FPS

The Unseelie [PC – Cancelled]

In 2004 Australian developer KaWow! started working on a first-person shooter called The Unseelie, that mixed horror with adventure elements. The game told a storyline about an old haunted forest and a village trapped in time. It was planned to be published by Octagon in 2005, but sadly the project was cancelled for unknown reasons.

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KaWow! were founded in 1997, helping other studios with the development of some games for PC and consoles, such as GORE: The Ultimate Soldier and other projects for television multimedia integration, LAN and Internet multiplayer first person games.

The Unseelie’s story still stand out today and is a quite haunting and mysterious one:

“In a chilly November evening, Damian Logan is driving his car on the countryside, crossing a dark Irish forest, when suddenly a child-like figure appears on the road. Trying to avoid an accident, Damian`s car gets out of control and crashing into a nearby tree.

Upon awakening he stumbles into an ancient forest, called “Tir-Na-Bràch-Marbh” – Land of the Eternal Death. Wandering lost deeper and deeper into the woodlands, he discovers stones, buried in the shape of a septagram, with a source of light shining from its center.

Walking towards it, the light is bright and dazzling, but suddenly dimming – plunging the forest in absolute blackness. Strange voices begin whispering from left and right, near and far….

As the story unfolds, we learn that Damian is trapped in a world between the living and the dead. The dark haunted forest has tangled and enclosed a 17th century Irish village, severing its contact with the rest of the world and stopping time from passing.

In order to escape and return home, the protagonist has to battle “The Unseelie” (pronounced “Un SHEE Lee”), an unblessed cursed fairy race, based on Celtic mythology.

By defeating all seven demon lords, Damien would obtain certain ritualistic objects which allowed him to escape the clutches of Lord Finvarra, the King of the Dead, by opening a portal to his reality and returning home.”

To help during your quest you would be able to use an arsenal of roughly 30 different weapons, plus the possibility of crafting your own weapons from materials found in the game. By battling foes like Banshees, Goblins, Demons, Elementals and Ghosts, new experience points were collected to unlock skills and upgrade weapons.

The Unseelie is a great game to work with because of the way it uniquely combines Celtic mythos with popular first-person gameplay,” said Lloyd Melnick, Co-Founder of publisher Octagon.

Over the course of your journey, protagonist Damien would have gained access to a wide range of powers and attacks related to Fire, Water, Earth, Air, Wood, Metal and Spirit. Some monsters were resistant against physical attacks and could only be beaten with certain magic.

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The adventure-aspect of the game focused on players using elemental powers to solve many puzzles on the way through the 7 levels of the three-dimensional environment, generated by their homemade AMP II engine, which offered real-time lighting, matrix shading, high-resolution textures and bump mapping.

We used all of the visually stunning rendering techniques of our engine and combined them with the sinister forest setting of Celtic legend and some engaging game play design to make something that makes you want to play, but keeps you looking over your shoulder,explained Steve Woodgate, who was KaWoW! CEO until 2016 and is currently managing director of Coronum Pty Ltd.

It is unclear what happened to the studio. Since Mr. Woodgate left KaWoW! in 2016 we can assume they were active at least until that date, even though no other game seems to have been released since the cancellation of The Unseelie.

The company’s old website (www.kawow.com) is unreachable, and what remains today are only screenshots, a few articles splattered across the web and a couple of videos showing in-game footage. This was probably from the beginning of the game, when Damien escapes his crashed vehicle and discovers a stone-circle with a beam of light in the middle, showing: “Some fairy tales were never meant to be told…“.

Article by Niko, thanks to Daniel Nicaise for the contribution!

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Cleric (Plutonium Games) [PC – Cancelled]

Cleric is a cancelled game that was in development for PC by Texas based studio Plutonium Games, and from what we have found, this could have been a quite unique and interesting project. It was a First Person Survival Horror (game) mixed with puzzle elements, action and role playing.

There were plans to release it around the month of December in 2003 but that didn’t happen. On April 14 in 2004  it was announced it was put on indefinite hiatus or cancelled altogether according to a post on the main website of Plutonium Games. There were hints that they had difficulties finding a publisher for their game:

“After a long trip, it looks as if Cleric may not be made for a long time to come, if ever. I want to thank everyone that has supported us over the years. This site will remain up as will the forums. I have recently (3 months ago) taken a job with another studio (Destineer Studios) as a 3D Artist on their tactical shooter project “Close Combat – Marines: First to Fight“. Who knows? Maybe a few years down the road, I’ll get the opportunity to start Plutonium Games back up again. Until then, I’ll be building up my portfolio & experience with Destineer. Thanks again for all the great support!”

The website isn’t up anymore, and no more information can be found about Plutonium Games anywhere on the internet, so we assume the company no longer exists.

As for more information pertaining to how the game would have turned out, here’s a brief story and design summary. Cleric’s story is set in 16th century Russia and the dead are walking again. Women are disappearing and it is up to Reverend Father Aronos Schuler (the main character of the game) to investigate this mystery and to put an end to the plight of the undead. What was interesting is regardless of his position, he was meant to be a character of little faith and the story would have developed around the mystery of the undead of course but also of the Reverend’s internal struggles. Multiple path scenarios were considered with multiple endings as well depending on the player’s actions throughout the game.

