Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Obsidian's Stormlands (the canceled Xbox exclusive game) detailed with screenshots

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
As a part of recent Obsidian tour, Eurogamer heard about the development of Stormlands, the canceled Xbox exclusive action RPG by Obsidian. They even saw a demo of it, and got some screenshots to share: http://www.eurogamer.net/articles/2...n-raid-obsidians-cancelled-xbox-one-exclusive

Stormlands and the million-man raid: Obsidian's cancelled Xbox One exclusive
"That deal was the largest contract we ever signed."


Throw your mind back to Microsoft sharing a dream of an infinitely powerful Xbox One cloud, a box under your TV able to suck an almost mystical power into your living room, transforming games as we know them. The vision wouldn't quite materialise, but while Microsoft was hallucinating over the cauldron it was also throwing money around - throwing money at Xbox One exclusives to embody this future, and Obsidian Entertainment was spinning in its pot.

"We were given a proposal, the million-man raid," Obsidian co-owner and CEO, Feargus Urquhart, tells me. "Conceptually what came from Microsoft was this idea: imagine you're playing The Witcher, maybe with a friend. What happens if at points in time a giant creature pops up that you can see in the distance and it's not just popping up while you're playing, it's popping up for everybody who's playing. You all rush this creature and there's this haze around it, and as you're all rushing through the haze the game is matchmaking you into 40-man raids who are going to fight the creature.

"Then you fight it, but while the creature is being fought all the footage is being recorded up into the cloud. Then at the end we would come up with some kind of intelligent editing thing which would deliver everybody who fought a personalised, edited video of their participation in the raid. That is what was proposed to us."

jpg


[The Stormlands pitch demo on Xbox 360. These pictures have never been seen outside of Obsidian and Microsoft.]


"Microsoft's ambition," says fellow owner Chris Parker, vice president of development, "was to do a lot of things and do it very new. Nothing that was standard or typically accepted in video games should be taken as acceptable. It was always, 'Try to get it up to the next level, try and figure out something different or some new way to approach it or put a different spin on it.' Every feature it was, 'How do we change this feature to make it better than it has ever been before?'"

This game was a big deal, an exclusive Xbox One launch game, and barring four and a half years of Armored Warfare cheques it would be the biggest deal Obsidian would ever sign - bigger than Fallout: New Vegas, South Park: The Stick of Truth, the lot. Microsoft was even already talking about a sequel. "They wanted to invest in a developer and IP over the long-term," Urquhart says. "That deal was the largest contract we signed."

The game was Stormlands, codenamed North Carolina, and it would never see the light of day.

Stormlands! Obsidian had been sitting on the idea in some form since 2006, and in early 2011 finally had the chance to work it into a pitch for Microsoft, titled Defiance. "OK well this is interesting," Microsoft said, "but it feels a little bit too trope-ish, a little too standard, so are there ways you can try and reinvent things and try and make it a little bit different?"

Sensing a big opportunity - a platform holder with a new console - Obsidian threw the kitchen sink at the rewrite. "We're going to pitch a big game and we're going to do it like all real developers pitch stuff instead of our normal three-page [proposal]," says Urquhart, "so we're going to do a demo and we're going to put a real pitch together and a Power-Point - a whole package."

jpg


[It was a playable demo. Feargus Urquhart was at the controls.]


Some of the fundamental ideas from Defiance remained but the world was taken in a more dramatic direction, aiming for something far less standard than in other role-playing games. What Obsidian returned to Microsoft with was Stormlands, a game set in a world of crazy storms, where the storms themselves factored into magic you used.

But Obsidian wasn't under any illusions of success. "We had no expectations," says Urquhart. "There's no way they're going to sign us," they thought. But something about the pitch-booklet emailed had evidently struck a chord, because when Obsidian went up to Redmond to present the Stormlands demo, all the big shots at Microsoft were there.

"We had a demo on the Xbox 360 and they asked us a lot of questions," says Urquhart, "and then I was really surprised because we went downstairs and we were waiting for a taxi and Noah [Musler, Microsoft Game Studios biz dev] came down and said, 'I don't want to get your hopes up but I think we're looking good.' And he'd never shown any - that was the most positive he'd been about any of our proposals.

"We started talking pretty soon after that."

Stormlands was to be a third-person action role-playing game with a camera behind the character as in Fallout: New Vegas. "The fighting was super-action," not like Dark Souls, more like The Witcher, Urquhart says - the difference being Stormlands would have companions.

While we're talking about the game, he rummages through boxes in his office looking for the Stormlands booklet, but sadly he never finds it. What he does find, though, is the original Xbox 360 pitch demo and he loads it on his PC. The screenshots you see in this article are from that demo and have never been seen outside of Obsidian or Microsoft before. Don't you say I never do anything for you, you rotters!

jpg


[Even six years later it is... striking! Sorry.]


The demo, running on the Dungeon Siege 3 engine, is visually impressive, even now, several years and a new console later. There's a bruised peach tone to the otherworldly sky, which rumbles and crackles with storms while a haunting kind of Arabian music moans in the background. It reminds me immediately of Assassin's Creed or a Prince of Persia, with the main character, a man, wrapped in similar-styled clothes, a cloak slung over one shoulder. There's a brooding atmosphere, helped no end by the bodies a storm has entombed in the rocky mountainside around us.

We eventually come across a female character who was to be one of your companions. She takes her facial armour off before talking to us, which is a nice touch - it bugs me in other RPGs when characters waffle away like noisy, bobbing helmets. A classic dialogue screen of choices appears and the characters interact, fully voiced. On the horizon is a kind of castle we're aiming for and from which, by the demo's culmination, a huge enemy erupts. "That was the pitch that got us the project," says Urquhart as it ends.

He loads a Stormlands development milestone video on his screen afterwards, which revolves around combat and is narrated by one of the Stormlands team. This appears in grey-box form so there are no textures only a smooth grey skin coating everything - characters, enemies and terrain. In this video I see the character rolling to evade attacks, as in The Witcher, and teleporting short distances, as Ciri does in The Witcher 3. I also see a variety of acrobatic attacks used against a variety of enemies, from beast men to wraiths. Crucially I see companion moves too, special attacks you can trigger allies to perform - it would always be you and one other on a level. These companions and these special partner moves were to be a fundamental cornerstone of the Stormlands experience.

Clearly a lot of work had been done. What, then, went wrong? There was a disconnect, a juxtaposition between a dreaming Microsoft on one hand and an Obsidian who had to realise the ideas on the other. One moment Obsidian was talking to a Microsoft executive producer about doing co-op, the next minute a new executive producer was pitching million-man raids. "We look at something like that and it's like, 'Holy Jesus!'" says Urquhart.

But it's important to point out Obsidian never took the million-man raid idea literally, and never believed Microsoft, as ambitious as it was, meant it that way. "This happens with everything," he says. "We do this when we're talking to our people, we give them crazy ideas. The goal was to inspire us to come up with not that, but inspire us to think about how to incorporate all of these elements." It's like the story of the Sony boss running downstairs to the inventors' lair with a pack of playing cards and declaring, "I want a tape player I can stick headphones into that's this big!" and in doing so triggering the creation of the iconic Walkman.

jpg


[We met a companion who maybe could say, 'Oh Arcasta spell for ya!' Sorry.]


Nevertheless the demands from Microsoft to reinvent the wheel were high. Kotaku writer Jason Schreier talks about Kinect-powered verbal haggling in Stormlands, in his new book Blood, Sweat and Pixels, which I heartily recommend. Chris Parker and Feargus Urquhart don't recall that exact feature when I talk to them but concede there were so many ideas it may well have been one. Ideas piled upon ideas and all the time the immovable deadline to be ready for Xbox One launch loomed closer.

Microsoft's answer? Throw more resources at it. "At some point Microsoft was saying 'maybe this needs to be an even bigger game'," Urquhart says. "'Maybe we just need to add a bunch more people onto it - maybe we don't have enough people to prototype all these crazy ideas we have.' Well no, actually that sounds terrifying, that sounds like a really bad idea for us to do."

"Sometimes adding people to something doesn't mean it's going to get done any faster," adds Chris Parker. "It's actually just going to be more complicated, more people running down the wrong path."

"I just wish I had flown out to Seattle and got a meeting with Don Mattrick and everybody else," says Urquhart, "and said, 'OK we all agree it would be good to have an RPG at or very close to the launch of Xbox One. We can make RPGs, it's been shown. These are the challenges we have on the table:

"Unreal 4 doesn't exist for the Xbox One yet. We can use Unreal 3 but Unreal's transitioning so that's not good, so we're using our own engine and it's doing great in certain ways but we still have to build it up in other ways. The second challenge is we've not done a lot of multiplayer stuff before. The next challenge is this is a launch title so that date, it's not a 'well if it ships here you're late but that's fine'. We're all doing this, and you guys are on board doing this, because you want it to be a launch title. How do we now make a game that is realistic within all those challenges?

jpg


[And eurgh look! We saw bodies in the wall.]


"And I didn't do that," he says, "and that probably contributed to the game getting cancelled."

In March 2012, Feargus Urquhart got a phone call and it was Microsoft cancelling the game. "You get a call, it's always a call," he says. He'd half expected as much but it was a hammer blow nonetheless, and effective immediately, no room to manoeuvre, no way out. He called the other four company owners together for a meeting in a coffee shop the other side of town - there was no way they were risking someone walking into this one.

"The thing you have to have in a situation like that is a plan of some sort," he says. "People need to know there's leadership and moving forward. We can't just get everybody together and say 'we're going to do a layoff' because people will go home [and worry] 'am I going to get laid-off tomorrow?'"

The next day, plan in hand, Obsidian gathered everyone together who would be laid off into one room and told them the bad news. As HR took over, the rest of the company gathered out of earshot in the big canteen and was told the news. "I think we said, 'If you want to leave for the rest of the day, you can, because it's a shitty day and you're probably not going to get any work done anyway,' says Chris Parker. "Then we dealt with the people we were laying off to try and get them all sorted."

The day after was all about building hope for the future by assigning key people to work up new pitches to find new work, fast. Obsidian had South Park in development but THQ was crumbling away. "Nobody really has any time to mourn, nobody really has any time to worry about it," Parker says. "Everybody is on point with, 'What are we doing now? [The layoff] was yesterday, yesterday sucked. We're done with it. In three weeks once we've got all these proposals out we're going to get together and have a beer and shed a tear, but right now we need to move forward.'"

jpg


[But we mostly saw a man with half a child's curtain on his back.]


The Stormlands cancellation began what Obsidian refers to as the Summer of Proposals, where around 10 ideas were pitched to almost every publisher under the sun, and I'll tell you about a bunch of those early next week. Stormlands, meanwhile, wasn't wasted, but was worked into a new pitch for a new game called Fallen, with an even darker world. "We pitched Ubisoft, we pitched 2K, we pitched everybody." says Urquhart. "A lot of people we'd pitched Stormlands to and it was a challenge to re-pitch a game that had now been cancelled. It makes sense - why pick up a game that another publisher cancelled?"

No one ever did pick up Fallen but thrifty old Obsidian salvaged the idea yet again, creating another pitch which Paradox would sign at the beginning of 2014. It became Tyranny, which received the expansion Bastard's Wound this week.

As for Obsidian and Microsoft, whatever bridges were burned now sound repaired, and Urquhart maintains contact. He even says - in response to a question about how hard it is for independent developers to find work today, in an age where publishers do so much more internally - "Microsoft is looking..." which bodes very well.

Currently, however, Obsidian's hands are full, the 175-person studio occupied across four and a half projects: the Tyranny expansion, Pillars of Eternity 2, a small Pathfinder card game, a small idea the studio is "spinning up" and a considerable something else. And I'll tell you a bit more about that next week as well.

Disclaimer: Travel and accommodation for this trip was provided by Paradox Interactive.
 

Fairfax

Arcane
Joined
Jun 17, 2015
Messages
3,518
They went full JRPG with that character's design, huh? :lol:

The next day, plan in hand, Obsidian gathered everyone together who would be laid off into one room and told them the bad news. As HR took over, the rest of the company gathered out of earshot in the big canteen and was told the news. "I think we said, 'If you want to leave for the rest of the day, you can, because it's a shitty day and you're probably not going to get any work done anyway,' says Chris Parker. "Then we dealt with the people we were laying off to try and get them all sorted."

Version told in Jason Schreier's book:

Choking back tears, Urquhart told the company that Microsoft had canceled Stormlands and that Obsidian would have to lay people off. The staff trickled back to their desks, wondering which of them were about to be escorted out of the building. For hours, they all just had to wait there, nervously watching as Obsidian’s operations guy prepared severance packages for those who hadn’t made the cut. “He comes around with a manila folder, and he walks around, and he tells you to pack your bags,” said Adam Brennecke, a programmer on Stormlands. “And he escorts you off the premises and he sets up a time when you can come back and get your belongings. He’s just walking around and you’re thinking, ‘Don’t come into my office, don’t come into my office.’ You’re watching him and then you see and you’re like, ‘Fuck, there goes one of my friends.’”

"You can leave if you want" is not the same as telling people to pack and escorting them out of the building. :M
 
Last edited:

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,229
"You can leave if you want" is not the same as telling people to pack and escorting them out of the building. :M

Yeah? Its directed to the ones who weren't getting laid off.

--

Surprised to see they've done so much for this game, thought it was very beginning of pre-prod or something when it got cancelled, it was something like "4 months of work then cancellation" wasn't it?

Anyway, I'd have hated multiplayer in it, raids and such and prolly would have never played it anyway if it got done and stayed as console exclusive. Good riddance :D :D :D
 
Last edited:

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,111
Unbelievable how incompetent Microsoft has been.

I'd really like to get exact figures on how many projects Microsoft dropped and whether it really comes down to people in charge just jockeying around as fresh staff takes the reigns. I remember that Vanguard MMORPG was pretty much dropped because the new people in charge didn't believe MMOs was what they wanted to pursue, for example. This is just weird because, you know, you'd think they would want another exclusive for their new console.
 
Joined
Dec 5, 2010
Messages
1,611
^4 years later the XbO still has almost no exclusives to speak of. MS tried to sell a console that was significantly weaker than the competition's for a higher price than the competition. Tried to force always-online on console players and kill the used game market. Handed most of the console market to Sony on a silver platter.

I'm pretty sure MS' asinine game/xbox management are the ones to blame for whatever happened with stormlands.

Feargus seems to think that if he'd convinced MS to shrink the scope of the game, make it more manageable then maybe it wouldn't have been canceled but if MS had already decided that timed exclusivity marketing deals with publishers and parity clauses were a better use of their money than exclusive IPs and thus time to cut their losses there's little obs could do. Even if they could magically deliver a drastically cut down version of the game ready to go gold overnight MS would still be looking at having to fund the marketing campaign for it(likely more money than they put into development) while in loss-cutting mode.

At the time I thought MS had simply secured some form of exclusivity with Fallout 4 as a launch title, having played that game I can't tell where all those years of development went. Would've made more sense as a 2013/early 2014 release.


Obsidian threw the kitchen sink at the rewrite. "We're going to pitch a big game and we're going to do it like all real developers pitch stuff instead of our normal three-page [proposal]," says Urquhart, "so we're going to do a demo and we're going to put a real pitch together and a Power-Point - a whole package."
:lol:
 
Last edited:

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,556
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
This game, Scalebound and some others. The lack of many exclusives. Microsoft are all over the place. I did like the Xbox 360 library, though.

It seems the combination of Obsidian sometimes fucking up and the way Microsoft handles games was a recipe for disaster.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Probably Fable Legends was to make up the failure of Stormlands. (Its development started few months after the cancellation of Stormlands.) And it also canceled, and forgotten with Lionhead.
 

Nano

Arcane
Patron
Joined
Mar 6, 2016
Messages
4,649
Grab the Codex by the pussy Strap Yourselves In
Very interesting article, though I'm a bit disappointed they didn't talk about any of the staff on the project. On that note, I'm still shocked by how dumb Obsidian was for including George Ziets among the layoffs.
 

Hyperion

Arcane
Joined
Jul 2, 2016
Messages
2,120
This game, Scalebound and some others. The lack of many exclusives. Microsoft are all over the place. I did like the Xbox 360 library, though.

It seems the combination of Obsidian sometimes fucking up and the way Microsoft handles games was a recipe for disaster.

They had the devs of Rime begging them for exclusivity, Microsoft pretty much laughed in their faces and said nobody plays Adventure games. It went ps4 exclusive, and eventually multi-platform.

http://www.eurogamer.net/articles/2014-02-20-microsoft-turned-down-playstation-4-exclusive-rime
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,173
For all the talk about how big bad publisher fucked them over with cancellation, it sure looks like the project was a clusterfuck on Obsidian's side as well. It looks lame and gay, and from that writeup it seems like the whole project lacked direction and focus.
 

Nano

Arcane
Patron
Joined
Mar 6, 2016
Messages
4,649
Grab the Codex by the pussy Strap Yourselves In
Looks like Dungeon Siege III Enhanced. :M
This was the X360 pitch video, I imagine not really what the actual game would look like.

And I wouldn't say Onyx has a specific "look" to it; Aliens looked more like Alpha Protocol than it did DS3.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,800
This was the X360 pitch video, I imagine not really what the actual game would look like.

And I wouldn't say Onyx has a specific "look" to it; Aliens looked more like Alpha Protocol than it did DS3.

This looks a lot closer to final quality than Aliens did, it's a reasonable representation of what their target was.

Sure, you can make graphics with a different art style with Onyx (see South Park) but the lighting is extremely Onyx, just as one can also tell when a game uses Unreal by the way it uses lighting.
 

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
Looks like Dungeon Siege III Enhanced. :M

which shouldn't come as a surprise considering the timeframe.
gameplay, lighting, color palette, art design - there's a really strong reminiscence of ds3. seems like they saved some bucks throwing the demo together and heavily reused what they already got laying around.
 

dragonul09

Arcane
Edgy
Joined
Dec 19, 2014
Messages
1,445
Looks like someone droped the engine in a bucket of vaseline,everything is so damn shiny:what:
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
Doesn't sound like this would've been a game I could've bothered with. And in hindsight, looking at how things are, it was probably for the better that it didn't happen.
 

Mojomancer

Novice
Joined
Sep 10, 2017
Messages
56
Location
Hell, probably.
Doesn't sound like this would've been a game I could've bothered with. And in hindsight, looking at how things are, it was probably for the better that it didn't happen.

I probably would have picked it up to see what it was but being Xbox One exclusive would have killed that idea from the start, I was stupid enough to buy an Xbox One (PS3 broke, needed a bluray player, it was on offer) but none of the people I play co-op with have consoles at all.

After reading the article I have no idea if the game was meant to be co-op, MMO, Singleplayer with companions, co-op with AI companions, etc and from the article it looks like Obsidian had no idea either.

It doesn't sound like it was Obsidian's fault either, Microsoft have been fucking over every first party exclusive game developer they got their claws around for a while now.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,173
I probably would have picked it up to see what it was but being Xbox One exclusive would have killed that idea from the start, I was stupid enough to buy an Xbox One (PS3 broke, needed a bluray player, it was on offer) but none of the people I play co-op with have consoles at all.

After reading the article I have no idea if the game was meant to be co-op, MMO, Singleplayer with companions, co-op with AI companions, etc and from the article it looks like Obsidian had no idea either.

It doesn't sound like it was Obsidian's fault either, Microsoft have been fucking over every first party exclusive game developer they got their claws around for a while now.

Microsoft definitely take a lot of blame, especially all those stories about MS execs coming up with Big Revolutionary Ideas that Obsidian didn't know what the fuck do to with, that shit is hilarious.

That said, it was also Microsoft who were paying for this whole party, and by the sound of it they weren't exactly pinching pennies, they were willing to throw shitload more money at it if the game really caught their attention.

Ultimately it's Obsidian's job to come up with a compelling game, and obviously they haven't done that. It looks fagotty and plastic and the entire concept is underwhelming as fuck. "A world with magic storms" - wow man I am so hooked. Not.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom