Raiko is a cancelled action RPG that was in development by Flextech between 1996 and 1998, planned to be published by Blizzard Entertainment for PC. The game was conceived as a “3D Diablo with samurai”. At the time Raiko was not officially announced by Blizzard, but its name was later shown in a list of cancelled games they talked about at DICE 2008. In 2017 former Flextech founder and developer Felix Kupis published a few screenshots of their Raiko prototype on Linkedin:
“Raiko was a Diablo style game with a 3D engine set in ancient Japan. Even though the game got cancelled for various reasons, we did manage to have a working 3D engine, RPG system and a level editor. I can still run the engine today almost 20 years later on windows 10. Here are some screenshots from March 1998.”
Just a year before we had the pleasure to interview Felix for our book “Video Games You Will Never Play”, when he shared some of his memories working on Raiko:
“As a fan of Diablo style games and Asian folklore I wanted to make a game that was essentially a 3D Samurai Diablo. This was built on a 3D engine but was played from a similar view to Diablo. You could turn the camera around to see more of the environment and the game was coming along but got cut when Vivendi bought Blizzard.
Myself and my crew of a couple people that did the work on the game traveled down to E3 when it was held in Atlanta and set up a meeting with Alan Adham and Bill Roper on this game demo we made for Raiko. I got to know Alan Adham when I told him my story of basically being kicked out early from Westwood (I was leaving after finishing Red Alert) for wearing a Blizzard shirt. At that time the heads of Westwood hated Blizzard for “stealing” their RTS ideas so after wearing the shirt to piss off my boss I got the boot early. Anyway I was a good in with Mr. Adham and got me the meeting at E3, it was actually the very last meeting of the show for Blizzard. After looking at our demo I remember Alan and Bill Roper both had a huge smile on their face and told us this is the game we have been looking for.”
“After Raiko got cancelled, Blizzard kept all the rights to it so we were basically looking for a new project before we ran out of funding. We pitched Disposable Heroes to a bunch of publishers including GT interactive, Atari, and some others. Disposable Heroes was basically Halo way before Halo but nobody would give us the funding for the game before money ran out and we had to shut down Flextech. I still have the original documents for Disposable Heroes, it’s really funny reading them now and looking at how close it was to Halo.”
Blue Vault is a cancelled sci-fi strategy game similar to Syndicate / X-Com, that was in development in 2004 by Elixir Studios, the team lead by Demis Hassabis, a skilled programmer who co-created Theme Park and worked with Peter Molyneux during their Bullfrog and Lionhead days. Players would take the role of a secret team of agents with the mission of stopping aliens from invading our planet, while hiding their existence from the population.
At the time Elixir Studios had released two interesting but ill-fated games: “Republic: The Revolution” (2003) and “Evil Genius” (2004). Blue Vault would have been their third project, offering players more than 30 missions to resolve using strategy combat, managing the squad’s finance, keeping up the team morale and upgrading their skills. During missions civilians must have been protected but at the same time you had to not let them know what was really happening. As we can read from IGN:
“Blue Vault’s strategy element involves the usual research, resource-gathering, unit recruitment and skill advancement, but the team is going into a lot of detail that’ll be “almost to an RPG level” according to Sutherland. There’ll be 40 unique unit characters, each with their own features, toolset, stats and hopefully, voice. “X-COM missions were quite similar with very little characterization. We want to push the character element further, so you really care about your teams. Imagine each Blue Vault operative shouting orders or screaming in agony with a different voice.”
“[…] tension is the crux of the gameplay, so even if you manage to deal successfully with an interplanetary nuisance, if you scare the bejesus out of too many people – what Elixir is calling ‘culture shock’ – you’ll fail the mission
Ops are your standard tactical soldier, whereas Indigo Ops are your elite troopers that utilise alien technology. Obviously, the latter are more adept at dealing with space tourists, but you have to be careful not to freak out bystanders, who will notice their strange uniforms and hybrid weaponry.
Engineers, on the other hand, repair stuff, allow you to recover valuable alien artefacts, hijack cars to build barricades and also reinforce any cover-up with visible evidence, such as releasing weather balloons to explain that bizarre ‘meteorological event’ annoyingly witnessed by dozens of people.
Finally, there are your Conspirators – the ‘Men in Blue’ who’re crucial for crowd control and ensuring that you protect the populace from mass panic caused by first contact. This is where Elixir’s ‘stimuli system’, also used to a certain extent in Republic, comes into play, where individual Al-controlled characters react to things they see and hear. So, if a member of the public has a glimpse of alien technology, for example, or is confronted by a Blue Vault soldier pointing a gun at them, they’ll become fearful, but this will soon recede if you manage to tell them to move out of the danger zone. However, if the person is left in the vicinity of an alien visitor, they will go into culture shock, meaning they’re so scared and irrational that they become a danger to themselves. In this case, you quickly have to use your Conspirators’ special persuasive powers to calm people down, or you’ll quickly fail your objectives. Up to 1,000 people can be rendered on screen, with up to 3,000 polygons each.
