fantasy

Dragonkind [XBOX/PS2 – Cancelled]

Dragonkind is a cancelled fantasy action adventure game developed by TriLunar for Xbox and PlayStation 2, around 2002.

Set in the fantasy world of Vermilion, Dragonkind follows the adventures of a young man named Grail who has the mysterious ability to control the power of dragons. This ability causes problems as well as provides great benefits, and launches Grail on a series of escapades that carry him across the world. The game story evolves as Grail journeys into and out of adventures and to a final conclusion that answers questions about his past and his role in the future of the world…

The game was officially revealed in April 2002. Worthplaying wrote:

TriLunar, LLC announced today their newest game title, Dragonkind. Combining the action and exploration of classic platform games with the depth of story and character found in console role-playing games, Dragonkind promises to deliver a unique experience that is only possible with the power and flexibility of today’s newest generation of console platforms.

Set in the fantasy world of Vermilion, Dragonkind follows the adventures of a young man named Grail who has the mysterious ability to control the power of dragons. This ability causes problems as well as provides great benefits, and launches Grail on a series of escapades that carry him across the world. The game story evolves as Grail journeys into and out of adventures and to a final conclusion that answers questions about his past and his role in the future of the world… or does it? In the spirit of classic comic book tales, things in Dragonkind are not always as they appear to be.

“I’ve always been fascinated with video games,” says Joe Madureira, President of Creative Development, “and I had been looking for the opportunity to express myself creatively in real-time 3D. Our goal is to make Dragonkind feel like a real-life comic book with all of the great characters, story and action found in today’s best comics. With today’s technology, you can create fantasy worlds of unprecedented depth and detail.”

Game play in Dragonkind will feature a mix of action and adventure. Key features in the game include:

  • Stunning 3D world featuring the art, look and feel of noted comic book artist, Joe Madureira.
  • An epic tale of good and evil; of love, honor and destiny! (With a little humor squeezed in when you weren’t looking)
  • Unique friends and enemies, each with their own roles and personalities. Crafty rogues, roguish sea-pirates, piratical warlords – you get the idea.
  • Extensive 3D lands of mystery and adventure to discover and explore. Secret areas and special locations will keep you searching for more.
  • Run, jump, climb, swim, ride, sail and fly your way to success. (And even go on a train ride or two).
  • Devious enemies and nefarious traps that require timing and strategy to defeat. Race across a field of ice floes with a sea serpent at your heels, ride an avalanche, wrestle a dragon, and much more!
  • Story driven quest objectives and open game world allow a high degree of non-linear game play.
  • Great battles of swords and strategy that increase in difficulty as you yourself become mightier. Summon the power of dragons to your aid with lava rain, ice comets, and earthquakes!
  • Thrilling music and thundering sound effects.
  • Cinematic camera control heightens the sense of adventure.
  • Simple, intuitive interface keeps you focused on the game, not the controls.

“Today’s video game fan demands great story in addition to great game play,” says Greg Peterson, TriLunar’s CEO. “With Dragonkind we are taking the best aspects of console platformers and blending the best aspects of console role-playing games. We will know we’ve created a hit when people will be able to walk up to our game and start playing immediately, and still be hooked days later. Our story, game play, and technology will all support one another, so that the final package will take people on a journey of entertainment that remains fresh and engaging all the way through the game finale.”

Dragonkind is being developed for the Sony PlayStation 2 and Microsoft Xbox. Scheduled release date is 2004.

However, the project was quickly cancelled after its announcement. It was announced in August 2002 on the now-defunct website of TriLunar:

TriLunar Shuts Down Operations – August 27 • 2002

We have a disappointing announcement. Due to lack of resources, we have had to cease development of the game Dragonkind as well as close down TriLunar. The company was funded 100% internally, and without access to an external source of capital, we are unable to continue operating. This decision disappoints us as much as it probably disappoints all of our fans and supporters.

