third person shooter

Mercenaries 3: No Limits [Cancelled – PS3, Xbox 360]

Pandemic Studios was the company who developed the Mercenaries series and unfortunately it was shut down in 2009, forcing the studio to cancel 2 projects they were currently working on at the time: Mercenaries 3: No Limits and Mercs Inc.

Mercenaries 3: No Limits would have been the next game in the series following the releases of the first two games: Mercenaries: Playground of Destruction (2005) and its sequel Mercenaries 2: World in Flames (2008). It was meant to be somewhat the same as the previous two games, an open world 3rd person action shooter with some improvements to the formula.

It is sad and frustrating that Pandemic was shut down as there clearly was a passion behind the creation of this new project. EA boss John Riccitielo at the time really wanted Mercenaries 3 to be released and he confirmed during an interview that if it was up to him that it could go on for a very long time.. going as far as a Mercenaries 10 release.

An article by Cnet explains well the financial struggles EA endured in 2009 and the reason why they felt the need to close Pandemic:

“An Electronic Arts spokesperson confirmed the news to CNET, but called it a consolidation rather than a closing, saying that the company merged Pandemic with EA’s nearby LA campus. The core team of developers integrated into EA will continue to work on Pandemic properties.

Hit by weak game sales, EA has been hurting since last year when it warned that 2009 would be a tough one. The company said at the time that it would need to cut staff, trim product lines, and close studios. EA initially announced job cuts of 10 percent of its workforce, then later revised that to 11 percent. In January, EA also jettisoned Pandemic’s studio in Brisbane, Australia.”

Since the studio closed in 2009 and their last game was released in 2008, Mercenaries 3 didn’t go very far into development. For that reason, not much is known about the game and most of it is sadly up to speculation. Fortunately, we do have a little video showing gameplay footage of what could have been, showing off core mechanics for a few minutes with audio commentary.

During the video, there is a radio conversation between the main character and what we can presume is their boss giving them the mission. The game is set in Cuba 2017 and the protagonist is given directives to meet and escort a journalist for the Russian mafia. You meet her inside a church in an animated black and white placeholder cutscene and shortly afterwards they both drive to where the journalist needs to find proof that ‘Blackfire’ has deployed combat drones. The video ends abruptly with the main character trying to shoot a drone with a machine gun and then with a bazooka.

Since the main character in that video is a character never before seen in the series, it is very likely that its model was a placeholder used for testing purposes until they would have finished creating the real main character for this new game, or maybe it was meant to be a different hero this time around. Sadly we do not have more information about this.

There may still be hope for Mercenaries 3 or for the series in general to make a comeback eventually. EA has continued to renew their ownership of the Mercs3 domain in February this year in 2018 and it is set to expire next year in February 2019.

Article by Alex Bérubé

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Commando (Namco) [Playstation – Cancelled]

Commando is a cancelled third person action / shooter game that was designed by Stephane de Luca for Namco, planned to be released on the original Playstation. Stephane pitched the project to Namco thru Virtual Studio, which at the time were also working on Snow Break for Playstation and Ar’Kritz the Intruder for DOS PC.

Stephane with the help of a few more developers such as Pavlos Germidis worked at Virtual Studio from october 1997 to september 1998. In just 3 months they developed a short prototype for Commando, used to show off its 3D engine and main mechanics. Stephane worked on the game’s 3D engine, its tools and game programming while Pavlos worked on the artwork design, the story pitch and the CGI movie which would introduce the game.

Commando would have been an interesting take on the 3D action genre. The game was divided into different missions, each set in a different area on Mars full of enemies and huge final-bosses. You could steal and control enemy mechs and bikes, there would have been different ways to resolve a problem such as killing an enemy or avoid it with by flying away using a jetpack. It was a bit more open-ended than similar third person shooters of its time.

The deal for Commando was that Stephane would create the game and handle everything directly with Namco. Only the financial aspect would go thru Virtual Studio, which would get 30% of the price for being a financial go-between. Many trips to Japan were required in order to find an agreement on the game design, technical features and financials terms. The contract was finally signed by Stephane in Tokyo at the Namco building.

Unfortunately it seems that Virtual Studio misunderstand its part in the whole deal. When Stephane directly signed the game with Namco, Virtual Studio were surprised to be limited to a financial partner and quickly changed their mind about the deal. In the end the game had to be cancelled.

Only a few, tiny screenshots from the Commando prototype are preserved below, to remember its existence.

Thanks to Stephane for the contribution!

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Firo and Klawd 2: Holiday Highjinks [Playstation – Cancelled]

Firo and Klawd 2: Holiday Highjinks is the cancelled sequel to the original 1996 game developed by Interactive Studios Limited (later known as Blitz Games) and published by BMG Interactive for Playstation and PC. The game was a top-down shooter with pre-rendered graphic, in which an ape police detective and an odd job cat) had to explore a series of branching levels while killing all the enemies.

The first Firo and Klawd was considered quite a bad game by reviews at the time, and while we did not find any actual sales data we can assume it sold poorly. As far as we know Firo and Klawd 2 was just in early conceptual phase before the company decided that it was not worth creating a sequel to a low-selling game. The project was then cancelled and vanished into obscurity: the image preserved in this page remains the only proof of it existence.

If you know someone who worked on this game, please let us know!

Video from the first Firo and Klawd:

 

Durango (Radical Entertainment) [Playstation, PC – Cancelled]

Durango is a cancelled vehicle based action adventure that was in development by Radical Entertainment in late ‘90s for the original Playstation and PC. At the time Radical was mostly known for their work on such games as the Independence Day tie-in, the NHL Powerplay series, Blood Lines and Grid Runner, being able to create games that sold enough to keep them alive and in good relationships with their publishers.

During those years many companies were developing their first 3D games and original ideas for new titles were welcome: Radical Entertainment pitched a good number of projects to publishers, and Durango was their concept for an interesting sci-fi adventure / shooter.

Not many details remain after the cancellation of the project, but from what we were able to gather it seems Durango would have been a vehicle based shooter divided into different levels, each with a series of missions to complete. Players would have been able to use different sci-fi vehicles, items and weapons to reach their objectives.

If you know someone who worked on this game and could help to preserve more details, please let us know!

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Holy War [PC – Cancelled]

Holy War is a cancelled game that was in development between 2003 and 2005 by Gamelords, a portuguese team that would later become Seed Studios. The game was produced with an in-house 3D engine and financed by Linha de Terra Studios and Norhold Investimentos.

Holy War was set in the conflict between Israel and Palestine, reproducing real world locations, weapons and people. A multiplayer mode was also planned, allowing players to choose which faction to fight for.

An early demo developed in 2005 was shown for the first time during the event “Games 2006” bearing only the minimum features necessary to get publishers’ attention – four maps (including the wall built by Israel and the Gaza Strip), part of the tutorial, some weapons and some computer-controlled characters for single player.

Filipe Pina is a developer who worked on Holy War at the time and in an e-mail interview he was able to explain some more details about its development:

“While developing the game, we were in constant contact with a Palestinian and an Israeli that helped us make everything as real as possible. The guns of the Israeli, combat equipment and everything else was faithfully recreated. The Palestinians used guns from the Russians among other things.”

The demo also provided some interesting features:

“(…) the demo used “normal maps”, real-time shadows and a day/night system. It was one of the first FPS to allow gameplay in both 1st and 3rd person. It was also possible to drive vehicles.”

The team received very good feedback from publishers praising the game’s graphics and gameplay, but the controversial theme  – even if it had brought them free advertisement – provoked some fear on investors.

To quote an interview with Bruno Ribeiro (another developer who worked on the game), about a meeting with members from Take Two Interactive:

“We managed to show the game to some members of a very famous publisher. Initially they were very excited by our work, but that changed once they noticed that the theme wasn’t a generic one. They started to see characteristic elements of Israel and asked “will there be any suicide bombers?”. As soon as we said yes, they immediately said “That is going to be a problem”.”

The team was pressured to change the theme to a more generic setting – “maybe some American soldiers killing terrorists” – but publishers refused to support a videogame that represented a more realistic and delicate situation.

Gamelords considered having a digital release on PC for Holy War but without any support from publishers and having to totally finance the project themselves, they were not able to continue working on it. Despite the cancellation of their Holy War project, Gamelords learned a lot during its development and allowed them to gain a valuable work experience for their future as Seed Studios.

It’s also important to mention that the tools and technology developed by the company for Holy Wars were later reused for other projects, even outside the area of videogames.

In the gallery below you can see some sketches, renders and screenshots from the Holy Wars demo, gently provided by Filipe Pina.

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

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