Blue Vault has a total of six alien races and 15 different model types with emergent behavior, so it’s extremely important how you deal with the combat and containment of these creatures. “If you get it wrong, say a friendly alien race comes along and you decide to blow them back to the Stone Age, the next time they appear, they’ll be aggressive,” says Hewitt, “take the time to find out about them, work with them, then next time they’ll be more helpful.” Elixir is working towards a total of more than 30 scripted missions, ranging from rescuing and escorting a stranded alien so it can repair its vehicle and launch, to a spaceship full of warlike alien convicts that crashes in a downtown leisure zone on a Saturday night. There’ll also be random spanners in the works, such as an epidemic of intergalactic spores that bury themselves in human skin.”
Unfortunately in 2005 Elixir Studios was faced with serious financial problems. Their publisher abandoned Blue Vault, possibly because Republic and Evil Genius did not sell as expected. It seems the team tried to pitch the game to other publisher, possibly using a possible “Men in Black” license, but without any luck. With no money to keep the studio alive, Elixir had to close down: Blue Vault and all of their other planned projects (Republic Dawn: The Chronicles of the Seven , Evil Genius 2) were canned and lost forever.
Thanks to Ross Sillifant and Josef for the contribution!
Alien Commander is a cancelled first person sci-fi adventure set in the Wing Commander universe, proposed by Warren Spector to Origin Systems while he was working at Looking Glass Studios. The team already developed Ultima Underworld: The Stygian Abyss and UUII: Labyrinth of Worlds for Origin: now they wanted to work on something different than classic fantasy RPG. While Alien Commander was canned quite early, some of its ideas were merged into another game titled “Citadel” to create a different project known as “System Shock”. As we can read from an article and interview with Warren Spector published on Retro Gamer in January 2018:
“I was as sick of fantasy games as Paul having worked on several Ultima games and Underworld and Underworld II, I had a design spec for a game that was called Alien Commander, which was going to be a first-person science fiction game using the Wing Commander technology, and then along comes Paul with Citadel (System Shock’s original title) and I just dumped the Alien Commander proposal and System Shock went ahead.”
“The game [System Shock] started off as something called Alien Commander (intended to be a Wing Commander tie-in) but soon moved completely away from that. Part of the fun for myself and project leader Doug Church was that we weren’t tied to the Ultima universe or to the Commander universe, so we could basically do whatever we liked“.
Some more details on Alien Commander can be found in the pitch document Spector wrote in the early ‘90s, preserved in the “Warren Spector Papers” archive at the Briscoe Center for American History:
“This game combines Underworld technology with a Wing Commander storyline. The technology is strong and there have been very few first-person SF games (none of them successful to my knowledge). We all know the strength of the Wing Commander trademark. It’s been over a decade since the destruction of the Tiger’s Claw and a huge chunk of the old girl has been discovered in a backwater portion of the galaxy. Strange signals are being picked up from the derelict and the player has been sent to investigate.
[…] There are lots of creatures roaming around the ship, most of them dangerous. There are some people, too – a few survivors of the Claw’s explosion (some in suspended animation, some just recently awakened), a salvage crew that was drawn here by the same signals that attracted you, some folks, creatures you just can’t explain.
What the player doesn’t know (and must learn) is that members of the race known as the Double Helix (introduced in the Claw Marks magazine included in Wing Commander) had infiltrated the ship before it was blown up. They’ve spent the last ten+ years taking over the living creatures on the ship – most (but not all) of the people and creatures the player encounters are DH hybrids. […] The hybrids created by the merger are shape shifters. There’s no way to tell an enemy from a friend..
As the player explores the corridors of the ship, he must get the power on, find oxygen, repair life support and communications systems, acquire new components for his suit, new equipment he can fit to the suit or cart along with him for when he needs it. He must figure out that things are now what they seem, avoid being taken over by the DH, etc.
[…] When it appears the player is about to win, the DH pulls out their ace in the hole – they’re not just genetic manipulators, they can survive and thrive in electronic circuitry. They’ve infiltrated the ship’s computer system periodically and they duck in there now, intent on destroying the player even if it costs their lives. The last third (or so) of the game, takes place in cyberspace. In the Tigers Claw’s computers.
[…] In addition to your primary character, you start with a couple of sentries and drones. Sentries are like floating cameras. Set one up and it can survey an area. You can switch to its view at will. What it sees replaces your view or window or it appears alongside your view, in a smaller window. Drones can fly, but can’t interact with objects. Stopped by obstacles, but they’re small and can squak into / through places you can’t fit. Again, you can switch to drone view.
As the game goes on, you can acquire robots (and maybe other allies) you can switch to. Your character goes into stasis (so you better be someplace safe) and you then control a robot with different abilities than your main character. Maybe you can give a robot orders and have it carry them out without direct intervention from you. […] Even if you die, it should be possible to win using only robots.”
