Cemetery of Russian games

The Russian nineties are associated with us with black jeeps, elongated training, shiny bald heads and gold chains. They do not remember video games with such “specific” neighbors, and therefore it is believed that at the end of the last century the domestic game industry did not exist at all. However, this is not so: large and small studios then announced many projects – however, in the end, almost all of them did not live to the release. Here are just some unknown and revolutionary games, for various reasons closed in the nineties.

Stones, nuclei and shells

"Military Pinball"

Genre: action

Developer: Rong-Rongo/NST Interactive

Publisher: "Union"

The date of the announcement: 1996

In the mid-90s, programmer Alexei Morozov, artist Alexander Schwartz and composer Alexander Rosenblat from the studio " Rong-Rongo »Made a name on the release of multimedia products. With the support of the company " Union "Out" Encyclopedia of musical instruments "," Virtual dj " And " Alice in a music country ". Having decided to fully engage in video games, the leader of the team Alexander Schwartz, together with the programmer Alexei Lisenko, founded a company at the Academy of Sciences of the Russian Federation NST Interactive and announced two large -scale projects: "" Stalker ", A three -dimensional quest based on the story of the Strugatsky brothers, and Arkada" Military pinball ".

Stalker eventually turned into " Spot "And https://blood-moon-gb-casino.co.uk/ he went out in March 1999, and" Military Pinball "never saw the light. But the idea was not bad. It would seem that Pinball – he is in Africa Pinball, it is impossible to come up with anything original. But no: it was planned that the player will destroy three -dimensional fortifications, traveling in time. According to the plot, it was necessary to shell the Carthage from the Roman catapult, spread the stronghold of the Huguenots to the bricks-the La Rochel fortress (the very one that the musketeers of Dumas besieged)-and even participate in the battle of Verden during the First World War.

Why were they waiting: Unusual concept and pretty three -dimensional graphics

Waiting rating: 5/10

War for oil

"Blizzard in the desert"

Genre: Tactical strategy

Developer: Doka Media

Publisher: Doka Media

The date of the announcement: 1997

In 1995, Zelenograd company Doka Media released the first strategy fully developed in Russia Total Control. Cosmic battles enjoyed great success, and soon the Doka Media team set to be a new game, deciding, however, to change futuristic robots to modern tanks. Ideological inspirer " Blutings in the desert ", Screenwriter and chief programmer Danila Vorobyov, drew inspiration from Tom Klence's works.

The plot of the "Blizzard" was based on the fictional conflict of the United States with a scattering of the Middle Eastern countries. The Yankees stood “Abrams”, “Bradley”, “Cobra” and “Black Hoki”, and the Arabs bought in Russia T-80, BMP, Mi-24, Ka-50 “Black Shark”. With technical information, the developers were helped by the concern " Rosvooring ".

The game was planned to be divided into two stages. The first is tactical movements of the troops on a strategic map in step -by -step mode. The second – fighting in real time (after three years this formula will be successfully implemented by the creators Shogun: Total War ). In practice, the Gameplay “Blutters in the desert” looked as follows: you order the units placed on a strategic map to move in a certain direction, then observe the enemy movements. The course is equal to one day, no resources, construction and other economic pieces. Once troops collide with each other. If one of the parties is significantly inferior to the other in manpower (for example, the infantry battalion goes against the whole division), then the result of the skirmish is automatically calculated. With a relative equality of forces, you are transferred from a tactical map to the battlefield.

Three windows are available to the player in battle mode. In the first, on a map of the terrain, icons indicate various departments. They clicked on one of the icons-ordered something to the helicopter regiment, to the other-they called up the tankers. In the second window, you can observe the unfolding events from a bird's eye view (control is carried out according to the classical Point & Scheme Click: Circle the right number of infantrymen, guns and BMP – and aid to destroy the enemy). Finally, in the third window you can manage by some one unit.

Alpha version of the game showed the public at the International Arms Exhibition IDEX , past early in the spring of 1997 in Abu Dhabi. Ordinary players had to wait for the May festival of computer graphics " Angraph ", On which" Blizzard in the desert "was recognized as the most promising development of the year along with the projects" Alloda: Printing Secrets "and" Petka and Vasily Ivanovich ". “Vyugu” was planned to be completed by the fall, but for technical reasons they moved the exit to June 1998, dragged on, then in August there was a crisis-after the developers began to talk about April 1999.

In 1999, Doka Media stated that the exact release date will be announced after negotiations with Western publishers are completed – and since then about the game there is neither a hearing nor spirit nor spirit. Konstantin Shevchuk, Technical Director Doka Studios (Doka Media subsidiary), does not exclude that the company will return to the game soon. The developers have preserved a large number of materials, many of which are not outdated now, but the project requires a modern engine.

Why were they waiting: Realistic tactical strategy with three options for managing combat units

Waiting rating: 8/10

Record holders

Falling Stars and a nameless online role -playing game

Genre: role -playing game

Developer: TS Group Entertainment

Publisher: absent

The date of the announcement: 1997

In the 90s, the Moscow Studio became a record holder by the number of announced, but never released games TS Group. The studio was formed in 1994 by former corporation employees Computercenter led by programmer Sergei Titov (later participated in the development GEARS of WAR , Mechassault And League of Legends ). Initially, friends wanted to consult computer technology, but soon inspired Ultima , took up the creation of their own two -dimensional RPG Kinslayer: The Exile , And after it, in just six months they made a game The Lethal Speed. In 1997, TS Group was engaged in a three -dimensional engine Eternity Engine , received very flattering reviews at the exhibition Comdex , and developed an arcade race " Road wars "(Released" Buka »In April 1997).

Having handed over the motorist to the publisher, TS Group announced four projects at once: Dark Slide , Private Wars (about both below), Falling Stars And an nameless online role -playing game. The information about her is negligible, it is only known that the plot was closely connected with the fantastic world of Falling Stars, and all.

A little more is known about Falling Stars itself. The developers attributed the game to the SF CRPG genre (scientific and fantastic computer RPG), the action unfolded in a huge universe: according to the developers, the screenwriter created a detailed world in the best traditions " Star Wars ". It was planned to focus not on the destruction of enemies and the search for objects, but on the communication of the players with each other – to complete the tasks, it was necessary to unite in groups. For the end of the 90s, ideas were simply revolutionary-however, they remained on paper.

Why were they waiting: The first Russian online role -playing game long before the advent of "Allods Online", and even with an offline option

Waiting rating: 5/10

Medieval hacker

Dark Slide

Genre: quest

Developer: TS Group Entertainment

Publisher: absent

The date of the announcement: 1997

In addition to RPG and MMORPG, there was a quest in TS Group bins Dark Slide With a world very similar to the world " Labyrinth of reflections ": Like Lukyanenko, TS Group employees suggested that in the 21st century people would spend all their free time in virtual worlds.

The main character Dark Slide is a young hacker. In real life, he hunts breaking electronic accounts, but if he put a special helmet on his head and connect highly sensitive sensors to his fingers – how he turns into a magician traveling along the medieval kingdom of the magician. Once, while hacking the next banking system of our hero, the police catch, for the theft he shines five years in prison. However, there is an alternative option: it is necessary to infiltrate the gang of especially dangerous hackers and hand them over to the authorities. How to do it? Meet criminals in the virtual world! If the game came out, then we would carry out the tasks of law enforcement agencies and ultimately displayed the villains to clean water.

Why were they waiting: Adventures in two non -future worlds

Waiting rating: 6/10

St. Petersburg Orcs. Warcraft Adventures: Lord of the Clans

Genre: quest

Developer: Blizzard Entertainment

Publisher: Blizzard Entertainment

The date of the announcement: 1997

Expressed in the language of the organizers of film festivals, Warcraft Adventures: Lord of the Clans It takes us outside the competitive program. The fact is that de jure developer and publisher is considered Blizzard Entertainment. De facto Warcraft Adventures created a multinational team. The production of videos was ordered by Chinese specialists, the Americans were writing a script, a recording of sound and carried out general management of the project (“simply checked balance and quality,” as producer Bill Rooper says). But the St. Petersburg Studio was responsible for the engine, design and graphic content Animation Magic.

In 1996, when the green light was given to the Warcraft universe, Blizzard had enough things: the head office staff was corrupted over Starcraft , A Blizzard North , Former studio Condor , Tested Diablo. Seeking outsources, the near -Zavzardians “appreciated the classical animation of Russian developers and were shocked: it turned out to be wonderful and reminded us of the quests that we loved so much” (again the quote from Bill Rover).

The main character Warcraft Adventures: Lord of the Clans was supposed to be a trawl orc grown up in captivity. During the war, Lieutenant Adelax Blackmur found in one of the ruined orch villages a baby wrapped in diapers and decided to grow a kind of faithful chain dog out of it. 22 years have passed. During this time, Blackmur rose to the title of general and received the title of Lord, and his grown pet began to participate in gladiatorial battles in the fun of the Honorable audience. The only thing that reminded the trall of his past life was a fence of diapers with an incomprehensible symbol.

The game begins: the trail runs out of the castle and, the rogue, a few days later he stumbles on a combat song hiding in the forests under the command of thunder Hellskrim. Young Orcs represent the former leader of the Orda Orgrim Dumhammer. From him, Trall learns the history of his origin. It turns out that his father was the leader of the Ice Wolf clan – soon Trall will find relatives, show them a symbol embroidered on diapers and will become their leader. Under the command of Trallla, the united orc clans will attack people, free the prisoners of the orcs and the finals of the game will capture the castle of Lord Blackmur.

In the spring of 1998, before E3 , a test version was collected. It included 60 drawn backgrounds, 70 characters and about 40,000 animation frames. The votes of the actors were recorded in the American studio. Trallla was voiced by Clansy Brown (the most starry role is the main negative character in the first part " Highlander "), And Orgrim Dumhammer is Peter Callen (Optimus Prime says his voice in the animated series" Transformers "). But a month before E3, May 22, a meeting was held at the Blizzard office, during which an unexpected decision was made to turn the development.

The reason for the closure is unknown. Rumor has it that the company's management considered that the game looks no better than already released The Curse of Monkey Island and will surely be weaker than the coming Grim Fandango. The official version of Bill Rover was as follows: “We were going to create everything that should be part of a wonderful adventure game: colorful characters, a strong script, excellent voice acting and interesting puzzles related to the plot. When we achieved what we wanted, it became clear that we lagged behind in terms of technology. We watched the game and thought: “She would be a hit three years ago, but now we need to do something new …”-and we closed the project. Subsequently, we realized that this was the right decision, we immediately felt a heavy burden from our shoulders. Everyone said: "Yes, Bill, you were right, we had to cancel the game". It became easier for us from the fact that it was no longer required to constantly pull this project by the hair. We never doubted the correctness of this decision ".

Soldiers of good luck

Private Wars

Genre: Tactical action

Developer: TS Group Entertainment

Publisher: absent

The date of the announcement: 1997

In the process of development Private Wars I underwent many changes. Initially, the game used an isometric projection and step-by step mode a la Jagged Alliance , but published in the spring of 1998 Spec Ops: Ranges Lead the Way Changed the plans of Sergei Titov. After a thorough study of the game Zombie Studios He decided that it was necessary to add fights in real time to Private Wars and free switching of the camera from the first -person view from the third person.

The plot of Private Wars is quite simple: a retired special services officer founds a unit of mercenaries (the maximum size of the detachment is eight people). The main character is a all hands. He participates in combat operations, and gives orders, and he purchases weapons with transport, and selects new soldiers. In total, sixty characters are available, each has some kind of special skill: one hero is distinguished by remarkable strength, the other with endurance, the third aptly shoots, the fourth is perfectly treated with explosives and so on. In addition, some soldiers of good luck connects a long friendship with each other, so they work better in the team. Others, on the contrary, have mutual hostility, and they will not fight for any rugs together.

Operations take place both in large open spaces and in closed rooms. For example, in one of the missions, it is necessary to save passengers of the aircraft who collapsed in the middle of the Flame of the Civil War of the Democratic Republic of the Congo. In another terrorists, they capture the oil producing platform in Azerbaijan-for some reason they turn to the state for help, but to a private agency for help.

Live Private Wars before the release, in the settings you could choose the degree of realism of the gameplay. Love torn shootings? Here you have a ton of weapons, mountains of cartridges, a strip of health and first -aid kits scattered on the ground. Appreciate plausibility? Then get a restriction restriction and be prepared to die from a crazy bullet.

Why were they waiting: Our response by the bourgeois Spec OPS: Ranges Lead the Way, Tom Clancy’s Rainbow Six and Delta Force

Waiting rating: 8/10

Unrelated drafts of Homer

"Odyssey"

Genre: quest

Developer: "Russian barrier"

Publisher: Akella

The date of the announcement: 1997

In 1997, employees of the Russian Barrier decided to supplement Homer's poem with a new episode. According to the leader of the project, Andrei Maltsev, “Odysseus” (it is “Odyssey”, it is “unpublished Odyssey” – truly the prophetic name, Captain Vrungel a thousand times right) was to become a collection of puzzles in ancient decorations.

After the next malice of Poseidon, Odyidsa enters the island in the form of a giant stone hand, from which you can get out only by solving many different tasks. For each solved puzzle, the hero receives a certain number of points that can pay with Zeus, Mercury, Cyclops, Centaur and other characters for help in solving new problems.

At first, the developers wanted to create completely three-dimensional puzzles, but they greatly dissonated with flat watercrauls of the game, so all the locations led to a single cartoon style a la for the first part Broken Sword (by the way, a team of artists of Soyuzmultfilm under the leadership of Vladimir Gagurin) was engaged in the drawing of the backgrounds.

In early 1998, a tiny demo version of the game appeared. The release was supposed to take place before the New Year holidays, but all the developers' plans collapsed along with the Russian economy in August 1998.

Why were they waiting: World classics through the eyes of the artists of Soyuzmultfilm

Waiting rating: 6/10

Human plans

"Archipelago"

Genre: Strategy with elements of role -playing game

Developer: K & K Studio

Publisher: Akella

The date of the announcement: 1997

In 1997, at the computer graphics festival " Angraph »Moscow Region K & K Studio showed excerpts from strategy " Archipelago ". The game stood out great against the background of other projects: it was created on a engine powerful at that time, there were completely three -dimensional objects and a freely scalable terrain map. Textures for landscapes and buildings created a real master of its craft – member of the Union of Artists Irina Egorova.

It will not be possible to talk about gameplay in two or three sentences-the leader of the project Grigory Krasnozhenov conceived too much. Setting "Archipelago" – Russian Middle Ages: Imagine the revived folk tales with good fellows, red girls, heroes and epic villains. We find ourselves in the small settlement of the Slavic tribe of Vettan, where the eighteen -year -old main character Roland lives. In the course of the plot, he leads his native tribe, deal with the snake Gorynych and conquers neighboring islands on which other nations live. Rolan disperses governors, elders and sorcerers. The former guide the troops and fulfill small quests, the latter resolve economic issues (to establish production in the village of 20 types of resources on their own – that is still frost), others treat and give advice – predict the weather, find deposits of minerals, etc.D.

Each character specialized in any one business (in total they came up with 30 professions) and possessed eight parameters that changed as experience accumulated. For example, the characteristics of the warrior improved with every new training or victory over the enemy. At the same time, the player could forcibly force the character to change his specialization – say, during the war to drive all the peasants under his banners.

The “Archipelago” did not come out, because the team of fifteen people simply did not stretch it: the developers needed not only to create a complex economic model and an extensive role system, but also to combine these two elements together, and this was beyond their power.

Why were they waiting: Game with an impressive by the standards of 1997 graphics and unusual gameplay

Waiting rating: 8/10

On the seas, on the waves

Admiral: Ancient Ships

Genre: Strategy with elements of role -playing game

Developer: Meridian’93

Publisher: Megamedia

The date of the announcement: 1997

In 1996, Ukrainian company Meridian’93 With the support of the publishing house Megamedia released a step -by -step strategy Admiral: Sea Battles. The game suffered a fiasco in the USA, but it sold good in Germany, Japan, South Korea and Taiwan.

Demand gives birth to a proposal – soon the developers took up the second part of the series, Admiral: Ancient Ships. The ships of the ancient era were replaced by multi -pusher sailing ships. The player was offered to choose from one of the four opposing sides: Egypt, Phenicia, Greece or Rome. It was necessary to build various structures along the coastline (docks, workshops, forges, schools and temples), build a powerful fleet and crush the enemy. Unlike Admiral: Sea Battles, in the Ancient Ships battles were held in real time.

Each country was available five classes of ships: fishing (they mined fish, amber and whale mustache), trade and three military. The small warship had weak weapons, but only it could go through the shallow water, where the middle and large warships armed with ballists and catapults are agitated; The player needed to skillfully use the strengths of his fleet and compensate for the weak.

Why were they waiting: __ Exciting sea battles between ancient states

Waiting rating: 7/10

Merry war

"Eurasia: Apocalypse"

Genre: strategy

Developer: Grifon Entertainment

Publisher: Electrotech Multimedia

The date of the announcement: 1997

According to the Moscow Studio Grifon Entertainment , In 1999, a huge meteorite fell on our planet, which caused global flooding. Entire continents were under water, and the United States, China, the Union of Arab countries and Russia entered into a fierce struggle for Eurasia towering over the world ocean.

The developers were very offended when they tried to compare their project with numerous clones Command & Conquer. Yes, both there and there the pictures depict the tanks shooting at each other. But the differences were covered in details: there were no resources in Eurasia, a bet on the development of characters was made there. Each fighter had a dozen different parameters, and without a competent crew, these same tanks turned into a pile of useless scrap metal. The more experienced the fighter was, the better he exterminated the enemies. This rule extended to tankers, artillerymen, and ordinary infantrymen. In addition, the player could set the route of the movement of combat units and determine the tactics of actions on a certain section of the map: here to hide behind shelters, but here to open a squall fire.

Another feature of Eurasia is black humor, sometimes on the verge of foul. Among the units came across the doubles of famous politicians, heroes of films and just funny characters: the new Russian in a raspberry jacket, a grandfather in a T-shirt with a double-barreled shotgun, crazy roller and other extraordinary personalities. The interface was made in the style of Soviet equipment of the 70s, and instead of the usual gunner-opener, a crumpled Belomorin acted as a cursor.

Why were they waiting: An attempt to cross Krush, Kill ’N’ Destroy with Jagged Alliance and season the result with black humor

Waiting rating: 6/10

Miracle-Judo attacks

"KRETS"

Genre: Shooter

Developer: Gelios

Publisher: Akella

The date of the announcement: 1997

Players with experience probably remember the first Russian shooters – "" Old gold "," The dungeons of the Kremlin "(Both games were released in 1995) and" Troubles: Fatible Milits "(1997). Gameplay and graphics in them were left to be desired, but they were our native "shooters". All three games were developed by the company Gelios. Actually, then the “company” consisted of two people – the brothers of Alexander and Andrei Podbakovovs.

And at the beginning of 1998 (not everyone knows about this), the tandem wanted to release another game – "" KRUTA ". The shooter that did not live to the release was created on the new graphic engine. Unlike "dungeons" and "Troubles", they programmed it not on C ++, but on Delphi. The peasants, boyars and archers should have replaced small biting creatures – Kreita (outwardly they resembled a cross between a Cheshire cat with creatures from the film " Tooth "). The scenery has also changed: actions unfolded in one of the modern Russian cities. The hero was to walk along the streets, go down to the sewer and fly up with the help of a reactive ran to the height of a twelve -story house attached to the back.

Why were they waiting: What Russian does not like fast driving and homegrown shooters?

Waiting rating: 5/10

To be continued… In the following numbers, we will continue the story of non -missing Russian games: you will find out how long it was developed " Vseslav sorcerer ", What is the fate of the first project Vitaly Shutov" Bestiary ", What she did Alawar Entertainment before coming to the market of casual games, which has become with the domestic Grand Theft Auto and how many more Russian quests have not survived before the release.