New Cancelled Games & Their Lost Media Added to the Archive

Rage Hard [PC, MAC – Cancelled]

Rage Hard was a First Person Shooter in development from 2002 to possibly 2007, planned to be released on MAC first, then possibly also on Windows PCs. German company Titan Computer GbR were the main driving force behind the game, although they seemed to have been joined later by the fellow german DnS Development. Both companies had experience bringing Windows games to Macintosh, having ports such as Jagged Alliance 2, SiN, Heretic II and Shogo: Mobile Armor Division under their belts, and Rage Hard was being made as a Mac OS title first and foremost.

Rage Hard’s basic concept was something commonly seen around the time of its development: a multiplayer-focused shooter set in a gritty urban environment, backed up by a large arsenal of weapons and a tactical coat of paint. However, it wanted to set itself apart from the competition by not having the central conflict be what Titan saw as the generic Military good guys vs. Terrorist bad guys, and instead creating a world in which the playable characters all belonged to villainous factions.

Rage Hard was set in the not too distant future, in which the police itself grew to be corrupt enough to become one of the reigning crime syndicates. They becomes engaged in skirmishes which pit all manner of other criminals and deranged gunmen against each other. These would range from common street thugs to cartel and mafia members, paramilitaries and religious fanatics, offering a large selection of characters with wildly different looks. The CLAWS engine allowed for every detail of their appearance (like eyes, clothing and hair) to animate in real time.

Combat would take place in either close-quarters locations, such as nightclubs and other building interiors, to expansive and open environments like gang-ridden city blocks. Powered by an experience-based class system, the gameplay would require players to adapt to the environment, choosing between chaotic gunfights or a more tactical approach, as well as picking the right skills for the job.

Rage Hard would apparently do away with restrictive classes seen in games such as Battlefield by allowing the player to pick a base skill they wanted to excel at (for example Accuracy) and then utilizing experience gained by defeating enemies to develop others in whatever way they saw fit in between rounds. In theory, this could mean that creating a Sniper character that also had the ability to be a damage sponge was possible. But, of course, the utility of such a class to the team would be questionable, and it was up to the player to decide what worked in what context.

Despite the clear multiplayer focus, Rage Hard would also feature a single player campaign said to be 12 levels long and entirely team-based, although this aspect of the game seems to only have been added later on during development.

What ultimately became of Rage Hard is unclear. First announced in 2002, the game seemed to stay in development hell for quite a long time. Although the official website remained up until mid-2009, the last update on it dated back to late 2007. The Titan Computer website was accessible until at least late 2016, but it similarly stopped updating in 2009, with the last three announcements being completely unrelated to Rage Hard’s development. It’s likely they were ultimately unable to secure a publishing deal: whatever the case may be, Rage Hard would never end up seeing the light of day.

It seems Titan were never able to recover from the years they put into its development. Regarding DnS Development, their fate also seems to have become a mystery. They went on to release several games in the years after their unreleased project, which are available on Steam, and their website is still up as of 2021. However, their last project, Primal Fears, was released in 2013 and there has been no news from them since then.

Article by thecursebearer

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Developers’s Tips to Avoid Game Cancellation For Students

Over the years, we have seen several much-anticipated video games getting canceled, including, Conker Bad Fur Day 2, ZOE 3, Project Titan, Prey 2, Silent Hill: PT, and others.

Some of the reasons for game cancellation are realistic, such as budget limitations, changes in the company, or time constraints. Although cancellation can be frustrating for both gamers and game developers, these reasons are quite understandable.

However, sometimes game cancellations can occur for the crazier reasons possible. Imagine spending all your time making a video game; then it gets canceled because it can’t be played on a certain game console or a vengeful wife destroys all the work. Yes! It can happen.

Game development is no simple task; lots of hours and effort goes into it. So, it’s wise to know the things to avoid, so your game doesn’t get canceled. Here you’ll find tips on how to avoid video game cancellation from game developers. Read more

Max Blastronaut [Xbox 360 – Cancelled]

Max Blastronaut is a cancelled beat / shoot ‘em up that was in development by Coin App, planned to be released on Xbox Live Arcade. In 2009 the game won Microsoft’s Dream-Build-Play contest, giving the team more funds to complete and publish the project. It was even previewed by a few gaming websites, such as IGN, Co-Optimus and Destructoid:

“Coin App’s submission is Max Blastronaut, an action game where players protect distant planets from “dredge miners.” Melee combat takes place on a planet’s surface, but Max can also hop into a space ship and take part in zero gravity gunfights. There are 24 planets to be defended with varying challenges.”

“I only played the first few stages, but the game seems to advance through a series of progressively more difficult planets that you must clean out, each with its own gravitational field. When Max reaches a new planet, he descends onto the surface in order to collect fuel to power his jetpack. Eventually, Dredge Miners attack, and Max is presented with two options: stay on the ground and brawl, or take to the air and shoot.”

“By way of features, Max Blastronaut supports drop-in/drop-out co-op for up to four players, twenty-four different planets, and a challenge mode.”

“While we only played through one level that was pretty much a tutorial level, I was told that future levels would feature power-ups for the blastronauts, new blaster weapons, and even vehicles.”

While it looked like a fun arcade game to play with friends, as far as we know (and by reading former Coin App developers resume) Max Blastronaut was never released on the Xbox 360, nor any other platform or PC.

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M.O.S. (Military Occupational Specialty) [PC – Cancelled]

M.O.S. (Military Occupational Specialty) is a cancelled “Massively Multiplayer Tactical Role Playing Shooter” (M.M.T.R.P.S.) that was in development around 2003 – 2004 by SharkByte Software, planned to be released on PC. It was an ambitious online FPS / RPG hybrid, conceived to become the “next genre of online gaming”, featuring a huge 42.987 miles² explorable planet, which is quite unbelievable even by today’s standards if you compare it to such open worlds as Final Fantasy XV (700 miles²),  Just Cause 3 (400 miles²) or Fuel (5.560 miles²) .

Players would take the role of a soldier sent to an alien planet called Balia, to combat for one of the available military factions: The Dominion, The Divine Separation and The Sovereignty. As in other MMORPGs Players VS Players and Realm VS Realms would have been available, you could drive different types of vehicles and

Details on SharkByte Software’s hopes for M.O.S. can still be found in old interviews and in their (now offline) website:

“The Idea for M.O.S. game about because we all liked playing FPS’s and tactical shooters such as Rainbow Six. We also like some RPG’s especially the online ones, so we thought man would it be cool if we could play Rainbow Six but in an Everquest setting? From there we started laying out the details of how this type of game might work. Now we are working on making that happen.

We currently have two server technologies that are being used and I can say that one will support approximately 30k per world and the other should allow for everyone to play together (obviously not in the same square inch :) ).”

“The initial game world covers approximately 142 kilometers by 193 kilometers. When you add the uncharted continents, seas, and oceans, the entire game world will encompass an area of 260 kilometers by 430 kilometers. This translates into an area of 161 miles by 267 miles.

A player will have three ways to develop their character. Since this is a military game the first method of advancement is in rank. A traditional rank system is being used. Secondly, the player will hone his skills by means of missions. Skill points are awarded which the player uses to develop the character skills. Thirdly, since this is a role playing game, the player will accumulate valuable information on which the players’ ability to decipher and implement what is learned can affect the outcome of the game.

The overall aim of the game is to establish and maintain the superiority of the player’s own shard. Within this framework the player will amass personal wealth and advance in rank with the successful completion of missions.”

“Killing of players within one’s own shard is also allowed although highly discouraged. As in any society, the attempted killing of an unarmed or peaceful citizen carries severe consequences. Friendly fire, on the other hand, may be unavoidable in the heat of combat.

Shard vs. shard attacks will be available. It is highly recommended that a player build up his skills before going into battle to increase his odds of survival.

A Shard is a group of military personnel under the rule of a General. There are 3 Shards on the planet: The Dominion, The Divine Separation and The Sovereignty. We chose the term Shard because it emphasizes the splitting of a single object.”

“Initially you will have to join a shard. Since this is a military type game and the player is recruited to serve on this planet the player is obliged to serve for a period of time. After fulfilling the obligation the player will have the option to continue within the system or make their fortune on the frontier.

A player will have access to use of vehicles as part of items necessary for use in missions. If a player can afford the cost of a vehicle, it is available to him.”

The team just showed concept art and a single 3D render from the game, so we don’t know how much was really done before its cancellation. As it usually happens with these ambitious MMORPG from the early ‘00s, we can assume the team underestimated the efforts, skills and budget needed to develop such a game and never find a publisher interested in helping them.

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Boo Haunt (Retro Studios) [Nintendo DS – Cancelled Concept]

In May 2020 Shinesparkers published a series of links to the online portfolio of Sammy Hall, former Retro Studios contract artist who worked on concept art for a cancelled Boo game pitched by the company for Nintendo DS. Possibly known as the “Haunt” project, in this adventure players would take the role of a young Boo, freshly graduated in the Haunt university.

In these images you can see a Boo professor teaching his students about a magical cauldron and our Boo protagonist would have been chosen to be dipped into it for some reasons. We speculate that by being soaked in the cauldron, the young Boo would have somehow received new powers. Concept art shows this Boo in different poses, as if it could be stretched and moved around like in Kirby: Canvas Curse.

These drawings were noted as being used for Retro Studios’ Boo project between 2006 and 2007 (the same artist also worked on Metroid Prime 3: Corruption and Donkey Kong Country Returns), just a year after Nintendo released Canvas Curse. As we can read on their original page:

“Cancelled Boo project (2006 – 2007). Loads of Boo sketches in very very unfamiliar territory. Deep in debt at Haunt University. Powers & abilities. Broomies. Possession powers. Spiders spider boss variations. Tiny stuff for tiny handheld resolutions.”

We can also speculate the witches seen in these images are the “Broomies” (possibly the main enemies of the game, as seen in one of the drawings in which Boo fight against one of them like in a shoot ’em up) and Boo would had some kind of “Possession powers” to gather new powers & abilities.

After these images were found by fans and gaming journalists, the artist just deleted his whole ArtStation account. IGN was able to get in contact with him, asking about this Boo project and the cancelled Zelda – Sheik Wii game:

“Speaking to IGN, ex-Retro Studios concept artist Sammy Hall explained that both games were in pre-production when cancelled, and “I doubt many at Nintendo proper saw much of any of this stuff. I was mostly put into a room like Milton from Office Space and tasked to brainstorm between other projects.”

According to Hall, the ideas for both games came from ex-Retro leads Mark Pacini, Todd Keller and Kynan Pearson, but were “cancelled the week they went to create their other studios.”

We’d like to preserve these fascinating Boo drawings in the gallery below, to remember the existence of this lost video game. If you saved more concept art from Retro Studios’ Boo project that are missing from this page, please let us know in the comments below or by email!

Thanks to AvenPlainstrider for the contribution!

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