FPS

Warhound (Techland) [Cancelled – Xbox 360, PC]

Warhound is a cancelled open-ended FPS that was in development by Techland (the team behind such titles as Call of Juarez, Dead Island and Dying Light) in 2007, planned to be released for Xbox 360 and PC. The game was quite ambitious for its time, offering RPG-like mechanics, fully destructible environments, usable vehicles, roguelike elements and freedom of choice on many aspects of your character’s development. Players would take the role of a mercenary: you would have been able to freely explore each area and resolve missions as you please, choosing how, where and when to complete each objective.

You could image Warhound as a mix between Crysis, Far Cry and Dead Island. As we can read from the (now offline) official website:

Warhound is an open-ended First-Person Shooter (FPS) set in modern times. In the game, you will play as an ex-Delta Force operative, now working for the world`s largest military company. In Warhound, you`ll complete a variety of challenging missions in battlefields around the world, while later uncovering a massive terrorist plot that targets the United States and thousands of its citizens.

Warhound focuses on complete freedom of choice, and as such, you will have unprecedented opportunities to pick your missions, weapons, battlefield tactics and vehicles. You will select mission start times, insertion/extraction points and the types (land, sea or air) of insertion. You will also need to keep on top of your training, finances and position in the highly-competitive mercenary market to ensure you receive only the most select missions. More successful missions equal more money, which can be used to buy new equipment and weapons for future jobs. Warhound`s innovative First Person Perspective (FPP) cover system will allow you to bring the battle to your enemies in ways you`ve never dreamed of before.”

Unprecedented freedom of choice in an FPS:

– Tackle missions in the order you choose, create your own path through each mission`s objectives

– Plan your tactics and equipment load-outs

– Buy satellite photos, recon data and other intelligence about the battlefield situation

– Pick a deployment time and location, then pay for the means of getting in and getting out

Character development:

– Train your character in several skills, including climbing, repair, and weapons proficiency

– Skills are earned and developed as in the real world  – for ex., shooting ranges improve accuracy, running tracks and climbing walls boosts cover and movement skills

– Develop and use skill specializations to gain advantages in combat; new skills offer fresh opportunities for advancement through the mercenary ranks, and new ways to complete missions

FPP cover system:

– For the first time in FPP/FPS games, you’ll be able to use the innovative cover system, which will forever change your way of looking at FPS games. Use items, trees, buildings and other elements of the environment to hide from the torrent of bullets. Shoot at your enemies from behind safe covers.

Detailed and realistic economy:

– Earn money for each successful mission and by selling materials picked up on the battlefield

– Use your newly earned riches to buy weapons, ammo and new gadgets

– Invest in learning new skills

Constantly changing battlefields:

– Every mission is laid out differently each time you play it, enemy units take up new positions, post new patrols, lay traps in different locations, set up ambushes, etc.

– Enemy A.I. takes into account how you`re playing the mission, and counters with unique strategies and tactics

Interactive, destructible game environments:

– A fully interactive environment means plenty of surprises for the enemy – destroy buildings they are hiding in, set villages on fire to “smoke them out”, cause avalanches and knock down trees to clear your line of fire or to create obstacles for the enemy and cover for you

Rivalry with other mercenaries:

– Climb up the career ladder and increase your reputation among the elite mercenaries of the world

– Successful players will earn prestige among their peers, which leads to better and more lucrative contracts

Some interesting details can also be found in an interview by GGMania:

“Adrain Sikora: There are two primary unique features. First up, we have RPG elements that allow you to specify the characters specialization. This influences the kind of tasks you can undertake and allows you to choose different approaches to achieving a given goal. The second unique element is the economic layer of the game. You need to constantly keep an eye on your finances, and plan expenses ahead. Some missions will require a particular kind of weapon, equipment or vehicle, and you’ll need to buy that. We’ve also played around with various gameplay ideas and solutions, because with got the new Chrome Engine, but it’s too early to talk about that.”

“Adrain Sikora: Weapons and guns are still an open issue. We keep adding new types and models. You’ll get off-roaders, half-trucks, quads, APC’s, tanks and choppers. We’re still planning and testing other stuff. I can’t state a precise number of weapons right now, because we’re still working on it. We want to introduce some variety, but also we want to have all the usual stuff: pistols, SMG’s, sniper rifles, rocket launchers, etc. You’ll also get to use fixed guns and vehicles. We’re not planning a weapon upgrade mode, but most guns will come in different variations.”

“Adrain Sikora: We want to have classic modes, like deathmatch, team deathmatch, capture the flag and so on, with up to 32 players. We are also working on our own ranking system for online players, which will also allow you to create custom character classes. You’ll also get to use skills and choose equipment just as you’d do in single player. There’ll be vehicles in MP too.”

“Adrain Sikora: The game is 50% done at the moment. We want to release the game in Q4 2007. Warhound will be available in North America, though we haven’t chosen a publisher just yet.”

Warhound was quite hyped at the time, so many screenshots, details and footage can still be found online today. Unfortunately today the project is mostly forgotten by everyone. In the end Warhound was put on hold because the team had to focus their resources and efforts on such titles as Call of Juarez: Bound in Blood and the promising Dead Island. As we can read on Engaged:

“Blazej Krakowiak, the company’s international brand manager, told us, “We reached a certain development stage and had to postpone it because of Call of Juarez: Bound in Blood.” He continued, “A release of an ambitious and well-received title is always a good moment to unwind a little bit and reevaluate all the options,” speaking to the recent release of Bound in Blood. “It wouldn’t be a good idea for us to discuss them right now.” Though Krakowiak doesn’t exactly confirm our suspicions on the fate of Warhound, his caginess on the game’s fate speaks volumes.”

Thanks to Daniel Nicaise for the contribution!

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Deadline (Microflash) [PC – Cancelled]

Deadline is a cancelled FPS that was in development around 1992 – 1993 by a little and now forgotten Finnish team called “Microflash”, which as far as we know never released any other video game before closing down. It seems Deadline was promoted in old gaming magazines with a playable demo (one of these was PC Format magazine, which had the demo in their 3.5″ cover floppy disk) but in the end Deadline and its creators vanished into oblivion. Just a few websites like OldGames and LegendsWorld still have some details about this lost project.

The game’s story was quite b-movie like. Deadline’s protagonist agreed to participate in a cryo experiment and was frozen in suspended animation, but for some reason he was not woken up at the right time. Waking up hundreds of years later, he finds Earth is now ruled by evil aliens, so he just decides to fight them.

One unique feature in the game was a tool that allowed you to restore power to walls in the environment. This allowed you to, for example, activate a chain of walls starting from one that was already powered, to then supply power to a door further away: an interesting environmental puzzle for such an early FPS. You could also buy new weapons from certain wall interfaces.

It seems Microflash showed their Deadline demo at the 1993 London ECTS fair, where they managed to get hired by Cyberdreams, but the collaboration never materialized. There’s an interesting research on Finland ‘80s – ‘90s developers in which they talk a bit about Microflash:

“Mika Keskikiikonen, who worked at MicroFlash, has recalled that their aim [with Deadline] was to create an improved version of Wolfenstein, which the group’s programmer Jani Peltonen in particular did not consider to be well enough built. […] Having acquired its programming skills from Demoscene, Keski-kiikonen had already gained some fame with the Amiga Game Maker’s Guide programming manual published by Tecnopress in 1992. MikroBit and Pelit magazine were advertised relatively often in 1992-1993. See e.g. MikroBitti 5/1993, 67. He was also involved in programming some utilities for Toptronics. MicroFlash’s initial success in 1993 was also noticed in MikroBit and Pelit magazine. See Made in Finland, MikroBitti10 / 1993, 64. Game news, Games 7/1993, 8, Game news, Games 1/1994, 4”

While the beta demo does not look good by today’s standards (and it was quite bugged at the time), Deadline could have been one of the first 3D FPS if ever released.

Thanks to Mat for the contribution!

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Nyx (SharkStorm) [PC – Cancelled]

Nyx is a cancelled FPS that was in development around 2004 by German team SharkStorm. The game was set during a conflict between Russia and Turkey, with a mutant / zombie pandemic unleashed after the use of bio-chemical weapons.

As we can read on an old preview published on the now-closed Gengamers:

“In 2005, conflicts between Russia and Turkey reached their peak. The russian president gives the order to attack Turkey with a biochemical rocket. But the cheap technique Russia uses, fails. The biochemical rocket defects a short moment after it’s start and changes launching-coordinates with target-coordinates. The biochemical rocket flies back and hits the rocket-launching-station. The worst catastrophe in russian history began. People mutate because of the aggressive virus in the rocket. Some of them are dead before they can notice.

Vitali Adanov wakes up after some hours and looks around. In his room there is just silence, nothing sounds in from outside. Vitali asks himself what to do and decides to go outside. He goes through the cold floor and suddenly he hears some strange sounds. Doesn’t matter to him at this moment and he leaves the house. Near the sidewalk he can see a corpse. It seemed to be a woman, admittedly she looks a bit strange. Vitali realizes that she is hiding something in a fabric. Cautious he takes off the fabric and frightens when he sees a dead child in the cold bleach arms of the woman. Vitali is confused and turns around, just not to see this horrific thing. After a short time of concentration and revitalization he sees a group of people coming nearer to him. Vitali wants to know what happened and shouts in their direction but he got no answer. Coming nearer to Viatli he recognizes fresh blood and open wounds all over their bodies. In their faces, a touch of green color

He is shocked, he can hardly not move his feet. One man of the group walks straight to him… Vitali doesn’t know what to do so he makes a step to the man, suddenly the scary hands of the thing rush right to his face and clings in the clenched body of Vitali. With a terrible cry the mutant tries to bite him. Vitali kicks him away and begins to run. The game starts ….

In Nyx you have the mission to reach a research station which is the only place on earth where you have the possibility to find an antivirus for the mutants. During the game’s progress Vitali has to fight against more and more enemies, which were “bred” by the Russian military. During the game, many cutscenes will show moments of Vitali´s past. There you can find the reason why Vitali’s body doesn’t get infected with the substance in the biochemical rocket.”

It seems Nyx was canned when SharkStorm were hired to develop another project, but in the end the studio just closed down sometime later and it’s now forgotten by everyone.

Thanks to Daniel Nicaise for the contribution!

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Ugo Volt [Cancelled – Xbox 360, PS3, PC]

Ugo Volt (AKA FLOW: Prospects of Mayhem) is a cancelled FPS – TPS Adventure game that was in development by Move Interactive around 2005 – 2007, planned to be published on Xbox 360, Playstation 3 and PC. The game was officially announced in 2006 and it was shown at E3 of the same year: graphically and stylistically it looked like a strange mix between Halo, Too Human and Fable, with cross-settings between sci-fi and fantasy.

As we can read on IGN:

“Ugo Volt will switch from third-person view to a first-person perspective as players move through these two areas of the game, but we didn’t see much of any gameplay mechanics.

[…] In the near future, global warming melts the polar icecaps and floodwaters ravage the earth, covering all but the highest altitudes. (Waterworld?) Things, well, things don’t look good. Out of the ruins, the World Order Corporation harnesses nanotechnology to construct buildings and sanctuary for the population quicker than humanly possible. As the world’s savior, mankind gives ruling power to the World Order Corporation, which by expertly misleading the population, gradually takes away more and more liberties from the population, and eventually goes so far as to instill a dictatorial leadership, complete with emperor and creepy throne room (Revenge of the Sith?).

In 2031, in order to create the first advanced human prototype, the WOC selects a worthy man and woman to give birth to and raise the child. The prototype will use powerful artificial implants and the test period will last 60 years. If successful, mass production will begin. The child’s name is Ugo Volt. At 15, one of Ugo’s neurotransmitters malfunctions and sends out a shockwave that pushes his father into a pit of molten lava. […] Ugo internalizes his anger toward the WOC and eventually creates an alter-ego bent on revenge.”

By looking at available footage Ugo Volt seems like an interesting project. There’s something fun in its style and setting that could have made it enjoyable to play, just like watching a b-movie with friends. In prototype videos we can see some of the first-third person shooting gameplay: the protagonist uses special powers to resolve physic-based puzzles and some kind of black-hole gun, which attracts objects scattered through the levels to use them as projectiles (somehow like the Gravity Gun in Half Life 2). You could also assembly and edit your weapons to create new ones by mixing their parts together, open up shooting gameplay to experimentation.

Unfortunately it was still in early development when the team had to put the project on-hold, for lack of funds. They started working on a tie-in game for Portuguese TV series Floribella, receiving some money from SIC publisher. This was not enough to keep the company afloat and without any new investor interested in Ugo Volt, Move Interactive was closed down in 2008.

Thanks to Daniel Nicaise for the contribution!

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Spectac (Cauldron) [Xbox 360, PS3, PC – Cancelled]

Spectac was an ambitious cancelled project that was being developed in 2004/2005 by Slovakian studio Cauldron. It was planned to be a prequel to Cauldron’s 2003 game Chaser: a futuristic First Person Shooter similar to Red Faction in tone, set in a time when humanity has successfully colonized Mars. Spectac in turn was to be set before these events, dealing with the hunt for a terrorist group threatening to unleash a viral weapon on the world, and the team tasked with putting an end to their plans.

From what we can tell, Spectac was to be a stealth-action affair, very inspired by other espionage and military-science stealth series such as Metal Gear Solid and Splinter Cell, but played from a first-person perspective. And like in the latter franchise, the player was to make heavy use of sound and shadows for things such as masking their actions or distracting enemies, along with a strong emphasis on climbing, swimming, and other means of infiltration.

Players would have been helped by other team members, in a feature that would show some inspiration from the Rainbow Six or SWAT series. This would add a strategic element of choosing what individual skill sets would be useful in each mission and what paths they would open. This would in turn allow for greater replayability, as not only could a level play out differently depending on what team members are present, but one could also step in their shoes and play from their perspective. A sniper and a security expert/hacker, named Isis and Evac, respectively, would also be available to help the player at all times.

The engine that had powered Chaser (CloakNT) had been upgraded, and its 2.0 version allowed for many innovative features. The Havok physics engine had been integrated as well, and Cauldron was ready to take full advantage of their new technology by allowing for extensive interaction with the environment in Spectac. For example, to use a simple numeric keypad or keyboard, the player would have to physically move the character’s hand in order to press the individual buttons. The same approach would be used if they needed to swipe a keycard to open a door, or use a mouse at a computer terminal, and so on.

The hand-to-hand combat would apparently also use this system to some degree, with different techniques such as neutralizing an enemy by choking or pistol-whipping requiring active player interaction.

Graphically, the game was to take visuals to the next level as well. The geometry was now much more complex, allowing for more detailed models. In conjunction with the aforementioned first person interaction, the lighting would have offered a great deal of immersion as well, filling the levels with dynamic shadows. Spectac looked a bit like F.E.A.R. another game that became known for its rich lighting and physics interaction, developed by Monolith and released in 2005. In addition, missions in Spectact were to take place in locations heavily inspired by real-life landmarks, such as the Hoover Dam.

All of this, however, seemed to be just a little too much for Cauldron. Spectac was conceived as a possible next-gen title to be released on PC and the then-upcoming PS3 and Xbox 360 platforms, but apparently even the most powerful computers of the time were struggling to run it in 2004. Possibly for this reason, the project was eventually abandoned some time around 2005, after being deemed too ambitious, and never entering full production.

Cauldron themselves would infamously continue on to create lower budget games in a partnership with the Activision Value publishing brand, such as Soldier Of Fortune: Payback and a string of hunting-themed and war-themed First Person Shooters for the Cabela’s and History Channel brands, respectively. We know the team also worked on the cancelled Project Revolution and Seven Days, before being acquired by Bohemia Interactive in 2014 and renamed to Bohemia Interactive Slovakia.

Article by thecursebearer

Thanks to Chris and Piotr for the contribution!

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