New Cancelled Games & Their Lost Media Added to the Archive

TY the Tasmanian Tiger 4: GUNYIP! [Cancelled – GameCube, Xbox, PS2]

GUNYIP! Is a cancelled dogfighting shooter set in the TY the Tasmanian Tiger universe, focused on flight missions using TY’s mecha-airplane (the Gunyip, as seen in Ty 3). It was initially conceived for GameCube, Xbox and Playstation 2 as the official 4th chapter in the TY series but gameplay would have been similar to titles such as Crimson Sky, Ace Combat and Star Fox’s all-range mode. The game was in development by Krome Studios around 2005 – 2007, started after the release of Ty the Tasmanian Tiger 3: Night of the Quinkan. While the team was pitching the idea to publishers they were hired to work on Star Wars: The Force Unleashed and GUNYIP! had to be canned.

Most of what we know about this unreleased project was revealed by Krome Studios’ artist and TY co-creator Steve Stamatiadis on his Tumblr account:

“Here’s the promo trailer we put together to pitch Gunyip to publishers. It starts with stuff from TY 3 minigames, then has some early test capture footage then ends with some rendered stuff from the TY 3 trailer.”

“There was the whole first version of TY 4: Gunyip which got shelved to make way for Star Wars. There’s a whole book just of stuff from that.”

“Flashback to the unmade TY 4: Gunyip which was Star Wars AF. The Frills were Scout Frills (the best of the bucket heads!), there were all these Star Wars style flight suits and there was even a Wookiee like character called Po (he’s a Kakapo)

If you thought the 2D game was a departure you would have hated this version even more – it was a flight combat game. Where you flew around doing missions on Gunyips. Basically Ace Combat in the TY universe. The best bit was that it was all told as a story being recounted by Lenny. Also you got to play through the “story” mode 3 times as different factions unlocked and you got more of the full story. It was ambitious to say the least.

Also I do enjoy the irony that the game was dropped mid production so that we could work on an ACTUAL Star Wars game.”

“The original TY 4 was not going to be a 3D platformer – it was a story driven air combat game in the TY universe. It was put to rest when we had the chance to make a Star Wars game and it’s probably for the best. While the game was looking pretty hot I know now that TY fans would have lost their shit because it was different. You only need to look at the reaction to the Win 8 game with it being 2D – even though everything else is pretty much exactly the same.

Anyway apart from flying around in cool transforming Gunyips the game featured a story mode that let you play through as three different factions each with their own sets of Missions. There was TY and Bushrescue, Cass and his Cold Blood Empire and finally a new group the Metalskull pirates led by Ginger Knut the flying fox.”

TY the Tasmanian Tiger: Gunyip! – The Gunyips

The gunyips are the top level of air combat machines. Each faction would have it’s own unique design that the player would control when playing their missions. They were also designed to show your pilot character flying them. This was so players could have something ‘human’ to relate to and so that they could respond to the surrounding events much the same way TY sat in the back of the Fourbie and Crabmersible.

Bush Rescue: The Woomera class Gunyip.

Design wise the BR Gunyip has elements of both the plane version from TY 3 and both the unused designs for the Jet Bunyip. It had a variable geometry that would allow it to take different forms depending on it’s flight mode. And yes it was meant as a homage to Macross’ Gerwalk mode.

Cold Blood Empire: The Raptor

This one was designed to look like a bird of prey. I used the head of Cuddles (Fluffy’s mech from TY 3). The wing “feathers” would change shape based on its speed and the tail would look nice reacting to the physics of Gunyip flight.

It’s pilot is another Thorny Devil called Lizzy. She was going to be Fluffy’s replacement for this game. When you first saw her inthe game she would appear as Fluffy but as the game progressed you’d quickly learn that it was Just Boss Cass – who was now just a little bit more unhinged – seeing her as Fluffy.

Metal Skull Pirates: The Pteropus

A flying fox flown by Ginger Knut, who is also a flying fox. This is the first pass at the Pteropus and It’s a little more basic than the others but I really liked the feel of it being a big powerful motorbike with wings.

“This is Liz, she was going to be Fluffy’s replacement in TY: Gunyip! The way it was going to work was that you’d see her in cutscenes with Cass and she’d look exactly like Fluffy. But then we’d reveal that she actually looked like this and it was just Cass who had gone a little loopy from guilt seeing her as Fluffy. “

“Here’s the look of the Frills for TY: Gunyip! They were called Scout Frills because they are meant to look like my favorite Imperial troops, the Biker Scouts. I tried a few color variations but I was going to stick with the white version.”

“Po the Kakapo – I love the idea of flightless New Zealand birds piloting stuff in the TY universe (Duke the Kiwi) so the Metalskull pirates get Po – he’s sort of Chewbacca to Ginger’s Han Solo.

Fluffy Destrofluffy – A callback to the boss from TY 1 except this time you have Harpoons and Tow Cables. I wanted to name a level the Battle of Mount Hotham – for obvious reasons.

Robot Destrofluffy – what it’s like underneath when you burn the fake fur off them.

Young Tiberius – I never quite worked out how this would fit in the game if it even could but I wanted to have a flashback element where you’d play as Tiberius the Thylacine hero in a 1920s steampunk TY world. Maybe some other time.”

In 2013 Krome released a different Ty the Tasmanian Tiger 4 on PC, but maybe the idea of a flight-combat TY game could be resurrected in the future.

Images:

Siren in the Maelstrom (Silicon Knights) [Cancelled – Xbox 360, PS3]

Siren in the Maelstrom is a cancelled fantasy adventure that was in development by Silicon Knights in the late ‘00s, but never officially announced. The title of this lost project was leaked online in different ways, when Canada Telefilm (an organization that lists projects approved for government grants) announced they would invest into Silicon Knights for their new game “Siren in the Maelstrom”. As we predicted at the time, unfortunately the game was never released.

Siren in the Maelstrom was again mentioned in a disastrous legal case between Epic Games and Silicon Knights. As we can read on Wikipedia:

“On May 2012 Epic Games defeated Silicon Knights‘ lawsuit (opened in July 2007) and won its counter-suit for $4.45 million on grounds of copyright infringement. Silicon Knights was directed by the court to destroy all game code derived from Unreal Engine 3 and to permit Epic Games access to the company’s servers and other devices to ensure these items have been removed. In addition, the studio was instructed to recall and destroy all unsold retail copies of games built with Unreal Engine 3 code, including Too Human, X-Men Destiny, The Sandman, The Box / Ritualyst, and Siren in the Maelstrom.”

Maelstrom (maelström; [ˈmeɪlstɹəm])  is a north-european word used to indicate powerful water whirlpool, produced by opposing currents or a current running into an obstacle. Many of these maelstroms are located near the Norwegian coast and knowing Silicon Knights’ history with the Norse mythology, many fans speculated Siren in the Maelstrom would also have been set in Vikings folklore.

Unfortunately the team never showed any official screenshot from the game, but some concept art is preserved in this page, to remember the existence of this lost project.

In May 2014, following the loss of the court case, Silicon Knights closed their office and filed for bankruptcy. As far as we know, files related to Siren in the Maelstrom had to be deleted, so it could already have been lost forever. As Epic Games had access to Silicon Knights’ server, someone may have saved parts of their cancelled games. We can only hope one day someone could be able to share more screenshots, footage or details from these projects.

If you know someone who worked at Silicon Knights on Siren in the Maelstrom and may help us to save something more from the game, please let us know.

Images:

Bladeball (Cat Mother) [Xbox, PC – Cancelled]

Bladeball is a cancelled extreme sport game that was in development by Cat Mother around 2002, for PC and the original Xbox. It was inspired by the Rollerball movie and you could imagine it as a more “violent” version of soccer / football: two teams in an arena, trying to score their point by any means. The team was able to develop an early prototype, but it was not as fun to play as they imagined it to be and decided to cancel it, to work on another game (Dead Justice, which was also canned). Unfortunately only a few, tiny screenshots remain from this lost project: we tried upscaling them to have a better idea of how Bladeball could have looked like in 2002. You can find them in the gallery below.

Thanks to Piotr for the contribution!

Images:

Wish (Mutable Realms) [PC – Cancelled]

Wish is a cancelled MMORPG that was in development by Mutable Realms between 2002 and 2005, planned to be released on PC. Like many overly ambitious projects, Wish fell under the weight of its own concept. The game promised to be the world’s first “Ultra Massive” Online RPG: according to Mutable Realms the game would simultaneously support up to 10.000 players in a single world / server, with no divided zones nor shards.

More details about its gameplay and world-settings were shared by many websites, such as IGN:

“player guilds will be able to reclaim towns and become “Noble Houses”. These Noble Houses can declare war on each other, as part of the ongoing story where, as Rickey indicated, the “world has fallen to barbarism and petty warlords.” Thus, you have player vs. player combat in these house wars. Should someone not wish to be a part of this, they simply do not participate in a Noble House or strive to make their House a peaceful one. “

“Character advancement will follow a skill-based system. The selection of playable races named so far includes a half-dozen familiar archetypes ranging from Humans to Orcs, Elves, Halflings, Dwarves and Gnomes. There’s also one we don’t see as often – and when we do, it’s invariably in the role of a monster – the Cyclops. “

“Wish is providing that control in the form of the Houses. Being a House means conquering a monster-controlled town and becoming responsible for its well-being. You gain control of the town, its buildings, and the resources that surround it, and you get rewarded by being able to collect taxes on transactions within that territory.”

“The various towns successfully replicate the feeling of medieval villages, complete with fortified walls, domesticated animals and inhabitants that continuously go about their daily business. Player characters have a fair amount of weapons and armor to equip thus far, and the color of clothing can be altered through use of a dying tub. Spell effects, while currently sparse, show dazzling potential as in the case of the Necromancer’s Decay cantrip, which issues forth a large skeletal ghost and several gravestones around the caster. “

“At present, monster loot primarily consists of gold and resources such as hides, although a few creatures drop weapons. Since characters have no level indicators or experience to accumulate, it facilitates the ability for players of varying skill levels to aid each other in group combat. “

“Live Content is the primary defining feature of Wish. In the ongoing Beta 2.0 test we publish a daily newspaper, which contains clues to what may come to pass, as well as summaries of what happened on the previous day. The events described within the paper are actual in-game events and refer to real players. We now mirror this paper online in our newspaper section. You can read all five daily papers there. New papers will be added daily. “

In 2003 / 2004 closed beta testing was announced, but it seems the team did not properly estimate what was needed to keep the game alive and online: Wish was officially cancelled in January 2005, just before the planned Open Beta:

“Wish has been shut down because with the data we gathered during the first 10 days of our Beta 2.0 test, even with our best-case projections for player numbers, we could not have reached enough subscribers for Wish to sustain itself.”

Engadget and Escapist published a couple of articles with more details about what happened to the project:

“The beta lasted only nine days. On January 9, 2005, after careful consideration of the way the beta had played out, examination of our internal metrics and an honest appraisal of the MMOG landscape (WoW launched the previous November), we made the decision to shut things down.”

Wish had no single cause of death, but overhype played a huge role. Our statistics didn’t lie. At every step of the way, from signing up for beta, to downloading and installing the client, to playing the game for more than an hour, we lost huge percentages of players. In case we didn’t trust the stats, tons of players told us about their departure on our forums, as well.”

“For small and mid-sized developers, this battle can never be fully won. Usually, simple economics means they’re going to produce mid-quality titles. What they need to recognize is what niche their game fills and try to attract a community that respects that. A decent game can be sunk if the community expects more than what’s delivered and simply doesn’t buy it on principal.”

“In the end, Wish’s assets were carved up and sold off, with some being used for Irth Online.”

Thanks to Josef for the contribution!

Images:

Videos:

Teebo & Kai [Xbox, PC – Cancelled Prototype]

Teebo & Kai was to be an online cooperative, Sci-Fi, 3D platformer developed by Escape Factory and commissioned by Valve. Escape Factory is not a studio many have heard of, and for good reason. The company never released any major games on consoles, just a few casual games like Overball and STX for the PC. Founded in 2000 by Ed Allard and James Gwertzman, the company only lasted 3 years before the company was shut down. Throughout their short existence, the company worked on only 2 major projects, Teebo & Kai and a cancelled entry in the Space Quest franchise.

Very little is known about Teebo and Kai, and the information available contradicts one another. A now delisted video by Tyler McVicker claims that the project was in development for the original Xbox and explains his story for how the project came about’:

Microsoft approached Valve Software around the year 2000 in order for Valve to create an exclusive title for the then upcoming Xbox. Quickly following the first couple of meetings and contract signings between Microsoft and Valve, Valve put together a team.”

This claim contradicts various sources such as James Gwertzman’s LinkedIn profile and the Escape Factory website (which was updated multiple times during the early 2000s), the latter of which provides a timeline of the entire company’s life and claims that the studio was in fact an independent developer doing contract work for Valve. Not only do the sources claim that they were independent, these sources claim that Teebo and Kai was in development for the PC and was actually a “cooperative platform game prototype” and not a full game.

Another illusive aspect of Teebo & Kai is the gameplay. It was to be an action platformer with online components running on the GoldSrc engine, but very little is known about the moment-to-moment gameplay beyond that. The project would have taken place on an alien planet, with many strange and unique locals that players can visit. Temples, towns, and strange rocky areas are a small fraction of what the supposed game could have had players visit.

Teebo & Kai also would have featured very unique enemy designs for the time. 3-eyed monsters with mouths on their stomach, giant frog creatures with cameras, and gummy bear-like aliens would have filled out the project’s lush planet. Another piece of concept art for the game features flying machines that seem to be enemies, which could be evident of other enemy types in the project.

Another major deviation between the Tyler McVicker video and other sources is the outcome of the project. The previously stated claim that the project was only a prototype and was worked on for a year is further supported by a Powerpoint presentation given by Gwertzman called What to do When it All Goes to Hell: Escape Factory Post-Mortem which gives a detailed timeline of Escape Factory.

While the timeline states that the project was only worked on for 8 months, and was the project only ended because the demo was completed, the Tyler McVicker video also went on to explain their version nature of the project’s cancelation:

About 2 years in Gabe Newell walked into the office at Valve headquarters that this team was working in, cancelled the project, fired the entire team, and decided that porting Team Fortress to the Xbox was the better option.”

Despite these contradictions, all information on the project confirms that Escape factory then went on to use the tech and progress made on Teebo & Kai to work on a revival of Sierra’s Space Quest franchise. This project was also cancelled later on, after a series of developmental problems.

Article by Alex Cutler

Images:

Videos: