PC / MAC

Wuppo [PC – Beta]

Wuppo is a 2D platforming action-adventure game with RPG elements. You play as a little Wum who is just clumsy and who has no special skills or powers. The protagonist gets kicked out of the Wumhouse, where most Wums live together, so the adventure starts with looking for a new home. While searching for that new home, the Wum gets into a lot of exciting adventures for which wit and charm are used and many puzzles will have to be solved.

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The developers Lars Korendijk and Thomas de Waard have been friends since highschool and they have worked together on short movies, animations, stories and games since then. After high school both guys went to college and Lars graduated as an animator and Thomas as a composer. Wuppo started as a fun project to work on outside of school/college, but after both guys graduated, they started to work on the project fulltime, using Knuist & Perzik as the name of their indie team.

You can definitely see that these developers have been gamers for a while and they had many sources of inspiration for Wuppo. The first inspiration would be ‘An Untitled Story’, which made Lars start on his own platformer in the first place. The Rayman series was a shared inspiration for both developers, as they look back on Rayman 2 & 3 with much nostalgia. Other games that helped shape Wuppo to the game it is now were:

  • The Mass Effect-series – influence on the interaction with NPC’s, who all have their own stories
  • Undertale – a more personal touch in the relations with NPC’s
  • Paper Mario – the humor in dialogue and questions were inspired by this title
  • Banjo Tooie – inspired to make a world that feels unique and ‘real’ and to make locations that have a real function in the world.

Differences to the final game
The game has changed a lot during the 7 years it was in development! The entire world has been deleted to start over from scratch once, and the story has been rewritten multiple times. Wuppo’s development could be roughly divided into three phases.

Version 1 was called “Wubblyking”, made in Gamemaker 6.1 ~ 8. The story was about the Wums, then called Wubblies” whose king disappeared. Every Wubbly wanted to be the new king. The developers called this version very ‘random’ – there was no real connection between the different locations and characters.

Version 2 was also made in Gamemaker 6.1 ~ 8. This version already contained parts that stayed in the final game like an early version of the “Wumhouse” and “Wumgarden”. The story was again very different – the protagonist was a world-famous plumber whose wrench got stolen. Still there were no other races than the Wums and the lore/history of the world wasn’t in the game either.

Footage of this version:

Version 3 was made in Gamemaker Studio and is the version people can play right now on Steam.

Thomas and Lars were very perfectionist about the game and especially the last area changed a lot. It has been changed completely from the beta and that had a big influence on the story as well! The ‘Fnakkers’ were originally going to build a big machine in an underground factory to kill off the Wums, but Knuist & Perzik decided that the ‘fnakkers’ shouldn’t portray Evil itself. They were much more interested in challenging the player to feel empathy for its archenemy. The end result is a game with no clear line between good and evil. Every person and end-boss has its own story and motives, which might be wrong or bring others in danger, but they never do so on purpose/for fun.

Tough choices
The toughest moment for Knuist & Perzik was to decide to delay Wuppo to make it better. The last area of the final game was one of the things that slowed down the development. It took a couple of months before they felt like the concept was refined. This was also the time they started to look for a publisher – which they found in SOEDESCO, also a Dutch company. They finally released the game on September 29th 2016, to great joy of their fanbase.

In the future Knuist & Perzik would like to make new games if possible, but for now they will keep supporting Wuppo and create additional content for it.

Thanks a lot to Lars Korendijk, Thomas de Waard and Esther Kuijper for their help in preserving these memories from the beta development of Wuppo!

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Route 66 [PC – Cancelled]

Route 66 is a cancelled point and click adventure game that was in development in the early ‘90s by Disney Software/Buena Vista, initially planned to be released for 386 (or 286) PCs with 320×200 VGA cards. The game was formatted onto 2 or 3 floppy disks that would play on these computers. The team behind this lost game was composed of talented developers, artists, and designers, such as Darlene Waddington (game design), Jeff Hilbers (art and graphic design), Sue Chow (game design) and Jimmy Huey (programmer). At this time, Disney Software was just a small division of Disney Consumer Products, but they were working hard to create games based on new and existing IPs.

Route 66 was intended to be an interesting mix of adventure and survival gameplay. The main protagonist was a young man named Dart Stranger who was busy hitchhiking from St Louis to Santa Monica along Route 66, a world-famous series of highways in America. Dart’s grandfather (or another distant relative) had died in LA, and had supposedly left some much needed money to Dart. Since Dart lived back in Chicago, players had find a way to get to LA within a certain amount of time in order to be there for the reading of his will. The player would start the game with only a few dollars, not enough for a bus ticket, so the only way to reach Santa Monica was through hitchhiking on Route 66. Getting to Santa Monica alive was the main objective of the game.

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Hitchhiking revolves heavily around the drivers who pick you up, and the development team wanted to focus on that aspect of it. There was an interesting gameplay mechanic where each of the drivers had a special personality and the player would have to figure out how to respond to them correctly while in the car. Some want to talk and tell jokes, hear your stories, or maybe they just want to remain quiet. Players could gauge how well they were doing by the driver’s expressions. If handled correctly, they’ll drive you to the next city. If you don’t, they would boot you on the street and force you to find another ride. Just like classic point and click adventures from the ‘90s (Monkey Island, Day of Tentacle, Full Throttle, Sam & Max, etc.), Route 66 was full of humor and weird characters that added charm and funny dialogue to the game.

While traveling on Route 66, Dart would reach several main cities, and the gameplay would become more like a side-scrolling exploration survival game. Players had to look for a place to stay and eat, and hopefully finding some money to survive until you arrive in Santa Monica. During the game, Dart would get good rides and bad rides, make good decisions and bad decisions, meet with good folks and crazy folks, get thrown in jail and beat up by cops, eat bad food, sleep in the rain, get robbed by fellow travelers, become sick and held in hospital, and so on and so forth. This was an original hitching simulation in which strange things could happen, including your own death, all depending on how much attention you pay to the NPC’s behavior.

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The flow of all these gameplay segments was controlled by a simple but detailed decision tree, reminiscent of a “Choose Your Own Adventure” book. The team’s goal after all was to achieve some semblance of interactive fiction. Darlene and Sue were busy writing stories and lines for all these diverse eventualities, while Jeff was creating sprite artworks/animations and Jimmy created all the code that made the game run, coming up with a lot of inventive techniques and tools to overcome the restrictions of their target platform (such as a conversation editor tool). They were able to develop some nice playable demos for Route 66 and everybody at Disney Software liked them; all that was left for them to do to complete the game was keep creating new content.

Unfortunately, internal issues among Disney killed Route 66 before more content could be made. The business world became fascinated with “multi-media” and the new “CD Revolution” in 1992 and 1993. Disney’s management also fell into this hype-disease and suddenly Disney Software wasn’t just an uninteresting division of Disney Consumer Products anymore, but a potential cash cow. High-rank producers at Disney wanted a piece of the multi-media gaming pie and the new political environment in the company led to a lot of nasty fratricide among producers, all of whom were looking to improve the status of their own projects by killing somebody else’s. Even with a fun and interesting playable demo, Route 66 was doomed.

After Route 66 was cancelled along with other titles in development (“Jungle Cruise” and “Dog Eat Dog”), the team was fired. They tried to pitch these concepts to other companies, but were turned down time and time again. Luckily, Dog Eat Dog was greenlighted by Trilobyte, the studio founded in December 1990 by Graeme Devine and Rob Landeros (known for such games as The 7th Guest and The 11th Hour). The team was able to keep working on Dog Eat Dog, an original policemen simulator, until its second cancellation in mid/late ‘90s.

Thanks to Jeff and Chris for the contribution! Article edited by Ryan DePalma

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Werewolf: The Apocalypse [PC – Cancelled]

Werewolf: The Apocalypse was a game planned for PC that was being produced by ASC Games and developed by Dreamforge Intertainment, both of which have worked together previously on the horror point and click game Sanitarium for PC.  The game was based on the popular pen and paper tabletop series of the same name created by White Wolf Publishing and would have run on the Unreal engine by Epic Games. The game, along with other popular series such as Vampire: The Masquerade and Mage: The Ascension, took place in the “World of Darkness” universe wherein a secret battle for the fate of the Earth is waged by various factions of monsters, ghosts and demons behind the scenes of seemingly normal everyday life.  Travis Williams, who was one of the original developers on the original tabletop version of the game, was the executive producer of the game and stated that he was there to make sure the game was as “authentic to the original” as possible.  Because of this the game’s storyline incorporated the already extensive backstory associated with the series.

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The protagonist was a teenager named Ryan Mcullough who discovers that he is a member of the Garou tribe of werewolves after being attacked by monsters who serve the Wyrm – a supernatural force of destruction that wants to warp reality by corrupting all living things with its sickness.  Ryan comes to find that not only is he a werewolf but that he also carries the blood of the White Howlers – a powerful tribe who has been extinct for years after trying to stop the Wyrm and falling under its corruption.  With his new found abilities Ryan goes on a globetrotting journey to save the heart of the Earth itself from the clutches of the grotesque Wyrm as well as finding out the truth behind his father’s disappearance when he was still a child.  Along the way he makes allies with fellow werewolves and other mystical beings to help him battle the twisted agents of the Wyrm such as the Fomori, humans who have been possessed by evil spirits that serve the Wyrm, and the Black Spiral Dancers, werewolves that have been corrupted by the Wyrm.  His travels take him to places such as Greece and the Pentex Corporation, which is a powerful conglomerate that serves as a front for the Wyrm.

Gameplay has been described by Williams in several interviews as being similar to the Jedi Knight series of games as there would have been both long range and close combat fighting options along with the ability to switch between 1st and 3rd person camera angles.  The player would be given the choice to shapeshift on the fly between Ryan’s human form, his “Crinos” form – which is similar to the popular image of a werewolf, and his “Lupus” form – which is a regular wolf.  In human form the player would utilize a series of guns ranging from pistols to machine guns to “experimental” weaponry while the Crinos form consisted of melee combat with claws and a large sword called the Klaive which can be imbued with powers such as fire or ice damage.  To make melee combat easier the player would be able to lock on and strafe around enemies while in the Crinos form.

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Another aspect about the game that was similar to Jedi Knight was the ability to unlock special abilities, known as “gifts” in the game, for all three of Ryan’s forms depending on the choices the player made throughout the game.  There were over 20 available and they would have been divided into 3 categories- temporary, permanent, and Klaive effects.  An example of an “evil” path gift was the Seed of Gaia, which was a seed you could shoot into enemies that would make spikes shoot out from their insides, and a “good” gift example was a mystical armor spell known as Luna’s Armor.

A multiplayer versus mode was also planned for the game in which the player would have been able to choose characters out of the 13 different tribes of werewolves to do battle with one another.  It also featured “totems” that you could attach to your character to give them special abilities.  Many standard multiplayer game modes would have been available such as Blood Moot (deathmatch) as well as King of the Hill and a Tag mode.

Information about the game was being steadily released from late 1998 all the way up until September 1999 when ASC announced that the game was put on hold indefinitely.  However despite this announcement they assured IGN that the game would still be released in Q1 2000 even though there were reports at the time that ASC Games would be permanently closing their doors.  The reports ended up being true and ASC games shut down on January 7th, 2000 with Dreamforge Entertainment following suit shortly thereafter.  A majority of the cut scenes for the game have been released since as well as some screenshots and a brief gameplay video that shows Ryan running around a warehouse area and transforming between his 3 different forms.  A 10 part prequel series written by White Wolf veteran Phil Bucato was also released on the ASC website as the game was leading up to its release, but all of the chapters seemed to have disappeared along with the ASC website.  Another game Dreamforge Entertainment was working on, Myst IV, was taken over and finished by Ubisoft Montreal.

Thanks to Jon and Mix Bouda for the contribution!

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Whore of the Orient (Team Bondi) [PC, PS4, Xbox One – Cancelled]

Whore of the Orient is a canceled game from Team Bondi and Kennedy Miller Mitchell, planned to be released for PC, PS4 and Xbox One. It was a spiritual successor to L.A Noire.

You would play in 1930s Shanghai and the game would use the motion scan technology that was first used in L.A Noire. From leaked gameplay in 2013 it showed that the game had a focus on hand to hand combat, but still retained the usual cover shooting mechanics found in L.A Noire.

In November 2011, during an interview with Eurogamer, writer and director Brendan McNamara described the game saying “It’s pretty interesting. It’s one of the great untold stories of the twentieth century. So I think it’ll be good”

When Team Bondi sought a publisher for Whore of the Orient, it was reported that no one was interested due to claims of poor working conditions during the development of L.A Noire. When Team Bondi closed it’s doors in 2011 its assets were sold to Kennedy Miller Mitchell where development continued, and Warner Bros Interactive had taken interest in the game, but later abandoned the project in 2012.

In 2013 it was rumored that the game had been put on hold and in June of the same year it was reported that Kennedy Miller Mitchell had revived $200,000 of funding from an investment board. It was then reported that Whore of the Orient was set for a 2015 release date, but that never happened and we would not hear anything more about the game until 2016. In June of 2016, in an interview on the GameHugs podcast, former producer Derek Proud was asked “so will we ever see that game” and he replied “I don’t think so“.

There are still screenshots of the game on the internet, the aforementioned 2013 leaked footage of the game can also be found online.

Article by Nathan Coe.

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Heroes of Might and Magic 5 [PC – Alpha / Beta]

Heroes of Might and Magic 5 is a turn-based strategy game developed by Nival Interactive and published by Ubisoft in May 2006, as a reboot of the series. As we can read on Wikipedia Ubisoft acquired the rights to Might and Magic as far back as 2003, when 3DO filed for Chapter 11 bankruptcy. At the time New World Computing were already working on a new 2D Heroes of Might and Magic for 3DO, but when Ubisoft bought the franchise they ditched NWC’s versions to start a new, fully 3D game. In 3 years the new version of HoMM5 changed a lot and thanks to a leaked alpha version of the game we can see many of these “beta differences”:

– the interface is completely different in nearly every respect with a lot of prototype stuff

– hero portraits are completely different (Isabel is a photoshop of Kate Beckinsale)

– many creatures have different textures

– the priest/inquisitor has a different model, which was replaced when Games Workshop confronted Ubisoft for plagiarism

– many structures have different models and textures

– different sense of scale in the adventure map, much closer to Heroes 3 (in retail version everything is bigger and more “epic” than practical)

– battlefields of varied size (some battlefields are smaller than the one size in retail)

– the town screen is very different, a static 3D shot similar to previous games (in retail it’s an elaborate flyover)

– only one scenario/map, and the map doesn’t exist in the retail game

– only one faction (Haven)

– there is no world of Ashan (Ubisoft’s fictional world from the retail game), it’s set in Axeoth (the world of Heroes 4)

– different and reshuffled/repurposed music

Thanks to Erwin for the contribution!

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