Playstation 3 (PS3)

Come Midnight [Xbox 360 / PS3 – Cancelled]

Come Midnight was a game in development at People Can Fly from 2004 to 2006 for the Xbox 360 and PS3, with an intended release date of 2007. With a genre that is hard to define, according to the developer’s former leader Adrian Chmielarz, the game would have been a mixture of Adventure, Action and Survival Horror with heavy 1940’s noir and supernatural themes, something akin to a mixture of later games such as L.A. Noire and Uncharted.

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The idea behind Come Midnight, a “dream project” for Chmielarz, was born right after development on the First Person Shooter Painkiller ended. Painkiller had been successful, but because of contractual details it had brought little money into People Can Fly. According to Chmielarz:

“Painkiller didn’t make us rich. It was made for a flat fee, an embarrassingly low one compared to what a production of this quality usually costs. We never saw any royalties, despite the game’s success and countless sequels and remakes. But we did manage to save some money. (…) So we moved to a new place, and started working on a new project.”

He goes on to reveal some details:

“An action-adventure pulp that mixed the worlds of Raymond Chandler and H.P. Lovecraft. A story about a private detective able to communicate with the dead. (…) After a few months, we thought we had enough material to start shopping the game around.”

The game would focus on a private investigator named Mike Elroy, who had temporarily died at some point and managed to come back – this time with the ability to see into the afterlife, with a major mechanic of the game being the ability to see the last few seconds of someone’s life by touching their corpse.

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In 2004 People Can Fly put together a tech demo for Come Midnight, and invited all the major publishers to their studio in Poland to take a look at what they had been working on. Most of the reactions seemed to be positive at the time but after this showing, the studio waited in vain for a call from at least one of the publishers:

“Nobody was getting back to us. We were running out of money, and it was time to panic.”

There was a deeper meaning behind this silence, as the studio learned later on that everyone seemed to expect an encore of Painkiller out of People Can Fly, and were too afraid of betting on such a unique project at that point in time. Unfortunately, Come Midnight had to be put aside in favor of the studio’s survival.

“Through the grapevine we learned that even though people liked the game, they were scared of investing into an action-adventure, and, more importantly, they expected a shooter from us. Come Midnight was dead.”

Disillusioned, and to keep afloat, People Can Fly started work on a shooter called “Ravenwolf”, another title that would end up never seeing the light of day. It was somewhat of a spiritual successor to Painkiller and with a heavier emphasis on the storyline than its predecessor. The studio put together a demo for the game in a few short months, and sent it out to publishers. People Can Fly was back in business:

“We worked our asses off on a demo for a couple of months, and sent it out. The phones started ringing. Ravenwolf was about to happen, the studio was about to be saved.”

But during the development of Ravenwolf, something unexpected happened. While the guys from People Can Fly were at a convention, they were suddenly approached by a man who introduced himself as a representative from THQ and claimed he had been wanting to contact the studio. They asked if it had something to do with their current project, but the reply was about to fill the small Polish studio with hope for a better one: THQ wanted to make Come Midnight.

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The studio was reinvigorated, and for the next two years worked harder than ever. By 2006, the game was well into production, with the whole game designed on paper, and a lot of the assets completed. Chmielarz claims that in about two years’ time, Come Midnight would have been finished.

However, THQ had other plans. In 2006, the publisher simply pulled the plug on the project, and apparently cut all contact with People Can Fly. Although an official reason has never been given, Adrian Chmielarz believes that it had something to do with the company pulling out of development in Europe and wanting only one project left for release from that territory.

“Rumour was that THQ was getting out of the development in Europe and they were killing European projects left and right. Supposedly, it was between us and S.T.A.L.K.E.R. They chose the latter, and, to be fair, that was probably the right choice. Still, they acted awful throughout the whole ordeal.”

S.T.A.L.K.E.R.: Shadow Of Chernobyl, developed by the Ukranian company GSC Game World, was almost completed, while Come Midnight was only a third of the way in development, and eventually saw a release in 2007 after being in development hell for over half a decade.

The cancelation of Come Midnight left People Can Fly in a bad financial situation. Now with no game left to work on and with little money left, they acquired a license to the Unreal Engine hoping to recapture their Painkiller magic with a new shooter. The prototype that followed impressed Epic Games themselves, who bought a majority share of the company in 2007 and eventually fully acquired it in 2012, and the prototype would go on to evolve into 2013’s Bulletstorm.

After being rebranded as Epic Games Poland from 2013 onwards, People Can Fly split from Epic Games and became an independent studio once again in 2015, after which they started work on Outriders, a First Person Shooter to be published by Square Enix in 2020.

Adrian Chmielarz had left Polish developer he co-founded by the time Bulletstorm was released. He formed his own studio, The Astronauts, with some of the former developers on Come Midnight and still hopes to revisit the noir stylings of their cancelled project one day.

However, the rights to the game are now owned by THQ Nordic, the new name Nordic Games adopted when they acquired most of THQ’s properties after the company’s bankrupcy, and getting the Come Midnight name back at this point in time seems unlikely.

“Realistically, it’s never gonna happen. I still want to go back to pulp noir in the future, though, but that’s a whole different story for another time.”

Article by thecursebearer

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Theseis (Thesis) [Cancelled – Xbox 360, PS3, PC]

Theseis (AKA Thesis) is an action adventure that was in development by greek team Track7 Games, to be published by Ubisoft (?) for the Xbox 360, Playstation 3 and PC. The project was started in early 2005, but after a couple of years of active promotion, Theseis vanished without traces and we can assume that it will never be released. It’s possible that they did not find a publisher interested in their project.

In the original press release we can read more about the game’s unseen features:

-A gripping storyline that places you in a Greece full of marvel, danger and back-stage scheming, just beneath the surface of everyday life.

– Play with both Andronicos and Pheve as they race against men and monsters to uncover the secret of Theseis.

– Frantic action and intriguing puzzles. Challenge both speed and wit in every corner of this dark fantasy world.

– Colorful characters and localities, ranging from neo-classical buildings to the grim depths of Hades.

– Innovative customized new power graphic engine, built specially to portray the full glory of Theseis’ stunning environments.

– Dynamic original music score.

Thanks to Celine for the contribution!

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Schwarzenberg [X360/PS3/PC – Cancelled]

Schwarzenberg is a cancelled third person shooter that was in development by Radon Labs in 2005, for the Xbox 360, Playstation 3 and PC.  The game was set in World War II when the Third Reich was collapsing: Schwarzenberg was the name of a Nazi stronghold, a storage of plundered treasure beyond imagination and secret weapon projects. After the project was announced, it soon vanished without traces: maybe Radon Labs did not find a publisher interested in the game.

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ShadowClan [X360 PS3 – Cancelled]

Shadow Clan is a cancelled action game similar to Ninja Gaiden that was in development in 2005 / 2006 by Tiger Hill Entertainment for the Xbox 360 and Playstation 3. The studio was founded by John Woo and Terence Chang, to try to enter into the digital entertainment business after their popularity with films, but in the end they never released any game. In ShadowClan players would had took the role of a ninja able to control and to cooperate with multiple AI characters, a planned online mode was meant to have ninja-clans to fight against other human opponents. We dont know what happened to Tiger Hill Entertainment or how much of the game was done before its cancellation.

Thanks to Celine and Userdante for the contribution!

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LMNO [X360 PS3 – Cancelled]

LMNO (also known as The Escape Artist) is a cancelled action adventure that was in development for the Xbox 360 and Playstation 3 from 2005 to 2010 by Electronic Arts Los Angeles, with the help of Steven Spielberg. As we can read in Wikipedia, the partnership with Spielberg, first announced in 2005, was to produce an action game with an aim to evoke emotion, described as “a mix of first-person parkour movement with adventure/RPG objectives and escape-focused gameplay, all based around the player’s relationship with an alien-looking character named Eve”.

The team never released many information about the game, but after it was officially cancelled in october 2010, 1UP wrote an interesting article about LMNO, in which we can read some previously unknown facts on the project and see a target-render video:

When EA signed its deal with Spielberg in 2005, some of the specifics were intentionally left unclear. The deal committed him to create three franchises for EA, but initially, LMNO was the only one locked in, and there was no team in place to make it. Project two, “PQRS,” went on to become Boom Blox, while project three hasn’t been mentioned publicly since the deal was announced.

EA’s answer was to hire designer Doug Church and build a small team around him in their Los Angeles studio. Through 2007, they put together a group of 25-30 people who worked under Young’s EA Blueprint group — a quiet experimental label designed to build new intellectual property while outsourcing much of its production (such as some of LMNO’s level design that went to Arkane in France late in the project’s life) — to prototype ideas. […]

On the surface, it was a first-person action/adventure PS3/360/PC game set in modern times. Players would split their time between light role-playing objectives like talking to characters to uncover information, and action sequences featuring a lot of what the team referred to as “escape gameplay” where the player would run from approaching helicopters and FBI-style agents too overwhelming to fight face-to-face. […]

The developers did a lot of prototyping with Eve to make for a strong connection between her and Lincoln. Part of that came visually — Eve’s design was deliberately exaggerated, with large eyes and lanky fingers, to help the animators express her emotions, and she was designed to be sympathetic and sensitive rather than a sex symbol. Part of that came with her abilities — she could team up with Lincoln for cooperative attacks, or project things into his vision because she had the power to tap into his mind, so things like storm clouds would appear when she was in trouble. […]

In 2008 EA laid off most of the LMNO team, and the project evolved from a characters-driven adventure into a more traditional action game (now called The Escape Artist), somewhat similar to Uncharted. It seems that the original LMNO concept was too abitous and even after the change in its design, EA decided that it was not worth the risk to continue with the development, after so many years of work and money already spent on it. Instead in November 2009 EA acquired popular social game developer Playfish, and on the same day laid off approximately 1,500 employees in other EA studios“.

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