RTS

Shattered Nations [PC – Cancelled]

Shattered Nations is a cancelled sci-fi action / RTS game that was in development by Blizzard Entertainment. There is not much info on this lost project besides a teaser trailer in which we see a futuristic city and a flying helicopter. From the video description we can read that:

The game was set in a world which was at peace but one day fire rained down from the sky, in which people were forced to scavenge for food and technology. There was a 20 year nuclear winter which made the world into a vast wasteland. The player would have to search for technology and move your people around so that the civilization will thrive.

Rumors say that Shattered Nations evolved into Starcraft. In some issues of PC Champ (a Korean magazine from late 1995 to early 1996) derboo found a render image that shows one mech from Shattered Nations, but in a following issue, that same mech was described as the Goliath from Starcraft (The Goliath in the final game looks way different, though).

The original Starcraft was released in 1998, so it’s possible that in 3 years Blizzard decided to completely change Shattered Nations’ settings and story to create their popular RTS. It’s also possible that some of the Shattered Nations’ assets could have been reused in Starcraft. Sadly we don’t have any confirmation of this theory and even Blizzard refers to Shattered Nations as one of their cancelled games.

Thanks to derboo for the contribution!

Thanks to Jason for the english corrections!

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Little King’s Story [Wii – Beta]

Little King’s Story​ (originally known as “Project O”) is a simulation / strategic RPG co-developed by Town Factory and Cing, released for the Wii in 2009. The game was first shown at the Tokyo Game Show in 2007 and in the early screens we can notice some interesting differences:

  • Some enemies were never implemented in the game, as a papercraft bird that could have been able to transform itself into a paper airplane.
  • The beta city had a completely different layout than the final one, with buildings and rivers in different places.
  • It seems that the king was able to guide more than 30 people at once.
  • In the beta the edifices were build by the town folks and you were able to see them work on their new houses while they were in development (as it happens with bridges in the final). In the final game, you just chose which new building you want to create from your throne, and when you came out from the castle, the new building is already finished.
  • In one of the screens we can notice the king at the top of an house’s roof, from where he talks to his crowd. You can’t go over roof in the final game.
  • There are a couple of images with Verde and a weird character (with a yellow head) that seem to be from a cutscene that was removed from the final game (or did i miss it?).
  • A red dragon was  on the beach too, but it’s never in there in the final version.
  • In the final game every Animal Hunter has a “cat cap” on their heads, but in a beta screen we can see one of them that doesnt wear any cap.
  • In one of the screenshots there are 2 “wooden-totem” enemies, but in the final we meet just one of them in a quest (or did i miss them in some other quest?)
  • Howser was able to join the king army too, to battle along the other people.
  • In the first trailer from Tokyo Game Show, the intro of the game was different.

Also, from a postmortem  article on Gamasutra we can read about a removed chapter that was planned for the beginning of the game and other unseen features:

In the original code, there was an introduction chapter where you could play Corobo (Little King’s Story protagonist) in pajamas looking for the crown. It took you around 40 minutes before you could find the crown, and it actually hindered the tempo. That’s why we decided to cut this and replace it with the opening you can see in the final game.

We had to scrap the multiplayer feature: A local two-player feature was implemented in the code but had to be removed. I also had to abandon the idea of having a network feature.

In the original concept, we were considering having a system in which the NPCs would develop automatically through their life simulation in the kingdom without requiring the user to grind. However, we started to realize that by using such a development system, the NPCs couldn’t keep up with the later enemies or became far too strong, ruining all the level design created to that point.

In an interview by Cubed3 with Marvelous Entertainment’s Yoshiro Kimura we can find some more info on the removed Multiplayer mode:

There were interesting multiplayer modes where the player could shoot cannons and control Pancho, but unfortunately due to time constraints we weren’t able to implement them into the game. I’m really sad we couldn’t have that in the game.

Milestones:

2006 June: Game Concept
2006 November: Evaluation of the prototype
2007 March: Full development start
End of February 2009: European master submission
End of April 2009: US and Japanese master submission
April 26, 2009, European release
July 21st, 2009, US release
September 3rd, 2009, Japanese release

Thanks to JulianCJ for the contribution!

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Sidhe [PS2/XBOX/GC – Cancelled]

Sidhe is a cancelled Real Time Strategy game that was in development at Kalisto Entertainment from 1998 to 2001.  Initially it was meant to be released only for the Playstation 2, but while the development was still in progress  it seems that they decided to port the game on the “newly released” Xbox and GameCube too. Sidhe took place in a middle east athmosphere, in which the player was a god fighting other gods incarnating into heroes.

A video of the game was shown at ECTS 2001, but it’s currently unavailable: if you still have a copy of this trailer, please let us know!  In the end Sidhe was never finished, maybe because Kalisto did not find a publisher interested in the project.

Thanks a lot to Pierre Mony for the help in preserving some of the artworks that he created for the project and to Gael for the screens with his engine work!

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Cannon Fodder 3 [PSP – Cancelled]

Cannon Fodder 3 is the cancelled PSP sequel of a series of  war themed RTS / top down shooters developed by Sensible Software, initially released for the Commodore Amiga. On 28 August 2006, Codemasters announced that a brand new version of Cannon Fodder would appear exclusively on the PlayStation Portable. The game would have retained its familiar top down view, and the big heads of the soldiers, and for the first time the game would have been 3D. The game has since been canceled by the publisher. [Info from Wikipedia]

As we can read from an interview with Jon Hare (co-founder of Sensible Software) at Cubed3:

It does upset me that three times we started that project. It was a good project, good design, we had an extremely good team in London to develop it. Unfortunately, through no fault of their own, Codemasters hit economic problems and had to sell the studio, so everything just went.

Thanks to Celine for the contribution!

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Specwarrior [XBOX/PS2 – Cancelled]

Created by Pandemic Studios, Specwarrior is a cancelled third person shooter set in the Vietnam War that was  in development in 2002 / 2003. After some time the game was cancelled by its publisher, Midway. About a year later Pandemic released Full Spectrum Warrior (published by THQ), but it’s not clear if the published game used some assets from the unreleased project. Specwarrior was the reasons that lead Pandemic to file a lawsuit against Midway, because they cancelled the game to avoid payment.

The lawsuit claims Midway’s move was unwarranted, and says Midway owes money for services Pandemic completed during its months of work on the project. Pandemic is seeking damages of more than $4 million and some $750,000 in fees, according to a Reuters report.

Thanks to Hey Hey for the contribution!

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