Ghosts ‘n Goblins 3D (AKA Makaimura 3D in Japan) is a cancelled chapter in the titular Capcom series that was planned in 1994 for the original Playstation, 3 years after the release of Super Ghouls ‘n Ghosts for the Super Nintendo. As far as we know this canned PS1 game was never officially announced by Capcom (but they did announce Ghosts ‘n Goblins for Nintendo 64) even if rumors about a 32-bit Makaimura were around at the time. In September 2020 a former Capcom artist shared a few pieces of concept art on Twitter, but later removed their message: those drawings are preserved in the gallery below, to remember the existence of this lost game. By looking at one of the remaining drawings, we speculate the game may have had an isometric top-down view.
Flesh & Wire is a cancelled action adventure that was in development by Running With Scissors (of Postal fame), announced in 1999 and planned to be published by Ripcord Games for Playstation 2, Dreamcast and GameCube. It would have been and over-the-top shooter where you could control an alien blob to explore the world and resolve environmental puzzles. As we can read on IGN:
“The game follows Angus, a sleazy, slimy cop who wakes up one morning with an alien amoebae-like creature noshing on his legs, and his city has been engulfed by a bio-ship by the name of the Nulloid. Rather than worry about what the heck the thing’s doing to his lower half, he comes to the realization that he can control the gelatinous blob, and uses this newfound power to move around and utilize special abilities, sloshing around the levels. He’ll also utilize massive amounts of firepower, so expect over-the-top violence […]”
In 2016 Running With Scissors CEO Vince Desi talked about Flesh and Wire in an interview posted on their official website:
Robin TGG: I had almost forgotten that you once worked on a title called “Flesh and Wire”. What was that game all about? And why was it canceled?
Vince RWS: Yeah that was after POSTAL got cancelled, we actually had 2 other original games in development, but financial reality simply didn’t allow us to continue. It was a sci-fi based game that had a blob as the main character, I really liked it, who knows maybe someday we’ll take another look at it.
“According to Randy Briley, the soft-spoken art lead for the project, the development process for FLESH & WIRE (FW) has always been a little bit different. For starters, the publisher (Ripcord Games) has been very hands-off, letting the development team drive the development. This uncharacteristic display of trust has as much to do with RWS’s track record of getting products out the door on time as it does with Ripcord Games’ relative newness to the gaming scene. And although the style of game play has some basis in currently released titles (the game is some-thing of a cross between RESIDENT EVIL and THE THUNDERCATS), the look of the game is anything but conventional. From character design and animation to background generation, the unorthodox look derives from equally unorthodox production methods.
When RWS finally settled on the game spec, they realized that from a resource production standpoint, they had bitten off more than they could chew. In addition to the standard budget of special effects, GUI art, and several minutes of cut scenes, the spec called for over 200 static screens of game play with in betweens, and a set of enemy and player characters’ 300+unique animation sequences. With a production cycle of just under 18 months, no budget for outsourcing, and an extremely small art team, the task seemed pretty daunting. It was time to improvise.”
[…] rotoscoping could be done largely in-house with little or no overhead, the production time compared to hand animation was much faster, and although it required the talents of a skilled animator to implement, it provided a cheap, efficient method to complete the animations on schedule. The team went down to a local gymnasium and interviewed several martial arts students. Then, working closely with the art lead (a martial arts expert himself), the actors were mocked up to look like the characters in the game. Several sets of motion shots were taken, using two synchronized digital cameras set 90 degrees apart (front and side). After digitizing these images and importing them into Softimage, the result was a sequence of images. The Animator then animated the characters by hand, using the images as a guide. […]
Compared to the mammoth task of generating over 200 hundred in-game background scenes, the character animation problem looked simple. With only a handful of 3D artists on staff, the team had to make some tough decisions. As the project evolved through its initial stages, it became clear that the art direction was evolving towards the techno-grunge look typified by such industry standards as The Crow and City of Lost Children. The level of detail the team wanted would require hours of tedious texture and modeling work using classical CG methods. Given the size of the team and the allotted time, this simply would not be possible. Rather than cut the design or ask for more time, the team resolved to find a solution that would allow them to maintain the scope of the project while holding true to the artistic vision. They Took a gamble, and decided to build the entire game using miniatures.
“Near the end of the planning phase of the project, RWS presented the publisher with a proof of concept for the process. For the first test, the team put together a town from a model railroad set and digitized it into the POSTAL engine. In short, the result was a huge success.
Put simply, the sets for the game were built with “anything we could get our hands on,” says RandyBriley. Basically, the team would just bring stuff in: PVC piping, copper tubing, old VCR’s, and so on, and the pieces were glued together and painted using a hot glue gun and standard modeling paints. Most of the back-drops for the game were created using Styrofoam panels, which proved easy to get hold of and standardize. “Once we got an assembly line going with a certain panel (background piece), we could crank each one out in a matter of a few hours.”
By far however, the biggest advantage of the process is the lack of any requirement for CG expertise on the part of the artists. Consider that with a single trained 3D artist to guide the process, the bulk of the artists can be classically trained with little or no industry expertise. This means that production costs go down for any given piece of work or, you get a lot more resources for a lot less money.”
As said by Vince, in the end they were not able to keep up development for 3 different projects at the same time, so Flesh & Wire had to be canned. We hope someday to be able to see some more images from this strange and original video game.
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