FPS

Alliance: The Silent War [PC – Unreleased]

Alliance: The Silent War was a game in development by company Windward Mark Interactive. It’s important to note that Alliance has not been cancelled definitely: Windward Mark Interactive would love to continue work, if the game recieves proper interest and publishing / funding.

The five founders Asi Lang, Chris Colosi, Brad Kittenbrink, Palmer Truelson, and Eric Tulla all knew each other while they were undergraduates at Harvard from 1999-2003. Several of them had been working on advanced graphics research, and eventually teamed up and decided to come up with something  new and unique in gaming. Work was stopped on Alliance when the game was approximately 30% complete. (You can read more about the story of Windward Mark Interactive in Asi Lang’s article + U64 interview)

The WarStudio

One of Alliances’ most unique and original features was called the WarStudio, the WarStudio would serve as your menu for online matches and “what if” scenarios. The WarStudio has a 100 year span of weapon options, and equipment, spanning over 200 small arms, and dozens of countries, and armys. Players would be able to search for weapons by a multitude of search parameters, including date of production, country of origin, ballistic profile, caliber, and so on and so forth. On the server-side, players would be able to set up custom searches or configurations within the WarStudio, or, alternately, pick from a number of pre-configured settings (say, “WWI Western front” against “British spec-ops, 1983”) and jump right into combat.

 

Goldeneye 007 Beta Analysis

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[Article and Translation by Yota]

In the middle of the nineties, Rare, thanks to releases such as Donkey Kong Country and Killer Instinct, had already become an important partner of Nintendo. Nothing strange, then, that at the time the British software house was working on various new projects. One of these was a tie-in of the new James Bond movie, Goldeneye. Initially the game was supposed to be a 2d platform for SNES, but the development was quickly switched to the Nintendo 64.

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Jurassic Park: Trespasser [PC – Beta]

Jurassic Park: Trespasser is a FPS developed by DreamWorks Interactive, which was released in 1998 for Microsoft Windows after much hype and anticipation. The game had a development period of more than three years. Money was the biggest hurdle in the development of Trespasser.

The game severely went over-budget several times throughout its development. Second only to money was time, as the game had to be ready to meet the release of the The Lost World: Jurassic Park film. Originally the game was to be released in the fall of 1997. However due to a number of problems the project was delayed by a year. The rush to release the game caused many features to be either cut, or left unfinished and unpolished.

Due to difficulties coding the behaviour of both arms together developers had to ditch the left arm entirely. A late shift in development effectively changed the game from survival horror to action shooter, and contributed to the many complaints the game received. Lack of experienced management and the use of artists who were unfamiliar with basic game development processes and 3D modeling has also been identified as a cause of problems. Developers struggled for more than two years on some problems and in the end released a game that is set within a very large, attractive, open, outdoor environment. [Info from Wikipedia]

In december 2009, ASSEMbler from the Assembler Games Community, was able to preserve and share an early beta of the game, in which it’s possible to explore the removed Pine Valley level, a Test area and see many other differences. The beta is available to download at the Assembler Forum.

As we can read in the videos descriptions:

This beta show the original far more sexy female character, who has a cut off tank top on, complete with sideboob and cleavage you can look between. The game’s life bar (tattoo) is moved, the breasts more detailed than the final version. The game has less physical objects in it, and runs much faster than the final version.

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Darkwatch 2 [Cancelled – Xbox 360 / PS3]

Darkwatch 2 is the cancelled sequel of the 2005 FPS that was developed by High Moon Studios and published for the Playstation 2 and Xbox. Few months after the release of the first game, High Moon started to work on Darkwatch 2, following the same gameplay and scenario of the original title but now with the graphic power of the PS3 and Xbox 360. The project was shown at the GDC 2006 with a beta build as the studio was trying to pitch the game to a new publisher, but it seems that they did not have any luck and Darkwatch 2 was never finished.

Thanks a lot to Dave Wilkins for his artworks!

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Ice Nine [PS2 – Cancelled]

Ice Nine is a cancelled FPS with tactical elements (inspired by the film “The Recruit”)  that was in development by Torus Games in 2002 / 2003 for the Playstation 2. The project would have been published by BAM! Entertainment, but for unknown reasons they never released it. During the missions the player would have been able to make choices that would have ultimately impact the multiple endings of the game. A GBA version of Ice Nine was released, but it was obviusly a different game from this one.

Over at Gaming Target we can read an old interview with one of the developers, that has some more info on the game:

AH: The enemies have an ‘awareness cone’ which is visible on the HD, showing you when they’ll spot you. The cone is not static however, and is affected by player actions. Knock an enemy out and grab a disguise and the enemies relax, meaning their cone will shrink. If you start shooting wildly, the enemies will go on alert and their cone will grow.

The system is designed to make the game feel more dynamic than most shooters – we wanted it to have more depth than just running and shooting, and allow the player to work through each level in their own way, making sure they got feedback from the enemies for each of their actions.

AH: There are twelve playable levels, each of which has at least two different art styles and three to five load sections. Each level is unique – we were very keen to make certain that there was a lot of variety through the game. We have forests, mines, submarines, office buildings and more.

Thanks to Userdante for the contribution!

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