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BattleCry [PC – Cancelled]

BattleCry is a cancelled Free-To-Play multiplayer Third Person Hero Shooter game developed only for PC by BattleCry Studios and published by Bethesda Softworks between 2012 and 2015. The game was set in an alternate 20th century universe where a cataclysmic world war forced powerful empires to ban gun powder under a treaty named “The Black Powder Treaty”. Following this, the world gave birth to the Pansophic Revolution – a golden age of industrial manufacturing and design. But as technology advanced, tensions reignited and the world faced a war once more. All battles are settled head-on by elite teams of chosen warriors from all over the world, with each member specializing in either high-tech ranged gadgetry or sophisticated melee weapons.

The art direction of the game was designed by the late Viktor Antonov.

The first information regarding BattleCry was hinted in October 2012 where Bethesda Softworks announced the creation of BattleCry Studios as one of its new subsidiaries:

Battlecry Studios is a new development house being built in Austin by Zenimax Media’s Bethesda Softworks. Battlecry will be under the direction of Rich Vogel, a former VP at BioWare Austin, who most recently was an Executive Producer on Star Wars: The Old Republic.

Actually, for the past ten years Vogel’s been working on MMOs, at both Electronic Arts and Sony Online Entertainment. Coincidentally, ZeniMax Online is working on The Elder Scrolls Online, but it would seem that’s not what Battlecry is up to, since it’s working on an “unannounced project.”

BattleCry was officially revealed in May 2014 as we can read on USA Today:

The Elder Scrolls publisher Bethesda Softworks is jumping into the free-to-play business.

The company unveiled Battlecry, a 32-person online multiplayer combat game that will launch on PCs in 2015.

Designer Viktor Antonov, best known for his work with Half-Life 2 and Dishonored, is working on the game, which takes place near the dawn of the 20th century. Gun powder has been banned following a world war, paving the way for a revolution in industrial manufacturing. As a new war bubbles up, elite squads of fighters engage in battle in a variety of WarZones.

Players choose warriors with their own unique weapons and skillsets. The game features three classes: the Enforcer, the ranged Tech Archer and the speedy Duelist. Weapons include swords that can turn into shields, high-powered bows and blades wielding electro-static energy.

Further details and gameplay videos were shared at E3 2014. Thus, PCWorld wrote:

There’s been quite a land-grab lately in the “multiplayer-only melee combat” genre. On the relatively realistic side of the spectrum we have Chivalry: Medieval Warfare and War of the Roses. Progressing more to the arcade end of things we have the recently released War of the Vikings.

And now Bethesda is making a play into the market with third-person action game BattleCry. If you’ll allow me to compare to a separate genre here—if Chivalry is Call of Duty and War of the Roses is Battlefield, BattleCry is straight-up Team Fortress 2.

BattleCry is fast, with little time for thought. It’s cartoony. It’s pure arcade silliness.

The game’s classes are all distinctive both in abilities and in silhouette. There’s the aforementioned Enforcer, a hulking figure replete with transforming sword, or the much more diminutive Duelist, who can cloak to escape combat situations.

You zip around the map at breakneck speeds, leap incredible distances, occasionally grapple through the air from point to point, and then arrive at the battle to swing your sword wildly with about ten other teammates. BattleCry falls prey to the same problem as Chivalry and War of the Roses/Vikings in that melee combat is inherently hard to replicate in games, especially in multiplayer. Instead you end up with a rough approximation of what sword fighting is like.

In our demo I’d say that skill and strategy mattered far less than which team brought a larger number of players to the fight. If you’re on your own, you’re probably doomed. If your group of three meets up with a group of five enemies, you’re probably doomed. If you’re evenly matched…well, then things get interesting. Then, the composition of your group can matter a whole lot.

I found the most fun playing the Duelist. Being able to uncloak and stab enemies in the back while they were busy fighting my comrades felt like a definite advantage, and it was more precise than spamming the attack button like the Enforcer class. The Tech Archer was also a lot of fun—here I was kitted out with a bow and throwing knives, which again felt more skill-based.

But it’s arcadey. These 32-player battles move fast, and there’s not a lot of reason to sit still and plan out attacks. You throw your units into the meat grinder and hope your faction comes out on top.

(…)

There’s not a lot to the game yet, but the game’s also at least six months from even entering a beta phase, which is slated for 2015. This was but a first taste of the game, and a short one at that. BattleCry will be free, though, so nothing’s stopping you from busting out your PC and giving it a shot whenever it releases. You’d better practice your snappiest salute—I’ll be looking for it, presumably sometime next year.