TriLunar has ceased all internal development. Work on the game Dragonkind has stopped and will not be starting up for the foreseeable future. Additionally, we are no longer accepting solicitations or employment applications.

We at TriLunar appreciate the unprecedented level of support we received over the course of development. We know it has been a tough road for our friends and fans as well as ourselves.

One thing which never failed was our team’s unflagging enthusiasm which was buoyed by support from the fans, the press and our families. We would like to thank all of you. We hope one day to return to you as much as you gave to us.

Take care and continued success.

-The TriLunar Team

In March 2003, it was revealed that Joe Madureira was working on another game, Exarch, which will become Dungeon Runners.

In November 2009, French website Gameblog got in touch with Joe Madureira. Dragonkind was briefly mentionned:

G.B.: Did you immediately experience the same success in video games?

J.M.: No, not at all. But do you really want to talk about this?

G.B.: Yes, of course! It’s interesting to know what that might have brought you…

J.M.: In fact, my first attempts at video games were horrible. I created a game called Dragonkind, but our previous company (TriLunar) lost too much money and we went bankrupt. The game was never finished. Today at Vigil Games, we work with people I met through Dragonkind. So this experience finally allowed me to meet the right people. It’s still very important.

Article by Daniel Nicaise

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Exarch [PC – Cancelled]

 

Exarch, also known as Exarch Online, is a cancelled futuristic fantasy Massively Multiplayer Online Role-Playing Game published by NCSoft and developed by Realm Interactive around 2002-2004, exclusively for the PC.

The game took place in the far future where the galaxy is in turmoil after the collapse of the Great Empire. The player must choose a side whether it’s helping the governors, called Exarch, rebuild civilization, or choosing another faction seeking anarchy and chaos.

It was build and partially based on another cancelled game which was Trade Wars: Dark Millenium.

Exarch was officially revealed in March 2003 by IGN, after the cancellation of previous Realm Interactive’s project, Trade Wars: Dark Millenium, in which several design ideas were going to be placed back:

Trade Wars: Dark Millennium, from Realm Interactive by way of NCsoft, once promised to transport players to an online world where science and fantasy meet. But although the title still promises to deliver a healthy mix of lasers and longswords, it will do so under a different name. Now known as Exarch Online, the game will still feature androids and dragons, as well as the titular Exarchs themselves. The game will feature the work of comic artist Joe Madureira, creator of Battle Chasers and former artist for The Uncanny X-Men.
In May of the same year, the project was showcased at E3. Both IGN and Gamespot wrote articles, sharing information on it. Thus, Gamespot wrote:
Exarch, a massively multiplayer online RPG based on the classic BBS game Trade Wars 2002, is currently in development by Realm Interactive. The game will be set in a universe that blends mystical, futuristic, and medieval elements together to create a unique aesthetic. Realm Interactive has enlisted the help of comic book artist Joe Madureira, whose past experience includes Uncanny X-Men, Battle Chasers, Excalibur, and Deadpool Limited, to conceive the look of the characters, creatures, and environments that will make up Exarch, in hopes of giving the game a distinct, well-defined sense of style.The game will take place far in the future, shortly after the collapse of the Great Empire, which had up until then benevolently ruled the known galaxy for nine millennia. Now, the galaxy is in turmoil as the remaining governors, known as Exarchs, scramble to salvage what is left. You’ll have to choose sides and either help the remaining governors rebuild the empire, or go the other way and help bring total chaos and anarchy to the galaxy. The developer claims that the different factions will play a big part in shaping the different social classes in the world of Exarch.The gameplay will be more akin to action RPGs like Blizzard’s Diablo series than your standard MMORPG. You’ll be fighting large swarms of monsters at a time, such as mutants, robots, dragons, and the undead, using a streamlined battle system to keep the pacing of the game at a good clip. There will be four different playable races and twelve different character classes for you to choose from and you’ll have ranged weapons, melee weapons, and magic attacks at your disposal to fend off enemies with.
They also added:
The game sets itself apart with fast-paced combat mechanics that give it a very Dungeon Siege-like feel. Like in a standard action RPG, you move your character around using the mouse and simply click on enemies to attack them, making Exarch very easy to pick up. The game’s 3D graphics feature impressive detail in the character models and environments. Currently, the developers at Realm Interactive plan on including four races in the game: wraiths, humans, gnomes, and golems. Each of the races will have three unique classes, but details are sketchy on the classes at this time.
Exarch mixes fantasy elements with technology and sci-fi, so expect a nice mix of medieval-style weapons like swords and axes along with firearms, cyber implants, and powered armor. The character demonstrated to us was a male wraith, with both a sword and a shotgun (which was used to nice effect against the mechanical skeletons in the caverns–each blast knocked the skeletons to the ground in a satisfying manner). The developers will encourage grouping by allowing each player in the game to have an aura effect. These can either bestow benefits on the party or inflict penalties on nearby enemies. Obviously, larger groups can enjoy the benefits of multiple overlapping auras.The game’s questing system also sets it apart from other massively multiplayer games. All the quests are instanced, but instead of having strictly scripted missions, the developers are allowing for a number of different options to play out in each quest. For example, you and a friend could play the same quest–an old man asking you for help rescuing his daughter from a dungeon–separately. Your quest might play out in standard fashion, with you working your way through a cave and rescuing the girl. In your friend’s version, the girl might end up transforming into a Succubus, forcing him to kill her at the end of the quest. In yet another version, the cave entrance could collapse, necessitating that you find an alternate exit from the dungeon. Or any number of different permutations of the mission’s optional parameters could occur, further adding to the variety.The game is still early in development, but the developers of Exarch are aiming to create a game that will be among the easiest massively multiplayer role-playing games to pick up. Its mix of fantasy and technology should also help set it apart from a genre that is getting more crowded by the day.
For its part, IGN said:

