FPS

Trinity: The Shatter Effect (Gray Matter Interactive) [PC/XBOX – Cancelled]

 

Trinity : The Shatter Effect, also simply known as Trinity, is a canceled First-Person Shooter published by Activision and developed by Gray Matter Interactive for the PC, and Vicarious Visions for the Xbox, from January 2002, until, at least, Summer 2003.

Using a heavily modified version of the ID Tech 3, the game was revealed in spring 2003, and Gamespot was one of the first media to get information regarding this title:

“Activision announced today that development has begun on Trinity, a new first-person action game for the PC and Xbox platforms. Gray Matter Studios, the creator of Return to Castle Wolfenstein, is developing the PC version, while Vicarious Visions, which is known for porting Jedi Knight II to the Xbox and GameCube, will be handling the development of the game for the Xbox. The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to find the source of the virus and stop it from spreading further is the Nightstalker, a biologically enhanced hero who possesses superhuman powers. At the Nightstalker’s disposal are weapons ranging from pistols and shotguns to grenade launchers and sniper rifles.

Additionally, Trinity includes a feature called “FlashTime” that will allow players to dodge enemies or execute special attacks. “Trinity brings an all new intensity and cinematic quality to the first-person action genre,” said Larry Goldberg, executive vice president, Activision Worldwide Studios. “Run-and-gun gameplay takes on a whole new dimension when players can warp around the map in the blink of an eye, see through walls, and tackle enemies with deadly acrobatic maneuvers.”

Following it’s announcement, information about the background were spread right before E3 2003. For example, Gamespot wrote:

“The game is set in New Orleans in the year 2013, when a virulent plague is sweeping across the city. New Orleans’ only hope to stop the virus from spreading further is the Nightstalker. This biotechnically enhanced vigilante possesses superhuman powers and must single-handedly take action against an evil company known as the Silmara Corporation.

As the Nightstalker, you’ll follow a story of conspiratorial intrigue. You’ll get some help from the Caretaker, who you’ll be able to talk to directly through a brain implant. The Nightstalker has had his abilities enhanced by an array of biotechnical and neurological implants that grant him superhuman strength, special vision powers, and the ability to warp time and space–a power known as Flash. Flashtime will allow you to slow down time to dodge enemies or execute special attacks. Flash can also be used to jump higher, move enormous objects, and survive falls from great heights. Special thermal-vision and night-vision modes will give you the chance to get the drop on enemies.

A potent arsenal is the key to your survival as you face down Silmara. You’ll have a range of small arms to choose from, including machine guns, shotguns, sniper rifles, and grenade launchers, plus the more futuristic laser rifles and liquid nitrogen cannons. As a change of pace, you’ll man turrets, ride gunships, hack into installations, and solve a variety of puzzles.”

IGN managed to get further details about the story, the main character and some concepts and ideas thanks to an interview with Drew Markham, game director at Gray Matter:

“When the game begins, our character has been dubbed the Nightstalker, he’s more of the anti-hero kind of guy with darker qualities. When you begin the game we have a guy waking up with no memory of how he got there. But we immediately establish the facts through this sidekick that’s called the Caretaker. This a guy that you see constantly through the game and he’s even in your heads-up display. Basically, the Nightstalker wakes up thinking the Caretaker character has kidnapped him. But the Caretaker has a video tape that was made before the Nightstalker lost his memory because he knew he was going to lose his memory. The tape pretty much explains that he went into this knowing that it was part of the process and that he’s going to know, as events progress, why things had to be done this way. So even though he has this video of himself explaining why he’s there in some small way, he’ll still have this nagging doubt about the validity of that. So essentially we begin the game with this mystery and we go into training immediately because you have this guy waking up not knowing about himself not to mention that he has all of these incredible physical abilities. All of this has been part of this process and procedure that has happened to him in the intervening months that have gone on since he recorded the tape to himself. That’s where you’re going to go in and learn about these physical abilities that he has called Bio Augmentation.”

“A key part of the game is you being upgraded. You start with lower level abilities but will be able to improve them during the game. So we establish something that allows you to learn a certain play type and then upgrade that for you. You start with abilities in the game that seem to give you quite a big edge, but as the enemies are reacting to that, they’re developing ways to thwart these powers. Your edge will start to get duller and duller till a couple of levels down the line they might have a very effective countermeasure to your ability. But then you’ll get another upgrade that will put you back up in another way.”

“You’ll really feel like your enemies are reacting to you, that they’re developing things around you. It really keeps you on your toes and as we introduce you to new types of enemies, they’ll be vulnerable to certain things you have at your disposal and other things that aren’t. By the time you’re fighting enemies, you’re at that point where you’ve just become more than a nuisance. You have all this wild rumor speculation about what you can do. The beginning of the game as you’re using your powers, enemies will react in awe sometimes where they’ll sit back and say “what the hell?” So they’re physically reacting to what you’re doing. But that’ll change as time goes on and everybody becomes more aware of you.There’s a strong emphasis on the tactical nature of what you’re supposed to use when you go up against the enemies in the game. We wanted players to have to be smart about how they approach certain situations.”

“You have hard-points on the body for one heavy weapon, two pistol slots, and a couple more. But you have to pick up weapons and drop weapons as you move through the game and there’s many more weapons than you could possibly take with you. As you encounter these situations, you’ll have to be aware of how certain enemies react to different weapons and abilities.There are two areas of abilities. One is the pure bio-augmentation abilities, which are physical abilities that allow him to jump higher, run faster, and to jump off of buildings and not take significant damage. But your bio energy used to power the augmentations will be taken off for the damage that you would normally get from a fall like that. So if you decide to jump off of something very high, then you’ll be leaving yourself with less energy should you decide to use another one of your skills. All of these bio moves that he has are individually accompanying defensive postures. For example, there’s a burst back move where you’ll jump back and project out a magnetic deflection in front of you that causes bullets to deviate. The other side of your abilities is called flash power. They’re based on this temporal field generation technology that an ex-Silmara scientist came up with. This is a guy, by the way, that’s been missing for months before the game starts and everybody is trying to find this guy so he obviously has a lot to do with the stuff going on. Anyway, the flash abilities basically allow you to advance your metabolic and perceptual rates in time. The world to you might slow down by 25% while it slows down for the enemies by 75% so you can aim and move better, but still have a significant speed advantage. This allows you to dodge bullets and all that kind of groovy stuff.There are a tremendous amount of moves between the bio augmentation and flash moves. So you have your pure bio and flash moves and then you have those that use both.”

“The bio-mods are always active, but you use a double tap scheme that makes them work or different combinations of keystrokes to invoke them. But you only have a certain amount of energy on tap, so the player won’t be able to just burst around like a super strafe, because you’ll use energy up quickly. Another interesting thing is the inhibitors that have been placed on the augmentations to keep you from damaging them. One of the things I like about this is that at a certain point in the game, you’re going to have the ability to go in to your internal systems and turn the inhibitors off so you can run in the red. But if you go over the threshold completely, you’ll shut down, which can be bad in the middle of a battle. It’s all about giving players the choices to how they want to play but we didn’t want to go the RPG route and we didn’t want this to be a heavily managed character. You’ll head back to your regen pod, which acts as a home base of sorts, where you’ll get new implants. The mods occur at intervals during the game, however there are certain mods and abilities that can be received prior to their pre-ordained time to be given. If you dig hard enough in a certain level to find something that will allow it, you might get an augmentation you would normally at level 10 while you’re still in level 7 or 8.”

The game was showed at E3 2003, where both IGN and Gamespot wrote previews. Thus IGN told:

“The long and detailed single player game takes place in and around New Orleans, a location not often utilized in the video game world. Taking the product into this area meant designing a different type of city than was usually seen in shooters and games in general. Different architecture means different gameplay opportunities. Outside of the city areas in the game, Trinity will also bring players out into swamps and inside high tech labs as we were shown in the demo.

The outside levels are pretty crisp in color and it’s easy to tell that this game was built around the Quake 3 architecture. It’s also pretty easy to see that it has been improved on immensely. AI, physics, rendering, and pretty much everything else has either been upgraded or completely replaced by the programmers at Gray Matter.

As you move through the game you’ll be able to upgrade your character with new parts and increase the power of existing enhancements. This is a good thing as the AI in the game is adaptive to your powers. What will work in the beginning of the game won’t towards the end as develop technology to counter your abilities.

Using the Nightstalker’s abilities is easy enough for the pull off. Some can be triggered by the press of a button, such as the time bending ability, which slows everything down to the point where you can see bullets coming towards you. You can perform physical feats such as flipping around and twisting in the air during a jump. Some of the abilities can be used in concert with one another for different effects.

Your vision augmentations are pretty useful as well. They’re a pretty interesting interface when you use them, with your entire field of vision changing dramatically. Your different modes allow you to see heat through walls and in the dark, night vision makes everything brighter when heat signatures won’t do the trick, and in another mode you’ll be able to detect structural weaknesses that you can use explosives on to open up new paths or solve puzzles.

With around 40 hours of gameplay on an engine that should run well on most low-end systems, this might be a game those of you just looking for a single player experience will want to keep your eyes on.”

For it’s part, Gamespot said:

“The game’s hook is much the same as that of Max Payne, except here it’s called “flashtime.” Sure enough, in flashtime you can dodge bullets and move at unnaturally fast speeds, as the whole world around you seems to slow to a crawl.

You of course have limited access to flashtime and must use it when you wish to take out a number of enemies quickly, make a hasty retreat, or get out of harm’s way. While everything is slowed down, you can jump extra far, perform sideways flips (your whole view rotates as you launch yourself in midair), and even use close-ranged kicks to thrash your opponents.

The action has a pretty good dynamic to it already, even though the game is a ways off. Much like in Max Payne, in Trinity, when the action is slowed down, you can clearly make out individual bullets flying through the air–and you can even see Matrix-style contrails behind them. The game apparently takes place in and around New Orleans, and the level we tried out seemed to be a bayou of some sort–nothing too futuristic about it, except for the high-powered assault rifle at the Nightstalker’s disposal and the weird uniforms of the enemy troops.

The main character’s remarkable powers should allow for some action sequences that are highly challenging. Aside from the flashtime thing, Trinity’s mechanics are pretty standard for a first-person shooter, but just as bullet time did a lot to distinguish Max Payne from other third-person action games, flashtime does much to give Trinity a rather unique style to it. The experience reminded us of using the Force speed ability in Jedi Knight II, only here we could also jump superfar and kick people in the face, and shoot them too.”

While it seemed to be well advanced, the game was unfortunately canceled during the fall of 2003, when Activision lost over 30% of its revenue, during the fiscal year, as we can read on Gamespot again:

“Today, after the financial markets closed in New York, Activision reported its fiscal second-quarter results. The bullet points are as follows: Compared to last year’s second quarter, revenue decreased by 31 percent; the company reported a net loss for the quarter of $10.1 million, compared with last year’s income of $9.1 million; and revenue for the quarter fell to $117.5 million, from $169 million a year ago. Activision attributed the results to the quarter’s “significantly smaller release schedule.”

Activision’s second quarter ended September 30.

The company said it would take a one-time, pretax charge of $23 million in the third quarter–this is due to it’s slashing of 10 products from its current release calendar. The titles affected are Trinity, Shaun Palmer’s Pro Snowboarder 2, and Street Hoops 2.”

On his now defunct blog, former developper Nikolai Mohilchok wrote:

“Trinity was the first game I worked on as an industry professional at Gray Matter Studios. This shooter was ahead of it’s time and could have gone toe-to-toe with Monolith‘s soon to be released “F.E.A.R.” title, but sadly, marketing didn’t quite know how to sell this title, and Activision (who owned Gray Matter by that time) had bigger plans for our little studio. Those plans would change the world of games forever.”

After the cancellation of Trinity, Gray Matter will meet the same fate as many other studios owned by Activision after them, forced to work on the expansions of their brand new golden ticket back then, Call of Duty, with United Offensive, before being merged with Treyarch in 2005.

Article by Daniel Nicaise

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Hollow (ZootFly) [PC, Xbox – Cancelled]

Hollow is a canceled First-Person Shooter developed from January 2003 to October 2004 by ZootFly, for the PC and Xbox systems.

Officially revealed in September 2003, Hollow was quite ambitious for its time. The game had a pretty original story and background as we can read on the now-defunct official website of the game:

It’s 1978 in a country, called Centrope. The Great War raged for 38 years and left the world devastated. After the war, the Central Powers formed a single, giant state of Centrope. The vast territory is governed by an Orwellian off-beat Disco-totalitarian regime.

During the war, an advanced physics experiment went wrong somewhere in Ural, and created the Time Distortion Territory. Later, Centrope’s scientists invented a way to record time fragments that escaped the Territory. The fragments are thoroughly scrutinized for clues of the future. To the horror of the Centropean oligarchy, one of the fragments shows the Territory expanding all over Europe.

The oligarchy is convinced that the Territory is controlled by the Rebels from the Mirror City, which lies under the capital of Centrope and that they will use it to destroy Centrope. The Rebels are a powerful paramilitary group that controls a vertically mirrored replica of the capital – among other misfits, dissidents and criminals.

Conversely, the Rebels are certain that the State is controlling the Territory and will use it to destroy them. A grave misunderstanding: the Territory is controlled by neither side. In this tragic ignorance, both sides strive to save their skin: the oligarchy is planning a massive evacuation, while the Rebels are fiercely attacking State’s vital institutions.

In the middle of this maelstrom, Tyler Kilmore, a former US reporter who was expelled from Centrope five years ago, is brutally awakened the next morning after his return, as he came back from the US to reunite with his fiancée. He is arrested and charged with her murder – the murder of his fiancée Aiko Bronte. The Chief of Police suggests him to finish his life to spare everybody a painful investigation and save Aiko’s family, since she was a Rebel collaborator. Relentless to end his life, Tyler Kilmore is thrown out of a window in 87th floor by the helpful hand of the Police.

Luckily, Tyler lands on an airship and gets to see another day. Or does he?

Pursued by the Police, Tyler Kilmore must find out what happened to his fiancée. The search leads him through the perils of Centropolis, the giant capital of Centrope. Tyler gets to use many sorts of weapons, takes hostages, assassinates VIPs, drives vehicles, flies airships and executes audacious missions. The clues lead him to the chaotic underground Mirror City, packed with criminals, gangs and outlandish assignments, such as a spectacular car chase on the methane dump fields under inverted skyscrapers, hanging off the Firewall that separates Centropolis from the Mirror City.

All this to get the doctor that worked with Aiko, Tyler’s fiancée, and may know where she is. And she knows where Aiko is!

As the plot thickens, Tyler will make way into the impenetrable Time Distortion Territory, where a remote lake guards a submerged entrance to a primeval Underworld.

The hellish Underworld holds the key to saving Tyler’s fiancée and the world, and keeps the answers to many questions of ancient history.

The whole story of the game can be read here, thanks to Wayback Machine.

 

In addition to its original background, ZootFly promised several features never seen in video games before, or, at least, back then, which took the form of gadgets, weapons and powers:

The PolyVisor, which is used similarly to night vision goggles, is a breakthrough feature that enables Tyler Kilmore to see how dangerous the opponents actually are before engaging in a fight.

As Tyler switches the PolyVisor on, a display of tell-tale auras will encircle each opponent, singling out the most dangerous individual. Whether that is the most aggressive, intelligent or important individual in a group, Tyler will be able to plan his strategy using this information. The strength, direction of flickering and color of auras will tell him who to eliminate first to leave the rest of the group in disarray. Collective aura of a group will tell Tyler how the group is organized. Do they have a chain of command, do they attack in packs, or are they an amorphous group of one-track minds?

For example, Tyler will be able to eliminate the commanding officer first, leaving the rest of the troops in confusion for a while. Using PolyVisor, Tyler will be able to single out undercover agents in a group of civilians. He’ll be able to predict how cops will react when he takes a hostage: will they shoot to kill or will they let him bluff his way past them with an empty gun? And much, much more: in the multiplayer mode, the PolyVisor will show health and armor of other players and their skillfulness, based on their previous actions.

The HoloSnoop is a highly visually attractive feature that will enable Tyler to control a holographic image of himself in third person view and walk it around the level to a limited distance.

Consequently, Tyler will be able to inspect some of the level without being exposed to immediate danger, and trick NPCs into believing the hologram is Tyler himself. This opens a whole new aspect of, for example, planning diversions.

By using the HoloSnoop, a hologram of Tyler will detach from the first person camera and seamlessly blend into the third person view. The hologram can perform all actions except engaging in a fight, but its range of operation is limited to about twenty yards.

ChronoFreeze is a feature that enables Tyler to freeze time for resolving most complex situations, or to reverse time for a couple of moments and undo mistakes.

Tyler can, for example, throw some crates off a skyscraper rooftop and use ChronoFreeze the next moment to freeze time. He can then jump off the rooftop and land on the crates that stopped a couple of floors down frozen in time, break a window on that floor and jump into the building. Of course, time is of the essence: ChronoFreeze works only a couple of moments and Tyler must be as quick and agile as possible to complete a feat like this.

The alternative usage will enable Tyler to rewind time a couple of moments back, making it possible to fix mistakes or undo wrong moves. Tyler will thus be able to try the most daring stunts without the danger of dying instantly, relieving the player from the hassle of quick saving and loading.

Many other features were planned for the single-player campaign as well as the multiplayer, alongside various characters. Multiplayer info are available here and other features alongside characters and enemies can be view here.

Using a proprietary engine called Xubl, Hollow was planned for a release between Christmas 2004 and Spring 2005, and ZootFly made multiple comparaison with other famous FPS games such as Doom 3, Halo and Battlefield 1942. In March 2004, GenGamers was able to get an interview with CEO Bostjan Troha, who shared some more information about the title:

G.G. Have you been inspired by other games or movies?

B.T. Sure. Brazil, one of my favorite movies, was the top inspiration; Delicatessen for bizarre environment; Kafka with his oppressive and intolerable situations; the Brady Bunch with their upbeat approach to living in the Disco-ridden seventies; plus the Italian Carabinieri with their Village People uniforms… Then there is Half Life 2 which we all want to get close to as far as gameplay and graphics is concerned.

G.G. Is Hollow a typical shooter or will you implent interesting gameplay variations?

B.T. We have some quite cool features that will rock the gameplay.

One is what we call ChronoLeap. The player is able to fast rewind time for up to 15 seconds and redo their actions again as the second embodiment of Tyler. The first Tyler will exactly recreate actions from the initial attempt, while the second Tyler will be fully controllable by the player. Thus the player will be able to act as his own buddy, helping himself progress through the level with double power.

The number of rewinds, and consequently embodiments of Tyler, is limited by the player’s health. With each rewind, the player’s Tyler will get only one half of the original Tyler. Thus, the third Tyler will get one half of the second Tyler.

Another nice feature are objects with flammable liquids. For example, you’re able to pick up a gasoline canister and spill the liquid on the floor, creating a trail of gasoline, and then ignite it with a bullet. With this you can prevent AIs from advancing, explode oil barrels from safe distance and much more.

We want to create the ultimate emergent gameplay. Gamers are able to use different global paths (e.g. get to the B by driving through highway barricades or shooting your way through the subway), local paths (e.g. sneak through back rooms on a silent kill spree, or blast the way through the station), and use any object in the environment to their advantage.

G.G. How many weapons will appear, and what´s up with the equipment? Will we see some helpful goodies?

B.T. For example, the player has a navigable pill bug robot, equipped with a camera, incapacitating spikes and a self-destructing bomb that can crawl on walls and ceilings. Weapons include all the comfortably known guns, plus wicked weapons, such as the DeBoner that instantly decomposes calcium in bones and reduces the opponent in a boneless chicken.

G.G. Will you include different endings? Is there any replay value?

B.T. There will be three different endings, determined by the psychometrics engine.

User’s inputs can tell everything we need to know about the player. How they react in a tight situation, how they use resources, how they interact and communicate, how they deal with challenges. What is their sequence of keys pressed, how jerky are movements of the mouse. What do they do when they enter a new space: do they go in the middle of the room and look around or do they explore details first? What is the average speed of their movement?

Based on such information the engine will build a psychological profile of the player and adapt the game accordingly. Based on this, the game will have three distinctively different conclusions. The game will branch at two thirds of the story to three distinctive resolutions, and the psychometrics engine will pick the right one for the player.

The immediate reaction of the game works on the principle of positive feedback. If the player is cerebral, they will get more cerebral puzzles; if the player is violent, they will get more violence. The immediate response works for the benefit of the player on the usability/learning curve level as well. How often does the player quick-save? Maybe the game is too difficult. How many new rooms do they discover in a specific time? Maybe they are lost and need additional stimuli to proceed, maybe they are too fast and the game is not fun anymore and they need more interesting obstacles.

G.G. Are there any plans for a multiplayer part?

B.T. Multiplayer side of Hollow will run on broadband PCs and Xbox Live for up to 64 players and will feature 10 different multiplayer maps and various vehicles.

There are three opposing teams instead of two to add a different dimension to multiplayer first-person action gaming. It is sure interesting to engage in a fight against two other teams; each team will have to plan and coordinate their actions more carefully in order to win. It definitely adds an element of forging alliances and – surely enough- backstabbing. However, those three teams won’t have to stay each on their sides the whole time, since two teams will be able to form alliances and fight the third team.

Hollow Multiplayer will have all the usual modes (such as capture the flag, team deathmatch, co-op, POW rescue), plus some unique such as racing. However, there will also be some additional features that are worth mentioning. Players will be able to infiltrate any of the other two teams by taking the role of a spy and by performing undercover actions. Other cool features that will completely change game tactics are the options to take prisoners of war and taking hostages. You’ll also be able to increase your chances of survival by playing dead and sharing ammunition and health with other players.

However, in October 2004, Hollow was put on-hold due to lack of publishers interested in the project, as we can read on GenGamers again:

Zootfly Software´s Bostjan Troha let us know that their first person shooter Hollow is “on hold” now. They didn´t find a publisher yet.

We can speculate that the overambitions intended for Hollow was what which pushed the publishers not to sign a deal with ZootFly, of which it was also the very first game.

Hollow wasn’t the only cancelled game made by ZootFly. Years after that, the studio also had another new IP named Time0, developed from the remnants of a Ghostbusters prototype, which was cancelled for the same reason as Hollow. There was also a mysterious prototype codenamed World War 3 developed around 2005-2006 and their last game, Marlow Briggs and the Mask of Death, began as a Mr. T video game, back in 2009, before being reworked, as Bostjan Troha pointed out recently on Twitter:

It was rather redeveloped as Marlow Briggs. The reason was that Mr. T’s agent offered us a blank slate for the IP. However, they later decided that the Mr. T’s game character mustn’t ever hurt anyone, be violent, only do good stuff, etc. Which makes it a hard game to develop.

ZootFly was acquired in 2013 by casino company Interblock.

Article by Daniel Nicaise

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Armageddon (Boanerges Studios) [X360 PS3 PC – Cancelled]

Armageddon is a canceled Christian futuristic squad-based First-Person Shooter developed by Boanerges Studios and published by Atari from 2005 to 2006, for the PC, Xbox 360 and Playstation 3 systems.

As we can read on the now-defunct Boanerges website, Armageddon was:

“A story-driven multiplayer FPS set in the end times. In the near-future much of the world unites under a multi-national government. This New Age marks the end of man’s separatist ways, and anyone who is unwilling to surrender their heritage for the greater good is an outlaw, to be systemically hunted down and exterminated.”

“Choose to join the rebellion and fight the enemy against all odds, or join the world’s most lethal military machine as it sets out to eradicate the opposition from the face of the planet. Battles occur in real-world locations, with fast-paced customizable vehicle combat and friendly squad Artificial Intelligence. A random sub-mission system provides a unique experience every time a map is played, framing online and offline gameplay rich with content and impressive level design.”

In September 2005, Gamecloud interviewed Garland Wong, one of the co-founders of Boanerges, about what the game was supposed to be:

“The game takes place in a time known as the End of Days. A great leader known as the Antichrist will emerge and form a treaty with Israel. The world will think the Antichrist is a good person but 3 1/2 years into this treaty he will break the covenant with Israel and declare himself to be God. He will force people to worship him by taking the mark of 666. You won’t be able to buy food or work or function in his society if you don’t take the mark. The Christians and Jews will work together to survive this time.”

“There will be various different levels that have religious significance. Some of the levels include Jerusalem, The Vatican City, Petra, and Westminster Abbey. Standard Military vehicles such as tanks, trucks, assault dune buggies will be part of it, also, with our customizable vehicles system, standard civilian vehicles can be made into weapons. There will be two teams, you can play as a Christian/Jew or as the Antichrist, and for the multiplayer, you will be able to play 32 players per server and up to 64 total including NPC.”

“Armageddon has three main unique game play features. The first is customizable vehicles in a FPS game. You will be able to retrovit civilian and military vehicles with various weapons. These vehicles retrofitted with weapons will also react very realistic physics since we are utilizing Ageia’s PhysX API and this will take advantage of the hardware accelleration. The second is squad based AI. You will be able command a bunch of AI squad members and give them commands. You can then cycle through the HUD and determine if any of your squad mates need help and take over there position. This is pretty cool for example you send one of your squad mates to complete a mission. You cycle through the camera and see he is being badly hurt or may need more “intelligence”. You can then take his place to complete the mission and he will take your place. The third is random story events. Armageddon is similar to Battlefield 2 in which you need to capture and hold control points to gather resources. However, Armageddon will inject random objectives throughout the map that are mutually opposing. For example, one random store event will be a great earthquake as unearthed the ark of the covenant. The Christian’s teams goal will be retrieve it while the Antichrist team will also be given the mission to capture it. These random store events have the side effect of playing a level different everytime so it will be less stale.”

Using the Reality Engine, the developers planned to implement next generation features such as dynamic effects like shadowing and lighting alongside realistic physics. Others features included Top-Down “Commander” view with real-time switching between squad members, special abilities such as placeable turrets and upgradeable armor.

Jesse Rapczak, the other co-founder at Boanerges, explained, on his personal website, why the game was eventually canceled:

“I was responsible for pitching the game to publishers, though many shied away due to the controversial nature of the story (a sci-fi future based on the Book of Revelation). Armageddon was in development for a year and was strongly considered by Electronic Arts, Vivendi Universal Games, and Sony Online Entertainment before it was finally picked up by Atari. Unfortunately, the game was cancelled a few months later when the publisher’s financial situation bottomed out.”

Armageddon was potentially going to be the first AAA Christian First-Person Shooter video game in the industry, even if we saw years before titles such as Super 3D Noah’s Ark, The War in Heaven, Saints of Virtue and Catechumen.

Article updated by Daniel Nicaise

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Raiders of the Deep (Xbox One – Cancelled)

Raiders of the Deep (codenamed Project Submarine) is a canceled futuristic military Free-To-Play multiplayer First-Person Shooter developed around 2013-2014 by Spark Unlimited for the Xbox One.

Information about this game are pretty scarce as it was never announced. Following information about the story, game design concepts and features were shared in a PDF file by former Spark’s developer Sam Wey:

I was given the responsibility to compose a game design pitch document and PowerPoint presentation for a triple A title to be pitched to Microsoft. I managed the support of two artists and was able to bounce ideas off of the veteran designers around me. Now that Spark doesn’t exist anymore, I think it’s safe to show this.

In the near future ice caps have melted and most of the earth is covered in water. National governments have been rendered powerless in the face mega corporations that violently battle for power. These corporations store and transport valuable data caches in offshore submarines piloted by bands of “deep sea raiders”. Corporate espionage has taken the form of violent confrontations between these underwater pirates. They plunder each other for these valuable data caches, risking life and limb for wealth, power and prestige. The aesthetic of this near future is sleek but grounded in a gritty realism of believable, familiar technology.