There were a total of 5 playable classes within 3 factions in BattleCry. Here are the factions with some information:

The Imperial Marines:

With the creation of the Black Powder Treaty, the Royal Marines were chosen to represent the United Kingdom in the WarZones. Devasted by the aftermath of global war, the British saw the fragility of their far flung Empire. They see the Black Powder Treaty and WarZones as way to legitimize their Empire as is and hold onto it without the high costs of all-out war. Descended from the famous red coated soldiers of the Napoleanic and Crimean Wars, these hardened Commandos meld their 18th century traditions to the needs of the modern WarZones. By staunchly supporting the creation of the WarZones they have earned an image as world leaders, which they will defend no matter what it takes.

The Cossack Empire:

Terribly headstrong and fearless, the Cossacks transformed villages and outposts into special military estates similar to the knights of medieval Europe. The Black Powder treaty gave the Cossacks a tremendous military advantage over their foes and their former lords. They declared complete independence, rebelled simultaneously against the Polish and Russian kings, won and ceased to be a vassal nation. After creating an independent Cossack Kingdom they decided to fight the Imperial Marines in the WarZones as they vied for control over the Bosphorus and the Black Sea.

The last known faction was the Han Republic which was announced later without information regarding their lore.

Regarding the 5 playable classes, here is what we could read about them:

There are five classes within the game—Enforcer, Gadgeteer, Brawler, Infiltrator and Ranger. The Enforcers are the basic tanks, Gadgeteers are supports with guns, Brawlers are the melee dps, Infiltrators are the game’s take assassins and the Rangers are the bow-wielding ranged dps.

After going silent for a whole year, the game was showcased again at E3 2015 where signing for a closed beta was also announced. IGN wrote:

(…) For example, the Infiltrator class moves faster than, say, the brutish Enforcer class and can briefly turn invisible to deliver sweet stealthy death. Unfortunately, they also seem to have less health and deal slightly less damage per blow than other classes, so if you ever find yourself outnumbered, you’ll maybe get one kill in before the other team literally tears you apart. This means you have to play strategically – stalking lone players for quick, easy kills or relying on your teammates to run cover as you slip in and out of combat.

By contrast, Enforcers are slow-moving meat shields. They can stand and defend a capture point all day, but if you try to rush an enemy base, you have chosen poorly and will probably be very dead very soon. Pair an Enforcer with the strictly ranged attack power of the Ranger class, however, and suddenly your opponents have no escape. During my hands-on time, Battlecry consistently surprised me with level of nuance contained within each class. Running around mashing the melee button rarely worked for me, but studying and utilizing each character’s specific abilities generally produced positive results.

Interestingly, the developer I spoke with actually likened Battlecry’s combat to DmC: Devil May Cry. In theory it’s designed to require skill, practice, and patience rather than reward mindless sword-waving, and while I’m not sure DmC would have been my go-to comparison, my experience supported at least the spirit of his analogy. According to that same developer, the final version of Battlecry will likely be even more sophisticated than the alpha I played. My playtime featured just five character classes and a single map and mode, whereas the finished product will offer more of all three (though the finally tally for each remains unconfirmed).

In addition, the shipping game will apparently include a full leveling and character customization system that deepens each class’s ability set by presenting players with some risk/reward choices when equipping unlockable loadout options. We may also see other combat mechanics like an “adrenaline” system that rewards players for stringing moves into combos – a feature that was previously announced but, as far as I could tell, not available in the demo I played. And finally, you’ll find some light story elements framing the action, but for now, don’t expect a narrative-driven single-player component.

Most importantly, though, the developer I spoke with during my demo stated adamantly that any real-world money you spend on the game will go towards cosmetic options and not gameplay options. In other words, all progression must be earned, period, and players who are fine with stock costumes will likely be able to enjoy the full experience for free. While there’s clearly a lot more of Battlecry that remains to be seen, this fall’s closed beta should help the team finalize the game’s features and (hopefully) balance all those moving parts.

However, in September 2015, BattleCry Studios was hit by layoffs:

In a recent, and very quiet move, BattleCry Studios has laid off an unnamed number of staff, with one source telling us it’s a “substantial portion” of the Austin team. The game studio is known for their primary game, BattleCry (…)

There is no word as to whether or not the game is in trouble, and whether or not it will be moving forward. BattleCry Studios is a sub-studio of ZeniMax Media Inc., which is published by Bethesda Softworks, who has not returned our requests for comment.

