Not much info is known about this cancelled strategy game. It was scheduled for release in 1997 but eventually cancelled and release never happened. If you have any info about this game let us know.
UPDATE : Looks like this game was released after all under name Deo Gratias on PC.
Thanks to Red for mentioning it in comments.
French game studio Cryo Interactive is known for many great games including Dune, Atlantis or Millenium. Intervention was planned as a strategy game. Such genre was at that time (1997) very popular.
Intervention was planned with a bit different game mechanic. There was no gold, oil or valuable minerals to harvest and there was no conquering of enemy land. It was all about gods and worshipping. You are playing as a god and your first goal was to create universe, stars and planets. Planets could be changed to meet your ideas and plans. Creating animals and plants and then humans. Then you need to take care of people living there and when they dont worship you enough , you can release an earthquake or plague. Amount of you god like status is important and definws your skill level in game. When you are strong enough with many worshippers behind, you can attack another gods. Multiplayer was planned through internet and using LAN. It was planned to be able to play with as many as 100 players on internet, something very ambicious for that time.
It is not known to me why it was cancelled, and only a few screens and one video exists on the web.
If you know about any other materials or info about this game please let us know.
Private Wars is a cancelled tactical / arcade / turn based FPS hybrid that was in development by 1C Company and TS Group Entertainment between 1998 and 2003. The game ran on their own Eternity 3D engine and it looked quite spectacular for the late ‘90s (but it seems they changed the engine during those 5 years, or heavily upgraded it), with large explorable outdoor maps and simulated weather conditions. Private Wars’ most ambitious feature would be the option to change gameplay as you prefer to play it: as an arcade shooter, a real time squad-based tactical game or a turn-based strategy simulation.
A playable tech demo was found by fans, but we don’t know how much of the game was really completed before its cancellation. 1C and TS Group showed Private Wars at E3 2003, when it was previewed by some gaming websites such as IGN and GameZone:
“As with the famous Clancy games, Private Wars is a tactical shooter set in real world environments and situations calling upon you and your crack team of military experts to carry out some tough missions under extreme circumstances.
Over the course of 15 missions, the game will take you to locations such as Afghanistan, Columbia, Europe, the US, Russia, and Africa to complete missions that have to do with everything from drug lords to industrial espionage to border conflicts.”
“Before each mission, you’ll have the chance to choose which of your mercenary team comes with you into the field. There are 30 different characters total, each with different attributes and specializations.
A nice selection of over 60 different types of weapons and all the nifty gadgets and equipment that you’ll need will be available for use.
Unfortunately, in the short time the game was shown, and at such and early state, there wasn’t anything on this front to be seen.”
Some more details were shared in an interview by CombatSim with TS Group founder and CEO Sergey Titov :
“ST: There’s actually several different styles of play to this game. You can play it as either arcade, simulation or even turn based. In the arcade mode you will have the same superhuman traits we see in games like Quake, where you can be shot many times and still be up and shooting. Then we will offer the simulation style where all your actions have a direct reaction to the world around you. You will die if shot in a killing shot area, so one shot CAN kill in this game. In the turn based mode you will control the action from a typical isometric view you find in all strategy games.”
“ST: You will have a pool of about 50 mercenaries from which to choose up to 8 mercenaries if you have the cash to pay for them. Your reputation will precede you here… if you leave a mercenary stranded on a previous mission you may find other mercenaries reluctant to work for you.”
After E3 2003 Private Wars just vanished and everyone forgot about its existence.
Thanks to Dan and TLO for the contribution!
Blue Vault is a cancelled sci-fi strategy game similar to Syndicate / X-Com, that was in development in 2004 by Elixir Studios, the team lead by Demis Hassabis, a skilled programmer who co-created Theme Park and worked with Peter Molyneux during their Bullfrog and Lionhead days. Players would take the role of a secret team of agents with the mission of stopping aliens from invading our planet, while hiding their existence from the population.
At the time Elixir Studios had released two interesting but ill-fated games: “Republic: The Revolution” (2003) and “Evil Genius” (2004). Blue Vault would have been their third project, offering players more than 30 missions to resolve using strategy combat, managing the squad’s finance, keeping up the team morale and upgrading their skills. During missions civilians must have been protected but at the same time you had to not let them know what was really happening. As we can read from IGN:
“Blue Vault’s strategy element involves the usual research, resource-gathering, unit recruitment and skill advancement, but the team is going into a lot of detail that’ll be “almost to an RPG level” according to Sutherland. There’ll be 40 unique unit characters, each with their own features, toolset, stats and hopefully, voice. “X-COM missions were quite similar with very little characterization. We want to push the character element further, so you really care about your teams. Imagine each Blue Vault operative shouting orders or screaming in agony with a different voice.”
Some more details were published in PC Zone Magazine (issue 141, May 2004):
“[…] tension is the crux of the gameplay, so even if you manage to deal successfully with an interplanetary nuisance, if you scare the bejesus out of too many people – what Elixir is calling ‘culture shock’ – you’ll fail the mission
Ops are your standard tactical soldier, whereas Indigo Ops are your elite troopers that utilise alien technology. Obviously, the latter are more adept at dealing with space tourists, but you have to be careful not to freak out bystanders, who will notice their strange uniforms and hybrid weaponry.
Engineers, on the other hand, repair stuff, allow you to recover valuable alien artefacts, hijack cars to build barricades and also reinforce any cover-up with visible evidence, such as releasing weather balloons to explain that bizarre ‘meteorological event’ annoyingly witnessed by dozens of people.
Finally, there are your Conspirators – the ‘Men in Blue’ who’re crucial for crowd control and ensuring that you protect the populace from mass panic caused by first contact. This is where Elixir’s ‘stimuli system’, also used to a certain extent in Republic, comes into play, where individual Al-controlled characters react to things they see and hear. So, if a member of the public has a glimpse of alien technology, for example, or is confronted by a Blue Vault soldier pointing a gun at them, they’ll become fearful, but this will soon recede if you manage to tell them to move out of the danger zone. However, if the person is left in the vicinity of an alien visitor, they will go into culture shock, meaning they’re so scared and irrational that they become a danger to themselves. In this case, you quickly have to use your Conspirators’ special persuasive powers to calm people down, or you’ll quickly fail your objectives. Up to 1,000 people can be rendered on screen, with up to 3,000 polygons each.
Blue Vault has a total of six alien races and 15 different model types with emergent behavior, so it’s extremely important how you deal with the combat and containment of these creatures. “If you get it wrong, say a friendly alien race comes along and you decide to blow them back to the Stone Age, the next time they appear, they’ll be aggressive,” says Hewitt, “take the time to find out about them, work with them, then next time they’ll be more helpful.” Elixir is working towards a total of more than 30 scripted missions, ranging from rescuing and escorting a stranded alien so it can repair its vehicle and launch, to a spaceship full of warlike alien convicts that crashes in a downtown leisure zone on a Saturday night. There’ll also be random spanners in the works, such as an epidemic of intergalactic spores that bury themselves in human skin.”
Unfortunately in 2005 Elixir Studios was faced with serious financial problems. Their publisher abandoned Blue Vault, possibly because Republic and Evil Genius did not sell as expected. It seems the team tried to pitch the game to other publisher, possibly using a possible “Men in Black” license, but without any luck. With no money to keep the studio alive, Elixir had to close down: Blue Vault and all of their other planned projects (Republic Dawn: The Chronicles of the Seven , Evil Genius 2) were canned and lost forever.
Thanks to Ross Sillifant and Josef for the contribution!
Shinbatsu (神罰, Divine Punishment) is a cancelled strategy / simulation game that was in development for the Sega Saturn around 1995. The project was being produced by popular animation studio Gainax, just a few months before the first original run of their cult-series: Evangelion.
Character design for Shinbatsu was done by Kenji Tsuruta, mostly known for his Spirit of Wonder manga. Unfortunately we don’t have much more details about this lost game, but VGDensetsu found a page with a few screenshots and a short preview in Sega Saturn Magazine (March 1, 1995).
If you can read Japanese and could write a short summary of what they wrote about this game, please leave a comment below!