third person shooter

Alien Front [N-Gage – Cancelled]

The original Alien Front is an arcade game developed by Sega, which was then ported to the Dreamcast in 2001, adding online multiplayer. In 2004 Sega announced another port of the game for the ill-fated Nokia N-Gage, as we can read on IGN:

“In Alien Front, you can take on the role of an army tank commander to defend the Earth against invading aliens, or switch sides and take command of a futuristic 2-leg walker, a 4-leg spider walker, or an anti-gravity hovercraft vehicle. Alien Front also has a two-player deathmatch mode via Bluetooth wireless technology and the possibility to share game statistics with the world via the N-Gage Arena.”

As many other games planned for this phone-console hybrid, Alien Front was later cancelled. In 2019 a playable prototype was found and released online.

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GunForge [Nokia N-Gage – Cancelled]

GunForge is a cancelled run ‘n gun that was in development in 2005 by TKO Software for the ill-fated Nokia N-Gage. As far as we know the game was never officially announced by the company and was soon cancelled when TKO Software was closed down by their parent company. A few GunForge sprite animations created by a former TKO employee are preserved below, to remember the existence of this lost project.

TKO were also working on another canned N-Gage game titled “Leisure Suit Larry – Pocket Party”, but part of the team later formed Method Solutions, who were able to release Call of Duty and Space Impact for Nokia’s console / cellphone hybrid. 

Dead Justice (Cat Mother) [PC, Xbox – Cancelled]

Dead Justice is a cancelled third person shooter that was in development by Cat Mother between 2001 and 2003, planned to be released on PC and Xbox. As far as we know the game was never officially announced, but after the team closed down for lack of funds they decided to release online the full Dead Justice source code and prototype PC demo. While this is just an early demo for a linear shooter, it’s cool that Cat Mother decided to share it online, huge props to them! Just think about how many lost games we could preserve if every team could do something like this.

Before closing down they were also working on another project titled “Bladeball”, but it seems only a few, tiny screenshots remain in their old website.

Thanks to Piotr for the contribution!

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Ringman (Zono Inc) [Saturn, Dreamcast – Cancelled]

Ringman is a cancelled third person platform-shooter that was in development by Zono Inc in late 1996, initially planned for Sega Saturn and then for Sega Dreamcast. It would have been one of the first games ever published by Sega of America for their lost version of the Dreamcast. The team behind this project was part of the same one that worked along with Ed Annunziata on Mr. Bones for the Sega Saturn, with names such as William Novak, Simon Hallam and Dave Castelnuovo: thanks to the good relationship between Sega and Zono, they were able to pitch this project for the planned 128 bit console.

While the Dreamcast hardware was still not available in late 1996, Zono interfaced directly with Sega of America producers and the development team that was designing a 3Dfx version of the console, codenamed “Blackbelt”. Sega of America wanted to create something amazing and showed off the planned graphical power of the new 3Dfx chips. The game concept was inspired by the (at the time) newly released Quake by ID Software and Dave remembered how John Carmack was talking about implementing NURBS (“Non-uniform rational Basis spline” a model used in computer graphics for generating and representing curves) in his next rendering engine:  Sega producers wanted Zono to take a look at using NURBS to create this Blackbelt game. The surfaces in each world of Ringman would be curved and even the main character would have had a body composed of different rings, like a colorful spring that would permit it to move around quickly and shoot down enemies.

The team did quite a bit of concepting for the game and got as far as having a very simple prototype world with the protagonist moving around, but unfortunately the project was canned in mid-1997 when Sega of Japan found out about Sega of America’s plan to create another console and shut down the project. As we can read in an article by Douglass C. Perry on Gamasutra:

“In 1996, 3Dfx began building wide acclaim for its powerful graphics chips, one of which ran in arcade machines, including Atari’s San Francisco Rush and Wayne Gretzky’s 3D Hockey. In 1997, 3Dfx went public, announcing its IPO. In the process it revealed the details of its contract with Sega, required by U.S. law. The announcement, however, had undesired effects. It publicly revealed Sega’s blueprint for a new, unannounced console, and angered executives at Sega Japan. Numerous reports indicate Yamamoto’s Blackbelt chipset using the 3Dfx chips was the more powerful of the two. Sega executives, however, still fuming at 3Dfx, severed their contract with the chip maker. (Soon thereafter, 3Dfx sued Sega and both companies settled out of court.) In the end, Sega of Japan selected Sato’s design, codenamed it “Katana,” and announced it publicly on September 7, 1997.”

If this internal issue between the “two Segas” was not enough, Sega of America was also split into the ill-fated SegaSoft and in early 1997, a few of their projects were canned. In late 1996, the CEO and CFO of SegaSoft asked the new company director, Peter Brown, to install a new financial system by April 1997. As told by Brown during an interview with InfoWorld magazine: “as a young company, we needed built-in maturity of process and scalability”: we can assume that games for a not-yet-confirmed new console were not a safe bet for the company stability.

After the cancellation of Ringman, along with their N64 legendary project “Freak Boy”, Zono had to wait until 2000 to release another game: Metal Fatigue, a PC RTS published by Psygnosis. In 1997, SegaSoft stil released a couple of Saturn games, Scud: The Disposable Assassin and Three Dirty Dwarves.

This article was originally published in 2016 in our book “Video Games You Will Never Play” 

Ghost Wars (Digital Reality) [PC – Cancelled]

Ghost Wars is a cancelled strategy shooter that was in development around 2004 by Digital Reality (mostly known for Imperium Galactica and Sine Mora), planned to be published in 2006 on PC by Hip Interactive. The game was quite ambitious for its genre, as you would have been able to play it as a traditional real-time strategy game or impersonate each soldier in your unit to play it as a first / third person shooter.

“Based on the Government Special Operations Group, “Ghost Wars” takes players into the clandestine and secret war against terrorism. Players take control of air, land and sea units of an Elite Special Forces group across multiple top secret missions. With the graphical quality of a first person shooter, “Ghost Wars” will offer gamers the most accurate depiction of modern day warfare to date.

Through Battlefield View, “Ghost Wars” brings the theatre of war to life. Gamers are not only tested on their strategic senses, but also on their ability to react quickly under enemy fire by directly controlling individual units. By setting up, equipping and planning troops’ activities, gamers will need to utilize state-of-the art weapons and technology to defeat terrorist networks.”

The game was also playable at E3 2005, GameSpot published some favorable comments on the demo:

“You’ll have the typical type of units, including soldiers, tanks, helicopters, and such. However, what makes Ghost Wars unique is how you control them. While you can just use the typical kind of point-and-click movement, you can also select a specific unit and zoom the camera in to take its viewpoint. If you choose a soldier, you’ll go into first person, and if you pick a vehicle, you’ll go to third person. From there, you can control that unit manually, attacking whatever you like. Soldiers can also get into parked vehicles on the field and drive them.”

“Units in the game will be upgradable in a number of ways, letting you specifically level up individual units to improve their performance on the battlefield. And you’ll need to level up, because Digital Reality is endeavoring to make the opponent AI in the game quite challenging. AI units will run for cover and hide inside buildings, meaning you’ll have to bring in your tanks and choppers to take those buildings down. And boy, can you. Though not all the deformable objects were in, the developers showed us quite a number of big-time building and vehicle explosions that looked pretty impressive.”

While Ghost Wars looked promising, Hip Interactive closed for bankruptcy in late 2005. The game was canned, with many more of their projects, such as “Call of Cthulhu: Destiny’s End” and “George Romero’s City of the Dead”.

Thanks to Dan for the contribution!