Cat Daddy Games

Demon Isle (Sierra) [PC – Cancelled]

Demon Isle is a cancelled online-focused action RPG that was in development by Cat Daddy Games around 1996 / 1997, planned to be published by Sierra Entertainment for PC. For its time it was graphically impressive, promising a huge 3D island to explore, full of dungeons you could tackle in 16-players online multiplayer. While the game was previewed in a few gaming magazines (such as Next Generation June 1997 and Inter Action Summer 1997), soon it quietly vanished and was never completed.

“The game is set in the world of Magincia, which has been invaded by armies of evil creatures swarming off Demon Isle. The military, unable to destroy the island’s seven Temples to Evil, recruits mercenaries and adventurers to complete the job, which is where the players come in.”

“Set in a dangerous, medieval time. Demon Isle features a state-of-the-art 3-D engine with a first person perspective to tempt your waking hours. It incorporates Fantasy Role-Playing elements into an action-oriented environment that is not for the weak of heart”

“Explore the surface of an entire island and battle the evil that lurks in temples, caves, and the caverns below. Improve your skills and build up your character, and you may just find yourself in an all-out demonic war.  And if you thought demons were enough to keep you up at night your on-line warriors will keep you goin’ until breakfast Play head-to-head or cooperatively with up to 16 players over a LAN  or the Internet and battle for fame and glory.”

“Demon Isle has been built from the ground up as a multiplayer game. It runs either on a LAN or over the Internet, using the same client-server model as Blizzard’s Diablo on battle.net: players connect through their own provider, the game contacts Cat Daddy, and a session is launched with one player’s machine as the server. However, unlike Diablo, which limits games to four players, Demon Isle handles literally dozens of players, depending on the capabilities of the server’s hardware.”

We can also still find Sierra’s original press release for the game:

“Enter the land of Magincia where hordes of evil creatures have been driven off the main continents, and pushed back to their apparent source, Demon Isle. The ruling powers of Magincia are willing to pay a handsome bounty to anyone brave and strong enough to venture to Demon Isle and destroy the seven temples of evil, obtaining the missing pieces of the magic relic, and obliterate the root of all evil itself – the Demon Zorax.

In this first person, action-oriented, fantasy role-playing game, players will face numerous exhilarating predicaments and intense combat as they battle a motley bunch of nasty creatures. Demon Isle is designed from the ground up as a single and multi-player game, promising to set new standards by allowing up to 16 players to play head-to-head or cooperatively via LAN, modem or Internet. In addition, Demon Isle boasts a revolutionary proprietary 3D engine, creating fractally enhanced terrain and polygon-based objects for unprecedented level of detail, and features custom MMX support and Direct3D support for acceleration on 3D cards.”

If you know someone who worked on this lost project and could help us finding out why it was canned, please let us know!

Images:

Videos:

 

Cartel (Cat Daddy) [PC – Cancelled]

Cartel is a cancelled FPS game that was in development in 2002 / 2003 by Cat Daddy Games (mostly known for their Carnival Games series), planned to be released on PC and possibly on Playstation 2 and Xbox. As you can assume from its title, you would have played as a DEA special agent against the drug cartel. The team wanted to offer a simple gameplay mixing first / third person shooter with light strategy mechanics.

In an old interview published on HomeLAN we can read more about their hopes for the project:

“HomeLAN – What can you tell us about the storyline for the game?

Harley Howe – We wanted to do a thriller. It has a big twist just about the time you think you’ve figured out what is going on and you’re about finished, you’re not.

HomeLAN – What sort of settings and locations will be seen in the game?

Harley Howe – Our team over the last few years has built content for several AAA titles that were released under other company’s logos. We really know our stuff here and one of the big separating factors of our game will be the unique environments. What we see in most of the existing games out there now is a lot of the same old thing rehashed over and over. You got your warehouse level, your barracks level, your factory…etc. We wanted to bring a new look and feel to the environments in Cartel. Our game will offer plenty of new and exciting environmental eye candy for the player. We promise you will almost smell the stench on some of them.

HomeLAN – What kinds of weapons will be featured in Cartel?

Harley Howe – Ok, the guy doing the weapons is always yapping about ‘my bothers a seal, my brothers a seal” so we most definitely have some nice weaponry. We feel that weapons are one of the single most important components of a 1st person shooter. One big point here to make is the style of the Cartel story lends itself well to new weaponry. As we are doing with the levels we also wanted to take advantage of some of the newer technologies out there and give the player some neat effects to the weapons that they have never seen before. My 12 year old son will run around and play a game just to pick up all the different guns to see the way that each of them shoot, err wait that’s me, anyway good weapons will be in abundance.

HomeLAN – What can you tell us about the game’ s multiplayer features?

Harley Howe – I can tell you that if it did not have multiplayer I personally wouldn’t play it myself. Today you have to have good multiplayer or the game has a very limited appeal. Attention to the layout of the multiplayer levels will be done in great detail. A good level can make or break it. We also have had multiplayer built in to our engine from day one so it’s not something that will be approached as an afterthought.”

In early 2003 they released a tech demo for Cartel, but the same year the team was acquired by 2K Games and the game vanished. Only in 2005 Cat Daddy officially announced the project was suspended. We can assume when 2K bought the team, their parent company decided to switch their resources on less ambitious games.

Images: