point & click adventure

MooN 2: Mansion Omnibus Occupant Nest (LoveDeLic) [PS1 – Cancelled Pitch]

LoveDeLic were one of the most interesting and creative Japanese developers active during the late ‘90s / early ‘00s. They developed cult-classic, peculiar adventures such as Moon: Remix RPG Adventure (PS1), UFO: a Day in the Life (PS1) and Lack of Love (Dreamcast). Unfortunately all of their games were too bizarre and unusual for their time, selling low number of copies and leading to the closure of the team in 2000.

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Moon was their first project and after the game was published by ASCII Entertainment in 1997 for the original Playstation, LoveDeLic pitched a sequel titled MooN 2: Mansion Omnibus Occupant Nest. Concept art and a photo of the early design document were posted on Twitter by former LoveDeLic’s Character Designer Kazuyuki Kurashima in 2017.

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In the end the project was changed from a sequel to MooN to a different, original adventure: it became “UFO: a Day in the Life”. UFO was later published in 1999 by ASCII, an interesting game that somehow mix together point & click adventures, characters and events which follow an internal clock (just like the original Moon, or Zelda: Majora’s mask) and a “photography simulation” somehow similar to Gekibo (PC Engine, 1992) or Pokèmon Snap (N64, 1999).

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If you take a look at the concept art, you can see how it’s similar to the main idea behind UFO: a building divided into different rooms, inhibited by quirky characters. Instead than a cancelled “Moon 2” you could also see this as an early concept for UFO.

Thanks to Video Games Densetsu for the contribution!

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Big Brother (George Orwell’s 1984 Video Game) [PC – Cancelled]

Big Brother is a cancelled point and click adventure game based on the book 1984 by George Orwell. The project was in development by Media X around 1998, planned to be released on PC. We only know about this lost game thanks to a preview published in Next Generation magazine (Issue 48) in December 1998, but we cannot find anything else on Media X online: they seems vanished forever with no trace.

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In the original preview we can read:

“LucasArts’ Hal Barwood has made  the excellent point before that unless adventure games stay on the cusp of technology, they are doomed as a genre. Enter Media X. The company’s goal is nothing short  of redefining the traditional adventure game.

To that end, the company has discarded the 2D point-and-click interface  that has dominated the genre since the death of infocom. In its place is a realtime  3D engine and a combination of inventory, slider, and Mario-style environment puzzles. To reduce player confusion – a  common problem for anyone who has played Myst or its descendants – text messages (for instance, “You unlock the steam vent”) appear on the screen at  appropriate times.

Initially disconcerting, these  messages quickly blend in and enable  players to concentrate on the game without wondering what they are  supposed to be doing. That’s good because the game should be exceptionally difficult on its own.

Set in  George Orwell’s 1984 universe, players  must rescue their fiancee from the Thought Police. It’s a simple goal, but one  that requires traversing 12 levels and solving hundreds of puzzles (there were originally 60 levels, but since early play testing indicates that each level takes about five hours, the number was culled).

Graphically, the game should be very  impressive. Media X has created an original first-person 3D engine for the  game, and, notably, the textures are very, very high-resolution, with little or no blurry filtering noticeable (the game will  require a 3D card to run), even when directly against objects. The art direction is equally good: The plot is slightly different from that of 1984, with a corrupt  regime that’s crumbling even more than in the book. The disintegration has carried over well – think crumbling brick buildings and steam vents.

Sales of adventure games (and  publisher support for them) is down, but  if ambitious projects like Big Brother and  GT’s Wheel of Time manage to become hits, this genre could quickly pick up  momentum. Based on early looks. Big Brother has a better chance to help the flailing genre than anything else we’ve  seen in years.”

Sounds promising? Maybe it could have been..

If you know someone who worked at Media X and could help us to preserve something more on their lost game, please let us know!

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Route 66 [PC – Cancelled]

Route 66 is a cancelled point and click adventure game that was in development in the early ‘90s by Disney Software/Buena Vista, initially planned to be released for 386 (or 286) PCs with 320×200 VGA cards. The game was formatted onto 2 or 3 floppy disks that would play on these computers. The team behind this lost game was composed of talented developers, artists, and designers, such as Darlene Waddington (game design), Jeff Hilbers (art and graphic design), Sue Chow (game design) and Jimmy Huey (programmer). At this time, Disney Software was just a small division of Disney Consumer Products, but they were working hard to create games based on new and existing IPs.

Route 66 was intended to be an interesting mix of adventure and survival gameplay. The main protagonist was a young man named Dart Stranger who was busy hitchhiking from St Louis to Santa Monica along Route 66, a world-famous series of highways in America. Dart’s grandfather (or another distant relative) had died in LA, and had supposedly left some much needed money to Dart. Since Dart lived back in Chicago, players had find a way to get to LA within a certain amount of time in order to be there for the reading of his will. The player would start the game with only a few dollars, not enough for a bus ticket, so the only way to reach Santa Monica was through hitchhiking on Route 66. Getting to Santa Monica alive was the main objective of the game.

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Hitchhiking revolves heavily around the drivers who pick you up, and the development team wanted to focus on that aspect of it. There was an interesting gameplay mechanic where each of the drivers had a special personality and the player would have to figure out how to respond to them correctly while in the car. Some want to talk and tell jokes, hear your stories, or maybe they just want to remain quiet. Players could gauge how well they were doing by the driver’s expressions. If handled correctly, they’ll drive you to the next city. If you don’t, they would boot you on the street and force you to find another ride. Just like classic point and click adventures from the ‘90s (Monkey Island, Day of Tentacle, Full Throttle, Sam & Max, etc.), Route 66 was full of humor and weird characters that added charm and funny dialogue to the game.

While traveling on Route 66, Dart would reach several main cities, and the gameplay would become more like a side-scrolling exploration survival game. Players had to look for a place to stay and eat, and hopefully finding some money to survive until you arrive in Santa Monica. During the game, Dart would get good rides and bad rides, make good decisions and bad decisions, meet with good folks and crazy folks, get thrown in jail and beat up by cops, eat bad food, sleep in the rain, get robbed by fellow travelers, become sick and held in hospital, and so on and so forth. This was an original hitching simulation in which strange things could happen, including your own death, all depending on how much attention you pay to the NPC’s behavior.

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The flow of all these gameplay segments was controlled by a simple but detailed decision tree, reminiscent of a “Choose Your Own Adventure” book. The team’s goal after all was to achieve some semblance of interactive fiction. Darlene and Sue were busy writing stories and lines for all these diverse eventualities, while Jeff was creating sprite artworks/animations and Jimmy created all the code that made the game run, coming up with a lot of inventive techniques and tools to overcome the restrictions of their target platform (such as a conversation editor tool). They were able to develop some nice playable demos for Route 66 and everybody at Disney Software liked them; all that was left for them to do to complete the game was keep creating new content.

Unfortunately, internal issues among Disney killed Route 66 before more content could be made. The business world became fascinated with “multi-media” and the new “CD Revolution” in 1992 and 1993. Disney’s management also fell into this hype-disease and suddenly Disney Software wasn’t just an uninteresting division of Disney Consumer Products anymore, but a potential cash cow. High-rank producers at Disney wanted a piece of the multi-media gaming pie and the new political environment in the company led to a lot of nasty fratricide among producers, all of whom were looking to improve the status of their own projects by killing somebody else’s. Even with a fun and interesting playable demo, Route 66 was doomed.

After Route 66 was cancelled along with other titles in development (“Jungle Cruise” and “Dog Eat Dog”), the team was fired. They tried to pitch these concepts to other companies, but were turned down time and time again. Luckily, Dog Eat Dog was greenlighted by Trilobyte, the studio founded in December 1990 by Graeme Devine and Rob Landeros (known for such games as The 7th Guest and The 11th Hour). The team was able to keep working on Dog Eat Dog, an original policemen simulator, until its second cancellation in mid/late ‘90s.

Thanks to Jeff and Chris for the contribution! Article edited by Ryan DePalma

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Indiana Jones and the Fate of Atlantis [Beta – PC]

Disclaimer: This is mostly a backup of an old page created by ATMachine with details about the beta differences in the early versions of Indiana Jones and the Fate of Atlantis. It seems that the original page does not exist anymore, so we re-posted this to archive all the interesting details and changes. Enjoy!

The game was developed by LucasArts and released in 1992 as a sequel to “Indiana Jones and the Last Crusade: The Graphic Adventure”. Originally Fate of Atlantis was meant to be a tie-in to Indiana Jones and the Monkey King/Garden of Life, a rejected script written by Chris Columbus for the third, lost movie. In the end Hal Barwood and Noah Falstein wrote an original story and chosen the Atlantis setting for the project. Many beta screenshots were released in gaming magazines at the time and below you can see all the differences spotted by ATMachine

Legions of Fear (La Toile du Diable) [Cancelled – PS2, PC]

La Toile du Diable (“Devil Canvas” in english) was a PC tech demo created by Delphine Software (DSI) in 2002 in order to show to publishers the technical and gameplay features of a planned PC / PS2 adventure game called Legions of Fear. According to ex-delphine employee Paul Cuisset, Sony was interested in the project, but they wanted Delphine to finish Moto Racer Traffic first (which, ironically, got cancelled too). Unfortunately, Delphine was already going bankrupt at the time, and consequently Legions of Fear was quietly dropped shortly after.

The game was supposed to be set during the first World War, with the main characters being a sister (Helena) and her brother. The story began when the heroine got lost and entered the mysterious Wildcastle Manor. Inside the mansion she discovered that the deceased Anton Wildcastle had apparently promised Helena’s soul to his “masters”.

As seen from the videos below, Legions of Fear was a mix between a survival horror and a point & click adventure: during the action sequences we directly controlled the protagonist and fought enemies in pre-rendered backgrounds. When indoors in order to find clues it was necessary to interact with the environments by using a mouse or – in in case of the Ps2 version – the controller buttons.

Thanks to Thierry Levastre, La Toile du Diable’s lead animator, for the contribution!

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