Action

Fireteam Rogue [SNES/MegaDrive, Genesis – Cancelled]

Fireteam Rogue is a canceled sci-fi action-adventure game published and developed by Accolade Inc. from 1993 to 1995 for the Super NES and the Genesis/Megadrive. The project was very ambitious for its time, as Accolade planned to launch alongside the game a comic book serie, with also discussion for action figure toys and a TV show.

Next information that will follow are from SNESCentral which was one of the first website to share many details as possible about this title. With a budget of 2,000,000 US $, this project was plagued by mismanagement that ultimately led to its cancellation:

Fireteam Rogue’s cancellation is probably due to having too much ambition. The people marketing the game claimed it would have 100 hours of gameplay, and that the characters would be larger than in most other action games. Personality conflicts and poor management due to this goal seem to have taken their toll, as stated by Russell Borogove (Bornschlegel):

“The project had a lot of problems in development. We spent a lot more time developing ridiculous data compression schemes to fit all the levels into the game, when we should have cut a couple of enemies and a handful of levels in order to get it done. There were also some personality conflicts that culminated with the producer of the project quitting when we were at beta. Shortly after that, the head of product development at Accolade asked us if we thought we should continue the project or not. It was unclear to me how much more work it was going to take to finish it and if the game was going to be good enough to compete in the market by the time we actually got it out, and I advised that we should shut it down. I don’t remember what the others said.”

The late Betty Cunningham on her website claims the game was complete. And it may well have been close to being finished. By the sounds of things, as development dragged on, it was increasingly clear it would not have been released. As artist Scott Ruggels recalls:

“Both of the game projects (Fireteam Rogue and the unreleased Genesis game, Cybernauts: The Next Breed) were helmed by John Skeel. I don’t know what happened to him after Accolade, but after the 2 million dollar budget for the game was spent, with about 750,000 spent on promotional materials, including a 6 foot tall roll of plastic with a life sized image of the main character computer generated within, and the prototype, that was, in all honesty, not very much fun to play, the game was cancelled, along with a lot of others soon after the new management took over, (…)”

The media give differing times for the ultimate cancellation. Gamepro, in its April 1995 issue states it was cancelled, coinciding with Warner Music Group buying a share in the company. Nintendo Power kept it in its upcoming releases section until the August 1995 issue. Ultimately, a long development cycle can never be good for a game.

Two different prototypes exist and their source codes are both available on the web. The first prototype is apparently in early alpha and might be dated from 1994. It was leaked somewhere around 2006-2007 and is pretty incomplete and glitchy. A much later prototype was acquired in 2010 by Evan G., founder and owner of SNESCentral and is dated from 1995, although it is not clear from which month:

This later prototype of Fireteam Rogue was acquired by me in June 2010. The seller worked at a company called IMN Control. They were looking into publishing games to package with their controllers, and I guess by April 1995 (the letter that came with the prototype was dated April 6, 1995), Accolade was hoping to get another company to publish the game. The seller said that he did not feel the game would be complete in a reasonable amount of time to bother investing.

In addition to the prototype, there were some marketing materials and a three page FAQ. The FAQ explains the different levels, characters and goal of the game. There is a date of December 12, 1994 on the header of the FAQ. The package included a poster/information sheet that probably was used at the 1995 Winter CES. The poster has an expected March 1995 release date. The prototype itself came on four chips, with a date of “1/16” on it, which I assume means January 16, 1995. I guess that despite the fact that the prototype was sent in April 1995, either development had ceased, or they did not feel like burning a newer copy.

This prototype appeared to be more complete and less glitchy with the addition of Mode 7 levels and a password feature.

On his own article, Evan G. concluded:

Fireteam Rogue is definitely a game that had promise. It had an intriguing plot, excellent character artwork and a promising gameplay system. The Shadowblade level in particular shows the scope of what the levels may have entailed. The shooter levels play quite well and compare favourably with many similarly styled shooters for the SNES.

That being said, the two alpha ROM images available show a game that is not close to completion. Though I was told development may have extended all the way to 1996, the evidence seems to indicate that it was leading towards demise in early 1995. In particular, the statement in Gamepro in April 1995 and the fact that they were trying to find another company to publish the game show that its fate was decided by then. If the later alpha that I have is what was shown at the 1995 Winter CES (which I assume, considering the date on the prototype, and the included CES-style advertisement sheet), it would have had an underwhelming response. For instance, despite the impressive size and animation frames of the character sprites, the animation was not smooth, and led to unresponsive controls. The level designs are poor, and lack the key items to proceed through the stages. The graphics themselves don’t look bad, though they have a limited palette. The promised linking of the levels into a single story was not finished in the game.

The lesson of Fireteam Rogue is that focusing on hype and story before the creation of solid level design and gameplay can sink a game. The back-story of Fireteam Rogue rivals most contemporary RPGs, and the initial gameplay ideas could have rivalled Super Metroid. Instead, a development cycle mired by poor management and delays made this just another footnote in the history of the 16-bit era.

In October 1996, Accolade Inc. released a DOS game called Eradicator in which three different characters are playable. Those characters shares many similarities with the 4 main characters of Fireteam Rogue.

Thanks to Evan G. from SNESCentral!

Images:

Videos:

 

Marvel 2099 : One Nation Under Doom [PC, PSX – Cancelled]

Marvel 2099: One Nation Under Doom is a cancelled 2D sidescroller action game that was in development by Saffire for the original Playstation and the PC. It was based on the imprint of the same name. The project would have been published by Mindscape in 1996, but the company decided to stop publishing some of their console titles and One Nation Under Doom was one of them. After Marvel 2099 was canned, Saffire started to develop Bio F.R.E.A.K.S. and Rampage World Tour for the Nintendo 64.

As we can read on Wikipedia, by May 1996 CD-ROM and VHS video demos of Marvel 2099 were being shipped to game magazines for pre-release reviews, along with a one-page color brochure. The first public demo was shown at the E3 1996 show, and featured a playable single level of the Punisher 2099 fighting SHIELD troops, and also opening menus and some cut scenes. Electronic Gaming Monthly had two quarter-page previews of the game, showing grainy shots of actual gameplay, and a group shot of the player characters. At the 1996 San Diego Comicon, the Mindscape booth handed out brochures, and raffled off One Nation Under Doom pins, shirts, and posters. Some attendees were even allowed to play the demo at the booth, although no copies of the demo were distributed.

Years after its cancellation, Executive Producer Mark Flitman shared some details about the game in an interview:

D.2099: How did Mindscape first become involved with producing/developing a game based on Marvel’s 2099 characters?

M.F.: Prior to working at Mindscape, I was a Producer at Acclaim Entertainment in New York. At Acclaim, I was responsible for multiple titles including all the Marvel titles. I developed a great relationship with Marvel so when I went to Mindscape I kept in touch with them. I knew that Acclaim had a contract with Marvel that tied up every Marvel property for video games. In those days, they didn’t separate the characters into individual properties. I really wanted to work on another Marvel title and asked if they had anything that was not included in the Acclaim contract. Their first response was no, but then they found Marvel 2099. They told me it was available and sent me some of the comic books to check it out. I could not believe my luck! A Marvel property that included dozens of Marvel characters, it was in the future and the characters looked different, but it was full of recognizable Marvel characters (some looked ever cooler in the future!) and the main villain, Dr. Doom was awesome.

I convinced Mindscape that this was too good to pass up and I worked with Marvel and Mindscape management to negotiate a deal. The deal was more than reasonable and included the rights to do the game on PC CD-ROM, Playstation, Sega Saturn and 3DO.

D.2099: Do you recall at what stage the game was at when it was cancelled? 50% done? More? Less?

M.F.: Less than 50%

D.2099: Do you think….had the game been finished…that it would have been a good game?

M.F.: Absolutely!! We knew from the start that there was concern that the game was a side-scroller, but so was Mario! With our development schedule and budget we decided it was the best use of our time and talent to create characters and animation that looked better than any other comic book title, but it was too much of an undertaking to do all the characters in a fully free 3D environment. We wanted the character art to blow you away, so instead of doing a less than stellar job in a 3D environment, we decided to do a superior job in a 2D environment. We did plan to have some levels moving vertically and not horizontally. We also wanted to make sure that there were “branches” in the game play where the player had to choose which path to go down. This would allow replay-ability because you could complete the game without going everywhere. AND we were creating some incredible cinematic sequences to introduce characters or as visual rewards for completing levels. One cinematic sequence that was completed was Hulk 2099 coming down a ladder into an underground sewer system and running through a large pipe towards the player.

We can only hope that one of these playable demos could be found and shared with the community in the future.

Images:

Videos:

 

Time0 (ZootFly) [X360/PS3 – Cancelled]

Time0 is a canceled action game developed by ZootFly for the Xbox 360 and Playstation 3 platforms, alongside potentially a Nintendo Wii version, from 2006 to 2008.

As we coul read on old ZootFly’s website, Time0 followed the adventure of Zed Condor, an urban explorer and Violet Munro, an investigative reporter who got trapped deep in the shadow world of a parallel New York. The city itself is a giant war machine threatening to wipe out our world. They have three days to stop it.

“Time0 is a daring and upbeat action adventure about two diehard New York City urban explorers. They discover an entrance to a parallel world in which an army of enslaved people is building replicas of cities in order to launch a Trojan horse invasion on Earth and other worlds.”

“There’s the exploration spirit of unknown worlds, the audacity of the greatest movie adventures, and the roughness of gritty urban TV series.”

Time0 had a pretty messy development story, as the creation of this game came from the ashes of another canceled project from ZootFly, a title based on the Ghostbusters license. According to Bostjan Troha, founder and president of ZootFly, for Gamespot, this game was in development from May to July 2006 before being postponed because of IP issues:

“Over the weekend, Ghostbusters fans were aflutter with some videos that appeared on YouTube. The clips showed footage of a game based on the 1984 sci-fi comedy film. But instead of featuring fish-out-of-water geeks awkwardly shooting from their proton packs, the videos showed Gears of War-style gameplay, massive destruction, and a gritty New York cityscape.

The videos were posted by the game’s developer, Slovenia-based ZootFly, who later admitted that the Xbox 360 game was merely a prototype and that intellectual-property issues momentarily sidelined its development.

Bostjan: “The development started in May 2006 and was put on the back burner in July 2006, at which point we shifted the focus to Time0, a Ghostbusters-inspired game. The engine is based off of a common code base we have at ZootFly. After our previous titles were released it was upgraded to next-gen to run a prototype of World War III, a game where the US and Europe duke it out. The Ghostbusters footage was running on an intermediate build of the engine that now powers Time0 which is a third-person action game for the Xbox 360, PS3, and hopefully for the Wii. It is in part based on a true story about two urban explorers that disappeared in New York City in August 2006, while exploring a Harlem basement rumored to house an ancient portal into the parallel world. We started prototyping in summer last year. The development of a 20-minute vertical slice of Time0 started in late October 2006. Right now it’s hard to tell when it’s gonna be complete. Currently, we are actively looking for a worldwide publishing deal for Time0.”

Early 2007, ZootFly posted three teaser videos about Time0. After that, the game disappeared from the radar during an entire year before Gematsu revealed in May 2008 that the title was still in development and that the developer was trying to negotiate with publishers:

“We’re still talking to… how shall I put it… two of the top four publishers about publishing Time0,” said Troha. “The 20th Century Fox title will be announced by Brash Entertainment sometime in summer. Unfortunately that’s all I am allowed to disclose.”

Unfortunately, Time0 was never mentioned again thereafter. A few years later, a new video showing gameplay was uploaded in addition to new screenshots, unclear as to whether this was a new attempt to revive the project or if it was an old prototype before it’s cancellation. We notice that the appearance of the protagonist has been totally changed, as Chentzilla pointed out in the comments, it borrowed a lot from the main character of the game Mistmare, which was developed by people who would later found ZootFly.

After developing Marlow Briggs and the Mask of Death, ZootFly was acquired in 2013 by the company Interblock, specialized in casino games.

Thanks to Chentzilla for the contribution!

Images:

Videos:

 

Four Horsemen of the Apocalypse [PC/XBOX/PS2/GC – Cancelled]

fourhorsemanlogo.jpg

The Four Horsemen of the Apocalypse is a canceled beat them up/action game developed and published by The 3DO Company from 2000 to 2003, for PC, Playstation 2, Xbox and Gamecube.

As we can read on Gamespot, the game was a single-player action game centered on Abaddon, an archangel who must face off against the apocalyptic horsemen of the title, alongside Satan, and prevent the end of the world. Before players can take on the horsemen, they would have to find the three mortals known as “the chosen”, who were born with the power to fight the horsemen, to even the odds. However, while the three chosen are unaware of their abilities, the horsemen do know of them and the threat they pose. Players would be charged with finding and protecting the three chosen until they can be reunited and combine their powers to save the world. The chosen were Jesse Horner, a scantily clad 18-year-old prostitute; Jimmy Ray Flynt, a tattooed preacher turned serial killer; and Anderson Scott, a corrupt politician who actually unleashes the horsemen in the first place and only later realized he is one of the chosen. Players would take direct control of Abaddon, with the three chosen providing support based on their unique abilities. Jesse would be the party’s healer, Jimmy Ray’s mystic sight would reveal demons, and Senator Scott’s power of persuasion would take control of his enemies and force them to do his bidding.

It would appear that 3DO had broad ambitions for The Four Horsemen of the Apocalypse, surrounding himself with multiple big names, such as Stan Winston as producer and comic artist Simon Bisley and illustrator David de Vries as game designers, in addition to many vocal talents like Tim Curry as Satan, Lance Henriksen as Abaddon and Traci Lords as Pestilence, one of the four horsemen of the apocalypse.

The game would have more than 18 levels, ranging from the postapocalyptic world created by World War III to the depths of hell, featuring hand-to-hand fighting, swords, and projectile weapons, in addition to special abilities like a Matrix-like slow-motion effect and lots of gory effects, including dismemberment, dynamic exit wounds, and motion-captured finishing moves provided by Hollywood’s Smashcut Action Team to ensure that the game’s combat sequences appeared intricate and realistic. The gameplay would center on exploration and combat alternating between standard melee and ranged fights.

It was showed at E3 2003 where Gamespot wrote a preview:

“Four Horsemen of the Apocalypse is similar in look and feel to Devil May Cry during its action elements. Abaddon’s starting weapons include a pair of powerful pistols and two large swords that can be used to hack off the limbs and heads of your opponents. In the E3 build, only basic combat moves were available, but 3DO representatives noted that acrobatic, wire-fighting moves will be included as advanced combos. Abaddon also has the ability to execute superhuman maneuvers, such as using his swords to deflect bullets back at the enemies who shot them. You’ll also collect the souls of the enemies you kill, adding to your power in a meter called “the wrath of God.” Borrowing a page from Mortal Kombat, you’ll even be able to perform some gory finishing moves on higher-level enemies such as bosses.

The game will include some slower-paced exploration elements that will allow you to interact with non-player characters to gain more background story and hints on the dangers lying ahead. You’ll also be able to pick up bonus items to help you in your quest. There will also be some horror elements mixed in during the exploration portions, like the shadowy creatures we glimpsed running along a hallway behind us. We even found a room with a particularly gruesome murder–a Catholic priest crucified against a wall decorated with a bloody pentagram.

Currently, the game appears to be in a somewhat rough state, with many of the combat maneuvers and finishing moves not yet complete and the graphics looking a bit rough around the edges. 3DO is still aiming for Four Horsemen of the Apocalypse to be released at the end of this year for the PC, PlayStation 2, Xbox, and GameCube, but the release could slip into 2004 if the game isn’t ready.”

Sadly, only a few days after it’s first and only official presentation, 3DO went bankrupt. As we can read on IGN, Four Horsemen of the Apocalypse’s rights were purchased by former creator and development director Michael Mendheim, helped by numerous investors who founded a company called Four Horsemen Entertainment L.L.C. We learned that, unlike others franchises bought by differents publishers after 3DO’s demise, The Four Horsemen of the Apocalypse was neglected because it was in its then-early stages it may not have been large enough. Publishers may have also been unwilling to provide the time necessary to complete the title properly.

“Now that Four Horsemen is officially in new hands, what was initially intended as a title for current generation consoles has become an entire entertainment franchise. The new company will begin by releasing comic books and a graphic novel based on the property, and eventually release a completely revamped version of the video game for next-generation systems.

Mendheim has confirmed that the key players are back on board: Simon Bisley is creating the artwork, and Hollywood effects legend Stan Winston is handling toy and movie rights. The star voice talent slated for the first iteration of the game, including Tim Curry and Traci Lords, are also apparently still committed to the project.

While few details about the new version of the game are available yet, Mendheim did hint at horseback-based combat and an ambitious multiplayer mode involving epic battles of angels versus demons in which the player takes the role of one of the four horsemen.”

However, as far as we know, only comic books would be released, instead of the movie and the various iterations offered for video game concepts.

Images:

Videos:

 

Totems (10Tacle Studios) [Cancelled – Xbox 360, PC]

Totems is a canceled action/platformer game developed by 10Tacle Studios Belgium (formerly elseWhere Entertainment) for 10Tacle Studios, from 2005 to 2008, for the PC and Xbox 360.