Why are the layoffs shrouded in such mystery? We are told that employees, both past and present, are restricted by tight Non-Disclosure Agreements (NDAs) that come with heavy lawsuits. It is said that the company hopes to keep the news quiet. It remains unknown how many people lost their jobs last week, whether they’ve been offered roles elsewhere, but it is rumored that many were able to stay with ZeniMax and will begin working at BattleCry Studio’s sister company, Arkane Studios.

The next month, Bethesda announced putting the project on-hold following concerns about the success of the game, as we can read on PCGamer:

BattleCry hasn’t managed to wow audiences quite like other Bethesda-published titles, and Bethesda seems to have noticed. At least, an official statement from the company has acknowledged that it has concerns about the third-person free-to-play action game.

“We have concerns about the Battlecry game and whether it is meeting the objectives we have for it,” the company’s statement reads. “We are evaluating what improvements the game needs to meet our quality standards. The studio remains busy during this process on multiple projects.”

Progress Bar was the original recipient of the statement, but I received it separately after contacting Bethesda’s Sydney office.

The last we heard from Battlecry was Bethesda’s E3 announcement that beta sign-ups were open – but the beta never happened. Our hands-on with the game wasn’t exactly awe-inspiring, though Evan did see some promise, writing that “uninspiring as this first hands-on was, I ended the demo with some appreciation for how agile characters are in Battlecry.”

In August 2016, it was revealed tha BattleCry Studios was helping id Software on the multiplayer mode of DOOM (2016), as we can read on GameReactor:

Doom’s multiplayer is now back under the guidance of id Software, and MP specialists Certain Affinity have been moved on. The studio, which has in the past worked on online titles including games in the Halo series, is no longer supporting Doom’s PvP element; that is now being handled directly by id, with assistance from the BattleCry team.

The news emerged during our interview with id’s Marty Stratton during Quakecon this week, at which point we were told about the studio’s ongoing plans to support and develop the online side of the demonic shooter.

What is unclear is the level of support being offered by the BattleCry team, and what, if any, impact that involvement is having on the development of their own title, BattleCry.

Late last year IGN reported that Bethesda weren’t happy with the direction that the game was taking and that the BattleCry team were also working on other projects, but it still begs the question of whether the online title is even still in development. It has, after all, been very quiet on that front in the last few months.

It was made official that BattleCry was cancelled in January 2017 as we can read on Twinfinite:

It seems like BattleCry Studios’ first and titular game, BattleCry, has been cancelled.

According to the LinkedIn profile of one Embedded QA Designer at BattleCry Studios, the free-to-play multiplayer game is officially no more.

David Dobert’s profile states that he started working for the studio as a senior embedded QA analyst for “the now cancelled game Battlecry” before moving onto DOOM’s Unto the Evil DLC. This news would come as no surprise to most, as we’ve heard nothing about the game since mid-2015.

In March 2018, BattleCry Studios became Bethesda Game Studios Austin:

BattleCry Studios has become Bethesda Game Studios Austin.

BattleCry Studios was formed in 2012 to create a free-to-play project called BattleCry, but it was shelved in 2015 after parent company Bethesda Softworks became concerned about the project.

Rather than close the studio, BattleCry has supported work for other teams and assisted the expansions for id Software’s Doom.

Now the firm has become part of Bethesda Softwork’s primary internal development unit, Bethesda Game Studios. (…)

The new Austin studio will be managed by industry veteran Doug Mellencamp as studio director.

“We’re excited to join Bethesda Game Studios and look forward to working together on some of the industry’s most exciting new games,” said Mellencamp. “Austin’s incredible game development scene and talent will also allow us to push our games further than fans have imagined.”

Game Director and Executive Producer Todd Howard added: “As the vision, scale and ambitions for our games continue to grow, so does Bethesda Game Studios. We’ve had the pleasure to know the talented developers at BattleCry, and knew we could do great things together.”

Following the rebranding, BattleCry Studios, now Bethesda Game Studios Austin, mostly worked on the infamous Fallout 76.

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Ronin (Sony Online Entertainment) [PC/ PS3 ?/ PS4 ?- Cancelled]

Ronin is a cancelled futuristic post-apocalyptic/dieselpunk open world multiplayer action game developed by Sony Online Entertainment in the 2010’s for the PC, but also could have been developed for one of Sony’s video game console, whether the Playstation 3 or the Playstation 4.

Very few information can be found on Ronin at the moment. This project was made public on the personal website of Richie Romero, former Art Director at Sony Online Entertainment, who shared a couple of videos alongside some screenshots and concept arts. The title is simply described as:

A futuristic post apocalyptic world which I had the priviledge to work with a small core team to create the visual style, character designs and overall mood.

According to his LinkedIn profile, Richie Romero worked at Sony Online Entertainment from May 2009 until March 2015. He was also credited as an Associate Art Director on DC Universe Online, which was released in January 2011. Through this little information, we can make the assumption that Ronin began its development cycle not so long before or after the release of DC Universe Online. Romero is only credited on this project at Sony Online Entertainment, despite having work for the company during almost 6 years. He left the company during the time where it was sold to Columbus Nova, which, shortly after, carried out layoffs:

Last week, Sony and investment firm Columbus Nova announced that Sony Online Entertainment had been sold. The studio responsible for DC Universe Online, Everquest, Planetside, and the upcoming H1Z1, has been renamed. Now it seems, staffing changes are underway that reported see significant departure of talent.

Michele Cagle, Senior Director of global communications at Daybreak, confirmed the staffing changes in an email to us. “As part of a strategic decision to rationalize the business, Daybreak Game Company announced today that it will eliminate positions in both its San Diego and Austin studios,” she says. “This alignment of resources better positions the newly independent studio for future growth opportunities and developments, including delivering on its legacy of making top online games and establishing a solid foundation for future multi-platform success. These reductions will not affect the operation of current games and the company will continue on its mission to partner with its player community to drive the future and push the boundaries of online gaming.”

Richie Romero did not respond to a request for comment regarding further information on the Ronin project. Therefore, we do not know if Ronin could have been released on some Playstation systems too, just like the previous games from Sony Online Entertainment as well as the following ones, when its development cycle started and ended, and what was the reason behind its cancellation.

If you know someone who worked on Ronin and could help us preserve more screenshots, footage or details, please let us know in this comment section!

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Star Wars Outpost [PC / Mobile – Cancelled]

Star Wars Outpost is a cancelled Real Time Strategy/simulation social network hybrid game developed from 2011 to 2012 by LucasArts Entertainment Singapore for browsers based PC and mobile devices. It was based on the eponymous movie franchise.

The existence of Star Wars Outpost was revealed after its cancellation alongside many others cancelled Star Wars related project during the closure of LucasArts, back in April 2013. At first, it was initially briefly mentionned by an article from Kotaku wrote by Jason Schreier back in September 2013, when we simply could read this:

The list of cancelled projects goes on and on. (…)

There was Outpost, the Star Wars take on Zynga’s FarmVille that would let players build empires, one click at a time.

It is only in January 2016, almost 3 years after the shutdown of LucasArts, that more details, alongside a couple of artworks, about the game emerged. Eurogamer was the first to relay those information:

A long time ago, before Disney‘s acquisition of Star Wars, LucasArts spent two years developing a “hardcore” strategy simulation for PC and mobile devices. And then it quietly cancelled the project, four weeks from completion.

This game was Star Wars Outpost, which was being built by a team of 30 working out of LucasArts’ Singapore office.

We were told Outpost was canned shortly before Disney’s acquisition – at which point other Star Wars games were halted, too. (…)

If you’re thinking you’ve heard Outpost’s name before, then you’re right – reports on the canning of 1313 and First Assault mentioned this third game, although at the time it was only referenced in the vaguest of terms – and described as a Farmville clone.

“The previous leaks mentioned a social game that was supposed to be Star Wars’ answer to Farmville,” the tipster said. “This is absolutely wrong.

“The people who thought [Outpost was a] Farmville game were from the US office. They had no idea about this game either – except just a few key people. This was being made 100 per cent in Singapore.”

At the time of its cancellation, Outpost was “about 90 per cent done”.

“We were just looking for approval to start public beta testing. Instead we got a call they were going to kill the project.”

Rather than a social game clone, Star Wars Outpost was designed to be a “very hardcore” experience. And despite the fact it might look like a game you’d find on Facebook, the title was canned because it was considered too niche.

“The best way to describe the game is if Star Wars met Settlers of Catan/EVE Online,” said the source. “You would take control of an Outpost on a planet within [the Star Wars galaxy]. The land on the planet was finite and so were the resources, so you were forced to search out and find other players. You had choices to either work with them or betray them for their resources.

“You could then start supplying weapons/ships/tools etc. to either the Rebels or the Empire. Supporting each side would control a balance of power where that side could start taking over the Galaxy.”

Nearby players who were allies would slowly become connected to you via networks of roads and trade routes. A world completely controlled by the Rebels or Empire would grant bonuses to the appropriately-aligned Outposts on it.

“It was a very deep game and always running like an MMO, we wanted players to really invest a lot in time,” the source continued.

Outpost also had a working day/night cycle, and an overworld populated by characters who would wander around and interact with the settlements and other characters in it.

But despite its hardcore aspirations, LucasArts was building the game to be as accessible as possible – coded in HTML5 and playable via a browser.

“We did it in 3D but everything was hand painted by artists to make sure we had a nice art style.”

There were deeper plans for Outpost, too. The game’s original design was for it to connect with Star Wars: First Assault, and allow you to create weapons or ships for use in the shooter.

“We had the back-end working but not in-game,” said the source. “Then the players from First Assault could buy those unique weapons and equipment. You could also send in dropship supplies to help a side during the fight.”

All of which makes it more of a shame we’ll never see Outpost. After the game’s cancellation its team was moved on to casual mobile games (“which all got killed also right at the Disney purchase”) while a few were shuffled onto the similarly-defunct Star Wars 1313. After two years of work, Outpost was dead.

In May of the same year, a short trailer showcasing some gameplay leaked onto the internet. According to the main source, the video was part of larger vertical slice demo that’s yet to be found:

When LucasArts still was a company not acquired by Disney, a real time strategy (RTS) Star Wars game was about to be released on PC and mobile devices.

(…)

Now, thanks to Elise Baldwin, who was the Audio Director on Star Wars Outpost, we are able to see a slice demo illustrating the combat mode of the game:

I was the Audio Director on this unannounced title which did not make it to marketplace. It was in development for over a year, during which time it went through three platform/engine pivots. It featured a simulation mode and a tactical combat mode. This video was part of a vertical slice demo illustrating the combat mode.

The death of LucasArts was truly a tragedy for many people, starting with the numerous employees worldwide who were laid off, and many projects, whether or not based on Star Wars, were cancelled both before and during the acquisition by Disney. In addition to Star Wars Outpost, and Star Wars 1313 and First Assault already mentionned above, we can add:

  • a game based on Indiana Jones
  • a 2D physics-based shooter called Caveland that was meant to be an experimental digital title
  • Smuggler, a game designed for cross-platform multiplayer that would let you play as a customizable character within the Star Wars universe, smuggling and trading between Facebook, tablets, and consoles
  • An iOS game called Death Star in which you’d get to control your very own version of the Empire’s space station
  • A Wii U project code-named Wingman that was modeled after the TIE Fighter and X-Wing games. This project would later evolved as Star Wars: First Assault “Version Two” which featured prototypes and elements that didn’t go to the “Version One”.
  • A Star Wars based open world RPG that was led by Clint Hocking
  • A Star Wars take on Grand Theft Auto that was based on a cancelled live action TV show named Star Wars: Underworld. The project would later change direction and evolved as a co-op shooter game similar to Gears of War, that would eventually lead to the first design of Star Wars 1313.

In the recent years, a tech demo of First Assault, alongside the complete Nintendo Wii version of Star Wars: Battlefront 3 leaked online. We can hope that, some day, others cancelled projects may be made available online to allow players to test them or learn more about them.

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Project 1V1 [PC – Cancelled]

Project 1V1 is a cancelled Free-To-Play multiplayer First-Person Shooter/Collectible Card Game hybrid developed exclusively for PC by Gearbox Software, from, at least, 2017 until 2022.

The game tried to be a competitive Esport Arena shooter, similar to titles such as Quake 3: Arena and Unreal Tournament, that faced two players against each other, each with three cards that confered special abilities.

Project 1V1 was officially revealed by Gearbox in August 2017 while, in the same time, announcing that they were holding a closed beta test for the game:

Borderlands and Battleborn developer Gearbox Software is working on a competitive first-person shooter that “combines the action of fast-paced 1v1 first-person combat with the metagame strategy of a collectible card game,” according to the project’s website. Gearbox is calling the in-development game Project 1v1.

Gearbox said on its website that it’s holding a short, closed technical test for Project 1v1. Players who are interested in taking part can sign up for the beta on Gearbox’s Shift website. (…)

The Project 1v1 website doesn’t offer much detail on the game beyond naming a trio of modes (ranked, challenge and arena) playable in the technical test. Players will apparently be able to earn crates and new cards by defeating opponents in Project 1v1’s ranked mode. (…)

Shortly after, some gameplay videos of the beta were uploaded on YouTube, before being taken down. Other than that, Project 1V1 didn’t resurface before E3 2018 where the title was showcased behind closed doors:

Borderlands fans will be frustrated to hear that Gearbox is showing a new shooter at E3 2018 to press – but it’s not the highly-anticipated Borderlands 3. Instead, Gearbox is showing it’s 1v1 multiplayer shooter and card hybrid. It’s a relatively secretive project, having been in a closed technical test last August. No footage of Project 1v1 will be shown outside of the closed doors presentation at E3, although you can expect some hands-on written impressions. Presumably we’ll also learn it’s proper name. (…)

Just after E3, numerous previews were indeed written. Thus, for example, Mediastinger wrote:

In Project 1v1, Gearbox is attempting to merge the competitive arena shooter genre with the growing popularity of watching esports. In the Arena Hangout mode, multiple players queue into a room while the game stays in windowed mode on PC. Players who are not going head-to-head in the arena are able to watch the current 1 vs. 1 battle in spectator mode while still chatting and cycling through all of the game’s menu options such as abilities, cosmetics, deck-buying/building, and more.

Other modes are planned to offer more serious instant action while the actual gameplay is what you would expect from an arena shooter that plays very smooth like a game of Deathmatch in Quake or Unreal Tournament – except with unique powerups such as turrets, tracking satellites, and even powerful swords that can be called down and need to be protected for a brief period before being picked up and used to instantly slay foes.

While gameplay was fun, Project 1v1 seems like Gearbox’s attempt to salvage their hard work from Battleborn… and I’m not sure how it can be successful in the current gaming market. The game’s main gimmick is focusing on 1v1 gameplay, a concept that is the opposite of the current demand from gamers who want instant large-scale action — which battle royale games have recently become so successful delivering.

Project 1v1 is still in a very early stage and could change drastically in the future as new modes are added. Right now, the game is currently only planned for PC and still has no release date, or even any actual footage available to be shown online.

For it’s part, Twinfinite was more enthusiastic:

(…) At E3 2018, I visited the folks at Gearbox to sit down and play an alpha build of Project 1v1 that was being shown to the press. It was the very first time the game was being shown outside of the studio.

You can imagine my surprise, then, as I discovered a game that already felt incredibly well-polished. Of course, 1v1’s UI will likely go through a number of iterations before its eventual release, but a slick menu already presented several different character designs, allowed me to experiment with a range of different weapons and abilities, and play a handful of different maps. But it was in the gameplay that things felt impressively far along. Project 1v1 is sublime to play; the gunplay and traversal felt great, there were no bugs or crashes, and each match ran as smooth as silk.

The arsenal of weapons included plenty of your typical FPS selection, but there were some inventive standouts too. Beyond light machine guns, shotguns, and rocket launchers, there were neat weapons like the railguna super powerful rifle with a secondary fire option that allowed you to shoot across the map with the bullet by pressing the right mouse button. And it was a similar story with abilities, too. Three cards can be selected for special skills, activated at the press of a key and differing in cooldown according to strength. These ranged from passive recovery buffs to sentry guns that could be placed to cover a choke point. My absolute favorite was the Excalibur – a sword that, once planted in the ground for a few seconds, could be wielded to devastating effect. Slightly OP, perhaps, but hilariously fun to shoot across the map and instant frag an opponent.

1v1’s maps are like a condensed version of a classic arena-shooter, complete with a balance of cramped hallways, mini choke-points, a wide open space or two, and designed with plenty of verticality. It would take you less than a minute to circumnavigate any one of them, but they all had been crafted in a way that let you quickly put distance between you and your opponent by dashing around a corner or hopping onto an above ledge. Some had strategically located springboards so you could quickly ascend to a map’s highest level. Aesthetically, some were more interesting than others, but I absolutely adored one, in particular, set against the backdrop of a dystopian futuristic city.

The local network I was playing on consisted of only four players at any one time, which worked well for 1v1’s curious multiplayer setup. Given that the game is specifically designed for duels, other players spectate while waiting in a queue. With a limited number in the server, the wait was never long, but I do wonder how things are supposed to work when there are three, four, or ten times that number. Gearbox didn’t have an answer for me when I enquired as to many players are likely to be pooled in a single server moving forward.

As it turns out, each match was so intense that I genuinely enjoyed my time spectating, and it was super fun to hear people gasp and cheer at my own efforts. But not every 1v1 match is going to be so entertaining, and the novelty of the format would only last so long. It remains to be seen how this all translates to a full release. Not to mention, while I definitely appreciated the bespoke 1v1 map design and the entertainment value of duking it out with a single opponent, I can’t say that the game wouldn’t be just as fun with a few more players in a server with me. 1v1 is great, but why not 2v2 and 3v3 as well?

As of right now, the foundation is in place for Project 1v1 to make a big splash on the free-to-play scene. I thoroughly enjoyed the gameplay, the performance was exemplary, and the card system is a blast. It needs fleshing out, of course, but assuming that there’s an audience out there ready to embrace it, the future looks bright for Gearbox’s unorthodox shooter.

Finally, a similar feeling was also shared by WayTooMany.games:

(…) I have managed to play the game for around half-an-hour (and countless rounds) at a private appointment at Gearbox’s room during E3, and I have to admit, I did enjoy what I saw. I did see a lot of potential in what they’re creating, but with a few concerns.

The gameplay is great. The game is extremely fast-paced, just like an old Unreal Tournament, the matches are very quick, the respawn times are nonexistent and the few weapons I could test were diverse, balanced and fun to use.

Just like older Unreal Tournament games, there is no aim button, there’s no auto-healing (you can heal by picking up health icons scattered throughout the stage), and there are lots of traps scattered throughout the stage, such as pits. The level design is creative, even though I have only managed to play on three different maps. Besides your two weapons, you can equip yourself with different perks, such as an ultimate rocket attack and an extra jump. Whenever you use your special moves, you need to wait for them to recharge. You can also pick up a card icon to get an instant recharge. From what I could play, Project 1v1 looked promising: a nice throwback to simpler, arcade-oriented shooters, with a lot more emphasis on chaotic fun than realism.

With that being said, I still have a few concerns about the game.

One of the main concerns is regarding waiting times. As previously mentioned, the game is based around 1 vs 1 matches, meaning that everyone else in your room needs to wait for quite some time before being able to play the game. Depending on the amount of people inside your lobby, you’ll have to wait for up to 15 minutes in order to play a 5 minute round. The game automatically shrinks its screen size during the waiting moments, most likely in order to let players mind their own business surfing through the internet or doing something else on their PCs while they wait for their turn.

I feel some balance needs to be made regarding it, with multiple duels happening at the same time, in order to keep people busy. That’s also a great way to promote championship creations. I don’t know if Gearbox has this plan in mind, but I really hope they come up with something like this when the game finally comes out. (…)

After that, Project 1V1 felt again into oblivion, only being briefly mentionned in July 2019 by French website NoFrag.com, announcing that a new closed beta test was on its way:

(…) If you are a fan of Randy Pitchford‘s games, or frankly have some time to kill, you will be delighted to learn that this future Free-to-play is opening up to a new closed test session, subject to an NDA (no authorized videos, or even screenshots). To participate, you will need to go through the Gearbox site, SHiFT, and link your Steam account there.

Compared to the previous test session, this one adds 3 maps to the 2 already existing, new playing cards and a revamped interface.

From there, it looked like things were getting tougher for the game. Again forgotten by everyone, it came back once again from the dead, in July 2021, when someone on Twitter/X asked Gearbox CEO Randy Pitchford whatever happened:

On going. The pandemic shook us up a bit, but we went through a chrysalis and I am excited for what will emerge.

Unfortunately, it seems that this revival was ultimately a waste of time since during the summer of 2022, the cancellation of the game was officially announced on Reddit:

Hey Project 1v1 faithful, I am finally able to share some news about Project 1v1, the server, and the community.

It is my unfortunate privilege to let you all know that I’ve been notified through official channels that there “are no plans to resume development”. I know this is a heartbreaking thing to hear for most of us, but unfortunately this is just something that happens in the world of video game development.

With that news being official, and after some discussion, we’ve made the choice to close down the Discord Server. The server closure will take place on September 1st 2022. This will give everyone here ample time to be able to jump onto servers with one another and create your own internal communities to duke it out in other games if you wish. I didn’t want to shut the server down right away because I know a lot of the folks here made friends along the way and I wanted to make sure we all had the opportunity to keep those connections.

I appreciate everyone that has been a help to the community, donated for giveaways, participated in events and the playtests! While we may not get the end result we were hoping for, I am sure we have helped the team inside of Gearbox Publishing in many ways. I know I feel feel proud to have had an impact in that way and so should us all!

It is unclear to this day why Gearbox made the decision to cancel Project 1V1. We can speculate that in a very competitive market, whether it was the Collectible Card Game’s aspect or the arena shooter, it was difficult for a new original title to be a financial success. Battleborn, itself built on the remnants of Brothers in Arms: Furious 4, was a dismal failure, and a comparison can also be made with The Amazing Eternals, very similar to Project 1V1, and which was canceled precisely because of this competitive market.

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World of Mercenaries [PC – Cancelled]

World of Mercenaries is a canceled military Free-to-Play multiplayer First-Person Shooter developed and published by City Interactive around 2011-2012, exclusively for the PC.

Not much is known about World of Mercenaries as information about it covered only 4 months. The game was officially announced in March 2012 by its developer, the Romanian subdivision of City Interactive, as we can read on MMOBomb:

Powered by Unreal Engine 3 and to be distributed digitally via Steam, World of Mercenaries is a skill based competitive FPS with stunning graphics, fluid controls, customizable weapons and focus on teamwork as a core element for player progression. Immerse in the life of a fearless mercenary!

“Our veteran team is comprised of some of the most devoted FPS fans in the world and we’re excited to use our knowledge and experience to fuse the best elements of previously released games in the genre with new and exciting advancements – be it in terms of graphics, controls or skill based game play.” says Bogdan Oprescu, Executive Producer for the title. “Our closed beta program will be an integral part of the development process for World of Mercenaries, as it is our goal to deliver a game made by, for and with FPS fans. We are shaping the future of competitive FPS, and are fully confident it will be achieved with the enthusiasm and help of our beta testers.”

World of Mercenaries was launched into closed beta in May 2012, and further details were shared:

City Interactive has announced the launch of the closed beta phase for World of Mercenaries. Beginning today, anyone with a beta key can redeem it through Steam and start playing it. The closed beta comes with two maps in two different modes. These two modes are described as a ‘classic’ and a ‘heavy team-oriented’ one. There are currently six different weapons and a dual health system to use.

Play your own way: get into fierce battles and mow down your enemies, back up your team members by blasting from afar; navigate skillfully and master the map; plan your own strategy and have your game evolve along with your style and each map’s unique terrain!

Purists will find a new battlefield for fame and glory; casual players will be more than just targets. World of Mercenaries is all about combat action and having fun!

However, after only 3 weeks of closed beta, City Interactive announced, on the now-defunct website of the game, that they putted the beta on-hold, in order to focus on the feedbacks by beta testers:

We would first like to thank all of you for applying to the game’s closed beta, for the interest and enthusiasm you have showed and that helped us go forward each day, and to our beta testers – for all the feedback you provided us with.
We are very grateful that such a great community has started to shape around World of Mercenaries, thanks to each and every one of you.

We are entering a phase where we need to process all this information, as well as work on taking the game to another level.

As such, we will be putting the closed beta on hold as of today.

This was officially the last time World of Mercenaries was mentioned. In August 2012, City Interactive went into a major restructuration which resulted from the cancellation of a Sniper: Ghost Warrior game on iOS, as well as a reboot of Alien Fear and Enemy Front, whose developments were chaotic. The company was rebranded as CI Games and made the decision to only focus on AAA games. During the Enemy Front reboot, it was announced that City Interactive Bucharest would be in charge of developing the game’s multiplayer mode:

(…) Recently, we also decided to create an extensive multiplayer mode, in which our team in Romania is responsible for.

It is more than likely that World of Mercenaries was canceled during this process. In March 2013, Polish website Gram.pl confirmed that the game was officially canceled by CI Games during the report on the activities of the company:

“On February 13, 2013, the Issuer’s Management Board informed that due to the verification of the commercial potential of the game World of Mercenaries, the City Interactive S.A. Management Board has decided to stop development work on this game. In connection with the above, an impairment was made on the value of unfinished development work on World of Mercenaries for an amount of PLN 5.7 million.

Former members staffs from CI Games Bucharest founded Big Blue Studios in 2018.

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