Indie

Allison Road [Cancelled – PC/PS4/Xbox One]

Allison Road [Cancelled – PC/PS4/Xbox One]

After the tragic cancellation of Kojima Productions’ Silent Hills, many were taken aback by the sudden announcement. The concept felt new and fresh. Horror enthusiasts were ready to savour it as soon as it launched, but in the end, it didn’t. Only a playable teaser was made and a couple of trailers here and there.

The community wasn’t content to let go of the idea of a first-person Silent Hill iteration. Thus, a fan-made spiritual successor in the name of Alison Road was born. Developed by Lilith Ltd, Alison Road was originally shown as a tech demo on July 1st, 2015 via YouTube. After the positive reception from the audience, development began shortly after. To help fund the project, Lilith Ltd launched a Kickstarter campaign around September 2015. The goal was to reach its $322,974 target before the October 21st deadline. While the Kickstarter campaign did receive funds from 4482 backers, earning Lilith over $188,564, the Kickstarter campaign was later cancelled on October 12, 2015. Just a few days before the original deadline.

The campaign was cancelled after Lilith Ltd signed a deal with Team17 to publish the game. At this point, with Lilith Ltd having the support of a publisher, things were proceeding smoothly, and a release for the quarter of 2016 was on the cards. However, on June 4th, 2016, the game’s development came to an ultimate halt when Alison Road’s official Twitter account announced the news.

Shortly after the game’s cancellation, Lilith wrote this statement on Facebook:

After a long consideration between Team17 and ourselves, we have reached a mutual agreement to end our collaboration on publishing Allison Road under Team17’s Games label. Sometime things pan out differently than expected as game development and publishing have so many layers of complexity… We’d like to especially thank everyone for their support through-out, it has and will always be appreciated!

Then Team17 followed with another statement after speaking to VG24/7:

After a long consideration between Lilith owner Chris Kesler and ourselves, we have reached a mutual agreement to end our collaboration on publishing Allison Road under Team17’s Games label. We love the concept and value Chris’ talent highly, but sometime things pan out differently than expected as game development and publishing have so many layers of complexity. The whole team here wish all the best to Chris on his current and future projects for which, before being a business partner, we are also a fan.

Neither Lilith Ltd nor Team 17 explained the circumstances that led to the cancellation of the game. However, on 22 August 2016, the game’s creator Christian Kesler, told IGN that he would resume development on the game, alone. This time around, Lilith Ltd was disbanded and development would be transitioned to the auspices of Far From Home, a new studio he had co-founded with his wife.

At this point, there was still a glimmer of hope that Alison Road would come to fruition. However, that hope was shattered when no new announcements about the project were forthcoming. Eventually, both the Facebook and Twitter accounts of Alison Road were silently shut down around September 2019. Time has passed, and Alison Road was forgotten. The game now lives in the spirit of Supernormal, a spiritual successor to Alison Road.

Prototype Gameplay:

Official Gameplay Trailer:

Images:

More images can be found on the Kickstarter link and Chris Kesler’s official ArtStation profile. 

Ace of Spades [PC – OpenGL Build Alpha / Beta]

Ace of Spades was a voxel-based FPS first released in 2011. Advertised as ‘Minecraft meets Team Fortress 2‘, it was free to play, and took very little requirements to run (spawning the slogan ‘runs on your grandma’s rig!’). While earlier revisions of the game only had one weapon, some tools for construction, and randomly generated terrain it’s later versions had things such as different primary weapons (SMG, Rifle, and Shotgun), custom maps, and more. What separated Ace of Spades from your the more generic, ‘Minecraft-with-guns’ type shtick is that not only did Ace of Spades pre-date a good number of them, it’s mechanics led to genuinely tense trench warfare (I’d recommend watching early beta footage circa .75~)  Ace of Spades slowly grew a community throughout it’s years, and it’s creator Ben Aksoy maintained a great relationship with his audience. Many of the forums were community-run, and since pretty much every single visual in the game could be easily modified there was also a huge modding scene. It hit 2 million downloads during it’s beta run, and won game of the month on MPOGD.

Jagex saw the game’s success fairly early on in the beta. They had their eyes on it, and finally approached Aksoy on purchasing the rights to the game. Aksoy was in a poor financial state at the time, and agreed with a catch; that Ben would be allowed to continue to stay involved with the project. Jagex agreed, but didn’t publicly announce their involvement until late 2012, when they really took control over development. Until then, they used a fake name to maintain the indie image (SoCa studios, which you will see at the bottom of the archived website).

ace-of-spades-opengl-beta-01

The OpenGL build comes in here. It was established by one of the game’s original programmers, ‘Mat^2’ as the client for 1.0. It’s usage of OpenGL would be what separated the final versions to the open betas. When Jagex took over development, they decided to just take this build and used it as the basis for their version. According to a developer who worked on the JAGEX version of the game (may not seem verifiable, but I talked with a friend of Ben’s when I first researched this and they directed me to it) it was given to Blitz Games Studios to be completed. The developer did a Q&A on the Ace of Spades reddit, and revealed a lot of very pretty telling things about the development. The game had apparently been re-written in only 8 weeks, from November to December 2012. The game was not ‘professionally’ coded (spaghetti coding) and their goal was to appeal to a wider range of players vs the niche, original audiences.

 

Survive: What lurks Around [PC – Cancelled]

Survive is a First Person shooter that started development as a simple game created in ray casting game maker. The game was planned for release only on pc and Linux. As development went on the game kept getting sequels until I was bored of Ray casting game maker and started to look for more powerful game engines. The new engine chosen was FPS Creator.

This version was created in late 2014 and was completed within a month. As a result this build was very buggy and crashed upon walking down a corridor. It was a corrupt video file in the game that needed to be removed for the game to work. The game was uploaded to mediafire in that same month and only got 20-30 Downloads. The video (Including the download) was removed a year after. After this the game started development again in a different game development software called Game Guru. This game was called Survive: What lurks Around. This version of the game was made after a line said by DR. Trugar in the Late 2014 build of the game in which he said “For what lurks around won’t be around for much longer”. Creating the game was easy and with help from my friend I managed to get the game off the ground. But this game never got that far and got canceled shortly after.

The game was once again reworked to make it more of a horror game. This is the build of the game that is still in work to this day in the FPS Creator Engine. You can download the early prototypes from here.

Article by Thelighgod

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