FPS

The Wall (Burut) [Cancelled – PS3, PC]

The Wall is a cancelled immersive sim that was in development between 2005 and 2008 by Burut Creative Team and Play Ten, planned to be released on Playstation 3 and PC. Gameplay would have been similar to Deus Ex, with players helping one of three major factions in a dystopian future: The Government, The Environmentalists, and The Church. NPCs would react dynamically to your actions in sand-box levels you could freely explore to choose how to resolve missions, using customizable weapons, vehicles and special powers.

We can read some details about the game in interviews published at the time by PS3Land and FiringSquad:

“I believe the concept of “The Wall” world is a grotesque reflection of the modern world. We want to show all the avarice and ambition of transnational corporations, who pursue their business targets regardless of the consequences. In their quest for profit often the great treasures of the past, the cultural heritage of Humanity is sacrificed. Trying to improve the world, some greedy corporate giants are destroying it in fact, without paying any attention to this sad truth and firmly believing in the righteousness of their ways. They continue to push the deadly balance wheel, which is poised to crush them in the end. Also we want to show religious fanaticism with it’s terrible bigotry and superstition. Often the fundamentalist zealots are ready to devastate the existing world, just to create an ideal one they imagine in its place.”

“The game’s concept went through many iterations. Our efforts finally bore fruit, and we’ve invented around a dozen of features that are unique to the genre, and should be very interesting to the gamers. Among them are the totally destructible environment, intense development of the character’s relations with the outside world, the team and rankings which change during the course of events.”

The Wall was previewed by some gaming websites, such as CheatCC, Ixbt, and IGN:

“Various super-human abilities will be revealed throughout the course of the game, no doubt proving useful for overcoming certain obstacles and defeating enemies. Developers claim that personality points and actions will affect the plot and how characters react to the player, ala Deus Ex. Which side you choose also affects the game content, including weapons. For example the Government rifles are very industrial, while the Environmentalist firearms are handcrafted with leather and groovy characters etched into them. Weapons are customizable and there are vehicles to drive”

“Players will become Adam – a young man genetically modified by the scientists of the Church. Waking up after suspended animation, Adam must go to fulfill the mission entrusted to him, but the deep freeze slightly affected his brain. As a result of amnesia, Adam remains on his own, and is free to choose his own destiny.”

“The Wall will offer non-linear gameplay and it is up to you to choose whether to strengthen the power of the Government by eradicating the dissatisfied, help an environmentalist or become the God of a New religion. Not only the style of the game depends on the choices you make, but also its endings.”

“About 25 missions are planned, taking place in a wide variety of places – from the skyscrapers of the Government to the underwater levels of poor neighborhoods.”

“One of the more noticeable elements includes highly-destructible environments with numerous break points. Objects, parts of buildings, entire buildings, and other sections of the play area can be gradually and fully destroyed. The amount of destruction is entirely dependent on the type of weapon being used to create it too. An example that Play Ten uses to illustrate this is that a tree won’t be seriously damaged by a pistol, but a rocket launcher will take care of it quite nicely. This sort of destruction isn’t just for looks, though — use can do things like destroy catwalk supports to knock enemies down from snipe points as well. “

“The addition of squad members with specific personalities is one such inclusion, as its RPG-like ranking system affects how people react to the hero. Missions are nonlinear too and like other open-ended games before it, The Wall will give users the option to take on primary and bonus missions that affect the ultimate outcome of the story.”

As far as we know the game was last seen at the Leipzig Convention 2008, then quietly vanished, forgotten by everyone. Play Ten was bought by Bestway Group in October 2008 and merged alongside two other big Russian publishers: Russobit-M and Game Factory Interactive. We assume the new company was not interested in publishing the game, and without a publisher Burut switched their resources to other projects (such as Cannon Fodder 3).

Thanks to Dan for the contribution!

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Chrome 2 (Techland) [PC – Cancelled]

Chrome 2 is the cancelled sequel to Techland’s 2003 FPS, announced in 2006 by the company. This second chapter would have featured the same vast open areas and non-linear gameplay that made the first game quite impressive for its time, adding multiplayer squad-based play for up to 64 players, new vehicles, weapons and items to use. Early screenshots show a huge, mechanical spider roaming the area, with players moving between thick trees and grass killing off enemies.

As we can read on GamePressure:

“As in the first part, the main advantage of Chrome 2 is the vast expanses of space, and the authors have filled them with a living world like those known from MMOs. The gameplay is non-linear, so the player has much more freedom than in the original. With the ability to take over different bodies, Chrome 2 requires a slightly more tactical approach to solving the problems encountered. For example, in order to neutralize the giant walking machine, we have to enter the engineer’s body, which has a deactivator installed to protect the moss of the power field.

The authors were tempted to introduce to the game powerful mosses, the size of which exceeds even those known from the game Shadow of the Colossus. On our way we will meet many such moss. However, not all of them need to be eliminated. Some will turn out to be much more useful in combat when we sit behind their control cockpit.

There was no shortage of the well known from the previous part of the system of implants and implants increasing the coefficients, our body is stuffed with the latest achievements of genetics, cybernetics and bionics (e.g. exoskeletons). Hundreds of different types of weapons and a wide range of vehicles, gliders, ships and combat machines are at the player’s disposal. All of this will be used to fight against the cunning opponent who reacts to our previous actions in the game.”

Unfortunately the game was put on hold soon after its announcement, when Techland had to focus their efforts and resources on Dead Island. As we can read in an old interview by OnPause:

Lastly – please tell us one thing for each of your three upcoming games, Dead Island, Warhound and Chrome 2 that you’d want your community to know.

Regarding Chrome 2 and Warhound I can only repeat our official statement we issued a while ago: those games are on hold for the time being. We may revisit them in the future but for now we’re focusing on other titles including Dead Island which is doing great! Stay tuned for more announcements from Techland and our partners.”

Thanks to Piotr for the contribution!

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Hybrid (Vulcan Software) [PC – Cancelled]

Hybrid is a cancelled FPS focused on high-level enemy AI and environment interaction, that was in development by Vulcan Software, planned to be released on PC. After working on many beloved Amiga titles, in 1999 Vulcan switched to PC development and started creating MOTHER3D, their set of 3D game development tools. Preliminary work on Hybrid started in late 2003 and in 2004 they released a tech demo of Hybrid through their website but in the end the project was never completed.

As we can read on their old website:

“Hybrid is Vulcan Software’s first game to be entirely developed using their MOTHER3D engine, and will benefit from an impressive array of engine features, which include advanced physics, complex A.I. and fully interactive environments. […] There will be countless ways to kill, evade or fool the enemy characters, who will eventually possess A.I. systems that allow them to use the interactivity of their environments to their own advantage.

The player, equipped with a wealth of firepower must embark on a single-handed assault on the alien hybrid race that has killed both the crew of the NAVASOTA and the occupants of the research and mining facility on the moon’s surface”

More details were shared by the team in a few interviews with IGN, GameGossip and HomeLan:

“Hybrid’s combat system will be varied and change according to the environment the player finds himself in, and the type of alien he engages in combat. […]  Successful outcomes at this stage will be based on the player’s ability to act in a subversive fashion, avoiding direct confrontation until more powerful weaponry is discovered, and instead using objects at his disposal to set numerous traps.”

“Hybrid presents us with an opportunity to truly interact with our environment, and as a logical progression, introduce NPC’s that have the same abilities to interact with their environment as the player. Well it’s only fair, and along with that, makes for more challenging game-play if your adversary is well able to change the dynamics of a location, i.e. by turning off lights, opening and closing doors, moving objects around to create obstacles in your path, and then proceeding to hide behind or inside them. In other words we’ve upped the ante on the freedom endowed on the player, and mirrored this in the capabilities of the NPC’s. “

“There will be opportunities for the player to modify weaponry to create more powerful versions, enhanced for specific uses, and there will be several weapons that can be set up in suitable locations and then operated remotely. The most powerful weapons will incorporate alien technology and will be available to the player as the game progresses. Examples of two such weapons are the DNA reversal gun and the force-field implosion gun.

Exploration will be a major factor of Hybrid, and blueprints of the locations involved will be made available to the player. There will frequently be more than one route through any one area, and as each will have its share of obstacles, it will be up to the player to identify the best route and to plan his advance accordingly, taking into account his current arsenal of weaponry and its suitability for destroying the alien types within each vicinity.”

“The AI system is one of Hybrid’s key features, as it’s an area we felt is still open to exploitation within the FPS genre. To that end, the challenges have not been great, there are few examples of awesome AI for us to aspire to, and as a result, we’re having a ball creating characters with skill sets, behavior patterns and even their own unique psychology.

Our enemy NPCs will not allow you to just shoot them; they will evade your fire, they will hide, or they will pack hunt if necessary – anything to push the odds in their favor. If a weapon is lying on the floor between you and an enemy NPC, don’t expect it to act like it isn’t really there; they are more likely to kick it out of your reach, or pick it up and use it against you.”

“There will be a lot of friendly NPCs in Hybrid, and presented in a variety of circumstances. In some situations, you’ll be faced with the responsibility of their welfare, especially those that are still alive within the mining facility. There will be options to aid in the rescue of some of the friendly NPCs, although it may be just kinder to put some of them out of their misery.

The importance of many of the NPCs however, is found in the psychological aspect of their presence within the aliens’ hybridization laboratories. You will see them in many disturbing scenarios, there will be a degree of nudity, and some scenes will be verging on grotesque. This is designed to psychologically disarm the player, adding new dimensions of fear to the overall experience.”