Made by former developers of the game Outcast, Totems was an action/adventure game mixing modern day world events with the fantasy of native American religion where the player controls Gia, a parkour expert, who inherits various powers from four different animal totem spirits.

The game was revealed a day before the Leipzig’s Game Convention 2007 as we can read on Gamesindustry:

“Darmstadt, August 22nd 2007 – Today 10TACLE STUDIOS AG and 10TACLE STUDIOS BELGIUM officially announce the development of TOTEMS for PC and Xbox 360.

Inspired by the urban sport “Le Parkour“, TOTEMS is a super-heroic platform game with tactical elements that let the player magically transform the world and story to their own style and skill. This third-person 3D action adventure offers non-linear gameplay in a highly interactive environment and is designed to be accessible to the widest audience while offering depth for the core gamers. The player character as well as the enemy is able to use the environment to full extent thanks to the innovative Semantic Environment Sensing System (SESS). Super-heroic movement and combat come alive in a never seen before manner. The Belgian developer’s proprietary NeoReality Engine sets new standards for next-gen platforms and provides an unparalleled atmosphere and experience. Based on an elaborate and original mythology, TOTEMS offers an exciting new world to explore.”

“The PC and Xbox 360 release is scheduled for 2008.”

It was showed during the convention in which Gamespot managed to write a preview:

(…) Gia’s expertise in parkour comes from one of the four totem spirits whose powers she’s able to use. Her agility comes from the monkey spirit, her speed comes from the cheetah spirit, and her combat skills come from the bear spirit. We weren’t told what powers the songbird spirit will afford you, except that they have something to do with creativity. Interestingly, each of the four spirits is mapped to a different face button on the Xbox 360 controller, and so each button can be used to perform a massive number of different moves depending on the context in which you press it.

Using only the monkey button during our presentation, the player was able to navigate a number of different obstacles, including high walls, columns, wide gaps, and narrow ledges. The animation was seamless, and the one-button control system is purportedly possible because of how aware Gia and other characters in Totems are of their surroundings. This was demonstrated to us in a number of different ways. When slowly moving toward the corner of a rooftop, for example, Gia automatically stopped and leaned over the edge to look down, and when left standing idle next to a low wall, she casually brushed her hand along the top of it.

The anthropomorphic tigers that attacked Gia at one point were also very aware of the geometry around them, and were incorporating parkour-style wall jumps and the like into some of their own combat moves. Like Gia’s, their moves were occasionally superhuman, including cat leaps and muscle-ups worthy of the Agency operatives in Crackdown(…).

Unfortunately, nearly one year after it’s announcement, 10Tacle Studios filed for bankruptcy in the beginning of August 2008, shutting down 10Tacle Studios Belgium and cancelling every projects within the studio. We learned via Planet-Adelpha that the development was stopped in March of the same year and that the team had decided to make a similar game using the technology initially created for Totems with Urban Race, also canceled:

“10Tacle AG is in a big financial crisis and it is not over yet. Here at elseWhere Entertainment it has been 6 months since they don’t pay us. The company took on its personal cash and contracted debts in order to keep paying the employees until 2 months ago (since June in fact). So it has been two months since we’re not paid which is a difficult situation for everyone here and Yves Grolet had to take a decision, we couldn’t wait much longer for the money of 10Tacle. So Yves decided to close the studios.”

“From the business and development point of view, Totems was paused (heavy) end of March due to cash issues of 10Tacle, we were doing the vertical slice demo. We had quite a lot of things to show and positive feedbacks. I guess you saw the problem with Michele Pes and stuff, 10Tacle AG suffered quite a lot due to Elveon cancel, Totems being late and more over wrong investments here and there. So 10Tacle was out of cash, without a CEO and investors were not happy at all. With the new CEO, investors decided to change company’s orientation, focusing only on online games and online worlds, they had already a project in mind. So for the team the last 6 months were quite depressing and there was a lot of uncertainties, some people left the company.”

“In the meantime as we saw that the financial situation was becoming critical at 10Tacle AG, the company decided to create a small spin off project based on what’ve being doing on Totems for 3 years, we worked on a project called Urban Race, a multiplayer parkour game yet very different from an esthetic point of view but really the same movement engine behind Totems.”

After that, several former developers returned to Appeal Studios, including former CEO Yves Grolet, currently developing Outcast 2: A New Beginning for THQ Nordic.

Images:

Videos: