FASA Studio

Shadowrun: Assassin (FASA Studio) [PC – Cancelled]

Shadowrun: Assassin is a cancelled stealth action RPG set in the popular fantasy sci-fi universe, that was in development for PC by FASA Studio around 1997 – 1998. While today it’s mostly forgotten by fans, Assassin would have been the first 3D PC Shadowrun video game, and the fourth Shadowrun tie-in after the previously released SNES, Genesis / Mega Drive CD projects.

shadowun-assassin-fasa-studio-cancelled-rpg-02

Some details were published by NEXT Generation magazine (issue 42) in June 1998:

“And yes, Virginia, there will be more Shadowrun titles. Currently scheduled for an early ’98 release is Shadowrun: Assassin, a 3D action/adventure title that is the first of a planned series of Shadowrun games, each of which will detail a different archetype from that universe. Assassin features Solitaire, a high-tech contract killer with a twist. According to producer Vijay Lakshman, “Her job is not to go out and kill business leaders or politicians. Her job is much tougher – she is trained to hunt down and terminate other assassins.”

“Again, as in Mech Commander, the means of accomplishing each mission or assignment is open-ended. The Assassin team is designing each mission from the inside out, placing guards and security systems to genuinely protect the target, not merely to serve as obstacles for a player to overcome. “We’re taking the idea of an action game and moving it more into the area of a kind of sweaty-palmed nervousness,” Lakshman says. “Not like running in and shooting everyone in this room, but in constantly having to watch out how much noise I make — I’m this badass assassin. I’m supposed to get in as a ghost and get out as a ghost. My mission is only 50% complete once I take the target out — that’s when all the shit really hits because then I still have to get out alive!” The idea of stealth is so integral to the game’s mechanics, the eventual release will even feature a noise meter.”

“All the cybergoodies one could expect from a Shadowrun game will be at Solitaire’s disposal, including cyberware dermal sheaths, shock pulse hands, cyberlimbs, and hand razors. In all, the game will feature 25 weapons, 10 unique to Solitaire, and all pulled right out of the Shadowrun books.  But what makes FASA Interactive a company to watch are the tantalizing hints about what it will be up to in the future. According to Lakshman, “The whole ultimate goal is to have this online, persistent universe where people come in and get contracts from another human player and go on runs against corporations being led by humans. That’s our ultimate goal.”

In 2019 MrTalida shared on Twitter a previously unseen Shadowrun: Assassin’s Fact Sheet and a PowerPoint presentation which was used by FASA to pitch their project to potential publishers like EA and Hasbro. In this document we can find even more details about FASA’s ideas for their unreleased game:

“In Shadowrun: Assassin you are a covert specialist trained to eliminate targets sanctioned for termination. You will accept a contract, analyze strategic data, and then exercise your contract. You will become known as a deadly operative able to accomplish missions others consider impossible.  You will compete in a world of lethal assassins, one-shot one-kill scenarios, and no second chances…”

“High Concept: 007 meets Blade Runner, Action/RPG based on the top-selling Shadowrun franchise”

“You are an assassin, with access to over 20 hi-tech weapons and 15 deadly spells. You will be tested by over 40 different enemies, from huge Troll warriors to elite corporate mercenaries. You will journey through 30 missions spanning 10 unique environments that test your skill and courage. You will hunt down and terminate 25 targets of opportunity. Failure is not an option.”

  • Producer: Vijay Lakshman (The Elder Scrolls: Arena)
  • Technical Director: Eric Huffman (Age of Empires, BattleTech LBE series)
  • Art Director: Brennan Priest (Wing Commander IV, Privateer, Septerra Core)

In the end Shadowrun: Assassin was canceled when Microsoft purchased FASA Studio in late 1998 / early 1999 and moved them from Chicago to Seattle, to focus their resources on MechWarrior. Many years later FASA Studio worked again on a different Shadowrun multiplayer FPS (using the Halo engine) for the original Xbox and on Shadowrun Awakening RPG for Xbox 360, both cancelled. They had to wait 2007 to finally release a Shadowrun team-based FPS for PC and Xbox 360, just before closing down forever.

Images: 

Crimson Skies 3 [Xbox 360 – Cancelled]

The first Crimson Skies is an arcade flight video game developed by Zipper Interactive and published for PC in 2000 by Microsoft Game Studios. In 2003 Microsoft published a sequel titled “Crimson Skies: High Road to Revenge“, developed by FASA Studio for the original Xbox. Both games still have a cult-following, thanks to their fun gameplay and interesting “dieselpunk” story-settings (an alternate history of the 1930s), with a good single-player campaign, plus online and offline multiplayer

A third chapter in the series was in development by Fasa Studio around 2003 / 2004 and planned to be released for Xbox 360. Probably Microsoft wanted to offer one of their “hardcore” IPs for their new console, but in the end the project was never completed. There are currently no screenshot, videos or images preserved

Crimson Skies 3 would have expanded its gameplay by offering on-foot missions and we can speculate that FASA tried to create a much more ambitious project, making it a full open world flying game. High Road to Revenge already had many levels structured similarly to the open-world missions of GTA, where you could fly around and choose different missions located throughout the game map. We can assume in Crimson Skies 3 we could have explored cities with our character and then freely flying around the world using our planes to resolve missions and fight against enemy aircrafts

Unfortunately the game was soon cancelled and the team was moved to work on Shadowrun, the 2007 multiplayer game released for Xbox 360 and PC. Many other FASA games were canned in the mid ‘00s, such as Cesium, Mechwarrior Prime and Shadowrun: The Awakening. The company was then shut down by Microsoft on September 2007.

We tried many times to get in contact with people who worked at FASA on Crimson Skies 3 but without luck. If you know someone who worked on this lost project, please let us know. 

Cesium [XBOX – Cancelled]

Cesium is a cancelled action adventure that was in development for the original Xbox by FASA Studio / Microsoft Games Studios in 2004. The project was canned in early prototype form and only some concept arts remain to preserve its existence. The game’s world evolved from fantasy floating cities to iconic asian levels and even the main protagonist was probably still undecided. We can speculate that the Cesium project was canned to move their resources on other games, as Crimson Skies. FASA Studio was officially shutdown in 2007.

Thanks to Yulle for the contribution!

Images:

 

Crimson Skies [XBOX – Beta]

Crimson Skies: High Road to Revenge is a flight-shooter game developed from 2001 to 2003 by FASA Studio (part of Microsoft Game Studios) for the original Xbox. Series creator Jordan Weisman noted that the game had a “difficult development,” and went through many different creative directions.

When development of Crimson Skies: High Road to Revenge was first assumed by FASA Studio, it was conceived that the game be made into an “interactive movie,” a concept that would have involved an elaborate storyline and a large number of cutscenes. This process would have needed a linear mission design, potentially restricting gameplay.

Consequently, developers pushed back the game’s release date by a year in favor of increased development time. At this point, both playtest feedback and inspiration from games that offered more gameplay options helped shape the game’s development. The game’s “interactive movie” concept was scrapped, the storyline simplified, and the original linear mission design was reworked to promote more choice-driven gameplay.

When the game was first announced in 2002, features for the game included destructible environments which could be used to eliminate enemies, hidden areas containing bonus weapons, and “danger zones” similar in function to those featured in the previous Crimson Skies for the PC. Sadly many of these features were scrapped from the final version of the game. [Info from Wikipedia]

As noticed by Xenomrph on the Something Awful Forum, in the original Crimson Skies trailer (embedded below) we can see some removed levels:

Crimson Skies: High Road to Revenge on the Xbox was going to have a bunch of other levels, and a completely different tutorial level that centered around robbing a flying casino over the ocean off the coast of Louisiana. You can see remnants of it (and other content) in the early trailer. It would have included destructible terrain, different cutscenes, and a bunch of other stuff…. but no online multiplayer.

Crimson Skies became a launch title for Xbox Live, and that involved totally overhauling the game to include Xbox Live multiplayer and cutting a lot of content to make room on the disc.

There’s still some remnants of the old content, though – the game’s dialogue includes references to the casino heist, the music from the above trailer was included on the game’s soundtrack CD (although the music never plays in the game itself), and the game’s tie-in novel ends at the casino heist (which, at the time of the book’s writing, wasn’t cut from the game yet).

Images:

Videos: