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Junction Point (Looking Glass RPG) [PC – Cancelled]

Junction Point is a cancelled (initially) fantasy MMORPG / (then) sci-fi RPG that was in development by Looking Glass Studios (Austin team) in the mid ‘90s, an ambitious project conceived by Warren Spector (Wing Commander, Ultima Underworld, System Shock, Deus Ex), Steve Powers (Ultima VII, Deus Ex, Dishonored, Prey) and Allen Varney (Star Wars: Galaxies). This was their original, unfinished idea that would later led to such popular games as System Shock 2, Deus Ex and Bioshock.

Looking Glass are mostly known for their work on Ultima Underworld, System Shock and Thief: The Dark Project. Which such a high-profile portfolio of cult-classic RPGs we can only imagine what Junction Point could have been if only completed.

The game was never officially announced by Looking Glass, but we know about its existence thanks to old resumes and interviews by people who worked on it. The game was initially conceived as a fantasy MMORPG in the vein of Ultima Online, Lineage and EverQuest, but after a while the team decided to resize their ambitions and changed the project into a single-player sci-fi RPG.

The plot of this “sci-fi” version of the game would involve some kind of cult located inside an abandoned asteroid mining colony. On the old Steve Powers’ website we can read some details about one of the missions in the early Junction Point prototype:

Briefing: “We have been making incredible progress in understanding the genetic structure of the Hauranid under the direction of Dr. Lycombs, a microbiology genius. Lycombs has fallen under the influence of the Guardians of the True Path, a cult that worships the Hauranid as divine beings. The cult is located inside an abandoned asteroid mining colony, where the members have set up a hive of sorts, attempting to emulate their sacred leaders. The militant cult is led by Merril Rumby, and has a captive hauranid kept in suspended animation. He has the doctor working on a method for combining the genetic material from the hauranid with humans, to create a hybrid species that is ‘closer to God’.  We’ll pay for the following services…”

  • Primary goal: Return Dr. Lycombs to Corporation X for deprogramming.
  • Secondary goal 1: Return or destroy any research materials Lycombs has compiled.
  • Secondary goal 2: Eliminate Rumby

Problem 1: The passages throughout the colony are zero-g.

Possible solutions: Cult members use micro jets to “fly” through the complex.  The player can take the micro jets from a member and use them. He can use flight skills here.

Problem 2: Mine was plutonium-like substance. Radiation may damage health or certain technology.

Possible solutions: Care must be taken to avoid radiation areas. A radiation resistance nano helps.

Problem 3: Player wants to get rid of the colony in a spectacular way.

Possible solutions: Seismic charges, found in an old mining equipment storeroom,  can be used to blow open airlocks, clear rubble from passages, bust open the dome, or even break up the unstable asteroid if placed strategically in the tunnels throughout the mine. (an old portable computer with emails sent to the former mine superintendent gives clues that this is possible, computer skills make the chance of recovering this data much higher)

Problem 4: Collapsed tunnels bar the players way.

Possible solutions: Use old mining equipment to break through barriers.

Problem 5: Eliminate Rumby

Possible solutions: You find a genetic accelerator gun in the lab that will shoot out a cool ray and cause humans to become genetic human/hauranid hybrids (read: deformed) in a painful, traumatic transformation.  It is currently programmed with Rumby’s DNA, and will only work on him.

Problem 6: Cult members are making it difficult to complete objectives.

Possible solutions: Hive members have networked control chips implanted in their brains used to simulate the hive-mind. A  controller for the chips can be found in Rumby’s sanctuary, and it can be used to prompt the members of the hive to certain actions. (alert, sleep, congregate, repair…)

Problem 7: Find frozen hauranid

Possible solutions: Kill Hauranid captive by screwing with hibernation controls.

Revive Hauranid captive by screwing with hibernation controls. Conscious Hauranid calls for a rescue.

Problem 8: Secure escape vehicle.

Possible solutions: If you find the keys to the planetary skiff in the sanctuary, you can escape using the vehicle in the ore loading/unloading bay instead of signaling for pickup.

As written by Warren Spector during an AMA on Reddit:

“That was just a small, small part of what we were trying to do. I totally recall the Junction Point game (and spent many nights worrying that someone would come along and tell me I couldn’t call my next company that!). Though it evolved over time, the ultimate plan was to make an MMO unlike all the others that were out at the time. Frankly, there are a ton of ideas in the design doc we generated that STILL haven’t been tried. If I were an MMO guy, I might give those ideas a whirl, but I’m pretty much not an MMO guy.”

In late ‘90s Warren Spector left Looking Glass Studios and soon received a call from John Romero: it was the start of the new Ion Storm Austin team and the conception of Deus Ex. As told by Spector in the book “Postmortems from Game Developer“:

“Deus Ex is a game I’ve thinking about since right around the time Underworld 2 shipped. I’ve tried get a game like this started several times (As Troubleshooter at Origin, in some respect, as Junction Point for Looking Glass). Those games didn’t happen for a variety of reasons, but I never stopped thinking about them and, despite the failure of those games to reach production, they laid much of the conceptual groundwork for Deus Ex.”

As Ion Storm Austin director, Spector later oversaw development of Deus Ex: Invisible War, released in December 2003, and Thief: Deadly Shadows, released in June 2004. Soon after Spector left Ion Storm and officially announced his new company: Junction Point Studios, named in honor of the cancelled RPG he was working on during his last months at Looking Glass.

Junction Point was also used as the early project name in the pitch document for System Shock 2. In 1997 former Looking Glass developers Jonathan Chey, Robert Fermier and Ken Levine founded “Irrational Games” and soon started work on System Shock 2. As we can read in an interview with Chey by GamesTM:

“When [System Shock 2] was originally being discussed it had a name attached to it,” says Chey, “which was ‘Junction Point’. Some work had been done on it by Looking Glass’s Austin Texas studio, which was being run by Warren Spector. Then I think they decided that maybe they wanted to leave and start their own studio, and went on to produce the first Deus Ex game.” Looking Glass co-opted the efforts of Irrational Games, believing the team would work on Junction Point. “I remember seeing some design documents or something like that,” says Chey, adding that though little work had been done, there were some elements to it already. “I think it involved some sort of hub – the junction point – where you went on various missions,” says Chey, “but we liked the idea of doing a System Shock sequel so we put together a pitch for that and got Looking Glass interested in it.”

After working on such games as Freedom Force and SWAT 4, in 2007 Irrational Games published their most popular project: BioShock.

Only a few screenshots and a short video from the Junction Point prototype are currently preserved. If you know someone who may have more footage or documents from this lost project, please let us know.

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Incursion (Argonaut Games) [PC – Cancelled]

Incursion is a cancelled squad-based action game that was in development by Argonaut Games in late ‘90, possibly planned to be released on PC. While many other lost games by Argonaut were widely known, a few ones such as Kanaan and Incursion remained forgotten for many years. Argonaut is mostly remembered today as the studio behind such classic games as Starglider, Star Fox and Croc, but between the late ‘90s and early ‘00s they fell into obscurity, until their closure in 2004.

Incursion started development after the cancellation of Kanaan, by the same team. As it happened with Kanaan there are not many details about the game, but only a few small, pre-rendered images. Players would have used a squad of robots, to fight against other robots and aliens squads in different missions.

From what we can see from these images it seems Incursion would have been a real-time action / strategy game, in which players would give commands to their robot-allies while playing as one of them in third or first person view. The team attempted a 3D cell-shaded graphic style for their game, that looked quite awesome for its time.

After Incursion was canned, part of the team left Argonaut to form Pompom games. We tried to get in contact with a few developers who worked on Incursion, but with no luck. Only a few images are preserved below, to preserve the existence of this lost Argonaut project.

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Excalibur (Auran) [Cancelled – PC]

Excalibur is a cancelled action RPG that was in development by Australian team Auran (later known as n3vrf41l Publishing and N3V Games Pty), announced in 2001 for PC. The game was based on the legend of King Arthur and his “Sword in the Stone” Excalibur.

Established in 1995, Auran first came to prominence with the hit RTS “Dark Reign: The Future of War“, which won Strategy Game of the Year in 1997. As one of Australia’s oldest and largest game studios Auran has won numerous technology awards and operates from world-class facilities in sunny sub-tropical Brisbane. Boasting a team of internationally experienced developers, Auran’s staff have worked on a titles including: Asheron’s Call 1 & 2, Star Wars Galaxies, Ultima Online, Mythica, Middle Earth Online, Need for Speed Underground, Magic and Mayhem and many more.

As we can read from the original press-release on Gamespot and Shacknews:

“The game is set in a medieval fantasy world split into three main realms: Albion, Poisoned Camelot, and Avalon. It features ranged, melee, and magical combat, and it includes a wide range of medieval weapons, such as swords, maces, axes, longbows, and crossbows, as well as a number of magical spells. Players will be able to follow the game’s single-player storyline or engage in head-to-head combat in multiplayer mode over the Internet. Excalibur will also include elements of siege warfare, such as catapults, battering rams, and cauldrons of boiling oil.”

– Master the three disciplines of melee combat, range combat, and magic

– Wield swords, maces, axes and other medieval weaponry with dazzling technique

– Fire awesome range weapons, including the legendary long bow and the deadly crossbow

– Cast cool magic spells to help your friends or hinder your enemies

– Fight hand-to-hand over the Internet

– Shoot huge catapults

– Ram castle gates

– Pour boiling oil over your foes

Morph into strange beasts

– Fight savage hand-to-hand battles for Internet supremacy!

In the end Excalibur was never completed: we can assume the project was too ambitious for such a small team, and they instead found niche success in their Trainz simulation series.

Thanks to mihapsx for the contribution!

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Beowulf: Viking Warrior [Cancelled – PC, PS3, Xbox 360]

Beowulf: Viking Warrior is a cancelled video game based on the Old English epic poem, in development in 2006 for PC (and possibly Playstation 3 and Xbox 360) by German team 4HEAD Studios (now known as Cranberry Production) before the 2007 animated movie directed by Robert Zemeckis and before Ubisoft’s own Beowulf 2007 tie-in game.

As we can read in its original press-release:

“BEOWULF is a third person action adventure with role-playing elements. Explore the northlands, fight enemies both natural and supernatural, and prove your worth among the heroes of old.

BEOWULF is based on a nordic saga that dates back to the 6th century AD. The game captures the adventure spirit of the early Viking Age, creating a unique visual interpretation of the world of norse legends with state-of-the-art 3D graphics.

BEOWULF is very combat-driven, and features a unique and innovative melee fighting system. It is the first game to bring an authentic simulation of medieval sword-fencing to the computer game medium. The advanced physics simulation system provides a high level of realism and dynamic gameplay.

Features that make the game stand out:

* combat system that faithfully emulates medieval sword-fencing

* vivid characters and beautiful 3D environments

* cutting-edge 3D technology with striking visual effects

* integrated realtime physics for action-packed gameplay

* well-known name and scenario (especially among the Tolkien fan community).”

Images shared by 4HEAD Studios show a few concept art and early renders depicting the most iconic characters and places of the original Beowulf legend, such as the protagonist itself, the monster Grendl, his mother, the Dragon, the Mead Hall. However, no actual gameplay is seen so we can assume the team was still in early development.

Gamespot used to have two teaser trailers of the game, but they are currently unavailable. Beowulf’s tie-in game released by Ubisoft in 2007 was a very different product, since it relied on the latest movie version of the Beowulf character, instead the original poem. Gameplay also deviated from 4HEAD’s concept with RPG elements, and Ubisoft’s game was more an hack ‘n slash similar to God of War.

As we can read on IGN, after Ubisoft announced their game based on the movie, 4HEAD was not able to find a publisher interested in their own version, so it had to be cancelled:

“So today 4Head (now part of DTP Entertainment) announced that its Beowulf project is no more. The company sold its trademarks, web domains and other assets related to the game to Paramount.

“With the announcement of Ubisoft’s offical game based on the movie and the conceivable competitive situation, we were seeing publishers unwilling to support our game,” said the game’s Executive Producer, Gustaf Stechmann. “We thus lacked the resources needed to drive the project’s development forward. Luckily, we had the older rights to the use of the name. The buy-out deal with Paramount was therefore the logical exit strategy.”

Thanks to AkitoKuno for the contribution!

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Serengeti [Xbox, PC – Cancelled]

Serengeti is a cancelled adventure / simulation game originally in development for PC and Xbox in 2001 by Masa Group, a small French company focused on AI-based modeling & simulation software for defense, public safety and games-related markets.

This was an ambitious game that would have been played somehow like Afrika for Playstation 3, but conceived 7 years before Rhino Studios’ own project. You would play as a photographer and wildlife specialist, working in an African natural reserve set in the plains of Serengeti.

Serengeti was about exploring the African savanna, discovering its wildlife and preserving it from dangers (such as illegal poachers). The animal simulation was groundbreaking for its time, using an innovative AI engine that would fully simulate a complete ecosystem, with animals having up to 7 “motivations” (hunger, thirst, territory, mating, etc.). You could sneak on a cheetah and see it start chasing a gazelle, then resting and heading back to the shade. Every time the animals would move and react in a different way, following their “motivations” and creating a living environment to explore.

After a while Masa Group moved its gaming development team into a subsidiary named “Oiko Entertainment”, to expand their video game projects while the main company would continue working on simulation softwares.

More details about Serengeti were found in an old press-release by NatFX, a dynamic 3D plant modeling software that would have been used by the team to generate the game’s savanna with realistic african trees and plants:

“Serengeti’s numerous missions intertwine the player with the life of the park, from capturing sick animals, to recuperating the park’  tourism industry, to tracking rare animals and neutralizing poachers, mercenaries and even kidnappers.

Serengeti’s gameplay is essentially founded on the near-perfect representation of the natural world. The ability to hide behind bushes, tall grass, to take cover in groves and behind tall trees demonstrates the vital importance and direct implication vegetation plays in Serengeti. The vegetation is more than just scenery,  it’s really something that serves a purpose in terms of gameplay.

Set to release in the beginning of 2004 on PC and Xbox, Serengeti will certainly be a first of its kind. Set in Africa, it is an opportunity to use an original universe, different from the usual ultra-realistic war games  which typically occur in similar settings.”

Serengeti’s gameplay and AI-simulated wildlife was way ahead of its time on many aspects, and today it would probably be recognized for its interesting mechanics. Unfortunately in the early ‘00s it was hard to find a publisher for the game.

In the end Serengeti only reached an alpha stage before the team had to stop working on it. It seems Masa Group later closed Oiko Entertainment and Serengeti’s concept could have been sold to Atari / Infogrames, but nothing ever come out of it. The only released game by Masa / Oiko was Conflict Zone, a war-themed RTS published by Ubisoft for Dreamcast, PlayStation 2, and PC.

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