Players would have had 2 different holy symbols to use for their main weapons. These would have given a series of different abilities like flying, sensing danger, re-animating the dead, healing and summoning, to list a few. Some traditional weapons like swords, maces and old muskets would have also been weapons the Reverend could find during his travels. Fore more story and gameplay details, you can check an old Gamespot preview and their image gallery.

Judging from the video, you can tell the focus wasn’t exactly just about shooting since the musket would need reloading after every shot. You have a symbol that repels the undead used like a holy cross and if held long enough, they start to catch fire. It seems the mission was to escort a woman to a shelter whilst protecting her from the undead. Later in the video the reverend approaches a statue and acquires a miracle power that lets him summon lightning to strike the undead!

Lastly, for the last bit of information we have for Cleric, there’s a very interesting interview with CEO/Lead Designer Matthew Doyle of Plutonium Games.

If Cleric had not been cancelled, we believe it could have been remembered as quite the cult classic of its time.

Article by Alex Bérubé

Thanks to Daniel Nicaise for the contribution!

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Black Death (Darkworks) [Cancelled – Xbox 360, PS3, PC]

Black Death is a cancelled FPS / Survival Horror game somehow similar to Condemned and Dead Island, in development by Darkworks around 2011. Darkworks was an independent French studio not widely known by the average gamer, but they released a couple of fan favorite games as Alone in the Dark: The New Nightmare (Playstation, Dreamcast and PC) and Cold Fear (PS2, PC and Xbox). Black Death was announced in June 2011, as the team tried to get attention from publishers to find money and resources to fully develop their idea. This was the last project they tried to pitch before closing down after a series of unfortunate failed projects, such as their Onechanbara reboot, State of Crisis and The Deep.

After Ubisoft took away I Am Alive from Darkworks in 2008 to complete it under Ubisoft Shanghai, the team worked on many different prototypes. We can assume at the time the team tough that shooters were the most marketable genre to be greenlighted by publishers, so they conceived a few ones (such as Black Death) with interesting / original features.

Some more details about Black Death were published in the (now removed) official website:

What is Black Death? Black Death is a new survival horror from Darkworks. Black Death is the personification of the fear generated by the recent pandemics and the mistrust which has been associated to their supposed origins (natural apocalypse, scientific, industrial, or military ones… or else… ).  Our goal with Black Death is to go one step further by focusing the game on three essential elements: speed, fluidity and freedom of action, to offer the player a sensation of freedom and the possibility to create his own arsenal.

Pitch: Today, The  American North East coast, a city is suddenly hit by a massive cloud of smoke. Mysterious swirls of this black smoke appear and infect everybody. This new disease is spreading all over the city making it a place full of sick people sunk into a comatose state. As they mutate into strange creatures with various powers and group behaviours, they start to become violent and invade the whole city. The player is a survivor who will try to stay alive and wipe out this scourge from the city.

Gameplay Experience: THE FOG PLAYS WITH YOU, PLAY WITH THE FOG
Survive in the fog
Be Creative: Create your own chemical weapons and test them on your enemies
Cure or kill infected you meet and choose your fighting strategy
Spectacular: Have fun discovering a unique bestiary, and experiment with multiple weapons and devices
Fight: Fast action, it’s difficult to kill, you must finish on contact
Control the fog
Discover the black death evolution

A playable demo / prototype for Black Death was also released in July 2011 (download backup in here), but it failed to gain much interest from gamers and publishers. With no more money to keep working on their projects, in October 2011 the studio was placed into Compulsory liquidation and was closed. In about 15 years of activity, Darkworks were able to successfully complete and release only 2 games, while all their other projects were either cancelled or moved to different developers. There are already a good number of interesting lost Darkworks games in the Unseen64 archive, but many more still remain unseen and even if we tried multiple times to get in contact with people that worked at the studio, it seems almost impossible to know more about what happened to them or to their cancelled games.

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BioTech: Liberator [Playstation, PC – Cancelled]

BioTech: Liberator is a cancelled first person action game in development around 1998 by australian studio Beam Software (AKA Infogrames / Atari Melbourne House and Krome Studios Melbourne), planned to be published on Playstation and PC. Previously the same studio developed and released KKND2: Krossfire for PC and Playstation.

BioTech: Liberator was quite original for its time, with players using morphing mechs / vehicles to resolve different missions in a strange gameplay mix between “Soviet Strike”, “Blast Corps” and Lemmings. Some details about the project can be found in an old press-release:

“You’re stuck in a steaming alien jungle with nothing but your own sweat for company. The enemy has a lock on your position and they’re rapidly closing in. Your shields are down to 14%, you’ve got just two guided missiles left in your BioTech Assault Tank, and if you stay put you’re dead meat. So, what are you going to do? Panic and start crying? Or do you get a little creative… ?

