comic-books

Youngblood: Search and Destroy [PC / PSX – Cancelled]

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Youngblood: Search and Destroy is a cancelled action/Role-Playing game published by GT Interactive Software and developed by Realtime Associates around 1997-1998, for the PC and the Playstation. It was based on the comic-book of the same name.

The game featured in various magazines from the Summer of 1997. Electronic Gaming Monthly #97 wrote:

Based on the popular comic book, Youngblood uses the power of the Playstation to give gamers a title that looks similar to Crusader: No Remorse. (…) Control one of the main characters from Youngblood in an isometric view. (…) Pick one character to control or form a group of two to four.

Game Informer #52 told us:

While most would think this title should be strictly action, GT is filling the game with less action and more RPG elements. (…) At times, the game does resemble Project Overkill, but otherwise, you’ll be controlling a party of characters, and the battles will be turn-based.

GT Interactive’s former producer Kurt Busch explained in the issue 31 of Next Generation that they initially planned to make the title a First-Person RPG, before trying a 3rd person action game, somewhat similar to Tomb Raider, and finally taking an approach much more similar to Diablo:

Initially, I felt very strongly we should do this as a first-person RPG (…). But the more we thought about it, the more we realized it would be very difficult to do it because you want to show off the characters, and in first-person we couldn’t work out the right set of views so players could see who was beside them. In the end, it just wasn’t very satisfying. (…) The problem with doing a Tomb Raider-style, third-person game, was that the main attraction of the license was not in any single character, but in the interaction of the team, and at the time trying to do it with six people on the screen all running around just wasn’t appetizing – the interface was just very, very difficult to design. I think the best way I can describe this is as a Playstation version of Diablo, except you control more than one character. You have a team, and you build your team up.

On Playstation Museum, we can read more details:

Get Ready To Rage!

Enter a radical gaming evolution blending a full-on assault of real-time combat action with elements of strategic role-playing. Badrock, Diehard, Riptide, Battlestone, Chapel… Youngblood takes on the most grotesque gauntlet of abominations a DNA experiment ever spewed out. Guide 11 heroes on a series of complex, real-time missions from secret labs to the depths of hell itself! Counter Giger. Find the Drachma codex. Oh yeah… and save the world!
Features:
  • Guide the Youngblood team through 11 real-time missions that combine pulse-pounding action with strategic role-playing elements.
  • Battle through dense jungles, parched deserts, and smoldering volcanoes to the very pits of hell as mutant enemies grow more bizarre and violent.
  • You must destroy them before the evil Giger and the traitor, Dr. Leviticus, finds the Drachma Codex, the secret to global domination.
  • Players can build, train, and hone the skills of the team members.
  • Take direct control of any hero or command an entire squadron.
  • Employ R&D to create powerful, new super weapons.
  • 2-player cooperative option, real-time combat action, and more.

Still according to Playstation Museum, it seems the game was cancelled due to major technical issues, as late former programmer Eric Peterson wrote:

There were three things that really killed it. One was the AI, and one was memory. They had a fairly cute system for pathfinding, but they ran out of memory and made the pathfinding map one-fourth the resolution of the displayed landscape, botching it. Basically no AI movement worked, after that. It would have been a huge task to carve it out and put in something that worked, and I was steeling myself up for it when, mercifully, the end came. Fixing the AI would have meant fixing the memory management, which was huge and hideous. For example, the audio system used 1/8 of the PlayStation’s memory just for its data structure — that’s with no audio samples loaded.
Another, more technical problem, was the cavalier attitude that was taken with handling global variables in the code. All the character code modules were just copies of each other with minor changes, so global variables were declared many times. The worst side effect of this was when global pointers came into play — the very first example I looked at had a global pointer declared six times with four different data types, which was then referenced (extern-ed) in twelve more modules in six different types. The poor compiler didn’t know which one you were talking about, so it just used (I believe) the last one processed as it worked its way through a build. This means that any of the declared variables could be the one used in any particular build of that code module, with no way to tell which it was. General instability and hard-to-find bugs were the result. Trying to chase down the thousands of global variable collisions were what took all the time.
Remember, this monstrosity was nine times the size of the biggest thing I’d ever worked on, Mechwarrior 2. The sheer amount of code made any major surgery a monumentous undertaking. The way it was written made practically everything major surgery.
He added on Lost Levels forums:

Youngblood was something like 2 years in development when the lead programmer quit. I was brought in to salvage the project.

I designed and wrote most of MechWarrior 2. Youngblood, a 2D tiler, was nine times the size and had six times as many modules. There was one spot where there was an “#ifdef Playstation”, followed by a bunch of code, and then an “#ifdef Macintosh” (ditto), and an “#ifdef Saturn” thrown in there somewhere, and SIX THOUSAND LINES DOWNSTREAM was the “#endif” with no comment.

It probably took months to do, and none of it was even getting compiled.

I did a quick couple of tests. At least ninety percent of the comments were wrong, because all the modules were just copied from one another. He’d write some horrible buggy thing, and then (this is not an exaggeration) make 27 copies of it, one for each character.

When I first tried to compile it, MSDev gave 3500 warnings.

Youngblood originally took a minute and a half to load to the title screen, and would leak several tens of megabytes. Pro Tip: don’t null a pointer before you free it. Especially in 27 different modules.

A former animator corroborated:
I think Eric already addressed this issue in his assessment. Like he said it ran out of memory in the pathfinding for A.I. and the resolution of the environment maps suffered for it.
A demo for the PC was made available in some video games magazines, and is still playable today. You can download it here.
Article by Daniel Nicaise

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Judge Dredd [Arcade – Cancelled]

 

Judge Dredd is a cancelled Beat ’em up brawler game developed and published by Midway Games on the arcade, around 1992-1993. It featured digitized graphics and was based on the comic book serie of the same name.

The game reached a near-complete state, with 3 stages finished, and 3 bonus stages after each ‘main’ level. Each stage was different in some way, such as the first being a normal scrolling brawler-style stage, the second being closer to a platform game, and the third being a unique concept, where Dredd has to fight off waves of ‘block warriors’, making sure that the two ever-decreasing bars never reach the bottom- if one of them is emptied, the stage is over and has to be repeated. After the final level is beaten, the game ends with a preview for the next level, apparently featuring the character Judge Death from the comics.

Gaming Hell managed to get in touch with Jake Simpson, former programmer on Judge Dredd, and former artist Erik Kinkead. Both shared details about the development of the game and why it was ultimately cancelled:

So, after the success of Terminator 2 – The Arcade Game, Midway were looking for another movie license to make an arcade game out of, and since the Judge Dredd movie had been announced at the time, they decided to grab the license and beat the cinemas to it. Utilising a slightly-better form of digitised graphics than the original Mortal Kombat (pioneered in this game) it was planned for release in 1993. The inspiration came from a different source.

Jake Simpson: The actual premise of the game was it was supposed to be a cross between Mortal Kombat and Teenage Mutant Ninja Turtles – we literally had one in my office to play, the 4 player version…

It’s a scrolling brawler! You should be familiar with what’s gonna go down by this point- just fight through waves of enemies, and beat the boss character at the end of the stage. In fairness, it’s a rather sophisticated one for its time, as each stage is different in some way, be it the controls or the mission objective. It’s definitely a different approach than the norm.

Jake Simpson: We wanted each level to have a different mechanic (although not too different) because at the time, no one else had done that, at least not in a brawler.

The layout is actually recycled from NARC, Williams‘ ultra-violent run-and-gunner.

Jake Simpson: The control panel was used because ‘everyone else said it had worked out well with Narc. This was my first game, so I just let it go. (…) The jumping level with the robots literally went in about a month before test. It was only because Eric had done some renders of robots and we looked at it them and went “What can we do with this?” – Eric and I built that alone very quickly… I’d never even attempted to code a platformer before and had no real idea what I was doing. (…)

Yes, some of the levels were too hard. They were absolutely designed to be quarter suckers. The trouble with games like this – story games – is that most of the time people will only play through once. This isn’t a sports or combat game where you play to test your skills against another player, so you replay. This is a once through kind of game, so we needed to take as many quarters as we could without pissing off the player, so things were definitely harder than they should be for playing for free on Mame.

After the third shooting gallery, the game abruptly ends and you’re greeted by this screen, which promises that “DEATH IS COMING….”. Obviously, the next stage would’ve involved Judge Death somehow, but how?

Jake Simpson: The last level was basically Judge Death in Resyk – he was reanimating corpses that were rolling out on a conveyor belt at the back of the screen and you were shooting them and him – you’d have your gun but it could be knocked out of your hand and you’d be manno e-manno until another one dropped into the level. The Judge Death stuff was about 60-70% done. We had Judge Death leaping around and attacking you, that much I do remember. I don’t remember if he was reanimating corpses though, even though I knew that was the plan.

Also, in case you’re wondering why Death looks so crazy-awesome here, it’s because he was a mannequin, much like Leglock and Goro from Mortal Kombat. Eric Kinkead was particularly impressed with it.

Erik Kinkead: Oh man, that Judge Death model was so awesome. At least, if not as cool as Goro. I would go into either Tim Coman or John Vogel‘s office and look at that thing constantly. Although that close up picture of him… Doesn’t do the model justice.

However, it was never released. Hell, it wasn’t even completed, but was playtested in Chicago. Unfortunately, the locaction test didn’t quite go to plan, so the plug was pulled on the project.

Jake Simpson: We were still relatively early in development to be testing – normally the game doesn’t go out on test till it’s 100% complete and we weren’t – but we were starting to get glimmers of the fact that this wasn’t going to be great and we wanted to know early so we could just put a bullet in it and stop wasting our time, if that was the case.

I think part of the reason we did abandon it was because it *was* such a labor of love, and it just wasn’t living up to our expectations, either in what the game was or how it was doing on test.

We never finished it because we put it out on test and it just didn’t do great numbers… I remember having a bug that crashed the game in the block wars and that totally destroyed our on test numbers. I remember at the time NBA JAM was out, Mortal Kombat was out, and our numbers were no where near theirs, so we all got very demoralized and just gave up. In retrospect we _should_ have finished this – Midway paid for the license and we should have completed it. We probably could have in a month. I remember the meeting where we all sat there and looked at each other and just shrugged and said “What were we thinking?”. We were young and stupid. Enough said.

Both Jake and Eric remember a different level that was cut- a Spy Hunter-esque racing stage using Dredd’s Lawmaster.

Jake Simpson: There was another level we had which got cut – the motorcycle chase. It was a top down thing, where you were on his bike and you had to chase a car on a high ramp over the city. The ramp was damaged so you had to jump sections… We cut it because honestly, it was no challenge. A few jumps, some left and right and that was it. Looked gorgeous though, but all that really nice Mega City At Night imagery took up way too much image space, so we cut it entirely.

Sadly, the Lawmaster chase stage was gutted from the location test version to make space for the Death stage.

Jake Simpson: The code for the Motorcycle was there, but none of the graphics were.

Fortunately, the game was preserved, to an extent- although only four boards were ever made, a version of the game slightly older than the version play-tested was dumped and is available to play in MAME.

Jake Simpson: Only 4 machines were made. I had one, that went to my sisters pub in the UK and was destroyed when that burnt down. One went to Tim Coman, one went to Mark Penacho and I’ve no idea where the last one ended up. I also have no idea how the roms got out into the world – I will say that they weren’t the final ones we put out in the world though.

Article updated by Daniel Nicaise

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Superman: The New Adventures [Playstation – Cancelled]

Superman: The New Adventures, also simply known as Superman, is a cancelled action game published by Titus Interactive and developed by BlueSky Software from 1998 to 2000, for the Playstation. It was based on the animated TV show Superman: The Animated Series, itself based on the DC Comics‘ character Superman.

Initially, the game was supposed to be a port of the infamous Nintendo 64 game. However, over the years, it is known that the development of Superman 64 was plagued by constraints between Titus Interactive and the game’s licensors DC Comics and Warner Bros. For those unfamiliar with this story, you can read everything here.

Thus, BlueSky Software made the decision to recreate the game from scratch for the Playstation version, ultimately making a totally different game instead of adaptating the work done by Titus.

According to Playstation Museum, the game was rebooted around 1999, apparently due to the Columbine shooting:

After about a year of development, Superman was again re-designed. In April of 1999, the Columbine shooting happened and was a big blow to the industry as the media were using video games as a contributing factor for the shootings. Scuttlebutt has it that Titus suddenly changed the game from fighting Lex Luthor’s henchman to fighting robots. Supposedly the developer was not allowed to have shootings of human beings anymore or realistic looking weapons in the game. This changed a lot of what the gameplay was going to be into a more switch pulling, puzzle based game which was very different from the animated show and the N64 version.

Set to be released for June 2000, the title was ultimately canceled when the licence had expired preventing Titus to secure it again:

Unfortunately the license from Warner Brothers had expired. Essentially, Superman continued to be developed with no assistance from DC comics or Warner Brothers. The plan was to surprise everybody with a finished product. After almost 2 years of development, Superman reached a milestone: it received approval for release from Sony (…) but by  the time the game was completed, Titus was unable to secure the license. Superman for the PlayStation was officially laid to rest.

For its part, Eric Caen, founder and CEO of Titus Interactive, simply explained for Playboy Magazine:

“Sales were large, so we didn’t lose money on Nintendo 64 or Game Boy,” Caen said. “But Warner Bros. and Sony blocked the PSX version, and that was a heartbreaker. It was 90% completed and we had a half million units in back order.”

In December 2020, a complete build of the game was released on the web.

Article by Daniel Nicaise

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Marvel 2099 : One Nation Under Doom [PC, PSX – Cancelled]

Marvel 2099: One Nation Under Doom is a cancelled 2D sidescroller action game that was in development by Saffire for the original Playstation and the PC. The project would have been published by Mindscape in 1996, but the company decided to stop publishing some of their console titles and One Nation Under Doom was one of them. After Marvel 2099 was canned, Saffire started to develop Bio F.R.E.A.K.S. and Rampage World Tour for the Nintendo 64. It was based on the imprint of the same name.

As we can read on Wikipedia, by May 1996 CD-ROM and VHS video demos of Marvel 2099 were being shipped to game magazines for pre-release reviews, along with a one-page color brochure. The first public demo was shown at the E3 1996 show, and featured a playable single level of the Punisher 2099 fighting SHIELD troops, and also opening menus and some cut scenes. Electronic Gaming Monthly had two quarter-page previews of the game, showing grainy shots of actual gameplay, and a group shot of the player characters. At the 1996 San Diego Comicon, the Mindscape booth handed out brochures, and raffled off One Nation Under Doom pins, shirts, and posters. Some attendees were even allowed to play the demo at the booth, although no copies of the demo were distributed.

Years after its cancellation, Executive Producer Mark Flitman shared some details about the game in an interview:

D.2099: How did Mindscape first become involved with producing/developing a game based on Marvel’s 2099 characters?

M.F.: Prior to working at Mindscape, I was a Producer at Acclaim Entertainment in New York. At Acclaim, I was responsible for multiple titles including all the Marvel titles. I developed a great relationship with Marvel so when I went to Mindscape I kept in touch with them. I knew that Acclaim had a contract with Marvel that tied up every Marvel property for video games. In those days, they didn’t separate the characters into individual properties. I really wanted to work on another Marvel title and asked if they had anything that was not included in the Acclaim contract. Their first response was no, but then they found Marvel 2099. They told me it was available and sent me some of the comic books to check it out. I could not believe my luck! A Marvel property that included dozens of Marvel characters, it was in the future and the characters looked different, but it was full of recognizable Marvel characters (some looked ever cooler in the future!) and the main villain, Dr. Doom was awesome.

I convinced Mindscape that this was too good to pass up and I worked with Marvel and Mindscape management to negotiate a deal. The deal was more than reasonable and included the rights to do the game on PC CD-ROM, Playstation, Sega Saturn and 3DO.

D.2099: Do you recall at what stage the game was at when it was cancelled? 50% done? More? Less?

M.F.: Less than 50%

D.2099: Do you think….had the game been finished…that it would have been a good game?

M.F.: Absolutely!! We knew from the start that there was concern that the game was a side-scroller, but so was Mario! With our development schedule and budget we decided it was the best use of our time and talent to create characters and animation that looked better than any other comic book title, but it was too much of an undertaking to do all the characters in a fully free 3D environment. We wanted the character art to blow you away, so instead of doing a less than stellar job in a 3D environment, we decided to do a superior job in a 2D environment. We did plan to have some levels moving vertically and not horizontally. We also wanted to make sure that there were “branches” in the game play where the player had to choose which path to go down. This would allow replay-ability because you could complete the game without going everywhere. AND we were creating some incredible cinematic sequences to introduce characters or as visual rewards for completing levels. One cinematic sequence that was completed was Hulk 2099 coming down a ladder into an underground sewer system and running through a large pipe towards the player.

We can only hope that one of these playable demos could be found and shared with the community in the future.

Thanks to Celine for the contribution!

Article updated by Daniel Nicaise

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Sword of Dracula (Critical Mass Interactive) [PC, Xbox – Cancelled]

Sword of Dracula is a cancelled horror First-Person Shooter developed around 2004-2005 by Critical Mass Interactive for PC and Xbox. It was based on the eponymous comic-books franchise.

Few details are currently available about this game. According to its developers, their Sword of Dracula’s project was inspired by Call of Duty in terms of gameplay.

It was officially revealed by Critical Mass Interactive in February 2004 with a press release indicating that a demo would be showed at the Game Developers Conference the next month, thanks to Gamespot:

Critical Mass Interactive (CMI) has today announced the development of Sword of Dracula, a first-person shooter based on the Image Comics series of the same name. No release date or platforms for the game have been confirmed at this time, but CMI and the series’ creator, Jason Henderson, have stated that they plan to have a demo of the game ready for next month’s Game Developers Conference in San Jose.

“The moment we saw the Sword of Dracula comic, we knew this was the franchise to jump on,” said Critical Mass Interactive Vice President of development Billy Cain. “We’re talking a commando-vampire war in fierce, cinematic, Call of Duty-style gameplay. You could see it from the first issue. We knew we had to make this happen.”

In the Sword of Dracula comics, Dracula is portrayed as the world’s foremost terrorist, using the blood of thousands of victims to build himself a vampire army. Henderson describes his take on Dracula as “a king, a massive 300-year-old ubervampire with an army of vampires and zombies, and it’ll take every Humvee, cannon, and Blackhawk Ronnie has to bring him down.”

The character Henderson refers to as Ronnie is the character that players will assume the role of in the game, a covert agent named Veronica Van Helsing, who leads a UN-connected antivampire operation known as Polidorium.

Shortly after, HomeLAN was able to get an interview with Billy Cain, where some more informations about it’s Call of Duty approach was shared:

HomeLAN – What can you tell us about the graphics engine that the Sword of Dracula game will use?

Billy Cain – Unfortunately, we cannot make a final decision on the engine until we sign on with a publisher. Right now, we’re using Call of Duty to pre-visualize the game for potential publishers.

HomeLAN – What is the current status of the game’s progress and when will it be released?

Billy Cain – At this point, we have secured the license for all video games based upon the comic book, Sword of Dracula. We are in the process of building a demo to show publishers one way to visualize the game, and we happen to be using the Call of Duty engine, and modifying it to suit our needs. As for release dates, that will be part of our negotiations with publishers. We want to find a publisher that will give the game the time it needs in development, so that it can compete with the best games out there.

After all of this, developers went silent about the game for some months, only briefly mentionned in june of the same year by GenGamers, where we learned that they were in negotiations with different publishers:

Critical Mass Interactive´s Billy Cain sent over a few words in which he mentions that Critical Mass Interactive is still in negotiations on their upcoming FPS Sword Of Dracula with a number of publishers.

It was only in February 2005, almost a year after its official announcement, that the game was talked about again thanks to NoFrag, announcing a change of graphics engine and the addition of an Xbox version:

Without news of Sword of Dracula since last June, I contacted the developers of the game: it is still in development at Critical Mass Interactive. After its first prototype, the developer changed the engine to please some publishers interested in the project and is currently preparing a new prototype (this time on PC and Xbox) with the aim of signing a contract with a publisher. In any case, the release of the game is therefore still a long way off.

Unfortunately, luck wasn’t on Critical Mass Interactive’s side as they never managed to secure a publisher, forcing them to definitely cancel the game and refocus on outsourcing. As an outsource company, Critical Mass worked on games such as Rift, Ultima Online, Tabula Rasa and Borderlands, before disappearing. The licence was, in the end, never adapted into video games.

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