Juice Games

Project FUUB (Juice Games / THQ) [Xbox 360, PS3, Wii – Cancelled]

Project FUUB was a peripheral device being developed by THQ Digital Warrington (Formerly Juice Games) at some point between 2006 and 2010 for the Xbox 360, Playstation 3, and Wii consoles. Acting like a set of four individual dice, which were to be bundled together as one purchase, the FUUB was predominantly aimed towards local group play. Each player would interact with one or more of the dice when playing one of the FUUB specific games designed for the device. The devices themselves were fitted with some physical sensors, though it’s not exactly clear what each device was actually able to monitor. We also believe that the FUUBs required a separate, external camera to track the their movement in 3d space, though this cannot be 100% confirmed.

Two games are known to have been designed for the FUUB, to varying degrees of completion. The first, titled “FUUB” was a simple, cartoonish Mario Party style game which you can see concept mockups for below. It’s not clear how far this game got into the development cycle, but it’s possible it never level the early conceptual stages due to the lack of actual gameplay or information available on it. Since it also shared a name with the device itself, it’s likely that the game was meant to come packaged alongside the FUUB device, much like Wii Sports did with the Wii.

A second game – tentatively titled “Quest for the Magic Stones” – was also being developed, which you can see footage of in the video below. A developer described the game as being aimed at “fans of the Harry Potter series” as it shared a mystical narrative theme, and was set in a magical dungeon. Several minigames were already implemented, including logic and physics puzzles, as well as a simplified take on the rhythm-based format of the Guitar Hero/Rock Band games.

Ultimately, the FUUB concept was scrapped as THQ were in the middle of realigning in their priorities, and as a result the studio’s focus was shifted away from physical releases, causing multiple projects to be scrapped. Two other projects – Split Shift Racing & Stormbirds – were also known projects that were also cancelled due to the change in direction.. The studio would go on to make Red Faction: Battlegrounds and Warhammer 40K: Killteam before being closed by THQ in 2011.

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Split Shift Racing [PS3, Xbox 360 – Cancelled]

Split Shift Racing is a cancelled arcade racer that was being developed by Juice Games (AKA THQ Digital Studios UK) for the Playstation 3 and Xbox 360. Set in a distant sci-fi future, the game was due to take place in a chaotic “open world” environment that spanned both urban and rural terrain, and featured a transforming mechanic that allowed players to alter their car on the fly.

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Juice games had just finished work on Juiced 2: Hot Import Nights when they began working on the concept for three new games at the start of 2009. Alongside Split Shift Racing, the staff of 80 at the THQ-owned subsidiary were also working on the cancelled flight-sim Stormbirds, and a third as yet undiscovered game and peripheral project titled “FUUB”. Before this, the studio enjoyed two successful game launches with the original Juiced, as well as a PSP spin-off called Juiced: Eliminator, and the team would go on to release Red Faction: Battlegrounds and Warhammer 40,000: Kill Team under the new moniker of THQ Digital Warrington.

Details on Split Shift Racing are lacking, thanks in part to an existing NDA still covering the project. However, we can piece together some of the puzzle from talking a number of sources and various bits of portfolio work by artists that worked on the concept. One source described the project as a “futuristic open world racing title”, which is backed up by some of the concept work on display below, each one showing off designs like semi-holographic digital signboards and geometric sci-fi car models.

It’s not clear just how open the world was going to be in the final product, but an early UI concept design showing a map overview by another artist from the project suggests that instead of having one massive, sprawling world to explore, players would instead have the choice of going to one of several “zones”, each with their own theme. In this instance, we can see the Earthquake Zone, which seems to sport a large portion of off-road terrain, along with a small city pocket in the corner. This is supported by another concept image, this time for the main menu, which features a “Zone” option for players to select.

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Perhaps the most interesting feature was the ability to alter or transform your vehicle to suit the situation. Thanks to a couple of other concept pieces, we can see that the controls have four different functions mapped to the face buttons. These include Speed, Hammer, Climber, and Agile configurations. It’s not clear how each mode affected your vehicle’s performance, but it’s probably safe to assume that Speed was for racing, Hammer for taking down other drivers or breaking through debris, Climber for scaling rough terrain, and Agile for control during aerial jumps. Players could unlock new versions of vehicles from one of the four different styles by playing, and whilst there was an XP progression system in place to allow players to advance, it’s not clear whether unlocks were tied to this system or whether they had to be earned by winning races and events.

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Network features were also set to appear heavily in the game, with a strong focus on asynchronous multiplayer pitting people against each other in a variety of leaderboard challenges and events across each zone. This would have been coupled with an “Activity” page that tracked the player and their friend’s accomplishments, race times, and high scores in the form of a daily feed that others could leave comments on.

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Despite most of the information surrounding Split Shift Racing being under NDA, there are still a few images of in-game footage that show off what we might have seen if the game ever made it to its final release. Unfortunately, we don’t know whether the game itself ever made it to a playable state.

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Development on Split Shift Racing began some time in 2009 under the management of producer Tim Preece, and would go on into the early stages of development until it was cancelled some time during 2010. This saw the development team moved onto other projects, with the majority starting work on Full Impact, a classic American car destruction derby game that would also go on to be cancelled. This string of failed projects can attributed largely by the shifting focus of the company, and THQ’s own goals during the time after purchasing Juice Games in 2007.

With the studio itself undergoing a transition away from boxed retail products and moving solely into digital goods, Juice Games was also undergoing its transformation into THQ Digital Warrington. Unfortunately, as the market continued to shift, THQ decided that instead of using the studio to develop new IP, they would utilize the Warrington-based team to develop secondary games based on THQ’s pre-existing IP, which gave rise to the digital-only Red Faction and Warhammer games in 2011.

Shortly after releasing the first of their two digital games, THQ Digital Warrington was then closed down by THQ in June 2011 due to “lacklustre sales of Red Faction: Battlegrounds”. Talking to Eurogamer, an inside source who worked at the studio claimed that THQ had cancelled several projects over the years, and that they “struggled to find an idea THQ were happy with”.

[EDIT]: Shortly after posting this piece, we received some information that confirmed our report. We also received some extra background information on the project, and some minor clarifications which are posted below:

  • The screenshots containing “real cars” were in fact for a separate project, simply titled “Concept”. This was going to be a “realistic racer” that was set to follow after the release of Juiced 2. Only one track was ever made for this concept however, and the game was never developed further.

  • Split Shift was originally going to be called “Arc”, but the studio had to change the name as there were rumours that the PlayStation Move controllers were going to take that name. The studio didn’t want to risk a dispute, so instead opted to change the name proactively.

  • There were several race events already in the works, ranging from traditional time attack and head to head races, to more original concepts. One such event, called XP scramble was described as a race that “had you running around finding XP orbs that launched randomly from a set point”.

  • As suspected, the cars did have the ability to transform. The four different modes players could transform between were a default car, a racer, a quad bike, and a motorbike. One source described the process as such: “Each offered a different way to race and was up to the player when you wanted to switch.”

  • The first area, pictured in the images above, was a mountainous region that was fully playable and near completion when the game eventually got cancelled. A second area described as “An apocalyptic sinkhole” had just entered the early stages of development but never managed to get much further than a rough concept. One source describes how the whole team was taken to watch the disaster movie “2012” to help give them some inspiration for the sinkhole map.

  • The size of the mountain region was approximately the same size to that of the city area in Burnout paradise
 

After Burner [X360 – Concept]

In 2005 Juice Games had an idea to develope a “next gen” Flight simulator / Shooter, probably for the soon-to-be released Xbox 360. To easily find a publisher and funds they tried to pitch their flight project to Sega, as new game in the After Burner series,  but without any success. As the After Burner pitch was unsuccessful, Juice Games decided to use an original IP for their Flight Shooter and the project became Stormbirds for the Xbox 360 and PS3. In the end Stormbirds was canned by THQ, Juice Games’ publisher.

Only few concept arts remain to preserve the existence of this project.

Thanks to Hey Hey for the contribution!

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