Raiders of the Deep is a free-to-play, competitive multiplayer, first-person-shooter that utilizes ship customization, level orientation changes and free flowing water simulation to dynamically change map layout and combat strategy. This will be a uniquely next gen experience only made possible by the next generation console technology, the incredible FX capabilities of Unreal 4 Engine and Phys-X GPU water simulations. It is a game about assembling your level from pre-made rooms, customizing them with items bought and earned, and then squaring off your ship against your opponent’s – creating an online arena that’s always half familiar, half unknown. It’s a game about assuming the role of a mercenary on a submarine of your own design or fellow clan member’s vessel – giving orders or executing orders while leveling up distinct character classes. It’s a game tailor made for league play, one that allows for true leadership and teamwork, raiding-like rewards, side “bets” before matches, taunting and bribing – it’s perfect for eSports or competitive gamers of all skill levels. Most of all, it’s a game that will start small, focused and fun, and can expand – based on player feedback – in a variety of exciting directions.

Key Features

  • Your Ship, Your Way: Submarine customization – Choose from predesigned ship layouts or swap and rotate rooms, then add decorations and themes. Tons of customization options to buy or earn to make your level truly reflect your personality and strategic approach.
  • Truly Dynamic and Interactive Backgrounds – As your submarine sinks, damaged rooms will flood and the whole environment will turn on its side and even flip upside down. This will instantly change map layout and as a result map strategy changes. Destroy ship systems to cut lights or overtake the command center to gain control of auto-turrets. Use the level itself as a tool and a weapon to overcome the odds.
  • Free Flowing Water Simulation Gameplay – This will define the next generation gaming experience with water simulations only possible on the Xbox One with the help of Unreal 4, Phys-X, and Thunderhead cloud computing. Flood compartments to change the playing field. Force opponents to surface for air to setup a headshot. Lurk under the water surface and take the enemy by surprise. As the submarine tilts, water will flow from one compartment to the next.
  • The Madden of Shooters: Playbook System – Play like a well practiced clan even with complete strangers. Setup custom or use pre-loaded context-sensitive “plays” before breaches and give on-the-fly orders or follow the orders of your teammates for bonus XP. Plan your own sequences on Smart Glass and share them with friends. Use teamwork, fake-outs, traps and advanced tactics to outsmart and outgun the other clan.
  • Free to Play / Free to Win – A fully featured shooter with no entrance fee. In-App-Purchases for extra in-game currency or specialized costumes / items are available, but everything is based on Pay to Enhance (and show off), not pay to Win.
  • Knowing is Half the Battle – Each time you play, one half of the multiplayer online battle arena will be yours (or your clan’s), the other half will be a mystery until you board your enemy’s sub. Bazillions of possible combinations.
  • Clan Classes – Cloak yourself as a Saboteur and map out the enemy’s ship for your team, quickly hack equipment or find shortcuts as an Engineer, go guns blazing and lay traps as a Raider or stomp through corridors slowly as an armored Deep Diver. As the game grows so will the number of Classes…
  • Level Up and Collect – Advance in four different classes, unlock tons of weapons andabilities, and personalize your character’s look to a staggering degree.
  • A True Team Sport – Fully supports Tournament Play and eSports with optional clan rooms, specialized leaderboards, pre-set play times, uniform elements, league web pages, and recording and uploading match videos to brag and review replays to sharpen tactics.

At its core, Raiders of the Deep is a version of capture the flag enhanced with point control. Before a game begins, players will enter a lobby where each team will vote on a map layout for their respective team as well as what room to place the data cache (flag) in. When the conflict begins, the two teams’ ships dock with one another. The ships will be connected through airlocks. The goal is to board the enemy’s ship through these airlocks, find “data caches”, hack them, and return to the command room of your ship with the data. These data caches could be anywhere the opposing team voted to place them, so no two games will ever be the same. The control points will enable or disable defense systems; easing access to the rooms that contain the data caches. This will be the main gameplay mode but it will only be one of many types of gameplay offered.

Breach or Be Breached:

  • Battles will begin with you either assaulting the enemy’s ship or defending your own, but the gameplay then stretches between the two sides.
  • Set up Breach Plans as the Attack – Select where to enter. Set up fake outs. Try to bribe members of the opposing ship.
  • Set up Traps as the Defender – Determine where the opposing team will breach. Place traps. Take cover.

Attack and Defend:

  • The heart of the gameplay is the gathering of data caches from the opponent’s ship.
  • Combat – Battle opposing team crew members.
  • Find Data Caches – Various rooms have different amounts of data, hack the systems or defend hackers while they collect the data.
  • Return Enemy Data to Your Command Room – Take the data back yourself or guard the data carrier.
  • Complete Side Objectives – Some rooms are connected with ship systems, hack these for various bonuses (cut out lights, turn off / take control of auto defenses, etc).
  • Defend Data Caches – Try to keep the opposing team from hacking your ship’s systems by laying traps and taking defensive positions in key rooms.
  • Eliminate Data Carriers – Take out the enemy carrying your data before he is able to upload it in their Command Room.

Collect Winnings:

  • Overcoming the other team isn’t just for bragging rights…
  • Earn XP and Cash – These are used to level up your character class and buy new character and ship items.
  • Roll for Rare Goods – When you win your team will get a variety of rare items, which can be “rolled” to see who gets them.

 

Ship Customization

The player will be able to build his ship in an offline mode on the XBox One or by using their Smart Glass app on a phone or tablet. The player will be able to move each of the ships rooms where he feels is strategically the best. He will then hide his Data Cache in a safe in one of these rooms. The player will be able to save out different ship load outs that he can then access during online play. This customization will enable each match to be different depending on how the Clan would like to defend or attack.

Point Control

While the core of the gameplay is capture the flag with data caches, it is the Point Control mechanic that will keep map strategy dynamic and interesting. The Point Control element will have different strategic effects on gameplay. The defending team will have many defensive features on their ship which will be countered by the difficulty of defending so many vital systems rooms. Attacking teams will have the benefit of quickly changing targeted rooms. Attacking rooms in a strategic sequence will cause a cascade of chaos that will win the match.

For example, taking out an opponent’s reactor will take out command center functionality which weakens the defense turret systems. The weakened defensive systems will give the attacking team access to assault the medical bay which slows reinforcements which in turn, buys them time to find and decrypt the data caches.

Water Core Game Mechanic

Water will be the wild card in every firefight. It can be your savior in one battle only to suffocate you in an icy death in the next. Water will dynamically change level layout and strategy through both changes in orientation of the whole submarine and water levels of each compartment.

Example Gameplay Beats of Action:

When the firefight began, the pump room was dry. As the gun battle rages, the hull is damaged and water begins flooding into the room. A thousand pounds of pressure forces water through the hull of your submarine and is altering the layout of the arena. Soldiers on the low ground begin wading slowly in the waist deep water and being picked off by the enemy in the high ground. As water overtakes the high ground, troops resort to diving deep and sneaking up on the enemy with combat knives. Water fills the compartment to the ceiling and the few survivors are now clustered at and gasping for air in the few air pockets where they can keep their heads above water. Reinforcements breach a blast door and water flows into and floods the other compartments while drones seal the damaged hull.

