DreamWorks Interactive

A Ghost in the Machine (Presage Software) [PC – Cancelled]

A Ghost in the Machine is a cancelled text / visual adventure game that was in development in the mid ‘90s by Presage Software, planned to be published by Dreamworks Interactive in collaboration with Steven Spielberg. The game was quite ambitious for its time, mixing a faux operating system, AI-dialogues, free-form investigation and multi-paths storyline. You could imagine its gameplay as a mix between Hypnospace Outlaw and Her Story: by using this “game software” players would be able to find emails, photos, videos and chat with the AI, to unveil the plot.

The game was never officially announced but the team worked on the project for about 2 years investing a million dollars. The only remaining proof of its existence are some details shared by former Presage Software developer Todd Daggert on his old website (now offline unfortunately):

“It is a real-time interactive story in which you, the user, assist events that transpire within your very screen. […] The point of this program is that it is just that — a PROGRAM (the “Ghost”), nothing more, nothing less. […] But unlike other software, this program will become self-aware and know its capabilities. It will communicate as your computer would, should it ever come to life and develop a personality. […] They will remain themselves, reacting naturally to unnatural behavior from their once-familiar computer.

The strength and beauty of this program will be in its creative use of the medium’s shortcomings to further the authenticity of the events. […] The “Ghost” will have a totally dimensional personality, with character traits derived from a huge database of events and memories that will soon be shared with the user.”

“This diagram illustrates the player’s progression and flow of information as they work their way through the game. It was the first, highest-level pass of the interactive story.”

A Ghost in the Machine was originally conceived by Mike Kennedy at Presage Software, but after he left the company things became quite difficult for the remaining staff, with Dreamworks asking to make the game more similar to classic point & click adventures:

“[…] after the principal members of the first design team (including Mike Kennedy) departed from Presage I was brought in as the primary designer on a new team of designers and artists, to fuel it with new direction and “make something happen”. I flew down to Amblin in Hollywood and hung out in Spielberg’s office, played with his 3 foot high T-Rex model, and talked with Bryce Zabel, the Hollywood writer who was to go on to make “Dark Skies”. Shifts in Dreamwork’s staff had convinced them that our new direction needed more Hollywood involvement, so it fell to me to integrate the new story provided by Bryce, the new interface and elements desired by the Dreamworks producers, and the desires of management at Presage. “

The game’s story would be built around the possibility of re-program one’s mind artificially:

“Five enlisted soldiers were volunteered for the Bravo test sequence using the Legion Device.  The Langley research indicated that implanted programs could not be generically applied with any degree of accuracy, as each person’s memory patterns were too unique for any single solution.  The BLV-50’s Guido routine was modified appropriately.  The Device now would take a reading of the person’s mind under a standard series of conditions elicited by a series of sequential stimuli involving color patterns, pictures and music.  The routine would adjust the recorded patterns by applying the desired program and then return the adjusted pattern back to the brain, now enhanced with the subconscious program.”

“A total of nineteen soldiers comprising both enlisted men and NCO’s were taken to a subtropical test reserve in Florida and given explicit orders which contradicted the commands they were secretly programmed with.  These soldiers were broken into two teams, a “hunter” team and a “hunted” team.  The hunters were fully equipped and provisioned, though unarmed. The orders were for the hunted group to evade the hunters for a period of twenty-four hours.  If the two sides came into contact, the game was over, and the hunters had won.  Halfway through the game the commanders of both groups triggered the soldiers’ programming, with encouraging results.  Fourteen of the nineteen soldiers (including all members of the hunted team) followed their programming over their orders, plunging through the dense forest with nearly superhuman speed and control to find a member of the opposite team to beat into unconsciousness.  Of the fourteen who followed this programming, twelve of them had no memory of disobeying orders, and only one suffered any injury from vaulting through the treacherous undergrowth.”

In the end the project was managed by so many different people that it lost its focus:

“Despite my best efforts, there was no effective way to fuse the widely disparate visions of the three groups. Presage continued to hire and lose staff, as did Dreamworks, every new player bringing a new vision to the table. Design by committee is never a good thing, sadly, all of us would walk away unsatisfied by what Ghost became.”

“After a two-year-long journey through the height of Siliwood that consumed a million dollars, two full design teams and three producers, Ghost was to end its rough-and-tumble life with a final cancellation. […] Halfway through 1996, Ghost’s funding was cut off, Dreamworks walked away, and the project that we had known as Ghost came to an end. “

We would like to remember this cancelled project on this page, preserving what remains from a fascinating and ambitious video game we’ll never play. 

Tai Fu: Wrath of the Tiger [Beta – Playstation]

T’ai Fu: Wrath of the Tiger is a beat’em up PS1 game which was developed by Dreamworks Interactive (who also developed “The Lost World: Jurassic Park” and “Small Soldiers”) and published by Activision in 1999. The story follows the path of a muscular tiger with Kung Fu skills seeking revenge after his clan was wiped out by the Dragon clan, leaving him the only survivor.

Tai-Fu-Wrath-Tiger-Beta-Artwork (3)
The game is heavily inspired by chinese tales and can be seen as the “ancestor” of the Kung Fu Panda movies, both having been developed by Dreamworks although T’ai Fu was released 9 years prior.

The game was first announced for release in 1998 but was later delayed to early 1999. Despite good reviews overall, the game didn’t sell very well – probably due to missing the Christmas period. Reviews noted good combat, great characters and graphics (for the time) but twitchy platforming and camera issues.


Like all games, it had several changes during development. Some magazines exhibit those differences:

  • The camera was much closer to the player.
  • The health meter was totally changed. It probably was covering too much space on screen.
  • T’ai had cyan color pants at some point. It was changed to give a darker tone to the game.

Noah Hughes, credited as Game Design Lead provided some more insights on the game development:

“My friend Lyle got hired at Dreamworks and brought me down from Crystal where we met. We were to make a new character based IP like Crystal had done with Gex. He and I went through a number of project ideas before landing on that one.

We would make design pitches and work with concept artists to visualize each concept. We had great concept artists and there was probably 3 main ideas before we settled on Tai fu.

When it started, we knew the game would be about a tiger here learning kung fu styles from all the animal clans but we went through a lot of revisions of the style itself. One was about a spider and it was more like Gex style platformer. A ringtail character with a prometheus inspired storyline.

Both felt a little like typical mascot platform characters for my taste and Lyle shared a passion for old kung fu movies, so this really became the one we both fell in love with.

The visual evolution of tai was one of the more interesting aspects of designing the game. Early on he looked a bit more cartoony and a bit more anthropomorphic. So Jeffrey Katzenberg was one of the execs at Dreamworks and he had come from running Disney. He was the one that challenged us to evolve the character. He said it was “too tony the tiger“.

We also wanted to appeal to a slightly older gaming audience. So we started to play with the more badass look with more unique posing and silhouettes. His pants were that light blue for a long time. In the end the artists felt the darker pants looked better. A little less “cartoony” by moving away from primary colors.

We had an amazing storyboard artist named Rion Vernon who did most of the character art. The Kung Fu Panda movie was actually inspired by his art for this game many years later.”

A beta build has been found dated October 28th 1998 while the final is dated March 6th 1999, almost 5 months later. Differences with the final version include:

  • Much longer cutscenes
  • Longer levels (some big chunks were removed in the final release)
  • Missing “Beat X enemies to continue” sections
  • Camera angles were changed
  • Some bosses play totally differently
  • A debug mode to move the character anywhere
  • A bit more difficult
  • Various minor differences in gameplay and sounds/voices

A footage from this beta can be found here:

Some development screenshots and artists were also retrieved from various sources as seen in the gallery below.

Article by Robert

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Medal of Honor [Playstation 1 – Beta]

The original Medal of Honor was developed by DreamWorks Interactive and published by Electronic Arts for PlayStation in 1999. However, the project started life in late 1997, when Steven Spielberg pitched an idea for a new WW2 era first person shooter to DWI. When you complete all the missions in the game, you can unlock a bonus gallery that show an early prototype / beta version of the game, with different levels and 3D models. An official trailer for the game released in 1998 as an extra in Small Soldiers also show the removed Panzer Attack mission and a different HUD, in a version of the game with much more blood and gore than the final version. If you recently played Medal of Honor and you can notice more differences, leave a comment below!

Thanks to MicroChirp, LeHah and K Ill A Pinke for the contributions!

Images:

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Jurassic Park: Trespasser [PC – Beta]

Jurassic Park: Trespasser is a FPS developed by DreamWorks Interactive, which was released in 1998 for Microsoft Windows after much hype and anticipation. The game had a development period of more than three years. Money was the biggest hurdle in the development of Trespasser.

The game severely went over-budget several times throughout its development. Second only to money was time, as the game had to be ready to meet the release of the The Lost World: Jurassic Park film. Originally the game was to be released in the fall of 1997. However due to a number of problems the project was delayed by a year. The rush to release the game caused many features to be either cut, or left unfinished and unpolished.

Due to difficulties coding the behaviour of both arms together developers had to ditch the left arm entirely. A late shift in development effectively changed the game from survival horror to action shooter, and contributed to the many complaints the game received. Lack of experienced management and the use of artists who were unfamiliar with basic game development processes and 3D modeling has also been identified as a cause of problems. Developers struggled for more than two years on some problems and in the end released a game that is set within a very large, attractive, open, outdoor environment. [Info from Wikipedia]

In december 2009, ASSEMbler from the Assembler Games Community, was able to preserve and share an early beta of the game, in which it’s possible to explore the removed Pine Valley level, a Test area and see many other differences. The beta is available to download at the Assembler Forum.

As we can read in the videos descriptions:

This beta show the original far more sexy female character, who has a cut off tank top on, complete with sideboob and cleavage you can look between. The game’s life bar (tattoo) is moved, the breasts more detailed than the final version. The game has less physical objects in it, and runs much faster than the final version.

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