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Star Wars 1313 [Cancelled – PS4, Xbox One, PC]

Star Wars 1313 was one of the most anticipated titles in recent memory. Following the success of the Jedi Knight series and the critical and commercial acclaim of the Knights of the Old Republic Series, fans were aching for an authentic single-player Star Wars experience. Since The Force Unleashed series didn’t manage to fill that void, fans were understandably excited for Star Wars 1313, planned to be published for PS4, Xbox One and PC.

Sadly, the project had a short life. Although the game was still officially in development when Disney acquired Lucas Film (October 2012), on March 2013 several news outlets reported that Star Wars 1313 and other projects were put on hold since the acquisition. On April 2013, The Walt Disney company announced that internal development was ceased at Lucas Arts and that it laid off its staff, effectively cancelling the upcoming 1313:

‘’After evaluating our position in the games market, we’ve decided to shift LucasArts from an internal development to a licensing model, minimizing the company’s risk while achieving a broader portfolio of quality Star Wars games. As a result of this change, we’ve had layoffs across the organization. We are incredibly appreciative and proud of the talented teams who have been developing our new titles.’’ –  statement by Lucas Arts representative to Game Informer.

Star Wars 1313 was planned to be set in a familiar, yet unexplored area of the Star Wars universe, namely the underground slums of Coruscant known as Level 1313. Before it was cancelled, the story was supposed to revolve around a young Boba Fett as he was navigating the sleazy underbelly of the metropolis and taking contracts from local crime lords:

“Star Wars: 1313 dives into a part of the Star Wars mythos that we’ve always known existed, but never had a chance to visit,” Paul Meegan, former president of Lucas Arts.

The gameplay itself, as well as the game design, was allegedly inspired after the popular series Uncharted. The game’s title was trademarked in May 2012, and was officially revealed at E3 2012 the following month. It was planned to feature fast-paced combat and universe-specific gadgets rather than the Force. Star Wars 1313 was to be developed in the Unreal Engine 3, which was top of the line back then.

As the game was cancelled very early into its development, few vestiges of what it could’ve been remain, and even fewer were revealed publicly. Apart from the official E3 trailer and a 6 minute demo shown during the same conference, all that remains of 1313 are a few scattered concept arts and additional details about the story, which revealed that the game would’ve included more explorable planets, such as Tatooine.

More recently, Naughty Dog’s animator Jonathan Cooper, who worked on 1313, shared an animation reel on Twitter that showed a droid partner and several movement animations.

Although there were signs that the title was going to be picked up after all, fans hope for a miraculous revival was officially crushed when Disney decided not to renew the Star Wars 1313 trademark. The expired trademark, Disney’s decision to license all Star Wars related video games to EA effectively in perpetuity, and the upcoming Star Wars: Jedi Fallen Order means that the chances of 1313 to ever be released are slim to none.

Article by Marco Giuliani

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Pilot X (Tornado Studios) [Cancelled – PS3, Xbox 360, PC]

Pilot X is a cancelled space combat adventure game that was in development by Tornado Studios for PS3, Xbox 360 and PC. While it remained mostly obscure, it was officially announced sometime in the late ‘00s, and we can still read the official press-release on Gamepressure:

“Pilot X is an arcade shooting in the atmosphere of space opera. The player controls a small spacecraft and his task is to destroy enemy forces in distant star systems. Pilot X is a project of Tornado Studios, an independent development studio known for its Project Runway game. This time the creators decided to use the classic genre of space shooters, adapting proven solutions to the technical capabilities of modern hardware platforms.

The action of the game was set in the distant future. The player plays the role of a star fighter pilot, and his task is to perform various dangerous combat missions in remote corners of the galaxy.

Pilot X’s gameplay is based on classic, genre-specific solutions. Watching the action from behind the ship (TPP) the player fights dozens of enemy units, including board bosses – huge star ships or perfectly protected planetary bases. In the course of the game he can gain a number of bonuses allowing for example to turn on the shields, change the weaponry, replenish ammunition or repair the damage suffered.

The game is characterized by an eye-catching three-dimensional visual setting, which clearly stands out from the competition. Both models of ships and objects drifting in space look very impressive, and the dynamic action is full of spectacular explosions.”

We don’t know what happened to the project, but we can assume it was canned because the team was not able to find a publisher interested in it.

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Flux (Eight Cylinder Studios) [GameCube, PC – Cancelled]

Flux is a cancelled action adventure that was in development by forgotten team Eight Cylinder Studios, planned to be published for Nintendo GameCube and PC (by Microsoft?). Eight Cylinder survived in the gaming market for just about 2 – 3 years, between 1998 and 2001.

As far as we know they never released any of their games. Few details about the existence of their Flux project can still be found online, on Mobygames’ profile for Franck De Girolami (Eight Cylinder founder) and in an old website for Dark Reigns 2, as Adam Marquis (now at Naugthy Dog) also worked at Eight Cylinder before joining Pandemic Studios. On Next Generation Magazine (issue 40, April 1998) they also published a short update about them:

“Eight  Cylinder Studios, remains hard at work on the tentatively titled  Flux, a 3D action / platform game, which according to one employee,  will be the first game to offer “varying planes of gravity.” As of press time, Eight Cylinder had not  announced a new publisher for Flux but was courting several larger, unnamed companies with strong distribution channels.”

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We were also able to save a short description about the project and some concept tiny art from a (now offline) website of another former developer:

“FLUX Gamecube, Action Adventure, Eight Cylinder Studios / Microsoft (unreleased). A unique mechanic where the player rotates the world along 3-axis in order to move through it, and to control the action.  I envisioned architecture that was built at different orientations; out of it came irony, humor and contradiction: guard towers became bridges that spanned divides, water mills became waterfalls that caused floods, and slums turned sideways dumping all their ‘stuff’ into the world, into this I folded themed zones that carried the narrative, mechanic, and pacing of the game.  These are only the initial sketches – art bible and screendumps were destroyed

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We can assume the team was not able to find a publisher to keep funding their project and had to close down. If you know someone who worked at Eight Cylinder Studios and could help us to know more about what happened to Flux, please let us know

Alex Carver: Futurebrighter [PC – Cancelled]

Alex Carver: Futurebrighter is a cancelled FPS that was in development by Heaven X, a small and obscure development team from Poland. The game was announced in 2004, sharing some details and screenshots.

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As wrote by IGN:

“AC:F is a first-person shooter that follows Alex Carver, a convict on his way to a distant planet that houses a prison for the galaxy’s least desired criminals and murderers.

Along the way the prison transporter carrying our hero is attacked by an unknown adversary. The ship goes down and Alex is given a chance to escape. One small problem. The planet the ship lands on is run by a tyrannical dictator who has been working on secret genetic experiments.

Equipped with pistols, sniper rifles, plasma rifles, and a cynical outlook on life (funny what prison does to you), Alex must do everything in his power to stay alive.”

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On the old Heven X website we can read:

“An independent developer group Heaven X deals with creating computer games and multimedia programs. We’re those players who have begun working on our own titles since 2001. Our team has gained much experience when working for Techland, Leryx Longsoft and L.K. Avalaon, while preparing games like Chrome, Xpand Rally, Small Army, Indiana Jack, Pet Racer, Pet Soccer, Golem, or Kokomando.

Earlier, we were working for various producers. Now, however, we’ve joined our forces and experience under the name Heaven X in order to create our own virtual worlds, which, hopefully, will attract many players. We are working on authorial projects, as well as on titles that we develop for Polish publisher companies.

We were “brought up” playing the greatest games that serve as a point of departure for our projects. Unreal, Half-Life, Deus Ex, Soldier of Fortune, Serious Sam and even Rayman are just a few names of the worldwide hits that are a great source of inspiration for us. Our goal is to create games that would simultaneously provide the players with great feel, engrossing and entertaining gameplay experience, and satisfaction (not only for the players but also for us).

We have our authorial 3D engine Magnum Engine at disposal. The engine is capable of creating environments inside the buildings (indoor) as well as in open spaces (outdoor). Magnum Engine uses the newest graphics technologies and special effects, therefore, it keeps up both in quality and beauty with other Western and Polish productions:

  • Vast and open spaces and indoor environment
  • Expanded animation system that features bone system / skeleton
  • Vehicle handling system together with the driving model and physics
  • Physics allowing for an interaction with the game’s environment
  • 50.000 to 100.000 polygons per frame
  • Particle system
  • Dynamic interplay of light and shadow
  • Varied weather effects (rain, snow)”

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More info was published by Polish websites at the time, but it looks like the project never got far into production. We can assume they never found a publisher interested in backing up their game, so Alex Carver: Futurebighter had to be cancelled. 

Citadel of the Black Sun [PC – Cancelled]

Citadel of the Black Sun is a cancelled RPG that was in development in 1988 / 1989 for DOS PC by Golden Goblins, a team under Rainbow Arts, a less known developer and publisher founded in 1984 in Gütersloh, Germany. At the time Golden Goblins already worked on Grand Monster Slam, some kind of fantasy themed pong game released for Amiga, Commodore 64, Atari ST and PC.

They were asked to create a new role playing game for US based SSI (Strategic Simulations Inc), a company popular at the time for their wargames and titles based on the Dungeons & Dragons franchise. Rainbow Arts was the major publisher of SSI games in Germany and the two companies grew a great relationship that led them to work together on this new fantasy project: Citadel of the Black Sun.

In late ‘80 computer RPGs were still in their early days, with some of the most popular ones being The Faery Tale Adventure (1987), Ultima V (1988), Drakkhen (1989) and Curse of the Azure Bonds (1989): the techs used to create such games left a lot to the player’s imagination, using overhead 2D sprites or some kind of clunky first person visuals. With most PCs at the time not having dedicated video cards to create more advanced graphic, it was not possible for developers to offer a vast, 3D open world to explore like today with titles such as SKYRIM, Fallout 4 or The Witcher 3.

The worlds of late ‘80 and early ‘90 Computer RPGs were made of 16 color palettes and visual tricks to give some kind of illusion of being in an immersive environment. These are the foundations from which Golden Goblins started to create their own role playing game. The team was composed of just a few developers and designers: Jurgen Dolassek (dungeon implementation), Andreas Gortz (dungeon implementation, game design, graphics), Frank Lenzer (dungeon implementation), Hartwig Nieder-Gassel (concept, game design, graphics), Heiko Schroder (programming) and Teut Widemann (concept and producer).

Previously, most SSI RPGs used turn-based group combat so Golden Goblins followed the same kind of mechanics with manual or auto-combat, EXP and a LV-UP system, but moving forward with graphics, characters customization, world interaction and controls. They implemented a “Barbie Doll System” that was shown in-game on the characters’ portraits. This displayed the different armor and weapons equipped (at that time most games just had static sprites).

The game was drawn in a full-screen isometric scrolling graphic to give the illusion of depth and multi-dimensional movements. The extensive world map could be freely explored as in modern open world RPGs and you could go anywhere you please with no barriers or story-driven limits to find new cities and hidden places to enter in. The engine changed to a different screen only when entering in towns, dungeons and combat. While these images could look simple for today’s standards, it would have been one of the best looking DOS games at the time.

Many were the interesting and innovative features planned by Teut Widemann for Citadel of the Black Sun, such as a true “Line of Sight” and window / door functions on buildings. You were able to enter all houses and to look inside if you had line of sight, by opening a door or peeking through a window. It was also possible to jump out of a window from the second floor of a building if you wanted to. Players could check wardrobes and chests to find new armor and weapons, talk to NPCs, trade items and interact with animals.

The epic storyline would follow the traditional fantasy setting, with warriors, elves, dwarves, wizards, orcs, dragons, castles and dark dungeons. On the right side of the screen there was a menu bar with all the available actions and the game was fully playable with a mouse which is something exceptional when most games at the time were keyboard control only.

When Golden Goblins and Rainbow Arts showed Citadel of the Black Sun to SSI they were blown away and immediately wanted to put it under the AD&D license, planning to use its new isometric engine for all their future RPGs. For a small, obscure German team it would have been a life-changing experience and the history of computer RPGs could have been much different, if only Citadel of the Black Sun would have not been cancelled. What happened?

Widemann shared some of his memories in a post on his blog:

“First one employee of our daughter companies we acquired called Time Warp moved into our offices as we closed down their offices. That guy wanted my job, always working to criticize mine. He said openly he wanted my job, he can do it better, and he hated RPG’s. He didn’t believe in them.

Second I fell in love with the girlfriend of my best friend Bernard. Remember? He was one of the three of us managing Rainbow Arts. She and I came together and she split from Bernard, not good when you think the three of us had to work together on a daily basis.

Story short: I left the company due to private reasons (due to my girlfriend, later my wife, we married in 1992, but she died of cancer in 2010) and that one guy took over all my projects. Within three months he split the development team, made sure SSI hated mine and the team’s guts and the project was cancelled. Remember, he hated RPG’s! The game was 70% finished.”

This was the end of an ambitious RPG by a now forgotten German team. It seems Todd Porter, their first producer at SSI during early development (before Nicholas Beliaeff took over), was such a fan of Golden Goblins’ game that when he left SSI for Origin he put many ideas and concepts from Citadel of the Black Sun into their game Knights of Legends. The remaining people at Golden Goblins then worked on “MUDS – Mean Ugly Dirty Sport” (1990, Amiga and DOS), but Rainbow Arts was later bought by Funsoft and then by THQ in 1999.

Thanks to Teut Widemann for his contribution! This article was originally published in our book “Video Games You Will Never Play“.

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