“We are science fiction fans, so it seemed logical to create a sci-fi themed game, drawing off our extensive experience of the genre gleaned through reading endless books and years of watching movies such as Alien, 2001, etc. Our previous games were the best they could be based on the platform they were created for… the Amiga. We adopt the same philosophy here and now; Hybrid is the best it can be in every respect for current high spec PCs.

It may be some time before Hybrid is seen on shop shelves. Development time is a hard thing to quantify, as constant release date slippages of other games tell you. The engine work is more or less complete, but there is a great deal of content work still to be done. I would imagine another year of development time at the very least.”

Unfortunately it seems that working on such an ambitious project was too much for a team used to Amiga titles and in the end Hybrid was never completed.

Thanks to Dan for the contribution!

  

Dead Next Door: Life After Death [PC – Cancelled]

Dead Next Door: Life After Death is a cancelled FPS that was in development by The Zombie Squad around 2003, planned to be released on PC. It was officially based on the homonymous 1989 zombie horror movie by Director JR Bookwalter: players would begin as a rookie officer in the agency known as the Zombie Squad, an elite group of soldiers formed to dispose of the zombie threat created by an accidental virus outbreak. You would ultimately discover a new breed of “intelligent zombies” that are attempting to gain control of the humans.

Today this game is basically forgotten by everyone and major websites do not have any news about it, but we can read some details in an old interview published at the time by HomeLan:

“HomeLAN – What sorts of locations and settings will be seen in Dead Next Door?

Brad Gaffney – The game’s locations and settings will be a real-world environment. Frankly, I’m tired of space stations and future cities. The player will be exploring in a city environment (unnamed city at the moment). A dark a dreary atmosphere will be the driving force for creating suspense. To add to the suspense, most sections will not be wide open spaces. Besides, there is nothing scarier than being trapped in a narrow hallway with 6 zombies and 2 bullets.

Some of the settings include a hospital, the city streets, office buildings, apartment buildings, warehouses, and a chemical plant. Of course, all the levels will be a rampaged mess, due to all the zombie activity. “

“HomeLAN – What other unique gameplay features will Dead Next Door have?

Brad Gaffney – The game will start out similar to a survival horror title, but then blend into a mission based game. It’s very easy to have a player wander around blasting everything that moves. But in later levels the game evolves to a mission based levels. It seemed like a good and smooth transition while writing out the design. Stealth will also be a key advantage to finishing the game. After all, do you really want to draw the attention of several zombies, when you don’t have unlimited ammo.

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

Brad Gaffney – Currently, we are working on a tech demo. A few publishers have shown some interest in the title. So we are working on the tech demo to prove we can deliver. Once the tech demo is done, we will have the completed groundwork for the game. “

The game soon vanished and was never released, so we can assume the team did not find any publisher interested in funding the project.

Thanks to Dan for the contribution!

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To End All Wars (Chemistry) [Xbox 360, PS3 – Cancelled]

To End All Wars is a cancelled FPS that was in development in 2007 by Chemistry (AKA Kuju Sheffield), planned to be published by Ghostlight on Xbox 360 and PS3. It was conceived as a realistic shooter set in the first World War, focused on defending trenches and planning attacks against enemy bases. We imagine it somehow like a FPS – Tower Defense hybrid.

The game was briefly mentioned on such gaming websites as Gamespot, IGN, GamePressure and VideoGamer:

“Powered by Epic’s Unreal Engine 3, To End All Wars is an all-new World War One first-person shooter in development at Kuju’s newly appointed Chemistry Studio. Set in the war-torn trenches of WWI Europe, To End All Wars promises to deliver unrivaled atmosphere and realism. Authenticity of conflict is high on the agenda, with period locations recreated in lavish detail, weaponry of the time and character designs which reflect the uniforms and style of the era.”

“Crucially, the experience of the gritty combat in the trenches, the fear of charging across No Man’s Land, deadly secret excursions to enemy outposts in the dead of night, and the heart-stopping terror of pounding artillery guns will be central to the gaming experience. Ghostlight also told GameSpot how the AI will play a big role in the game, reacting to every decision the player makes, meaning that strategy and tactical warfare elements will be crucial to winning the game.”

“There are many different missions awaiting us, during which we participate in various combat activities. The players will defend their trenches to the last drop of blood, to venture into no-man’s land under the cover of night, to charge heavily defended fortifications of the enemy, and to pray for survival under heavy artillery shelling. The scriptwriters tried to include the most characteristic motifs of the European theater of warfare during the single-player campaign and to show the enormous tactical and technological progress that took place during the conflict in question.”

To End All Wars was never shown again to the public and a couple of years later parent company Kuju Entertainment closed down the Chemistry studio.

Thanks to Dan for the contribution!

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