FPS

Heartland (Homeland) [PSP – Cancelled]

Heartland (originally titled “Homeland” in its early stage) is a cancelled FPS in development by Incognito Entertainment / SCEA, planned to be released on the PSP. The project was conceived by David Jaffe as a mature shooter focused on making players thinking about their decisions and the consequences of war, with political themes related to George W. Bush’s administration and their “war on terror”.

Jaffe wanted to arouse players’ emotional reactions with a strong setting and series of dramatic events, which would have been directly affected by their choices during the game. A couple of examples of these difficult / morally ambiguous decisions would be to “blow up a bridge, stranding the townspeople, but preventing the ground assault” and “obey or disobey the order to douse an innocent family and their house with gasoline, and set them on fire”.

Heartland was meant to be a metaphor of the real US invasion of Iraq in 2003, with North American being the invaded country by a foreign army. The game was to be set in “heartland” of the US in an alternate history in which China invaded America. The main protagonist was a soldier debating whether to stay in the army and fight for America or go AWOL to find his family.  As revealed by Jaffe in a few articles on 1UP and Escapist:

“On one hand, it was supposed to be emotional, we wanted players who are sensitive types like myself – that cry at Hallmark commercials – we were hoping that those types would actually cry, and that other players would still feel something that came close to an emotional response.”

“We were trying to put in a lot of gameplay that would evoke emotion. You had sequences where you’d go into homes and your commanding officer would tell you to shoot innocent Chinese-Americans. It was very dark and was meant to cause players to consider what it’s like to live in America and be an American today.”

“It wasn’t supposed to make you hate the Bush Administration so much as, as a layperson political junkie, it was supposed to put into light – using games as a medium – all the things I didn’t like about the Bush Administration.”

The team planned to use many different and original ways to unfold Heartland’s story and its themes, for example by letting players to find a tape they could watch: initially one would see the execution of a Chinese soldier, but by rewinding the tape you could discover older footage with the soldier’s family during a vacation at Disneyland.

The Incognito team was full of talented developers and after their experience on the PSP with Twisted Metal: Head-On they were planning on making a full 1st person shooter experience to “create the definitive shooter for the PlayStation Portable.”

You can imagine Heartland’s gameplay as an open ended FPS, with several objectives in each area and many different ways to resolve them. It was meant to be more similar to a “Deus Ex” set in a contemporary american settings than another “Call of Duty” or “Battlefield”. As said by Jaffe “I was really excited about creating this almost homage to Deus Ex.” On his old blog Jaffe wrote:

“HEARTLAND: Was going to be a return to more old school, opened up single player (and co-op) Goldeneye/Doom II style level design. Plus a little Deus Ex thrown in, in terms of multiple solves, as much emergence as we could intentionally create (not the mention the happy surprises)”

 

Unfortunately Heartland would never seen the light of day: the team worked on the project for about 6 or 8 months, creating concept art, 3D models and an early engine running on the PSP, before most of them were moved to the Warhawk team to help finishing the game. As more and more people left the Heartland team, they thought to cut some parts (such as the planned multiplayer mode), but in the end with less than 10 people available it was clear they did not have enough resources to fulfill their original concept. For Sony Warhawk was a much more important project to complete and it had the priority over an ambitious PSP game.

With such a small team David Jaffe and Scott Campbell left Heartland behind and decided to start a most suitable project, which later became “Calling all Cars“, released for Playstation Store in May 2007. In mid 2007 Incognito was splitting to create two new studios: Eat Sleep Play lead by Scott Campbell and David Jaffe – which later created Twisted Metal (2012) – and Lightbox Interactive lead by Dylan Jobe – which later created Starhawk (2012).

Unfortunately we still did not save any image from Heartland (the ones you see in this article are from random videos related to the chinese army), we got in contact with a few former developers who worked on the game but they did not have any screenshot or concept art anymore. If you know someone else who worked on this lost game, please let us know

LiZboa [Cancelled – PC]

LiZboa is a cancelled game that was in developed between 2009 and 2011 by Portuguese team Vectrlab, who wanted to create the first portuguese horror FPS, taking place in a post-apocalyptic Lisbon filled with zombies.

Being developed for PC and Mac, LiZboa would place the player in the role of a survivor of a pandemic disease that would transform Lisbon in the Ground Zero of a worldwide zombie-apocalypse. All of the action would happen in the most famous places of the Portuguese capital, such as Alfama, Graça, Baixa, Avenida da Liberdade, among others. In order to raise money for development, the game was supposed to have in-game advertising, product placement and a crowdfunding campaign was also planned.

Vectrlab were inspired by movies like 28 Days Later, Evil Dead, I am Legend and Dawn of the Dead, other than games like Left 4 Dead and Resident Evil 1 and 2.  LiZboa was shown to the public for the first time at Motelx 2009 (Lisbon International Horror Film Festival) and in December of the same year, it was also shown at the 3rd Ignite Portugal, where Tiago Loureiro (Vectrlab CEO and Executive Producer) did a presentation of the game, explaining the concept behind te project, their marketing and how they planned to raise funds for development.

In 2010 a new partnership with Blueshark Studios was announced: this Portuguese company with a long history of outsourcing work for videogames, would provide concept art for LiZboa. In May another partnership with “Bad Behavioud” (a studio focused on horror movies), to – quoting Ângelo Fernandes – “expand LiZboa’s universe so as to give it a [more] cinematographic experience”.

At Motelx 2010 a playable demo / vertical slice (created in about  1 year of development) was available for the first time. Vectrlab had finally some defined concepts for their game (such as the main story arch, characters and their motivation, settings, etc.) and they could finally show this playable section of the game set in Sao Jorge Castle.

Despite all their efforts and the promotion of their game, Tiago Loureiro now recognizes that at the time LiZboa was too ambitious for their small start-up company. The project ended up being cancelled, after failing to secure funds with their crowdfunding campaign, without any investors interested in their in-game advertising or product placement. It was not possible to continue the project with just their own money.

Article by Jump/Error, original version in Portuguese on the Videogame PT Blog!

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Deprived (Diesel Games) [Cancelled – Xbox 360, PC]

Deprived is a cancelled first person horror game that was in development by Diesel Games in 2007 / 2009, planned to be released for PC and Xbox 360. The game was conceived as a collaboration with GenAudio to showcase their “4D sound technology” known as AstoundSound.

As far as the settings and gameplay promised, Deprived could have been similar to Condemned: Criminal Origins – another first-person horror game developed by Monolith Productions and released in November 2005 on the Xbox 360.

Audio would have been a key element in the game, taking advantage of the AstoundSound technology to “models how the brain perceives sound from all directions (including above and below the listener)”. As Deprived was conceived as an horror game we can assume that this kind of high-level audio would have highly improved players’ immersion in its fearful world.

“AstoundSound uses enhanced 3D sound technology software, we call 4D, built on over a decade of research and development into how the human brain perceives sound. “

In the end – even if Deprived was never released as a full game – an audio demo with the same name and settings was released by GenAudio on their official website:

“We’re thrilled to present Deprived, a special technology demo from Astound Holdings. Set in a creepy, abandoned prison building, the demo provides the perfect setting for you to experience a rich soundscape powered by AstoundSound 3D RTI spatial audio technology. You’ll hear game audio like never before!”

Before to close down without any official statement, Diesel Games were also working on another cancelled game only known as “Project Tesla”. If you worked on these lost games and could help to preserve more details and media, please let us know!

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Video (watch it using headphones!)

 

Alien Fear (Alien Rage) [Cancelled/Unused – PC, PS3, Xbox 360]

Alien Fear is a FPS that was announced in September 2010, initially developed by The Farm 51 and published by CITY Interactive. In February 2011, CITY Interactive was displeased by the work done by The Farm 51 and moved the project to one of their related companies based in Bydgoszcz, Poland. Here was what we could read on Polish website Polygamia on that matter:

The Farm 51 will no longer produce Alien Fear. Reason? The developer does not meet the artistic requirements.

Do you still remember Alien Fear? We didn’t know much about the game itself, except that it was a “shooter set in a science fiction setting with horror elements”, it would probably run on Unreal Engine 3, and that it was to appear only in digital distribution on PS3, 360 and PC. Now we also know that City Interactive has moved its production to its internal studios, or in legal terms: “while retaining all rights to the production elements of the Alien Fear game already made and received” – it will continue producing the game in its own development studios.

The stock exchange announcement states that it was “the Contractor’s failure to properly fulfill its obligations under the contract, in particular the failure to perform the subject of the contract on time and taking into account artistic requirements.”

When asked for a comment, Marek Tymiński from City Interactive told us: “We focus on the quality of our games, we want Alien Fear to become a hit. This will be brought closer to us by the decision to transfer the project to an internal studio, and – which will happen soon – by expanding the team with new faces from abroad and from Poland.

The Farm 51 responded that they still had rights over the work done so far on the game, so CITY Interactive reworked Alien Fear to change some of the previous work, and planned to release it on Xbox 360 and Playstation 3. This was, again, revealed by Polygamia, in April of the same year:

We claim that the withdrawal from the contract made by City Interactive S.A. does not produce any legal effects, and therefore the Agreement is still in force. We were accused of lack of punctuality when the project was delayed by City Interactive S.A. intentionally or at least demonstrating a lack of due diligence or organizational skills. The artistic level of City Interactive S.A. products, which we allegedly did not meet, has been sufficiently documented in reviews of other games of this company, therefore we will not comment on this allegation, leaving the dispute to be resolved by independent experts. All allegations made by City Interactive S.A. are not confirmed by the facts and therefore we argue that they were invented in order to break the Agreement and achieve previously set goals, which we can only guess at. We are convinced of the bad intentions of City Interactive S.A., which may result, for example, from the desire to avoid payment of the contracted amounts from the project budget, mainly sales royalties.

We declare that the copyrights to parts of the project are still owned by The Farm 51 and will only be transferred to City Interactive upon payment of the remuneration. Therefore, until the disputes regarding withdrawal from the contract are clarified, City Interactive S.A. should at least refrain from distributing undue rights to third parties.

The Farm 51

In the late summer of 2012, CITY Interactive restructured and was renamed to CI Games. At the time that they took control of Alien Fear, The Farm 51 reported that the game was 75 percent ready but it is unclear exactly how much was playable.

There are screenshots available of both versions of Alien Fear: the game as designed by The Farm 51 and the later game that was reworked by CITY Interactive/CI Games. Screenshots from the first half of 2011 reveal that Alien Fear utilized a point system similar to the one used in Bulletstorm.

The game’s location was set on a ship in deep space. At this point, Alien Fear was similar in tone to the 2008 game Dead Space with many dark corners populated by monstrous aliens. Others who have viewed these early screenshots of Alien Fear compared it to Doom and Alien. The reworked version of Alien Fear by CI Games used less of an horror setting with larger and more mechanical oriented characters, somehow similar to Gears of War.

In May 2013, Alien Fear was reworked again due to another commitments by the time and title was changed into Alien Rage. As we can see in the screenshots from the second version by CI Games, it featured a slightly different HUD, but mostly a cooperative mode. This was scrapped in the final retail version. The director credited to the game is Mark Bristol. It marked Bristol’s first director credit on a video game and he would also direct Enemy Front in 2014. Alien Rage was released on the PC on September 24, 2013, and later on the Xbox 360, and Playstation 3 in October 2013. It received mixed to negative reviews with many critics focusing on the game’s generic play and glitches.

After Alien Fear, The Farm 51 began work on several new projects, including a FPS mixing The Bourne Identity and Gothic and another FPS with an Indiana Jones atmosphere. They would ultimately create two games for the Xbox 360/Playstation 3: Painkiller: Hell & Damnation and Deadfall Adventures. Work on the Gothic based game likely ended up in Painkiller where the player fights demons, while the Indiana Jones game became Deadfall Adventures which is set in the universe of Allan Quartermain, a 19th century novel and series of films from the 1980’s about an archeologist adventurer.

Article by Blake Lynch

The Farm 51’s version images:

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Ace of Spades [PC – OpenGL Build Alpha / Beta]

Ace of Spades was a voxel-based FPS first released in 2011. Advertised as ‘Minecraft meets Team Fortress 2‘, it was free to play, and took very little requirements to run (spawning the slogan ‘runs on your grandma’s rig!’). While earlier revisions of the game only had one weapon, some tools for construction, and randomly generated terrain it’s later versions had things such as different primary weapons (SMG, Rifle, and Shotgun), custom maps, and more. What separated Ace of Spades from your the more generic, ‘Minecraft-with-guns’ type shtick is that not only did Ace of Spades pre-date a good number of them, it’s mechanics led to genuinely tense trench warfare (I’d recommend watching early beta footage circa .75~)  Ace of Spades slowly grew a community throughout it’s years, and it’s creator Ben Aksoy maintained a great relationship with his audience. Many of the forums were community-run, and since pretty much every single visual in the game could be easily modified there was also a huge modding scene. It hit 2 million downloads during it’s beta run, and won game of the month on MPOGD.

Jagex saw the game’s success fairly early on in the beta. They had their eyes on it, and finally approached Aksoy on purchasing the rights to the game. Aksoy was in a poor financial state at the time, and agreed with a catch; that Ben would be allowed to continue to stay involved with the project. Jagex agreed, but didn’t publicly announce their involvement until late 2012, when they really took control over development. Until then, they used a fake name to maintain the indie image (SoCa studios, which you will see at the bottom of the archived website).

ace-of-spades-opengl-beta-01

The OpenGL build comes in here. It was established by one of the game’s original programmers, ‘Mat^2’ as the client for 1.0. It’s usage of OpenGL would be what separated the final versions to the open betas. When Jagex took over development, they decided to just take this build and used it as the basis for their version. According to a developer who worked on the JAGEX version of the game (may not seem verifiable, but I talked with a friend of Ben’s when I first researched this and they directed me to it) it was given to Blitz Games Studios to be completed. The developer did a Q&A on the Ace of Spades reddit, and revealed a lot of very pretty telling things about the development. The game had apparently been re-written in only 8 weeks, from November to December 2012. The game was not ‘professionally’ coded (spaghetti coding) and their goal was to appeal to a wider range of players vs the niche, original audiences.