New Cancelled Games & Their Lost Media Added to the Archive

BioTech: Liberator [Playstation, PC – Cancelled]

BioTech: Liberator is a cancelled first person action game in development around 1998 by australian studio Beam Software (AKA Infogrames / Atari Melbourne House and Krome Studios Melbourne), planned to be published on Playstation and PC. Previously the same studio developed and released KKND2: Krossfire for PC and Playstation.

BioTech: Liberator was quite original for its time, with players using morphing mechs / vehicles to resolve different missions in a strange gameplay mix between “Soviet Strike”, “Blast Corps” and Lemmings. Some details about the project can be found in an old press-release:

“You’re stuck in a steaming alien jungle with nothing but your own sweat for company. The enemy has a lock on your position and they’re rapidly closing in. Your shields are down to 14%, you’ve got just two guided missiles left in your BioTech Assault Tank, and if you stay put you’re dead meat. So, what are you going to do? Panic and start crying? Or do you get a little creative… ?

In BioTech: Liberator you take control of a single combat vehicle, but one capable of morphing into widely differing forms, providing you’re carrying the relevant Transform Pod to make the change. Each form has its own unique abilities and weapons and since you’re up against an entire planet of warmongering nasties, you’ll be needing them all if you want to get out of there in one piece.

It’s partly about blowing the enemy into gooey, bite-sized chunks, but it’s also about using the different forms of the biotech vehicle to the best effect – transformations are limited. Much as we hate to use other games as a point of reference, think Soviet StrikeTM meets Blast CorpsTM, with just a pinch of LemmingsTM. In short, a killer mix of strategic problem solving, white-knuckled action and hefty explosions!

Key Features are:

  • A wide range of unique and awesome weapons, a deadly enemy and fiendish puzzles to solve
  • Fully deformable true 3D landscape – if you don’t like the way something looks, blow it up!
  • Multiple 2 player modes. Choose from Deathmatch, Conquer and Chase variations
  • Support for force feedback devices

Some more details were found in a Russian website:

The game consists of at least 30 missions (20 standard, 5 bonus and a few secret ones), which often require not only shooting, but also finding items, saving hostages, capturing enemy bases, and much more.

BioTech: Liberator was planned to be released in 1999, but the same year the studio was sold to Infogrames. It’s possible that Infogrames decided to cancel the game to switch resources on more safe and profitable projects, as GP 500 and Le Mans 24 Hours.

If you know someone who worked on this lost game, please let us know!

Thanks to Visurox & Edward Kirk for the contribution!

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Baten Kaitos 2 / 3 [Cancelled – Wii]

Baten Kaitos: Eternal Wings and the Lost Ocean is a now cult-classic RPG developed by Monolith Soft and tri-Crescendo, and published by Namco for the GameCube in 2003. A prequel titled “Baten Kaitos Origins” was published in 2006 directly by Nintendo, which a year later officially purchased the majority of Monolith Soft’s shares from Bandai Namco.

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Just before Nintendo’s acquisition of Monolith the team started working on the third Baten Kaitos, but the project halted when Namco sold them to Nintendo. We can assume this “Baten Kaitos 2” (as it would have been a sequel to the first game) would have been developed for Wii, as the console was released in late 2006 just a few months after BK: Origins. Yasuyuki Honne (director and producer for the Baten Kaitos series) unveiled some details about their “Baten Kaitos 3” on Twitter in September 2018, as translated by a ResetEra user:

“It’s been more than 10 years since the release of Baten Kaitos II, and even now it pains me that I continue to receive requests for a sequel. I think the statute of limitations has run out, so I can say a little bit about it. Immediately after the release of Baten Kaitos II, Namco (now Bandai Namco) worked on a sequel up until the pre-production phase, but just before Baten Kaitos III could become a reality, the story ended due to the circumstances of the involved parties.

If we made it, it would have been grand-scale game with settings at the bottom of the sea, on land, and in the sky. There’s a large amount of concept art for the sequel sealed away at Bandai Namco. Requests for a sequel should be directed not just to myself and Monolith Soft, but also to Bandai Namco.”

Unfortunately at the moment it seems unlikely that Bandai Namco would ever share or use concept art from this unrealized third Baten Kaitos project. The two released games sold poorly and even if Nintendo would have not acquired Monolith it’s possible that the game would have been cancelled anyway, just as it happened with the announced (and canned) “Baten Kaitos DS”.

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As we can read on Wikipedia:

According to Sugiura, Monolith Soft’s relations with Namco had undergone a negative change after Nakamura retired as head of Namco in 2002, three years before the merger with Bandai. The company underwent changes and Monolith Soft felt they were being given less creative freedom, and the newly-created Namco Bandai was less willing to take creative risks. The company then received consultation from Shinji Hatano, an executive director at Nintendo, who advised them to continue creating innovative projects. Spurred on by Hatano’s supportive attitude, Monolith Soft decided to break away from Namco Bandai to become a Nintendo subsidiary; this provided Monolith Soft creative freedom in exchange for software development exclusivity for Nintendo platforms. Nintendo’s purchasing of the majority of Monolith Soft’s shares from Bandai Namco Holdings was publicly announced in April 2007.

After the cancellation of the third Baten Kaitos, Monolith Soft developed and released many new games loved by fans, such as Soma Bringer, Disaster: Day of Crisis and the Xenoblade Chronicles series.

Sacred Line Zero: Mega Drive Prototype Released

Sacred Line is a first person dark adventure / surreal thriller developed by Sasha Darko (a Russian music producer, game developer and writer), released for free in 2013 for PC. In 2015 an extended version of the original Sacred Line game was released for Mega Drive (phisically and digitaly), titled “Sacred Line Genesis“.

A prequel titled “Sacred Line Zero” was also in development for Mega Drive / Genesis, but in the end the project was canceled. In 2018 the Sacred Line Zero prototype was revised and released to public for free.

You can download the prototype ROM here. You can launch it via any emulator and it was tested with Fusion 3.64. It should work on real hardware via Everdrive.

Huge props to Sasha Darko for releasing the prototype!

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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Shojo R (少女R) [Dreamcast – Cancelled]

Shojo R (少女R) is a cancelled Dreamcast game that was in development by Compile in 1999. Unfortunately at the moment we don’t have any detail about the project and its gameplay, only some concept art were found by Videogamesdensetsu on Twitter.

By translating those Twitter messages it seems that Famitsu DreamCast magazine at the time published a short preview of the game (if you know someone who may own this issue, please let us know!). In the west Compile is mostly known for such games as Puyo Puyo (puzzle game) and Aleste (shoot ‘em up), during their lifespan they worked on many different games and it’s hard to say what kind of gameplay this Shojo R could have had.

By the look of the concept art available we can speculate it could have been a third person action / shooter game set in a sci-fi / military setting. In one of the scans we can also read “network game“, but we are not sure if it’s related to Shojo R or it was for something else.

As we can read on Wikipedia in 2003 Compile suffered from bankruptcy and as a result key staff moved to Compile Heart, the company’s spiritual successor, whereas shoot-’em-up staff moved to MileStone Inc.

Shojo R may remain forever as one of the many obscure, unseen cancelled Dreamcast games we’ll never know more about.

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