Beat ’em up

Splatterhouse (Bottlerocket Entertainment) [Cancelled – Xbox 360, PS3]

Splatterhouse is a horror-themed Beat’em up game developed and published by Namco Bandai Games for the Xbox 360 and PlayStation 3 systems, released in November 2010. It is a reimagining version of the first Splatterhouse game, which was released in 1988.

The game made you play Rick Taylor, a student transformed into a powerful beast after putting a talking Mayan mask called the Terror Mask, who is after the Dr. Henry West, a mad scientist who kidnapped Rick’s girlfriend, Jennifer Willis, in his mansion known as the “splatterhouse” following rumors about West’s horrific experiments. In order to save Jennifer, Rick must travel through various levels across the mansion and its surroundings, confronting hideous West’s creations.

Initially, Splatterhouse started development in 2007 within BottleRocket Entertainment. Officially revealed in May 2008, it seemed, from the outside, that everything was going smoothly for the project.

But in February 2009, Namco Bandai Games decided to pull the game from them and to continue it with an internal team, mostly composed of BottleRocket’s former staffs. This was reported by Joystiq:

Namco Bandai has confirmed that its upcoming next-gen reboot of Splatterhouse is no longer in development at Bottlerocket Entertainment. Development of the game, which was the studio’s only project, will be completed, although Namco isn’t saying who will finish the work.

When approached for comment on the situation, Bottlerocket told us that, “Last Friday, Namco showed up with a U-Haul truck, took all their assets (dev kits, etc.) and informed management that the title was being pulled from Bottlerocket.”

Namco would not discuss specifics of the move, saying only that, “Yes, we have decided to part ways with Bottlerocket Entertainment but we are committed to bringing Splatterhouse to the Xbox 360 and PlayStation 3 later this year. At this time, we are not ready to discuss specific development details about the game and wish Bottlerocket the best of luck in their future endeavors.”

The job of finishing Splatterhouse is rumored to have gone to the same in-house Namco Bandai team responsible for the recently-released Afro Samurai.

A month later, Namco’ Senior Vice President Makoto Iwai explained that the title was taken back internally following performance issue by BottleRocket:

“So, basically, the only reason why publishers pull the project out from the developer is when the developer isn’t really meeting the requirements. So, unfortunately, this was the case,” Iwai told Gamasutra.

“I have to be very careful so we don’t make any direct comment on it because whatever we say, people will try to be on the developer side. You know, ‘The developer is an independent developer trying hard, and evil publishers are trying to get rid of the business by doing whatever they feel like,'” he continued.

“That’s not the case. I just want to be 100 per cent clear. There was a performance issue.”

Iwai’s comments back up speculation that BottleRocket was not meeting its deadlines on the project.

The following day, BottleRocket issued a sharp statement, contesting Iwai’s words:

BottleRocket has issued a strong response contesting Iwai’s characterization and suggesting potentially “inept” management on Namco’s part.

“We too have to be careful of what we say since publishers have to worry about their ‘image’ and will sue small, independent studios who bark back at them too loudly,” the statement reads.

“Game development contracts are put in place to protect the publisher and their interests. Within these contracts are a series of defined game development objectives and goals called milestones. If a developer is under performing they tend to fail these milestones and have varying degrees of accountability placed upon them.

Splatterhouse had been in development for over eighteen months and up to having the title taken away from us we had not missed any contractually defined milestones. So either there were no performance issues during that timeframe or Namco’s management of the title was inept.”

It is not until May 2018, 10 years after its announcement, that Polygon wrote an article recounting details about Splatterhouse’s development, and ultimately, what happened internally at BottleRocket:

To kick off development of the project in 2007, Namco Bandai chose BottleRocket Entertainment. The studio was staffed with many members of the team that had worked on Sony’s PlayStation 2 brawler The Mark of Kri, a critical darling known for an unusual targeting system where button command prompts appeared above enemy heads.

“I knew Jay Beard, (BottleRocket founder),” says Makoto Iwai. “There was a strong push from the studio side to use BottleRocket. They were quite renowned.”

Signed to a deal, BottleRocket put approximately 35 people to work on Splatterhouse. It was one of two projects for the studio, coexisting alongside a game based on DC ComicsFlash for publisher Brash Entertainment.

Namco Bandai wanted the title close to the old games, as BottleRocket’s management tried to implement gameplay ideas taken from their previous creations, alongside a characters design really far from what the publisher wanted:

For the new game, Namco Bandai stuck to that idea. A design document set out development goals for traditional brawler combat and a visual style reminiscent of the old games, along with other nods to the originals.

That wasn’t the plan BottleRocket followed, beginning a rift between the developer and publisher.

“There was a big pull between what Namco wanted and what Jay Beard wanted,” says Scott Holty, who joined BottleRocket seven months into development as a senior designer. “Those two things never really coincided. They were never in lockstep with what each side wanted with the game.”

Many involved in the project say BottleRocket’s approach resembled its past work a little too closely.

“They were really trying to shoehorn [in] that blue/red Mark of Kri targeting system, and that’s not what Namco wanted at all,” says former BottleRocket concept artist Dave Wilkins.

Along with that, the character designs moved away from Splatterhouse’s typical selection of monsters. In their place came designs that some on the art team found strange.

“There was a guy with a TV set on his head, and it was plugged into his crotch. It wasn’t very Splatterhouse-like,” says Alvin Chung, brought on as an environment artist at BottleRocket. “The new designs were just kind of oddball. I don’t even know how to describe it. […] From a video game perspective, they didn’t really read well. You couldn’t tell what it was.”

These ideas strayed from Namco Bandai’s desired path.

“They were basically supposed to work on Splatterhouse along with a design document of which we mutually agreed,” says Iwai. “That part only showed when our staff visited with them. Right after Bandai Namco staff left their premises, they started doing a different thing, which was ordered by Jay.”

“Every single time they’d deliver a milestone, [Namco Bandai] had complaints and issues with it. They kept reiterating they did not want Mark of Kri,” says Holty.

To this were added technical problems with the Gamebryo engine, which was used to power the game, as well as a certain inexperience within the art team, mostly composed of new folks in the game industry. We also can add that Namco was getting nervous as the execs saw that BottleRocket’s producers always redesigned stuffs over and over:

In addition to the design not meeting Namco’s specifications, a variety of behind-the-scenes problems at BottleRocket created a development bottleneck. Progress slowed.

“The big decision they made, which was a bad decision, was to use the Gamebryo game engine,” says Michael Seare, who began the project at BottleRocket as a physics programmer and later became lead engineer. “From a technical standpoint, it is a horrible engine in that it’s not fast. […] When it comes down to pushing bits around, it was terrible.”

In the art department, Chung came onto the project, joining a team composed mostly of recent graduates.

“I don’t think they [had] produced anything for the PlayStation 3 before,” says Chung. “I remember coming in and working on one level, and they never understood how a normal map could make something look good. It was mind-blowing.”

Splatterhouse from the BottleRocket side started off showing some really nice progress, and then it started to feel like [BottleRocket] producers were showing us, ‘Look, we reworked the art on this character — again,’” says Russell Schiffer. “That started sending up red flags about ‘gosh, why aren’t you showing us more gameplay progress?’ […] We would see gameplay along the way, of course, but after so many of those, and it was several of them — other people, not me; the people on the business side — began to get nervous. When they looked into it deeper, they determined progress was not at the rate we wanted it to be.”

Things worsened for BottleRocket in the end of 2008, when the second project, based on DC Comics’ character The Flash was going to be cancelled, following the bankruptcy of Brash Entertainment. It is unclear if the team dedicated to The Flash joined the Splatterhouse’s team, as various different answers were given. For its part, Namco started to lose patience with the lack of progress and quality on the Splatterhouse project:

BottleRocket’s team, with Jay Beard continuing with more or less the same vision, progressed on Splatterhouse for 18 to 24 monthsThe Flash continued as well, keeping BottleRocket working at capacity. Then, in November 2008, Brash Entertainment shuttered, which meant that BottleRocket’s development on The Flash no longer had funding. That left BottleRocket with Splatterhouse and a second team without work.

Those we spoke to for this story gave conflicting answers on the fate of the Flash developers. Some said those team members stayed on and helped with Splatterhouse. Others said BottleRocket kept working on The Flash, with hopes of securing another publisher. Another person said they were let go soon after Brash folded. Multiple sources reported feeling surprised, though, that the company kept spending at this time, noting as an example that BottleRocket built an in-house theater room despite having only one project in development.

Namco Bandai higher-ups were still displeased with BottleRocket’s lack of progress. “When I saw it, it was a collection of features and pieces but with no real metagame behind it, and the tools were so poorly implemented that no design was coming,” says David Robinson, Namco Bandai’s executive producer on Splatterhouse.

“I went down there and started meeting with the guys, trying to get my own feel for it,” says Roger Hector, then the senior vice president of product development at Namco Bandai. “To make a long story short, everyone shook hands and said, ‘Yeah, we’re on it. It’s all good.’ When the deliveries were due and the stuff they were supposed to be doing wasn’t happening, I had to make a recommendation into Namco and say, ‘Hey, this doesn’t look like it’s going to look very well.’”

(BottleRocket founder Jay Beard didn’t respond to multiple requests for comment for this story.)

Finally, as it was written above, Namco decided to take back the game from BottleRocket, and continuing development internally. The art direction in the final game used cel-shading, which wasn’t the case in the previous prototype. Characters such as enemies and boss, in addition to some levels were cut in the end, and replaced by others:

With quality issues continuing, Namco Bandai made the decision to pull Splatterhouse from BottleRocket in February 2009.

When the news broke to the gaming press, an unnamed Namco Bandai representative told Kotaku, “At this time, we are not ready to discuss specific development details about the game and wish BottleRocket the best of luck in their future endeavors.”

That same day, Namco Bandai brought a U-Haul truck to BottleRocket’s offices to collect development kits. Some on the team had no advance notice.

“It was just a normal workday,” says Holty. “Everyone goes to work and there’s a bunch of moving trucks in front of the company. Everyone’s like, ‘What’s going on?’”

Former Namco Bandai associate producer Dan Tovar, who had been with the project from its earliest point, recalls that day: “What followed was one of the most unpleasant experiences I have had to date in my professional career.” Tovar continues, “There were grown men crying. […] ‘Hellish’ doesn’t quite summarize it.”

“They pulled us all inside and said, ‘That paycheck you got today? This is your last check, because we don’t have any money in the bank,’” says Dave Wilkins.

Not all was lost for some members of the BottleRocket team, though. During the dev kit retrieval, Namco Bandai management handed out some business cards. Splatterhouse wasn’t canceled — development was to continue, but now under the banner of Namco Bandai.

“We think it was Jay who misled the studio,” adds Iwai. “Some of the artists were really good. Some of the game designers, too.”

“The management spent the money; the kids didn’t,” says Robinson. “We didn’t cancel the game. We fired the management.”

A month after the decision, Iwai stated Namco Bandai’s position publicly. BottleRocket lost Splatterhouse because of a “performance issue” with the team, Iwai said in a Gamasutra interview, vaguely describing the internal problems.

Two days later, BottleRocket sent out a sharp response: “Splatterhouse had been in development for over eighteen months and up to having the title taken away from us we had not missed any contractually defined milestones. So either there were no performance issues during that time frame or Namco’s management of the title was inept.”

Asked now about his comments, Iwai says, “I knew I couldn’t go into details. […] I know people tend to blame the publisher for canceling a project, but that’s not the case always. It was purely a performance issue.”

Bottlerocket closed its doors in September 2009, as we can read on Gamesindustry:

BottleRocket Entertainment has closed its doors, according to its founder Jay Beard, following a fight for survival in the past six months.

The company became embroiled in controversy earlier this year when Namco Bandai pulled it off of the Splatterhouse project – a move which the developer contests was not down to it missing any milestones, but bad management on the publisher’s side.

Following that rift, several members of the original team left the company to continue work on the game, while the developer was believed to have signed a new deal with Brash – which subsequently went bust itself.

In an email to friends, sent to GamesIndustry.biz, Beard wrote of his disappointment at the predicament, but noted that he was currently building a new studio “from the ground up”.

“It is with deep regret that I have to inform you of the closure of BottleRocket,” he wrote. “After fighting to keep the doors open for the past six months we have decided to close and move on.

“BottleRocket was in business for seven years and I feel that we developed a sound reputation for quality and creativity. I was once told that we ‘zigged while others zagged,’ and I like to think that we shall be remembered this way.

“We had the opportunity to meet and work with many talented and passionate individuals along the way, and I want to take the opportunity to thank you all for everything that you did for BottleRocket. Seven years wasn’t long enough for our plans to bear fruit; but it was a decent run.

“I am now in the process of building a new development studio from the ground up and look forward to us crossing paths once more.”

According to his LinkedIn profile, Beard partially works now as a freelance artist/designer/illustrator under the pseudonym of Uglyheroes since July 2010, and as an art director since December 2016 for Amazon Game Studios.

Splatterhouse was released in November 2010, and received “mixed” review by the press.

Article updated by Daniel Nicaise

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BottleRocket’s version Live action trailer

BottleRocket’s version New York Comic-Con 2009 trailer

Early BottleRocket’s version gameplay footage

Early BottleRocket’s version gameplay footage

Early BottleRocket’s version gameplay footage

Deleted moves

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Fighting Force 3 [PS2/XBOX – CANCELLED]

The first Fighting Force was developed by Core Design and published by Eidos Interactive for PlayStation and PC in 1997, the same year in which they released Tomb Raider 2. Core Design was at the vertex of their popularity, becoming one of the most recognized teams in the gaming market, their Tomb Raider franchise was a money-making machine.

Fighting Force was nothing compared to the caliber of Tomb Raider, it was conceived as a simple 3D incarnation of the classic beat ‘em up formula. Players had to fight their way through different levels punching and kicking enemies, either in single player or coop multiplayer, choosing between 4 different characters: Hawk Manson, Ben “Smasher” Jackson, Mace Daniels and Alana McKendricks. Being one of the first quite-fun-to-play beat ‘em ups in 3D, the game had a good number of fans, and Eidos probably spent quite a lot of money at the time to promote it in gaming magazines.

It’s interesting to notice that initially Core Design tried to pitch their Fighting Force concept to Sega, to make it a new 3D chapter in the Streets of Rage series, as an exclusive game for their Saturn console. In the end Sega and Core had different views and expectations for Streets of Rage 3D and broke their collaboration: Core continued to work on their game with a new IP and the Saturn version was never officially published. In November 2008 a prototype of Fighting Force for Saturn was found and preserved online: the game still had its early title “Judgement Force” and some differences from the final version.

Fighting Force was popular enough to get a sequel in late 1999 for PlayStation and Dreamcast. Fighting Force 2 was kind of different from the original game, as Core Design decided to change it from a linear beat ‘em up to a more action adventure, mission based type of gameplay, coop multiplayer was removed and there was only 1 playable character, Hawk Manson. Fighting Force 2 was not a great success, with low scores and sales. This was the sad end of the Fighting Force series, but a third, unreleased chapter was planned, even if never officially announced.

Fighting Force 3 was in development by Core Design between 2002 and 2003, to be released for PlayStation 2, Xbox and maybe even on Gamecube. This time the team went back to their roots with classic beat ‘em up gameplay, fully playable coop mode and 4 different characters to choose from: Hawk, Mace and Smasher, returning from the first game, and a new one, Jill. Gamers would have been able to fight their way through many different levels, using punch-kick combos, weapons and interacting with the environment. The environment could be used in many ways, such as, breaking down a water tube to use it as a mace, impaling enemies on iron bars, throwing them under moving trains or against barrels on fire to burn them.

The team was able to create a good number of fully playable stages, available in single player and coop, but the project would have still needed about 1 year of development before it would be finished. Unfortunately Fighting Force 3’s development was halted in late 2003 / early 2004, mostly because of complex issues between Core Design and Eidos Interactive (its parent company at the time).

In mid-2003 Core released Tomb Raider: The Angel of Darkness for PS2 and it received low ratings from magazines reviews and fans. Eidos decided then to move the Tomb Raider series from Core Design to Crystal Dynamics. Unsure of their future and seeing their most popular franchise being taken away, at the end of 2003 many key members from Core decided to leave to find a new job, and some of them formed a new studio together (Circle Studio).

The remaining Fighting Force 3 team lost most of their will to continue working on the game for Eidos, development slowed down and Core found themselves with lack of people to finish the game. After a year of re-organization, in 2005 Core Design was able to release a new game for PSP (Smart Bomb) that unfortunately was also a big failure for the company. While they were working on a new project, Free Running, Core Design was sold from Eidos to Rebellion Developments Ltd.

After a few years working as an internal team for Rebellion, the studio was officially closed down by them in 2010. Eidos was not immune to the economic crisis either and after many years of losses in early 2009 all of their properties, assets and IPs were sold to Square Enix. It’s currently unknown if we’ll ever see another Fighting Force game in the future, but it’s possible that S-E have quietly forgotten about this long-lost series.

A little tech demo from the project was found at fairlyfanatic.com and  a single screenshot was found on polygonworlds.wordpress.com. More memories and footage from Fighting Force 3 were saved thanks to former developers. Thanks a lot to Hey Hey and Gh0stblade for the contributions!

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Final Fight: Seven Sons [PS2 – Cancelled]

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FF: Seven Sons was a prototype for a new Final Fight game that was in development at Capcom Studio 8 before FF: Streetwise. In fact Streetwise was the second attempt for a Ps2 Final Fight. The original FF project for the PS2 was know as “Final Fight: Seven Sons”, but it was never released. The camera in Seven Sons was set on a cambox principle that roughly “imitated” a railcam system and the feel was similar to playing the old 2D games.  It felt very much like a traditional Final Fight incarnation that had leaped from 2D to 3D. The game had a cel shaded graphic, with toonish gritty backgrounds.

When told by corporate that, “The game while fun to play, was visually not suited for its core audience”. The message was misinterpreted by the team as saying, “We don’t like it at all, continue with the brawler aspect with a theme American gamers could appreciate”. The original gameplay core that was established with Seven Sons was swept away making way for “Streetwise”, (Mass urban thug appeal in an already over-saturated market) and it was all downhill from there. Even with a fun playable beta, Final Fight: Seven Sons was cancelled because of marketing decisions and the released FF: Streetwise was very different from what the team had originally in mind.

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