- Hello, Łukasz "Szafa z grami" here.
- Today I would like to start a new, so far unnamed, series about Polish games which have
- never seen daylight.
- Since a month I have been building a database of Polish games in the form of magazine excerpts, that is
- Secret Service, Top Secret, Gambler, Reset, Świat gier komputerowych [[names of Polish gaming magazines]] and so on.
- I've collected over 1200 articles about over 400 games from which it turns out, that 40 of them were never released.
- And so I've decided those are stories worth telling, today we're going to talk about the game Warhammer 40k: Agents of Death
- made by the Mirage company.
- The game was supposed to be released around 2000 after the release of the well-received in Poland,
- and so not-so-well-received in the west, Mortyr, which was a great financial success, which allowed in a
- quite unexpected way to get the Warhammer 40k license from Games Workshop.
- At first the ambition of the developers was quite big, they wanted to create a singleplayer game in the Games
- Workshop's world.
- But quite soon after the first announcements they've realized that with their
- financial resources and the size of their team they are not able to deliver the epicness
- for which Warhammer's worlds are known, and it was decided to turn the premise of the game by 180 degrees, a
- singleplayer game was to become a multiplayer game similar to Quake 3.
- But the only excerpts I have found in the magazines were from Secret Service and CD-Action.
- Secret Service nr 71 and the 41st CD-Action, which were still describing the singleplayer version.
- They were described in this way: "Well we'll be damned! Mirage is making a game set in the world of Warhammer!
- Naturally, we're talking about Warhammer 40000: Agents of Death.
- The game will be running on the engine which is also to be used in Mortyr II!"
- Unfortunately as we know today, that wasn't the case, but it will probably be discussed in an another episode.
- "That means it will be a FPP game! Release in December 2000.
- And supposedly it's supposed to be a REVELATION.
- We hope so. But looking at the screens, we're optimistic!"
- On the other hand Secret Service waxed lyrical in this way:
- "After the delayed, but still successful, release of MORTYR, MIRAGE doesn't slow down in their efforts to satisfy
- the most picky gamers and is preparing the release of WH40K: AGENTS OF DEATH - a game on the WARHAMMER 40K license.
- AOD is supposed to be ready for the 2000's Christmas Eve and it's engine
- will be also used in MORTYR 2 (release date still not planned).
- It looks like we have the first strong team of developers whose games are able reach success in the west
- and who are wooed not only by the countries of the former Warsaw Pact.
- Meanwhile the version of M&M7 localized by MIRAGE should be already in sale."
- The screens appearing in the both articles are practically identical.
- As far as I know they originate from the singleplayer version, but from now on we're going
- to talk about the multiplayer version.
- At first the game was being created by roughly the same team which made Mortyr, which means
- Sebastian Zieliński was still the one in charge of the Intercalaris Engine and Paweł Kalinowski was the producer.
- The works were going in a quite good tempo, a dozen of really well-designed maps was finished, there's quite a lot of
- finished weapons and what's interesting, and quite innovative for these times as it was used quite recently,
- we had 3 character classes to choose from, so, uh, something that was used quite
- recently in games such as Quake Champions or Overwatch.
- The characters have different speed, jumpability
- [[I guess he meant jumping height but I wanted to keep the translation more direct]], durability, armor
- and also weapons which they could pick up in the arena, things which in these times in comparison
- to Quake 3 or Unreal Tournament was totally out there.
- It could be said that the game was practically finished, but in a certain moment some perturbations happened
- which resulted in Sebastian Zieliński leaving the Mirage studio and unfortunately with him quitting,
- the studio was left with a game without an engine, because Zieliński owned the rights to the engine.
- Tomasz Mazur couldn't come to an agreement with Sebastian, so Mirage was left with the assets and basically,
- basically that was it.
- Mirage managed to buy the Lithtech engine from Monolith, which unfortunately didn't meet
- the expectations of the developers and after half a year of attempts to make something from the beginning
- and sending it to Games Workshop in the form of some kind of an update in the subject of the developing game
- the people from Games Workshop couldn't understand why after half a year they suddenly receive something that
- looks and plays much worse than what was shown earlier, which unfortunately led to the licence being taken away.
- Looking at what was finished on the Intercalaris Engine I must say it's such a shame the game wasn't released
- and the guys, Tomasz Mazur and Sebastian Zieliński couldn't make a deal since we've played a few sessions
- of the game's multiplayer and the game played really well and didn't look bad at all.
- What I would like to announce today is the practically finished Intercalaris version being made available,
- unfortunately I couldn't get the Lithtech version, since it was lost somewhere on Paweł Kalinowski's hard drives.
- But from what I've heard it's not really a big loss.
- The game will be available to download in a link in the video's description.
- However, I must add a few disclaimers:
- First, you must be aware the game wasn't finished so some things aren't working entirely
- as they're supposed to and sometimes the game can crash horribly, but still,
- we could call it a beta version of the game.
- Neither me nor Sebastian Zieliński, nor any of the game's developers can't give you any support so you are on your own.
- I'll try to put some of my own observations and tips on launching the game in a text file,
- playing it is fully possible, you can play online, you can run a LAN party, the game is definitely playable.
- There's a dozen levels e.g. we can fight in the area of the Palace of Culture and Science in Warsaw.
- The weapons are also quite interesting, I think the game can provide you, even today, with a few hours of great fun.
- We played with about 8 players and lags can happen and it's one of the game's problems.
- It's much safer to host a LAN party at home and play through the local network instead of playing online
- since you don't have to make an account on Hamachi and so on, which causes lags.
- I'm always quite unlucky and end up having a slower connection and unfortunately, there's quite a bit of lagging.
- So, folks, I wish you a nice time with the game, I think it's worth it.
- In the next episodes I will be publishing other games which haven't been released yet.
- Some of them more, some of them less complete, those aren't only games released on PC but also games
- for Amiga, Saturn, Gameboy and other various strange platforms,
- so if you like this series and you're interested in the history of unreleased Polish games
- please write if it's fine in the comments, if you don't like it give a thumb down...
- [[just some stuff about the channel further on]]