In BioTech: Liberator you take control of a single combat vehicle, but one capable of morphing into widely differing forms, providing you’re carrying the relevant Transform Pod to make the change. Each form has its own unique abilities and weapons and since you’re up against an entire planet of warmongering nasties, you’ll be needing them all if you want to get out of there in one piece.

It’s partly about blowing the enemy into gooey, bite-sized chunks, but it’s also about using the different forms of the biotech vehicle to the best effect – transformations are limited. Much as we hate to use other games as a point of reference, think Soviet StrikeTM meets Blast CorpsTM, with just a pinch of LemmingsTM. In short, a killer mix of strategic problem solving, white-knuckled action and hefty explosions!

Key Features are:

  • A wide range of unique and awesome weapons, a deadly enemy and fiendish puzzles to solve
  • Fully deformable true 3D landscape – if you don’t like the way something looks, blow it up!
  • Multiple 2 player modes. Choose from Deathmatch, Conquer and Chase variations
  • Support for force feedback devices

Some more details were found in a Russian website:

The game consists of at least 30 missions (20 standard, 5 bonus and a few secret ones), which often require not only shooting, but also finding items, saving hostages, capturing enemy bases, and much more.

BioTech: Liberator was planned to be released in 1999, but the same year the studio was sold to Infogrames. It’s possible that Infogrames decided to cancel the game to switch resources on more safe and profitable projects, as GP 500 and Le Mans 24 Hours.

If you know someone who worked on this lost game, please let us know!

Thanks to Visurox & Edward Kirk for the contribution!

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Dark Matter: The Baryon Project [PC, Xbox 360, PS3 – Cancelled]

Dark Matter: The Baryon Project is a cancelled sci-fi shooter RPG that was in development by Pixelcage, planned to be released for PC, Xbox 360 and PS3. The project was quite ambitious for a rather small and obscure team, promising to offer both on-foot first-person shooting and third person spacecraft combat.

The development of the game started around summer 2003. The game was planned to be released in 2007.

In their old – now closed – website, we can read they wanted to create a vast universe in which to freely fly around, inspired by such games as “TIE-Fighter” and “Freespace”. You would fight in space against huge spacecrafts planned to be up to 100 km (62 miles) in size – something that would be considered a massive open-world even by today’s standards (SKYRIM’s world is about 5 km wide), gigantic spaceships-worlds in which you could also break-in to continue attacking your enemies on foot.

“When playing such games in the past, I always wondered how it would be to just ram one of that bigger vessels and just “clear the bridge manually”. With today’s hardware capabilities, we now do a swing on it. – Marco Sobol, former Pixelcage developer”

If this was not enough to hype up the project, they also wrote about “graphic details up to a grade of millimeters!”, “experience speeds of up to 3000 km/h!”, “have a million polygons on your screen – in realtime!” and “can you handle hundreds of enemies?”. For sure the team had big dreams for their first project.

For this objective the studio created it’s own ambitious 3D engine, during 3 years of development. Their expectation for the game’s graphic was quite high.

Thanks to an old interview with Pixelcage by Gengamers, we can read that work for the game began in 2003 with a core team of only 7 people, with plans to expand the studio to more than 40 people when they would finally find a publisher.

The game also didn’t want to limit itself to a “pure space shooter”, planning more ambitious features such as directing a vessel and fighting against other space ships. Marco Sobol (former developer of the game), described Dark Matter’s gameplay as follows:

“Dark Matter is a first person shooter/ space shooter with some RPG elements, such as an inventory and improving skills, but without the flaws of pondering about tables and character sheets. It will feel much like a common FPS when it comes to game controls and speed, but comes with hours of dynamic scripted scenes, a non-linear storyline and state-of-the-art sound effects and music.”

Not only gameplay and huge environments would have been quite ambitious for its time, Dark Matter: The Baryon Project was also planned to have a open-ended storyline with different endings. Pixelcage wanted to have several playable characters appearing in the game and time travelling would have played an important role, featuring morphing aliens and fierce “time warriors”.

Its settings were heavily inspired by such movies and agems as The Matrix, Ghost in the Shell, TIE-Fighter and Freespace. Aliens, humanoids and shape-shifters would have been some of many characters and enemies players had to face. Plenty of NPC‘s would have behaved depending on players’ action, whether being friendly or evil towards them.

If such an immense game like this was not complex enough to develop, the team also wanted to add online multiplayer:

“We will put much efforts in the multiplayer part. There will be several deathmatch and teamplay modes, we even plan to include a mode in which you can play the single player campaign together with your friends. This is generally possible because there is more than one prime character in the game.”

They also wanted to publish a playable demo but we don’t know if they ever got something playable to release to the public.

It’s easy to see how Pixelcage were a passionate team with many ambitious ideas for their project, but unfortunately it seems they never found a publisher interested in funding it. In the end they had to abandon Dark Matter: The Baryon Project to work on other, simpler games such as Switchfire (published in 2006) and Jekyll & Hyde (2010), before to close down the studio.

If you know someone who worked on this game and could help us to preserve more screens, videos and details, please let us know!

Thanks to Vipaah and Daniel Nicaise for the contribution!

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