Water mechanics:

  • Water’s effect on players

○ Knee high water slows down players

○ Waist deep water slows players more; crouching allows you to hide under water.

○ Fully flooded compartments will only have a few air pockets above water and most combat will take place under water.

 Water’s effect on the environment

o Damaged rooms start flooding, flooded areas of the ship will start sinking and the whole ship will start to tilt effectively changing the layout and strategy of a given arena.

  • Natural Water Simulation Behavior

○ The flow of water from one compartment to the next will cause players to slide.

○ The volume of water is maintained when water flows from one compartment to the next.

○ If both compartments have the same level of water:

■ then no water level change will occur.

○ If one compartment is filled to the ceiling and then the hatch is blown open to an empty compartment:

■ then players in the empty compartment will get knocked off their feet from the flooding water and the players in the full compartment will be pulled into the empty compartment.

■ active stand up minigame- after being thrown off their feet, players will scramble to get up again to continue combat. Skillfully using the two analogue sticks to rebalance and orient yourself quickly will allow you to shoot or find cover first. It’s the difference between a quick jump up on to your feet (best) and a hobbled slow stand up(suboptimal).

 Different character classes and loadouts will favor dry room fighting versus wet room fighting.

  • Example of wet loadout

○ wet suit

○ rebreather

○ gas powered harpoon

■ most ballistic weapons will not fire underwater. the harpoon gun provides superior underwater ranged combat. It impales players and pulls them in for a brutal melee kill.

  • Example of dry loadout

○ heavy armor

○ thermal vision

○ freeze grenade

■ a well aimed and timed freeze grenade will freeze your opponent in the water, float them to the top, making them vulnerable for execution.

Playbook System

We all wish we could be as coordinated as a clan but most players never have the opportunity to have this experience because most just jump into public matches. The playbook system will come with proven “plays” that will automatically delegate responsibilities to team members. Instructions and timings will appear on their HUD and waypoints will appear in the world. The following are example plays:

  • Offensive Plays

○ Breach and Clear

■ Player A begins torching the airlock hatch to breach it.

■ Players B and C gets in position to cover angles on airlock hatch.

■ Player D primes flash grenade to be tossed in the second hatch is breached.

■ Players E, F, and G prepare to rush in.

■ 3, 2, 1… BREACH!

■ Player D tosses in flash grenade which promptly explodes.

■ Players B and C provide cover fire while Players E, F, and G move in and clear the room.

  • Defensive Plays

○ Ambush

■ Players A, B, and C hide behind columns

■ Players D, E, and F hide behind supply boxes.

■ Player E provides sniper cover from above.

■ Wait for breach and wait for all players to commit to entering the room.

■ Fire!

In other competitive multiplayer games this level of teamwork and coordination is out of reach for 99% of players. This system of automated delegation and timing system will give players a sense of cohesion even on public matches. The XP and in-game currency rewards for good execution will incentivize teamwork. Any team member can call plays but players of higher level will overrule lower level players.

Secondary Game Mechanics

Classes

The player will choose to play as one of the following classes. Each will have distinct weapons and abilities to suit different play styles and counter enemy tactics. Some classes will be inherently better at wet or dry combat. The wet and dry loadouts will modify these characteristics so players can adapt to the current state of the battlefield.

Saboteur – This light class will be a master of speed, stealth and reconnaissance. When cloaked, enemies will only see a faint distortion at regular intervals. Saboteurs will provide vital information to fellow teammates by removing the “fog of war” from the minimap for their teammates. While too weak to stage an offensive alone, by employing the cloak and infiltrating rooms before breaches they will provide spotting of enemy locations for their teammates.

Raider – This heavy class will be the bread and butter of combat providing both defensive and offensive firepower. If a lighter class opponent does not use the environment to their advantage, the Raider will dominate in a head to head firefight.

Engineer– This medium class is vital in his support of the team through his mastery of structural, electrical and software engineering. The engineer can hack enemy turret systems, decrypt enemy data caches faster and find shortcuts for the saboteur. When divers damage the hull and compartments start flooding, the engineer deploys drones to repair it.

Diver– As the most adept swimmer and demolitions expert, this medium class is vital to any boarding party. The diver can set charges to destroy a ship’s hull and vital systems. Destroying a ship’s hull causes flooding which alters the environment in the diver’s favor. The diver is also fastest at breaching but requires the support of other divers and raiders to survive a firefight.

According to his LinkedIn profile, Sam Wey left Spark Unlimited in July 2013, just after the release of Lost Planet 3. He is credited in the ‘special thanks’ section of Yaiba: Ninja Gaiden Z, the last game released by Spark, in March 2014.

In May 2015, Spark Unlimited ceased any activities in game development. As we can read on Polygon, it seems Raiders of the Deep might have been canceled in the process:

Los Angeles-based Spark Unlimited, the developer behind Lost Planet 3, Legendary and Yaiba: Ninja Gaiden Z, is no longer making games and has laid off all of its employees, a former employee of the company told Polygon today.

John Butrovich, Chief Technical Officer at Spark Unlimited, confirmed to Polygon that “it’s the end of Spark as a game developer.” Principal members of the studio “have decided to move on to other things,” Butrovich said, and confirmed that Spark Unlimited co-founder Craig Allen resigned as president and CEO from the company late last year “to pursue other ventures and interests.”

Butrovich said that Spark’s in-development free-to-play game was canceled, as were other projects at the studio, leading to the company shutting down game development.

If you know someone else who worked on Raiders of the Deep and could help us preserve more screenshots, footage or details, please let us know!

Images:

Some pages from the PDF file

TimeShift/Chronos [Cancelled / Prototype – Xbox 360, Xbox, PS2, PC]

TimeShift is a futuristic First-Person Shooter released in 2007 for the PC, Xbox 360 and Playstation 3, developed by Saber Interactive and first published by Atari, then, by Sierra Entertainment.

TimeShift‘s plot revolves around a secret program aimed at designing two time shifting suits. One is stolen by the doctor Aiden Krone, the main villain, and you, wearing the other, must go find it. Following him backward through time to 1939, player discovers a dystopian sci-fi alternative past with Krone as the supreme ruler.

Its key feature is the player’s ability to control time: slowing, stopping and rewinding it. This allows many possibilities during gunfight as well as solving specific puzzles.

The game’s development was pretty messy. It was first revealed in February 2004 under the title of Chronos, and was planned for the PC, Xbox and Playstation 2, using the in-house engine of Saber Interactive, the Saber3D Engine. As we can see on the screenshots for this version, it was using the same HUD as previous Saber’s game: Will Rock. Here is what we could read on French website Jeuxactu:

Known for having developed Will Rock, Saber Interactive is currently working on a new project called Chronos. This will be an FPS based on the same engine as Will Rock’s (which is also a homemade engine). If we don’t know anything at the moment about the scenario and the gameplay of the game, Saber Interactive has nevertheless shared some images on their official site. Planned on PC, Xbox and PS2, Chronos should probably be released later this year in the United States, as soon as a publisher is found.

The project resurfaced in October of the same year when HomelanFed announced that Atari was going to be the publisher:

A check of Atari’s official web site reveals some titles of games that have not yet been officially announced. The PC section shows a listing for Civilization IV, which is most likely the next game in the long running and popular strategy game series. Other unannounced games listed include three identified as “action” titles with the names Chronos (PC-Xbox), Enemy In Sight (PC-Xbox) and Rat Race (PC). Besides the titles and the game platforms there is no other info available on these games.

In January 2005, Atari renamed Chronos as TimeShift and shown it to Gamespot. Throughout the entire 2005 year, the project was showcased here and there at various occasions. However, in April 2006, Atari sold the game to Vivendi Universal Games, owner of the Sierra Entertainment’s brand, as we can read on Gamedeveloper:

Officials from Vivendi Universal Games have confirmed, via a pre-E3 press showing, that time-bending PC and Xbox 360 first person shooter title Timeshift will now be published by VU Games, rather than original publishers Atari. Although representatives from Atari have not commented on the change, the game was initially scheduled for a May release by the company, but no longer appears on Atari’s schedules. Vivendi officials were unable to provide further details at time of press, indicating only that the game currently does not have a scheduled release date.

The storyline alongside various characters were rewritten or removed, the only exception being the doctor Aiden Krone, formerly named Ivan. Here is what we can read about these former characters on GameGossip:

Colonel Michael Swift

Colonel Michael Swift (recently retired) has a unique combination of brains and brawn that have helped him to rapidly rise to the top ranks of the Air Force. An all-state running back in high school, Swift passed up on athletic scholarships from some of the country’s best universities to join the Air Force Academy where he majored in military strategic studies. After graduating from the Academy at age 21, Swift spent ten years as a combat and recon pilot, flying thousands of sorties. In the year 2004 during a secret mission he was shot down over hostile territory. He spent three months navigating the treacherous terrain of the enemy’s land, avoiding capture and battling the elements before successfully reaching the border of an ally. His resurfacing became the stuff of legend and the Air Force soon promoted him to the rank Colonel. He soon became a specialist in the research and development of advanced weaponry for future combat. Upon the death of his wife he retired from active duty and became a full-time father.

When a government agency initiated the testing of the Quantum Suit and the Chronomicon – a highly publicized event – they chose Swift to perform the experiment as he was the only candidate with the proper mix of DNA, brains and strength to perform he job. After initially declining the offer, the tragic death of his daughter Emma causes him to reconsider.

Professor Ivan Krone

Professor Ivan Krone was born in 1947. Krone’s father, Nicholas, was a scientist who worked in the US Patent Office in Washington DC.

In 1955 Krone’s parents were killed in an accident. With no known relatives Krone was transferred to an orphanage where he spent the rest of his youth. He became highly anti-social and isolated himself from the other children in the home. Krone escaped reality by embracing the study of science. For the next decade he devoted all of his time poring over the works of the world’s great physicists, from Newton to Einstein to Feynman to Hawking. Krone soon began to see himself as the next in line among the kings of physics.

By the age of 17 Krone was accepted into the Technology Institute where he studied for the next 10 years before receiving his doctorate in Applied Physics at the age of 27. Upon graduation he took a position in the Institute as an associate professor. He began to delve seriously into the study of time travel and time control. By the turn of the century, Krone had developed a device that he was convinced would allow for limited time control functionality. He sought out students interested in participating in an experiment to test the device. One student volunteered. The test proved disastrous – the device exploded during the experiment and the student was killed.

An investigation followed the tragedy and Krone was found guilty of criminally negligent homicide. He was sentenced to an unusually harsh prison sentence. For the next decade-and-a-half Krone’s obsession with time control grew even stronger. He feverishly devoted himself to its study during his long tenure in prison. Upon his release he had a host of ideas ripe for testing, but he couldn’t find a way to get them funded. He was rejected and shunned by the academic community and mocked for his obsession with the study of time. Krone was left to find a way to fund his studies on his own.

For the next decade Krone worked zealously. He spent days working as a janitor in a local college and nights secretly working in the school’s labs. By the turn of the century Krone had made a startling breakthrough. While he had not yet discovered a way to travel in time, he created a device that allowed for limited control of time. Word leaked to the public of this invention and the government quickly assumed control of the device in the name of the national interest. Krone was devastated. He had worked his entire life to come to this moment and now the government had usurped control over his project. The government promised him compensation and guaranteed him the right to continue to develop the project. He reluctantly agreed, all the while resentful of the government for scorning him and then assuming control over his life’s work. It was in this environment that Swift was chosen to test the Quantum Suit in November of 2007.

Jasmine Lin

Jasmine Lin is Ivan Krone’s assistant on Project TimeShift. She has a passion for what she does, and it has taken complete priority in her life – above family, a vacation, or a relationship. She is especially optimistic about Krone’s project…but she has a chip on her shoulder due to having been passed over multiple times within her career progression because of both the male-dominated nature of the military and the innate bureaucracy of the government itself. Additionally, she has been given the awkward and stressful task of gaining the commitment of the notoriously obstinate Colonel Swift, who is ironically the ONLY man found within the military (past or present) to be able to take part in the project due to his unique DNA.

General Bruce Mitchell

General Mitchell is Project TimeShift’s military overseer. While Professor Krone is the director—and the brains—behind the project, Mitchell unquestionably holds the purse strings. It is Mitchell who suggests Swift’s involvement in the Project, as his ex-superior. Enormously competent and meticulous to a fault, Mitchell cares only for the men under his command and his duty to his country.

Emma Swift

Emma is Swift’s 5 year-old daughter. She is the only family he has, and is the reason he initially turned down the chance to be involved in Project TimeShift in the first place. Her death in an accident that destroyed her school bus haunts Swift even as he agrees to take part in the Project.

Some famous actors were initially going to voice characters in the game. Revealed in July 2006 by Gamespot, Dennis Quaid was the voice of Michael Swift and Michael Ironside voiced Dr. Ivan Krone:

Today, Vivendi Games announced that Michael Ironside has joined the voice cast of TimeShift, the sci-fi shooter the publisher recently acquired from Atari. Ironside will play Doctor Krone, one of the scientists developing the time-travel technology at the center of the game’s storyline.

Joining Ironside is one of Hollywood’s more recognizable leading men. Dennis Quaid, whose 20-year career has spanned the 1980s, ’90s, and ’00s, is also joining TimeShift’s cast. It will be his first game project and will see the aging heartthrob play Colonel Michael Swift (Ret.), a former test pilot who becomes the world’s first “chrononaut,” or time traveler.

Rounding out the cast is character actor Nick Chinlund, who will play General Mitchell, director of the game’s time-travel project. Though not a marquee name, Chinlund has appeared in many movies familiar to gamers, including Chronicles of Riddick and Training Day. Chinlund has had guest spots in several high-profile TV series, including The Sopranos and Desperate Housewives.

In the final game, none of the work done by these actors were retained, as characters Michael Swift and Bruce Mitchell were both entirely removed, and character Ivan Krone rewritten. Storyline was also a bit modified, but remains the same in general:

The storyline basically was as follows: Michael Swift, the protagonist, volunteers for a time-travel experiment, under the direction of scientist Dr. Ivan Krone. Swift travels back to 1911 and tampers with the past in some way. Upon returning to the present day, the entire world has changed and Krone is now an evil dictator ruling over a 1984-but-cartoony-esque United States.

Following the acquisition by Vivendi Games, TimeShift was pushed back for the end of 2007 and decision to make a complete overhaul of the project was taken. In April 2007, director of product development Kyle Peschel, explained everything that happened on Shacknews:

“So Sierra pulled me in the office last year–with seven bugs left to fix on TimeShift–and said, ‘If we gave you a year, what would you do with that?’

I said, ‘Are you fucking kidding me? I’ve got seven bugs, let’s put the fucking thing out tomorrow. I’m sick and tired of fucking crunching. I can’t handle hundred hour weeks for another year.’ And Martin Tremblay, who had recently arrived, said, ‘No, Kyle, I really believe we can do something greater than what we’re doing now. What would you do?’

“Well I said, ‘I’d scrap the physics system, get rid of this Meqon and put in Havok. I’d kill off the first four levels of the game, because we made the classic video game mistake of doing the beginning first and the end last, and the end is great and the beginning is weak. All these Full Motion Videos we paid for, I want to get rid of them. I want to get rid of the story, I want to get rid of the style guide, I want to get rid of the weapons, I want to get rid of the menus, I want to get rid of the HUD, I want to get rid of the suit. I want to get rid of the main character; people aren’t identifying with him.’ I just went down this list. I was kind of going after that list so aggressively that I was kind of hoping people would say to just release the game tomorrow, and then I could be done with it. But he goes, ‘Okay. Let’s do that.’

TimeShift has switched publishers (from Atari to Vivendi subsidiary Sierra), switched platforms (from Xbox and PC to Xbox 360, PC, and PS3), switched visual styles (from steampunk to gritty oppressive future), and switched innumerable control- and design-related decisions, but it has not switched its producer. Peschel described to me how he started on the project back at Atari, and how he managed to stick with it when it was dropped as a result of that publisher’s well-publicized tumultuous financial situation.

TimeShift was picked up almost four years ago almost as a value title,” he explained. “When it was originally picked up by Atari, I had just come off of some other first person shooters. It was kind of opportunistic–let’s take a chance on these guys in Russia. So I sat down and started looking at the game said, ‘You know, I think we could really do something with this,’ provided we really built the mechanics and made it not gimmicky, focused on an interesting art style like steampunk–set it apart from the myriad of things. So we started rolling with it, and got about done with the Xbox [version], and I sat down with [then Atari CEO] Bruno Bonnell and all the execs at Atari, and they said, ‘So, Kyle, can you make this game for 360?’ I’m like, ‘What, am I a fucking genie now?’ They say, ‘No, seriously, it’s for 360 now.’

“I say, ‘Okay, I’m sure we can get that out.'”

That was to be the first time the game would undergo large-scale redevelopment. Soon, however, Atari’s funding started to dwindle in the face of falling revenues, and in January 2006 the team was pressured to get a demo released quickly. Internet response illuminated some of the game’s major issues, some of which were a result of the game being quickly ported up to target then-current hardware, and some of which went as deep as the game’s perhaps poorly planned visual style.

“When you get something in that many hands, you listen to the feedback. I’m making games for guys like me, not for corporate America. I mean, I work for corporate America–I don’t want to sell it like I’m the fuckin’ hero of gamers everywhere–but I’m cognizant of what people are saying. I was on Shack reading the comments and, reading between the lines, people were saying basically, ‘I really like some of what they’re doing, but this steampunk shit is ass. Look at this fucking knuckleduster thing, what the fuck is that? It’s all confused.'”

Soon after, Atari announced that it would be shedding much of its development to help reduce expenditures. TimeShift was put up on the auction block, and Peschel quit his job to go work for Vivendi’s Sierra Entertainment label. “Within a day,” he recalls, he was approached by management with the possibility of Vivendi acquiring TimeShift from Atari and reassigning him to the project. At the time, Peschel was working under industry veteran Drew Markham, who founded Gray Matter Studios, designed Xatrix’s Kingpin: Life of Crime, and produced Gray Matter’s Return to Castle Wolfenstein. Markham saw, as Peschel had when the game was first signed by Atari, that TimeShift had more potential than it was demonstrating, so Peschel went back and started rethinking major aspects of the game.

“I changed the storyline up at the last minute, and that’s when we brought in [voice actors] Dennis Quaid and Michael Ironside and all those guys,” he recounted. “A funny thing happens when you rewrite the story: you pay attention to everything. I was thinking, ‘Fuck, X isn’t working, Y isn’t working, I wish I could do this.'”

That was when, at seven bugs away from completion, Peschel was called into Sierra’s offices and was told that he had another year. The original steampunk theme was dropped and replaced by a grittier, darker, more desolate future. The main character was redesigned from a muscle-bound action hero to a more faceless protagonist in a full body suit, into which Peschel hopes players will project themselves.

It must be stated that TimeShift’s visuals have come a long, long way since the game was shown in demo form last year. Since that point, it went through an overhaul to bring it up to speed for Xbox 360, but Peschel noted that even then the game had a great deal of legacy geometry and textures, and did not feel up to par with modern shooters. It was not until development was revamped again and the entire visual style scrapped that the game began to look truly new.

After its release, TimeShift has received mixed to positive reviews by the press. In December 2017, VentureBeat revealed during an interview of Matthew Karch, Saber’s CEO, that a spiritual sequel called Timebender was in development:

As Saber continues to work on Quake Champions, it’s also working on other projects, most notably a follow up to its 2007 time-manipulation shooter: TimeShift. Saber hasn’t officially announced it yet, but it’s in development. It’s something of a passion project for the studio. (…) Of course, it can’t be called TimeShift 2, since Activision still owns the rights, so instead it’s a spiritual successor. It will be a new story with a new name, but the most important elements, like the time manipulation, will be returning. (…) As for the new name, nothing is set in stone, but Karch has already registered ‘Timebender’.

According to some information made available from the e-book Advances in Computer Entertainment Technology: 14th International Conference, Timebender was going to be multiplayer only. However, according to this site, it seems that the project could have been dropped as the use of the Timebender trademark entered in the status “abandonned” in November 2018.

As noted by Liqmatrix the Atari PC seven level single player beta is available at this link: https://archive.org/details/TimeShiftAtariDemosDJXavieRO

Thanks to John Paul, Liqmatrix and Gerror for the contribution!

Article updated by Daniel Nicaise

Chronos images:

TimeShift Atari’s version Images:

Gameplay videos from the 2006 demo:

Michael Ironside’s interview:

Nick Chinlund’s interview: