it more like a classic Final Fantasy game. Grin then tried to change the game but Square was reportedly still not happy with the way it looked. Ulf says that he wanted to test Square, and so he sent them an image from Final Fantasy XII, but they still said that even this image was not in the Final Fantasy style.

The relationship between the two companies was on the verge of breaking down. In late August 2009, Square officially announced to Grin that no payments would be made to the company. A few days later, Grin was forced to declare bankruptcy as Sweden has very strict laws on a company operating under a heavy debt load.

Some early assets, details and concept arts for this unreleased project were found thanks to Hey Hey, Kotaku, NeoGAF and Gamespot, so at least some documents of its existence can still be preserved. It’s currently unknown if Square-Enix could try to fund the project with a different developer, but as they have written on Destructoid, it seems that S-E still have few millions of debts with GRIN for their work.

Although the Andersson brothers’ first company Grin had to be shut down, this did not keep them from game development, and they went on to create a new development studio called Overkill Software. This studio has released the very popular Payday: The Heist and Payday 2 both of which have sold extremely well.

Thanks to Sam Batten, Dominarul Cel Elf, Brad and Robert Seddon for the contributions!

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Lone Wolf: Flight From The Dark [PS3/X360/PC – Cancelled]

Lone Wollf is a cancelled First Person RPG in the vein of TES: Oblivion, that was in development by Ksatria Gameworks, a studio from Singapore. The project was meant to be published for the Playstation 3, Xbox 360 and PC, but sadly the studio closed down after the investor failed to secure additional funding.

Lone Wolf was based on the series of adventure books with the same name, created by Joe Dever and initially illustrated (books 1-8) by Gary Chalk. The series began publishing in July 1984 and of the most popular game books ever published, selling more than 10 million copies worldwide. The story focuses on the fictional world of Magnamund, where the forces of good and evil fight for control of this planet in a final showdown. The protagonist is Lone Wolf, last of his caste of warrior monks known as Kai lords.

As we can read from the official Ksatria website, in the game:

The player assumes the part of a young cadet who returns to find the the Kai Lords have all been massacred at the Kai monastery by a surprise attack during the feastday of Fehmarn, by the Darklords. You then assume the identity of LoneWolf and set out to the capital to inform the King of the loss of the Kai. This is the start of the adventure, a classic tale of good versus evil.

Even if Lone Wolf is canned, the kjAPI 3D engine  

Midland [PSX/Saturn – Cancelled?]

Saga Darvulia has found an old magazine with an article about a misterious action RPG called “Midland”, that was in development by “Future Soft” (??) sometime in 1996. From the look of the only screen available, the game should have probably been for the Playstation or Saturn. There are basically no other info on this project, so we can assume that it was cancelled, but it could also be possible that it was relased under a different name in Japan. If someone recognize this game, please let us know!

Thanks to Saga Darvulia for the contribution!

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Beyond Oasis / Story of Thor [MD/GEN – Beta / Debug]

Beyond Oasis (aka Story of Thor in Japan/Europe) is an action rpg developed by Ancient and published by SEGA in 1994.

Alert reader Servbot01 found a beta version of the game (check the video below):

It’s a strange version of Beyond Oasis for Mega Drive/Genesis, probably an early beta. It comes on an old Smash Pack collection for Dreamcast. Features a new enemy (it shows blood when defeated), new (but locked) items like a spear, a teleport system, different music, and other things.

The beta is freely available on the internet. Also, there are some sound effects from Streets of Rage (Yuzo koshiro scored both games).

It’s a very interesting build, so let’s have a little look at the most important changes:


The three different title screens. The EUR version is the same as the japanese one (minus the ideograms of course)

Interestingly, the final debug shows 28 areas compared to the 27 of the beta build.

The spear was completely removed from the final game. Unfortunately it’s just an icon, we can’t use it in the beta.

The guy with the horns is nowhere to be found in the final version.

In the beta we can find some random items in the field. Probably they are there just for testing purposes.

In the beta every building lacks a door and we can’t talk to anyone.

I wonder why they changed the position of this character.

Originally the elder was outside his house. Probably he was there just because  the developers were still creating the inside of the building.

In the final version they added a fire and some enemies near the bridge.


Some small changes to the area around the bidge.

In the final version there is a trap room where we have to jump over waves. In the beta this room is still empty.

In the final room of the beta temple the water spirit is nowhere to be found.

No door and no siren statues in the upper floor of the royal palace.

The village is still empty and it lacks some objects

The beach

The mountain

The marshes

The castle on the summit of the mountain became much bigger in the final version. They added an elegant set of stairs too.

Now the sky looks much more realistic with those nice clouds.

I wonder why they changed the sea, in the beta it looks much better. Maybe the developers encountered some technical issues when they were testing the enemies in the water ?


The crater

As always, if you know more about this beta let us know!

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