Exarch is a massive online game that eerily resembles a popular single player game that has a multi-player component – Diablo II. It is a fast paced action role playing game where players will enter this beautiful fantasy world rich with lore and battle their way through hundreds of enemies and take on numerous tasks. There are no tradeskills, as this is a very combat oriented game.

When I first sat down to view this game, my initial impression was that this was a fantasy game with typical fantasy elements, that being swords, staff, old fashioned armor and the traditional monsters. I did a double take, though, when I noticed one of the characters pulling out a gun and shooting an monsters head off. Guns, I asked? That is when I discovered that while this area they were showing me had a distinctly fantasy feel to it, the game as a whole has a futuristic setting.

During the demonstration, one level 5 character took on about 15 monsters at a time and was one hitting them all over the place. We were told this won’t be typical, but it will happen. The combat was very fast paced to watch and it seemed like the character was always moving, with very little down-time.

Exarch is scheduled for release in 2004, so look for a beta around then as well.

After E3, the title, however, faded into total obscurity and was only mentionned when its cancellation was confirmed on Blue’s News, in July 2004, more than year after its last and only presentation:

Word from NCsoft is that Exarch, the MMORPG previously known as Trade Wars: Dark Millennium, is “on hold.” Noticing that www.exarchonline.com and www.realminteractive.com are both out of commission, Frans wrote to NCsoft’s David Swofford asking about the game’s status, receiving the following reply: “The current situation with Exarch is this. The Exarch project is currently on hold here at NCsoft. At the present time, NCsoft is still determining how, when and if Exarch or any of its technology will be utilized in the future. For now the Exarch team, that was based in Phoenix, AZ under the company banner of Realm Interactive, has relocated to Austin, TX and is working on other projects at the NCsoft office.”

In 2005, NCSoft announced Dungeon Runners, another MMORPG which used some concepts and gameplay originally intended for Exarch, but without the futuristic setting. It was released in May 2007, but shutted down on January 1st, 2010, less than three years after its release. Joe Madureira left NCSoft, somewhere in 2005, during the transition between the cancellation of Exarch and the beginning of Dungeon Runner’s development. Some of his work for Exarch was retained for Dungeon Runners, alongside brief work on Tabula Rasa, although no credits is given by NCSoft.

Joe Madureira’s debut in video games was tumultuous, to say the least. After participating in the creation of artwork for X-Men: The Ravages of Apocalypse, Marvel Super Heroes and Gekido, he founded TriLunar in 2002 with Greg Peterson and Timothy Donley and worked on an action-adventure game called Dragonkind, which was quickly canceled, due to a lack of publishers, before joining the development of Exarch. He subsequently founded Vigil Games with other former Realm Interactive employees, including David Adams, and enjoyed success with the Darksiders franchise. Today, he is at the head of Airship Syndicate Entertainment.
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Darkborn [PC, Xbox One, PS4 – Cancelled]

Darkborn, previously known as Archenemy and Project Wight, is a canceled medieval fantasy First-Person Role-Playing Game developed by The Outsiders from 2015 to 2020, and published by Private Division, for the PC, Xbox One and Playstation 4.

Darkborn was set in the medieval time where vikings shared the world with a forgotten species of creatures. Player embodied one of these creatures named Darkborn, whose purpose was revenge against a band of vikings marauders known as The Pale Enemy, after the latter have slaughtered its species for blood rituals. Over the course of the game, you would play multiple generations of these Darkborn as you learn the motivations for their bloodshed.

First information regarding this game were hinted in February 2015 during the announcement of the creation of The Outsiders:

Former Battlefield developers David Goldfarb and Benjamin Cousins today announced a new game studio, The Outsiders, which is working on a PC role-playing game. (…)

(…) In a separate interview, he told Eurogamer that the company’s first game will be an RPG. “I’ve loved RPGs all my life and have been shoehorning elements of them into games I’ve made over the years with lesser or more success,” he said. “I’m interested in systemic story stuff. I know Ken Levine has recently been talking about this. I have another way I want to try and do it. But I think it won’t be a game of cut scenes.”

It wasn’t until November 2016 that Project Wight was officially unveiled by its developers, showing a short gameplay video of the game:

“There are currently 12 people working at The Outsiders,” says co-founder David Goldfarb. “Our background is a pretty broad mixture of experience. Ben Cousins (co-founder) and I come from DICE, as do the other two founders.

Wight is a low fantasy RPG set in the Dark Ages, and the twist is that you play as a creature that would usually be the enemy in another game. “The player will experience life on the other side of the sword as a creature attempting to survive the extermination of its species by humanity,” says Goldfarb. “The creature starts out young and extremely vulnerable, but will eventually grow strong enough to turn the tables on its persecutors.”

One of Wight’s biggest inspirations is a book by John Gardner called Grendel. “I read it a long time ago,” says Goldfarb. “It’s Beowulf, but written from the perspective of the villain. That inversion was interesting, but it also meant something. I was always siding with the outcast.”

“There was some kind of dislocation in me it spoke to, I guess. That feeling of not understanding the world you were in, why you were there, or why things were cruel in it. And as time wore on it became clearer and clearer that there was a game there, and maybe the time had come to make it. So we did.”

Project Wight, which doesn’t even have a name yet, has a long way to go. But I’m already sold on the idea. As for what the moment-to-moment play will be like, Goldfarb stresses that team is still working hard to figure this out. “It’s too early to say, but we are definitely not making a linear experience. But how exactly that takes shape is still years away.”

Thereafter, the project became more silent. In December 2017, we learned that it would be published by Private Division, a new label from Take-Two Interactive, supposed to fund independent titles from small studios made up of industry veterans:

“We didn’t want to cede control of this thing, essentially,” says The Outsiders co-founder David Goldfarb, whose studio is publishing its first game with Private Division. “You always hope for the best, but maybe in some cases, and I know from talking to friends of mine, you lose control of the thing that you spend an enormous amount of energy and time on.” For The Outsiders, controlling its IP is essential for its other business endeavors.

After being silent throughout the entire 2018 year, the game resurfaced as Darkborn in April 2019. Gameinformer wrote a preview about it:

(…) The Darkborn may not deserve persecution, but judging by their bloodthirsty battle skills, you can see why the humans fear them. In the few fights we see in this demo, the Darkborn exact revenge on The Pale by eye-gouging, severing limbs, grisly decapitations, and even a ripping a still-beating heart from the ribcage of one unfortunate grunt. Many of these gruesome attacks are earned via Darkborn’s “death gift” system.

No matter which age your Darkborn may be, you can earn new death gifts by interacting with the dying kin you encounter in the world. In this demo, we see a few of them in action. Deep Sight operates like an investigative mode that highlights your path forward and any enemies in the vicinity. Stealth Bite gives the whelp a powerful stealth takedown. Thorn Throw gives the Darkborn a ranged attack, and the Whip Attack is an effective tool for stunning enemies before going in for the kill. (…)

However, troubles occured for the game as we learned from Gamespot in July 2019, that Private Division parted ways with The Outsiders in the end of 2018:

The game, which was re-revealed as Darkborn in April this year, is now moving ahead with a different publisher. Private Division confirmed to GameSpot that it ended its publishing arrangement with The Outsiders in 2018.

“Private Division ended our publishing agreement with The Outsiders at the end of last year,” reads a line from Private Division’s statement. “We supported the studio financially for several months after ending the deal, and we wish David Goldfarb and the rest of the talented team the very best with the game and their future endeavors.”

It is not immediately clear why Private Division and The Outsiders split up, or what financial considerations might have been in place related to the business separation. Private Division declined to share further insight on the matter, while The Outsiders CEO Anders Pettersson tells GameSpot that the Swedish studio plans to share more details “after the summer.” Also unknown is if The Outsiders will or already is seeking a new publishing arrangement, or if the studio will self-publish Darkborn.

Unfortunately, Darkborn was officially canceled in April 2020 as stated by The Outsiders on their official Twitter account:

Over the past four years we have been working on a game property we loved very much. This was once called Archenemy, became Project Wight, and finally, Darkborn.

Last April we released a gameplay trailer for Darkborn, knowing that it might be our final release. In spite of our best efforts to continue, ultimately we had to make the difficult decision to halt development on the project. Perhaps one day we will return to it: we all hope so and genuinely appreciate the support of everyone who followed us over the years.

But one door closes and another opens.

We have been working on something else.

On something new. Something awesome. Something we really love.

We look forward to being able to share it all with you.

That new project was Metal: Hellsinger released in September 2022. The Outsiders was acquired in June 2021 by Funcom. In August 2022, David Goldfarb explained a bit what went wrong during the development of Darkborn:

Speaking to NME in a recent Boss Level profile, Goldfarb said that Darkborn – which was cancelled by The Outsiders in 2020 – suffered some major issues in the development cycle, including a big change to the game’s structure.

“It didn’t start as an open world game,” shared Goldfarb. “It became one, and that’s why we got fucked. If we had done it another way, maybe we would have been okay.”

Goldfarb added that Darkborn was cancelled due to publisher Take-Two deciding to part with The Outsiders, which “couldn’t get anyone to pay what it would have cost to continue, because of a lot of complicated legality around IP ownership and the publishing rights to the game.”

“A lot of people think we made this decision to abandon that project. That’s not true, okay. We really wanted to make that game,” added Goldfarb.

Beyond publishing issues, Goldfarb said the team “never really cracked” first-person melee combat, and described it as “probably the hardest thing in the industry.”

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Tears [PC – Cancelled]

Tears was cancelled RPG game being made by czech Visiongame in 1995. It was planned with 3D isometric view in a medieval setting.
Goal of the game was to make a revolution in your kingdom and become king. Developers made promises about high AI of characters in the game, and about many items to use. Each of game characters will be living daily life routines. Game was planned with many different endings.
Promises was made about high quality rendered animations and CD quality soundtrack.