During the early 2010s, the seventh generation console era saw an evenly matched struggle between Xbox 360 and PlayStation 3 for gaming enthusiasts’ money. As both Sony and Microsoft started gearing up to unveil their upcoming consoles, a new phase in the competition unfolded. In order to secure a decisive victory against Japanese rivals, Microsoft invested heavily in technology and projects from Redmond, aiming for ultimate dominance in the gaming market.
One intriguing project, brimming with potential, was Stormlands, created by Obsidian Entertainment studio. Despite remaining shrouded in mystery for the most part, Feargus Urquhart, who was involved in its development, shared some intriguing behind-the-scenes details about it during an interview with Eurogamer years ago. The image of a game that aimed incredibly high comes to mind… so ambitious that the ideas behind it seem nearly unattainable even today. Let’s delve into its origins first.
Problematic project
Back in 2011, Obsidian Entertainment was a standalone studio that gained both player approval and financial stability through projects like Star Wars: Knights of the Old Republic II – The Sith Lords, Neverwinter Nights 2, Fallout: New Vegas, and Dungeon Siege III. During this time, they were also planning their most ambitious project yet, though development on it began in 2006 and didn’t fully materialize for another five to six years.
Discussing Stormlands, which was presented to Redmond following the demo version of Defiance receiving less-than-favorable feedback from a potential publisher in 2011. Despite the concept being appealing to Microsoft, they were seeking something fresh and revolutionary from Obsidian instead.
Stormlands came into being, an epic title based on a storm-ridden planet that served as a wellspring of magic. Initially, developers created a demo for the Xbox 360 utilizing the Dungeon Siege III engine; however, their ultimate goal was to eventually bring it to the third Xbox (later known as the Xbox One). It’s worth noting that the team behind Stormlands initially harbored doubts about its potential. When Microsoft took notice of the project and selected it for the launch lineup of their new console, the developers were both surprised and delighted by their unexpected success.
The magnitude of the agreement sealed with the tech titan from Redmond was unexpectedly significant to them, as “the company intended to ‘commit long-term resources to the studio and the license'”, thereby making it the biggest contract in their record (except for Armored Warfare, a project they had been working on for about 4.5 years).
What squeaks in a storm
As a dedicated gaming enthusiast, I can’t help but ponder what drew Microsoft so deeply into the allure of Stormlands. Upon initial inspection, it appeared just another action RPG title in the vast sea of options available. However, upon further exploration, it became clear that this game offered more than meets the eye.
From a third-person vantage point, we would traverse an enchanting world filled with wonder and mystery. Engaging in intense, adrenaline-pumping battles against formidable foes was just one aspect of the gameplay. Interacting with non-player characters (NPCs) and engaging in thoughtful dialogues added depth to the immersive experience.
It’s these unique features that undoubtedly captured Microsoft’s attention, transforming Stormlands from a seemingly ordinary action RPG into an extraordinary gaming experience.
Our hero wouldn’t have to face their journey alone since they could always rely on an ally whenever needed. The battle system would mimic that of The Witcher 3: Wild Hunt, featuring options like rolls or quick jumps across short spaces. Along the way, we’ll meet not only monstrous individuals but also enemies labeled as spirits. Additionally, the developers aimed to focus on minute details, such as NPCs removing their helmets before engaging in dialogue.
As a gaming enthusiast, I’ve stumbled upon some fascinating details from the demo Obsidian put together for Microsoft’s showcase. Unfortunately, at the moment I’m typing this, the video showcasing the project in action is still under wraps. So, we’re relying on the firsthand account of a Eurogamer editor who got a sneak peek, and the screenshots he graciously shared, which I’ve included here for your viewing pleasure.
Ambitious project
Microsoft didn’t view Stormlands as an ordinary action RPG; instead, they saw it as a game that would fundamentally disrupt the entire video game industry. As per the plan, Obsidian Entertainment’s game was designed to include Kinect support, leverage cloud power for enhanced performance, and offer massive raids like never before seen. In his own words, these massive raids were intended to:
[Here, I’ve removed the bold formatting for clarity.]
Suppose you’re engaged in ‘The Witcher’, possibly with a companion. In certain instances, a colossal beast appears on the horizon that seems to be visible to every player. This beast becomes active for everyone, prompting a mass charge towards it. As you all move through the surrounding fog, the game synchronizes you into 40-player raids who will collectively confront this formidable creature.
And what would happen after defeating such a boss? Urquhart also had an answer to this:
As an enthusiast, I can share that instead of just battling the creature on our own, we were offered a unique opportunity. While engaged in combat, every bit of action is being uploaded to the cloud for safekeeping. Later on, we would be treated to an innovative editing experience, tailored specifically for us, where our individual contributions during the raid are meticulously compiled into a personalized video. This was the exciting proposition put before us.
Microsoft regarded Stormlands with great importance. Not only were substantial resources allocated to this project and grand ideas conceived for its content, but the company was considering turning it into a series. However, as is frequently the case, the plans of creators and distributors were swiftly challenged by reality.
Turbulent history and the project’s end
The progress on “Stormlands” persisted, however, it appeared more and more challenging for the developers to finish the project prior to the launch of Xbox One, due to several factors. Besides the grandiose visions of the publisher, the team encountered additional difficulties. Among these challenges were the choice to employ their own engine (as Unreal Engine 4 for Xbox One wasn’t yet available), inexperience in handling multiplayer projects among the developers, and a firm release deadline that could not be altered.
In March 2012, when the company from Redmond understood that additional funding for ‘Stormlands’ wouldn’t rescue the project but potentially make things more difficult, they chose to terminate the project instead.
What happened next?
After Obsidian Entertainment cancelled their game Stormlands, a series of layoffs followed, forcing the team to restructure and brainstorm fresh concepts during the “summer of offers.” One of these concepts was Fallen, which could be seen as a spin-off of Stormlands, but it was turned down by all possible publishers such as Ubisoft or 2K Games. Interestingly, with time, this project underwent changes and metamorphosed into… Tyranny.
Although the collaboration between Microsoft and Obsidian Entertainment on a joint project was terminated, they managed to maintain a positive relationship. Six years later, in November 2018, the studio became part of Microsoft’s team, where it has since produced games like Grounded, Pentiment, and the upcoming Avowed.
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2025-01-14 17:02