Around 2002 Core Design had already completed a few games for PlayStation 2, such as Project Eden and Thunderhawk, both released in 2001, and they were going to complete Herdy Gerdy, an action / strategy puzzle game. During this time they were also working on a cancelled survival / action horror game titled Nightfall, of which unfortunately there is limited information available.
Former Core Design developers we talked to, remember that Nightfall was going to be a game about surviving in an island overrun by werewolves, after the main character crashed there in a helicopter. It seems that before Nightfall the team tried to pitch a videogame adaption of the Preacher comic to Vertigo / DC Comics, but that was soon canned so they tried to develop their concept into a new, original IP. It’s possible that the idea about a Preacher video game was conceived during the same time in which independent filmmaking studios Storm Entertainment and Electric Entertainment announced the pre-production of a Preacher movie, but after a while the film was pushed back (and never realized) because of financial issues.
We hope to be able to preserve more info about Nightfall Unseen64 in the future, but for now it remains one of the most interesting and obscure lost games, by one of the most important software houses from the late ‘90s.
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?
“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“.
XGirl is a cancelled “girlfriend simulation” game that was in development by Angel Studios (the modern Rockstar San Diego) around 2000, planned to be published by Microsoft as a launch game for their original Xbox. You can imagine it somehow like Seaman or Hey You, Pikachu! but with a “girlfriend” as the main character to interact with. As far as we know XGirl did not use voice-commands and it was more like a traditional pet / life simulation, such as the Creatures or Tamagotchi series.
While the project was never officially announced, details about its existence were found online on resumes of former Angel Studios / Rockstar San Diego developers.
Carlos Pedroza, who worked as Lead Artist at Angel Studios, listed the game on his website. Michael Limber, who worked as Chief Creative Officer at Angel Studios, wrote on his old website:
“Interactive test application for Microsoft for the launch of the XBox. Kind of an interactive girlfriend project, XGirl had natural engaging facial animations and reacted to various controller inputs.”
We tried many times to get in contact with former Angel Studios developers to preserve more information about XGirl, unfortunately we never got any reply. In Japan Microsoft did release a somewhat similar game to xGirl on the original Xbox, titled “N.U.D.E.@ Natural Ultimate Digital Experiment”, developed by Red Entertainment.
We can assume the concept behind a “virtual girlfriend” could have been too controversial for the american market in 2001, so Microsoft and Angel Studios canned the project. Angel Studios was then bought by Take-two in 2003 and renamed Rockstar San Diego. They then moved on to work on such popular titles as Red Dead Revolver, Midnight Club and Grand Theft Auto V.
Gravity Zero Racing also known as Zero-G, is a cancelled futuristic racing game that was to be published by Midas Interactive: it was basically an F-Zero clone for Nintendo DS. The game was planned to be released sometime in 2008 (there’s even a product page on Amazon UK), but in the end it just vanished without any official statement. Some details about this lost project were published in the old Midas website:
“Get ready to step into the futuristic world of high octane Zero-G racing. Compete as an elite Zero-G pilot racing against fearless rivals from across the stratosphere. Losing is no longer an option; only winners will survive!
Every second counts as you take control of one of the most technologically advanced racing craft in the galaxy. Capable of reaching break neck speeds, you’ll need lightning reactions as you negotiate a myriad of hazardous race tracks packed with obstacles, mines, tunnels and insane G-force drops. Engage in ferocious dog fights in a race to the finish line, unleashing an arsenal of weaponry including EMP mines, and rockets. This is much more than just racing!
Once you have beaten the best you can take on the rest in the awesome Wi-Fi multiplayer mode. Challenge your friends or link up with players from across the globe to find out who will rein champion of the world. This is racing like you’ve never seen before!
Five game modes available including Practice, Quick race, Time Trial, Tournament and Multiplayer modes.
The huge Tournament Mode features 7 levels each with 3 unique tracks.
Arsenal of lethal weaponry at your disposal including EMP mines and rockets
Wi-Fi multiplayer mode brings true global online racing to the DS.
Advanced racing physics incorporating the intuitive Nintendo DS control system.
Hugely popular racing genre with mass market all-age appeal.”
If you know someone who worked on Gravity Zero Racing and could share what happened to this project please let us know!
Appeal is rather obscure studio formed in 1995 by Yves Grolet, Franck Sauer and Yann Robert, mostly known for their cult-following adventure game Outcast (1999) and its remake (2017). During their lifespan Appeal pitched and prototyped many different games that never seen the light of day: one of these was a “The Adventures of Tintin” tie-in for Playstation 2, based on the popular Belgian comic.
“After the Outcast II debacle (see the related article here), we were offered a share buy-back option by our publisher (Infogrames) in exchange of a new pre-production contract around a Tintin game. As we had to keep our studio alive, we bought back the shares at a nominal price and got the contract started.
We had developed some nice technology for the Outcast II game and, although it was still far from being complete, we had enough to prototype a Tintin game.
The budget was tight and the timing was short, so we tried to reuse a number of resources from the Outcast II prototype and build on top of that. The game was to be fully 3D exploration with some action scenes and mini-games.
In the end, Infogrames did not manage to sign a license deal with Moulinsart (The company that holds the Tintin rights), and we finally got bankrupt the same year and closed the studio.”
Props to Franck for preserving and sharing these files from the lost game!
This website uses cookies to improve your experience, by continuing to browse the site you are agreeing to the use of cookies. Find out more about cookies.Hide
Privacy & Cookies Policy
Privacy Overview
This website uses cookies to improve your experience while you navigate through the website. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.
Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website. These cookies do not store any personal information.
Any cookies that may not be particularly necessary for the website to function and is used specifically to collect user personal data via analytics, ads, other embedded contents are termed as non-necessary cookies. It is mandatory to procure user consent prior to running these cookies on your website.