A sequel to a cult adventure game that never got made. Publisher had a reason to cancel Full Throttle: Hell on Wheels

By April 2002, the heyday of point-and-click adventure games had already come and gone. Yet, you could still find many series that once ruled this genre in the listings of various publishers.

Different corporations made numerous efforts to tailor their products to suit the changing times and emerging player tastes. One such endeavor was intended to be Full Throttle: Hell on Wheels, but it ultimately fell short. Was its failure a foregone conclusion? Let’s examine this case to determine if there were factors that doomed it from the outset.

Hell of changes

In essence, Full Throttle is an iconic point-and-click adventure game that primarily revolves around dialogue interactions and puzzle-solving. Yet, the title itself hinted at experiments by LucasArts with action sequences, including high-speed duels on the road.

In the first installment of the series, puzzle elements were more subtle, but with the release of Full Throttle: Hell on Wheels, it’s been confirmed as an action-adventure game. However, what sets this sequel apart is its emphasis on high-speed, thrilling action, a departure from the puzzle-centric approach of the original.

Old world and old friends

Once more, the innovators transported us into the future realm envisioned in the initial series episode. Traditional automobiles were swapped out for anti-gravity contraptions, and justice appeared to be a matter of survival rather than adhering to traffic regulations.

In this game, Ben, a beloved motorcyclist recognized by fans of the brand and devoted to tradition, along with his gang, the Polecats, served as the central figures. Their mission this time around was to track down the perpetrators behind a horrific crime. It seemed that the routes in El Nada were sabotaged by Ben’s rival gang, the Hound Dogs. However, as the story unfolded, it became clear that the scheme was far more extensive than initially thought. The destruction of roads in El Nada turned out to be just a piece of a larger conspiracy.

In addition to Ben, other longtime companions will make an appearance, including his mentor, Father Torque, as well as Maureen Corley, who inherited the Corley Motorcycle Company. Throughout this journey, we’ll encounter more than 50 individuals and share numerous amusing exchanges with them.

First strength, then reason

Ben will explore the globe not just on his Corley motorcycle, but also on Mo’s vehicle, and even an airship. Our journey takes us through diverse locations. The developers have hinted that we can expect more than 35 levels set in about 20 distinct environments, such as truck parking lots, oil refineries, junkyards, and airplane graveyards. Additionally, a motorcycle bar named Kickstand is among the exciting places we’ll get to see.

In my previous comments, I noted that while puzzles were intended for the game (in some undetermined fashion), the primary emphasis was set on combat. To put it simply, we’d engage in fierce battles on the battlefield (Ben’s steel-toed boots would surely pack a punch!), pummel enemies, and wield melee weapons. The main character was also expected to incorporate environmental elements into the fight, so aside from guitars, bottles, or chains, he could use chairs, and even more items, to strike the enemies. Lastly, instead of health elixirs, we decided to use… beer.

Development and cancellation

In a statement issued in May 2002, LucasArts confirmed that the game “Full Throttle: Hell on Wheels” would be available on PC, PlayStation 2, and Xbox platforms. The game was initially slated for release during the winter of 2003. Initially, the development process appeared to be progressing as planned. According to Sean Clark, who served as both director and designer of the game, everything seemed on track.

For the upcoming development phase, our focus will primarily be on generating content, adding new features, and scripting dialogue. This includes creating more scenes, implementing functions, and writing conversations that cover topics like “I’m thirsty” or “Where is the restroom?”.

It seems the fundamental structure of the game was complete, leaving developers to add content. Yet, something went awry. Unfortunately, we’re not privy to the specifics. In August 2003, it was officially announced that the game was no more, as revealed by Simon Jeffery, head of LucasArts.

We aim to avoid letting down the numerous supporters of Full Throttle, and we strive to express our dedication to providing an exceptional gaming experience as effectively as possible.

In a subtle yet undeniable way, it felt like Full Throttle: Hell on Wheels didn’t quite measure up to my expectations set by LucasArts’ usual high-quality standards. There were whispers that the publisher wasn’t entirely pleased with the departure from the genre’s standard graphic design, and the absence of Tim Schafer, the creative genius behind the original Full Throttle, was palpable. The unfortunate demise of Roy Conrad, the voice actor for Ben in the first installment, undeniably left its mark on the project’s evolution as well.

What happened next?

Unfortunately, due to concerns for the fans, the franchise was almost forgotten for several years because the publisher put it on hold. It wasn’t until 2017 that Double Fine Productions had the opportunity to revamp the first game in the series, resulting in the release of Full Throttle Remastered. They did an excellent job!

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2025-07-06 21:32