Failsafe is a canceled parkour adventure game developed from 2014 to 2016 by Game Over LLC, planned to be released on PC first, then could also have been released on Xbox One and Playstation 4.
Failsafe followed Isra and XJ, her robot companion, as she accompanied her uncle on a journey outside of their village set on a wasteland of a planet.
The game was first mentionned in December 2014 on the official Twitter account of its developer as Project Johannesburg, before an early build was shown at the Penny Arcade Expo East in March 2015. Two months later, Polygon interviewed Daniel Lisi, managing director of Game Over LLC:
Failsafe is a first-person adventure puzzle game starring a young girl named Isra (voiced by Ashly Burch) and her robot companion (voiced by Dante Basco). The game, which poet Beau Sia and former Gearbox writer Anthony Burch are penning together, takes place in the distant future, where Isra is charged with completing a sacred ritual. Much of the game’s narrative will be driven by the development between Basco and Burch’s characters, Lisi said.
During the brief interview with Polygon, Lisi and creative director Seiji Tanaka — who previously worked on thatgamecompany‘s Journey — said that the game is intended to be simple, but also emotionally complex. Although Anthony Burch’s work has primarily been more comedy focused, as in Borderlands 2, Lisi said Failsafe will explore something more serious in terms of its tone. Isra and the Bot find themselves trapped within an ancient underground facility. Although the two are natural enemies, they must learn to overcome their differences and work together.
“As they travel through this treacherous environment together, they realize that the roles they’ve been given are not really how they want to be toward each other,” Lisi said.
Tanaka said that much of Failsafe’s gameplay will revolve around mastering and combining the capabilities of the girl and her robot. He compares it to games like Ico and The Talos Principle, with a bit of Portal and Mirror’s Edge mixed in.
“It’s really about understanding the strengths and weaknesses of each character,” Tanaka said. “Isra is a very capable acrobat. She can run really fast, jump really high and climb onto ledges very quickly, but she just doesn’t have the understanding of the environment she’s in, where the robot is very capable as an interfacing to the world around him.
“But it’s kind impeded by a lot of physical obstacles that he just can’t get across because of his physicality. It’s about understanding how these two can interact to enable each as a unit.”
Failsafe is currently being developed for PC platforms and “possibly PlayStation 4,” Lisi said. The studio expects to release it in summer 2016.
In November 2015, the project was launched on Kickstarter. Here was what we could read:
Metal Savior is a cancelled futuristic First-Person Shooter developed from 2010 to 2012 by Mangled Eye Studios, exclusively for the PC.
Using the iD Tech 3, this title made you play the role of XAC-987, a security drone that has been activated to protect a weapons facility from being overrun and destroyed by Nanotech Machines.
After it’s announcement in September 2010, the project went silent for an entire year before coming back in May 2012 on Kickstarter. Here is what we coul read:
“Metal Savior is the latest game being developed by Mangled Eye Studios. It is a very fast paced FPS game (…). It has a more arcadey feel to it where you must hone your reflexes to survive the onslaught of enemies throughout the game.
With Metal Savior, we wanted to do something different that looks and feels like no other FPS game out there: Super fast paced, in your face action in a vector like world.
The experience you will receive with Metal Savior will be like the old days of gaming where you get to enjoy pure gameplay while being fully immersed with no interruptions. We want players to actually play their experience from start to finish.”
Unfortunately, the Kickstarter campaign wasn’t a success, only collecting 460US$ out of a total sum requested of 50 000US$. After the failure of their crowdfunding campaign, Metal Savior was cancelled and Mangled Eye Studios ceased operations in July 2012.
Mangled Eye Studios was founded by Thearrel McKinney Jr. who previously had another cancelled project, Future Killer, to which Metal Savior used some of the same artworks. Their only game was Dark Salvation, formerly Deadly Gates, released in 2009.
Wildman is a cancelled action/Real-Time Strategy/Role-Playing hybrid game developed by Gas Powered Games around 2012-2013 exclusively for the PC.
The game was set 200,000 years ago, in an alternate prehistory where animals and insects had evolved like humans towards civilization and technology as well as magic. You play as the Wildman (or Wildwoman) with the aim of conquering the various enemy civilizations that you were going to encounter.
It was officially revealed on January 14, 2013, with the launch of its Kickstarter as an “evolutionary” Action RPG”. Here is what we could read as main features:
“Wildman delivers an action-role-playing experience that only a developer like Gas Powered Games can deliver. Think of it as a spiritual successor to our classic PC game Dungeon Siege, with a twist.
This is what Wildman is all about:
Explore the World: Go on RPG Adventures in amazing and epic environments; discover secret dungeons; fight battles against rampaging hordes of monsters; find and equip new weapons and armor.
Evolve or Die: Steal technology from your defeated opponents and use it against them in future battles.
Smash and Destroy: Advanced physics and destructible environments deliver highly visceral (and bloody) combat.
Go to War: Build your army and fight against opposing champions armies for great rewards in hand-crafted War Zones.
Imagine a game where you control a single hero—the “Wildman”—dropped into the middle of a War Zone. The battle starts. Your own army begins to engage the approaching enemy.
You support your troops with your own combat abilities and skills. You shape-shift into new forms that grant you new abilities. You upgrade your armies with new technology. You construct defenses. Your opponent switches tactics; you reconfigure your army to counter.
You push the enemy back to their citadel, their home base. You face your opponent’s champion. You each rally your troops for support. You execute your special abilities with precision. Your opponent is devastated.
You survey the battlefield: the bodies strewn on the ground, the trees burned down and smoldering, the buildings turned to rubble. You collect your rewards. You evolve.
Victory is yours. For now.
Now imagine that between these War Zone battles you can go on role-playing adventures. You can explore fantastical environments. You can discover ancient dungeons full of mystery and treasure. You can earn new skills. You can discover and equip new weapons and armor. You can collect materials. You can craft new items. You can fight relentless onslaughts of men and monsters.
Wildman has fast-paced combat and deep role-playing that rewards strategic thinking. The more you play, the greater your power.
Wildman represents the union of our experience working on pure RPG and RTS games, and we’re pulling some of the best features from our past games into the Wildman experience.
From Dungeon Siege: The core action-RPG experience. Equip weapons and gear, cast spells. Fight monsters. Level-up. Find loot.
From Supreme Commander: The core RTS experience. Create armies. Explore a tech tree that lets you customize your hero and armies. Adjust your strategy on-the-fly.
From Demigod: You don’t fight alone in Wildman. Waves of allies fight alongside you in the War Zones as you push the battle ahead, seize key control points, and destroy the enemy citadels.
Wildman is exciting because it’s something new, but it’s also reminiscent of these games we’ve made and loved. We want to make this game, and we have the right people to do it.”
The same day, PCGamesN got more information by interviewing Chris Taylor who was lead designer on the project:
“The battles against other tribes and races will be a combination of MOBA gameplay, where you steer your hero around the battlefield killing creeps and acquiring resource, and RTS mechanics as you spend those resources on buildings and advanced units. While your spawn buildings will naturally create cannon fodder at whatever is the baseline tech level of your tribe, you can also spend gold to churn out advanced units like catapults or powerful longbowmen instead of the basic archers. These forces will spawn for as long as your gold holds out, so you can basically control where and when to start launching more powerful creep waves.
“When you defeat [the enemy], your quest reward is to pluck one of their technologies from them,” Taylor said. “So it’s got kind of a Civilization vibe. It can be passive technology, where it applies to everyone, and as soon as you get it you’ve got it across the board. Or it could be active technology where it could be… complex catapults. They’re expensive, so we can’t just turn them out by the hundreds.”
Taylor wants the war zone combat to be intense. He wants players to be turning off the ringer on their phones and sitting on the edge of their seat. But he also wants players to be able to relax after the battle with an adventure.
“Think Dungeon Siege or Diablo. But this is more of an overland adventure. You’re travelling, expanding out into the world. The battles are not as frequent, it doesn’t feel like you’re just going from whacking skull after skull, like some sort of zombie apocalypse where they’re just standing around waiting for you to come along and pop ‘em on the head. That’s almost arcade. We want a little less arcade, we want a little more sense that you really are adventuring.”
Gas Powered are asking for $1.1 million, though obviously they hope for more. Taylor says that GPG have already spent close over a million dollars just laying the groundwork for Wildman, and there are a number of features they would love to include if they achieve greater funding, like PvP multiplayer. But at its heart, Wildman is a single-player game with co-op focused multiplayer.”
However, only four days after the launch of the crowdfunding campaign, Gas Powered Games was forced to lay off40 employees following an increasingly difficult financial situation, as we can read on Kotaku. Asking the backers if he had to continue the campaign, Chris Taylor spoke that the course of the Kickstarter would decide the fate of the studio on Gamasutra:
“The studio is still operating, but we had to slim WAY down to conserve cash reserves,” studio head Chris Taylor confirmed to Gamasutra, following earlier reports from Kotaku. As Taylor told us earlier this week, the studio is betting all it has on Wildman, and has little funds left to continue operating. “We spent all the last dough that we’ve had, and the last several months working on it. So we’re betting the company on it,” he said.”
Sadly, on February 11, the studio decided to cancel the Kickstarter after collecting 504,120 US$ on a goal of 1 100 000 US$, cancelling Wildman in the process. Still on Kotaku, we could read:
We have some news today. We are canceling the Wildman Kickstarter.
At this point, it makes sense for us to focus our attention on other ways to keep Gas Powered Games running. Unfortunately, we are unable to share any specifics in public. When we have news to share, we will be posting it on our site. If you want status updates, or if you want to continue discussing Wildman and/or this Kickstarter, please consider migrating over to forums.gaspowered.com.
We are profoundly grateful to those of you who backed this project and Gas Powered Games. Your passion and hard work put us in a position to write this exciting new chapter in the history of GPG.”
A few days later, Gas Powered Games was bought by Wargaming and was becoming Wargaming Seattle. The studio was shut down on July 22, 2018.
Wildman looked quite interesting, though, sadly, we will never get a chance to play it. Currently, Chris Taylor worked on it’s new game, Intergalactic Space Empire, within his new company Kanoogi.
Aries is a cancelled Free to Play futuristic sci-fi Massively Multiplayer Online First-Person Shooter developed from 2010 to 2012 at least, by First Eye Interactive, exclusively for the PC. The game was officially revealed during Spring 2012 on Kickstarter:
The game takes place during Earth’s destruction the human race began an expedition to a new habitable planet they could call home. However, they were detoured during their travels and crashed landed on an unknown planet soon named Aries. During their time on Aries, civil rivalry between ranks broke out and sides were chosen on who should lead. Earth survivors soon realize many of their own technologies were found on Aries and a bigger story for the destruction of Earth starts to surface. The objective now for survival is to find resources to help rebuild the survival ships and to get back on course to the second Earth in the mean time surviving the dangers that Aries presents to Earth’s survivors.
Aries is a massive multiplayer online game filled with the latest weapons and vehicles. Players will be able to dictate their own reputation through weapon choice, class abilities and profession. Play as several class abilities that are unique in there own ways from Special Forces, Sniper, Naturalist, Artillery, Engineer, Medic, Spy, and many more to master in the world of Aries; not only will there be hundreds of weapons you can choose from, there will also be vehicles, alien domestic creatures that can be driven or ridden. You will have to use your skills and wits with strategic tactics to do well. To avoid getting conquered in the player versus player in this game you should go through the top secret missions and raid missions.
Aries brings amazing scenery and destructive scenarios from town battles to remote locations hidden in the forest and jungles. Players will need to know what the advantages and disadvantages of weapons, vehicles and professions.
Team strategy and tactics is a major key to this game. Squad leaders will be able to call all the shots, call out enemy movements, and call in supplies, reinforcements, air support and artillery. You will need to use each team’s profession tactically when in battle
Gaining rank in Aries will bring you more rewards and influence with the side you choose. Gain General status and become your leaders go to unit. Rank can provide better missions for better rewards. Develop bases to be known in Aries and for refugees to seek out for safety. Establish your own special unit to be known in the world of Aries and build your own base to defend.
Aries will be operating on the Unreal 3 engine – a stable and proven medium for games with breathtaking visuals and visceral combat. Players will be able to experience both First and Third-Person Shooter gameplay, made possible by the Unreal 3 engine. This allows player to enjoy a combat experience similar to hit games like Mass Effect or Gears of War.
Aries’ game world is one of mysterious alien ruins, monstrous creatures, and inhospitable jungles. First Eye Interactive is committed to creating a game that is both accessible and incredibly immersive. Aries will achieve cinematic quality in both visual interaction and sound design. Players will be amazed by a lifelike and realistic world they can interact with in ways that have not been explored in other contemporary MMOs. Collision detection, visual degradation and destruction of both environments and items is all possible with Unreal Technology.
However, their first crowdfunding campaign didn’t work, the project only collecting 951 U.S.$ on a total sum of 275.000 U.S.$, Nonetheless, another Kickstarter campaign was launched by First Eye:
Does not look like we will reach our goal. However, I will repost ad at a lower amount to work on things in phases.
During this second crowdfunding campaign, some more information regarding the background had been shared:
Choose the side of Solace, Kyridian, and Ghost. These legendary leaders from the old world Earth have their own plans to help protect the survival of the human race.
Solace is a man of action. For him, power is directly correlated with brute strength and the iron fist. Solace forces tend to exhibit many of his traits. Combat forces can acquire heavier armor than their alter-faction counterparts, and all Solace’s troops have access to weaponry that can pack a serious punch.
Doctor Kyridian’s forces make up a more gruesome side of war. He has embraced the art of biological and surgical enhancement to make his forces more powerful. Though the extremes of his experiments have led many to suspect that his mind has crossed into madness, no one can argue his results. Kyridian troops are bioengineered super soldiers, enhanced and modified to fill their roles perfectly. Doctor Kyridian uses an amazing array of implants, prosthetics, bio-engines and chemicals to increase performance
Ghost’s troops are true to their nature, they are ghosts. Lethal and deadly assassins preferring to strike from the shadows and disappear just as quickly. They use their stealth as a tactical advantage over bombarding their enemy in open combat. Ghost’s forces tend to use highly coordinated strikes to disable and dismember their enemies.Ghost forces tend to shy away from heavy or clumsy armor and focus on training and equipment that aids them in fighting with smart tactics versus pure brawn.
First Eye also planned this time to launch the title first on mobile devices, then, eventually, on PC.
However, it was another fail, the title collected this time 437 U.S.$ on a total of 10.000 U.S.$. Despite this second attempt, developer announced that they planned a third campaign:
We thank you so much for your support. We are not stopping development at all. We will open up another Kickstarter page soon. However, we want to get a lot of our followers aware of our facebook page and twitter page. Check us out there to get up-to-date info every week. New art work and information about the game.
However, it didn’t materialize and the last glimpse about the game was on November 2012 on the project’s Facebook profile. Since then, main developer Derrick Smith turned into a fantasy author and has written twobooks.
Spoils of War is a cancelled sci-fi futuristicmultiplayerFirst-Person Shooter/Real Time Strategy hybrid game developed by East Coast Games around 2004-2005, then in 2014, exclusively for PC. The game offered the possibility to play two different genres, either by playing real-time strategy as the Battlefield Commander, or First/Third-Person Shooter with any other classes.
As we can read on the now-defunct website of the game, it took place in the future in a war against humans and an alien species named Ematrants on an unknown planet:
“The year is 2090, the golden age of human space exploration. Betrayed by the ever expanding deterioration of our own world, we were in desperate need of another planet capable of sustaining us. Eighty years ago, after many, many years of fruitless missions and fading hopes, the Saturn 5 wormhole was discovered. To our amazement, this portal could transmit our vessels one million light years away to a previously un-chartered galaxy… finally, a galaxy with the ability to sustain the human race.
Unmanned probes verified the existence of multiple planets, each with fresh oxygen-rich air, amazing minerals and bio-substances, ample food and water, palatable temperature and acceptable atmospheric conditions for habitation. The probes identified something else however, the existence of an intelligent humanoid species. Soon after, manned vessels were sent with orders to proceed with caution, ensuring that the message was evident – we had come in peace. Eventually our non-threatening, alliance oriented approach began to make a difference as our emissaries reported greater and more open interaction with the Ematrants. They even helped us establish colonies, research stations and trade routes. Given the growing cooperation between them and the colonies, and the worsening conditions on Earth, many of our best and brightest military strategists, linguists, scientists, engineers and medical professionals eagerly volunteered to help ensure, and establish a viable foothold on behalf of the future of the human race. Each successive test yielded positive results and our colonies were seemingly more and more effective establishing trust and mutually beneficial trade – with a host species we believed we were coming to understand.
But understand… how could we – for only a true savage could. As a mysterious illness befell their loved ones, they quickly blamed humans for their predicament. With no warning, our colonies began to report merciless, deadly attacks. Thus, compelled to defend our colonies – we immediately dispatched the necessary compliment of forces, vehicles and weaponry. There was no way we were going to let them simply slaughter our people, and turning back was not a viable option. Our only option was war.
The war raged for close to a decade, becoming increasing brutal as time went on. But somehow, they managed to seal the wormhole – cutting the colonial forces off from necessary supply lines and reinforcements. Our brightest military specialists, scientists and engineers couldn’t manage to reopen the portal. All communication with the colonies was lost – as well, any opportunity for us to assist countless people dependent on our support.
After almost seventy years of painstaking effort, and equally frustrating deafening radio silence from the colonies, a way to successfully penetrate the portal was finally identified. This time, unmanned probes found our gravest fears realized. Indications from the probe were that all traces of our colonies, of the thousands of our people, military and civilian – were simply gone. Although time had effectively camouflaged most of the obvious signs, evidence was found suggesting their blood-thirsty savagery… the extent of the utter massacre that must have engulfed our trapped colonies. Once the wormhole was closed, our colonies never had a chance.
Now that we have a rediscovered means of penetrating the portal, and seen indications of the carnage that occurred, long standing theories of the possibilities of peaceful co-existence – are no longer perspectives deserving the light of day. We have begun amassing a massive force of the most experience troops, most intelligent military minds – and all the technology and military might we have at our disposal. We will return – with revenge for those brutally murdered the fuel for the burning rage we have within.
We offered them good will and commerce – and betrayal and uncivilized butchery was their response. Good will and commerce are now off the table. Now all we have to offer them is death. Ematrants, prepare to meet your maker. We are coming…”
“Initially they were welcomed to our planets, allowed to interact freely and come and go as desired. Colonies were allowed to be established, inter-species trade was condoned… they were permitted to flourish in our world. But the ability to flourish peacefully was obviously never their intent. No, they wanted more… much more. Their goal instead was the extinction of our species, and the eventual sole proliferation of theirs, on a set of planets newly claimed. Once they found our guards to be sufficiently down, they revealed their true purpose – introducing a mysterious plague of massive and deadly proportions. It took us some time to realize the plaque’s origin and their deviant mechanism of transport and infestation – their very own self-infected carrier bodies.
Perplexed at first, we watched helplessly as, without warning, inexplicable illness and excruciatingly painful, inhumane death befell our loved ones – everyone with a history of even the slightest interaction, direct or indirect, with them. There was no effective treatment… no chance of recovery – only what we came to realize was the intentional attempt at species cleansing. We could idly watch no more. And so with no other viable alternative, forced to defend our land… our loved ones… our selves – we retaliated. The resulting war consumed many seasons and countless Ematrant forces, as they continued to send more (and better equipped) troops, technology and vehicles through the wormhole.
It wasn’t until the year of Narkanus the Great, that a focus on the ancient science of space and time facilitated the creation of a device that could stem the spread of the deadly plague. With the plague finally behind us, we recommitted our efforts to turning the tide of the war. In time we were able to permanently seal the portal – their only means of supply and replenishment.
With the wormhole sealed, we exacted the military might necessary to effectively eliminate the threat – ensuring, at least to some degree, justice for our innocent, murdered loved ones was served. With a combination precision and brute force we successfully wiped out all traces of the carrier mechanisms from our galaxy – never to trust again.
Rid of the threat, but wiser for the ordeal, we endeavored to put the disastrous plague… the necessary response… that unfortunate segment of our history behind us. We needed to move on… to forget about the dark days. But forgetting is no longer an option. It began when the prophets started having visions of the plague’s return. Fear began to spread much like the plague itself. Just as we had begun to reclaim some semblance of the peaceful, spiritual lives we once knew, somehow they managed to reopen the portal. The humans are again here among us.
And so, if it is war they want, then war is what they shall have – this time of a magnitude they can’t even begin to imagine with their diminutive, underdeveloped brains. We are ready to defend what is ours. This time, with a clear comprehension of their true purpose, we are more than capable of ensuring the plague of the humans is never allowed to happen again. So, if they are dim-witted enough not to know what they are up against – let them come. The plague, and the filthy, untrustworthy aliens that carry both it, along with any of the other various weapons they dare raise against us, must, and will, be destroyed. And as our Gods are our witness we vow to eliminate this selfish, ungrateful, uncivilized scourge from our galaxy, and maybe theirs as well – once and for all. One way or the other, we Ematrants will survive.
Let them come. Their long overdue, and much deserved, brutal extinction awaits…”
“Select the role of Battlefield Commander and toggle between managing your team in RTS and fighting an intense battle as a FPS. Or choose one of three other roles and enjoy extraordinary first-person combat as you experience character growth. “Spoils of War” skillfully combines the successes of real-time strategy and first-person shooter to create intense warfare and player depth that is unparalleled. As Battlefield Commander, switch between RTS and FPS modes to manage your team’s economy and technology while leading your fellow human players to victory. As one of three first-person characters you will commandeer vehicles, become skillful with weaponry, and use unique powers in a high velocity war.”
Start your own game: Be one of four Battlefield Commanders and determine your team’s strategy, build structures and weapons, manage resources, and provide instant instruction via chat. Or be one of 12 first-person characters and follow your commander’s instructions to help your team to victory.
The engine designed for “Spoils of War” uniquely combines RTS with FPS to deliver speed, incredible 3D rendering, community, and scale in a high-contrast alien environment.
Create over 50 unique structures and units.
Wreak havoc by controlling deadly beasts, manning heavy artillery, commandeering vehicles, or using special powers.
Explore a diverse world of intense lighting, sound, and perspective.
Further details emerged quickly after its reveal, with, for instance, a detailed sheet explaining every classes for bothsides, alongside an interview of Matt Andrews by HomeLAN:
HomeLAN – First, how did East Coast Games come to be formed?
M.A. – ECG was founded in January, 2004 by Jim Servia (President) and Chuck Goebel (Chief Technology Officer). They both gave me a call with a unique creative opportunity and after just a few phone calls I was on-board managing the creative direction and marketing for the title. Chuck and Jim had begun developing the Spoils of War game engine a while prior to our first call and I was extremely impressed with their concept and progress.
HomeLAN – Another critically acclaimed game, Savage, also combined first person shooter and real time strategy gameplay. How will Spoils of War differ from that game’s approach?
M.A. – The main point of difference with Spoils of War from any other game is an equal combination of the two genres; we stayed away from being one genre with some of another mixed in. We’ve accomplished this with our character structure in that the player has the ability to decide how they want to play the game, in FPS mode only, in RTS mode only, or by combining the two. When a person plays Spoils of War they might find that the Battlefield Commander position is one they’d like to try because of the ability to control resources and manage Artificial Intelligence’s or they may be perfectly happy going off on their own and wreaking havoc as an overwhelming FPS. Others may enjoy RTS, but every once in a while wish they could drop down and help their fellow warrior(s) on the battlefield.
Also, our characters have a lot of depth with some having powers, brute force, agility, or a million combinations of those and more. Another unique quality to Spoils of War that people will enjoy is the environment. We worked hard to create terrains that would not only present good opportunities for battle, but they challenge users to think, explore, strategize, and use to their fullest extent.
HomeLAN – How will the first person shooter and real time strategy aspects of the genre be used in Spoils of War?
M.A. – Our RTS and FPS elements are unique to Spoils of War because some of the RTS assets can be occupied by FPS characters or managed by the RTS Battlefield Commander character. For example there are the Main and Heavy Battle Mechs on the Human side. These mechanical beasts of destruction can be told by the Battlefield Commander to attack any asset or a FPS character can find one on the field of play, hop in it and start wreaking havoc. We have a series of Artificial Intelligence characters on each side as well that all have characteristics of their own and in some cases will be as organic as the FPS characters in the way they move. Take the Ematrant Reaper for instance: This massive beast was bread for pure hatred of the enemy and is instructed by the Ematrant Battlefield Commander to do nothing by demolish anything or anyone that comes in its path. We made this thing so overpowering as a bi-ped that when you compare the player economies he pairs-up with the Main Battle Mech in intimidation.
Standard RTS assets such as structures and Artificial Intelligence characters interact with the FPS characters in that they offer support and are all an integral part to achieving a FPS or RTS objective to defeat the enemy. I’ll run through an example: At the beginning of a game the random spawn points drop you and your team on one side of a 5-mile wide crater and your opponent on the other side. After some tactical recon you decide to maneuver towards a large-sized resource deposit that’s in close proximity to your enemy. Following some minor advancement you know you’re going to eventually be seen, so you might as well build-up some forces before engaging your opponent. As the Battlefield Commander you dispatch Construction Droids (say you’re a Human) to go mine resources you find along the way. Once you’ve accumulated enough you build a clone lab that will produce ground infantry. Production of the infantry begins; you amass your forces and command them to run with your FPS characters to achieve your goal. The infantry is commanded in RTS mode and the FPS characters are led via in-game chat.
HomeLAN – Will there be a single player campaign or will the game be a multiplayer title only?
M.A. – For now this is multiplayer only. We may introduce a single-player piece. With a maximum of 16 players on one map, Spoils of War will allow for massive battles, fast-paced warfare, and the ultimate tactical challenge.
HomeLAN – What is the current status of the game’s progress and when will it be released?
M.A. – We’re currently getting ready to do an internal beta release, gathering beta participants and finalizing the test plan.
We have a few months of testing to complete and concurrently we’re weighing our publishing options. To date we’ve been reviewing opportunities with a lot publishers and are working hard to shore-up the best way to get the product in your hands in the most effective manner.
Unfortunately, the game discreetly vanished after all of this. We can assume that the developer didn’t manage to secure a publisher and had to postpone it.
However, in February 2014, East Coast Games resurfaced from the dead by lauching a crowdfunding campaign on Kickstarter for their game. But the financial goal wasn’t reach, only collecting 285$ on a total of 350.000$. Without surprise, Spoils of War was again cancelled after that failed attempt and East Coast Games definitely disappeared from the picture.
Spoils of War wasn’t necessarily the first cancelled game trying that mix between FPS and RTS. In the same period, we also could see games such as Ghost Wars, Dreadnoughts and Terra : Formations, among others.
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