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City Interactive

Enemy Front [PC / Playstation 3 / Xbox 360 – Cancelled]

Enemy Front is a World War II First-Person Shooter released in 2014 for the PC, Xbox 360 and Playstation 3 by CI Games (formerly City Interactive). The game put you in the shoes of Robert Hawkins, an American war correspondent, caught up across Europe with various Resistance fighters, fighting during real World War II historical events that were largely never transposed in video games, particularly First-Person Shooters, such as the Warsaw Uprising. It features open-ended levels allowing for the players to have their own playing style, similar to the Crysis serie.

But before being available as such, Enemy Front had a slightly different approach that was eventually ditched following a small chaotic development leading to redundancies, restructuration and cancellation of some CI Games projects.

Everything began in November 2011 with the announcement of the project by City Interactive, with Stuart Black, mostly known for Black, as Creative Director, as we could read on Engadget:

Stuart Black’s “exciting new story-driven WWII shooter” will be called Enemy Front, publisher City Interactive announced today. The game will be powered by CryEngine 3 and will launch on PS3, Xbox 360 and PC with an expected 2012 release date.

The title got more coverage in the beginning of spring 2012, debuting with an interview of Black by Digital Spy where we could learn that he took inspiration of 60’s and 70’s World War II movies for the tone of the story, especially Where Eagles Dare, but also The Dirty Dozen:

We talk to Black about why he chose to work on this project, how Enemy Front takes its influences from classic war movies like Where Eagles Dare and its back-to-basics approach to multiplayer.

DS: Why choose this project and why choose City Interactive?

S.B.: “Well, City Interactive in particular, I was just really impressed with their attitude. When I left Codemasters and I was looking for another project to be attached to, I certainly didn’t want to do another modern-day shooter having worked on two. I was kind of, ‘I haven’t got any ideas to bring to the table for a modern-day thing’, so I was instantly attracted by the idea of a World War II game.

“As I said earlier, one of the first questions I always ask myself is: ‘Right, if I want to play this style of game, could I go out and buy it tomorrow?’ And when it comes to a quality World War II shooter, no I can’t.

“I’d have to go back to Brothers in Arms or World at War, but then World at War is very different because it’s a Pacific campaign and the Japanese fighting was very different, with the Banzai rushing and surprise ambush attacks, it’s not your typical Nazis in Europe.

DS: Is it the case that these games are a bit old now? Will you be introducing more modern elements?

S.B.: “We hopefully want to modernise it and take like a modern blockbuster kind of approach to it. And get out of that [Saving] Private Ryan rut. That being a front line grunt, with some sergeant constantly barking orders at you, saying, ‘Go here, take that machine gun, up that hill!’ You almost feel like a bit player in your own game.

“It’s like, ‘I ain’t the star’, this other guy, the guy that I’m following, he’s the f**king lead and I’m some secondary character. So we wanted to get you back to being the hero again in that way and to get out of that Normandy to Berlin run.

“Which you can understand why lots of games do it, because until then, most of the big battles, the Allies lost! Researching this and looking at all the historical battles it’s like, ‘OK, I can see why everybody starts at Dunkirk because until then there were no victories’, and who wants to take part in a game where you’re always on the losing side?

“So that combined with the idea, OK we want you to be the hero, we want to look back at the old ’70s war movies, that kind of man-on-a-mission flavour. Dirty Dozen, and in particular, Where Eagles Dare, that was a big influence. I was really surprised when I saw that movie at how well it stands up.

(…) So that kind of became our template. Getting back to that more action-orientated thing instead of that reverential approach to the war.

“Keep it authentic, authentic weapons, authentic locations, but get a bit more adventure spirit into the action, particularly in the story.”

DS: Was it a challenge having a realistic historic setting and having those adventure elements?

S.B.: ” We’ve taken some historical events, in Saint-Nazaire, France, there was a famous Commando raid on a naval base so we have that happening, you take part in that. But you’ve got your own objectives off to the side, leap-frogging or piggy-backing on this commando raid to do your own thing. There’s plenty of flexibility in that.”

DS: In the presentation, I believe a slide said it was ‘beat-based arcade action’; what do you mean by that?

S.B.: “What we mean that it is fairly linear, and it is split down into moments of specific action. What you played here was effectively the first beat of this game, with the beat being the action around the old house, right? There’s significant moments of action, a tank coming rolling in, bursting into a wall or whatever, that would be a particular beat of action.

“That’s what we mean by beats by that, it’s the pacing of the action. The peaks and troughs of it. As I said, it’s a demo we’ve got right now, it’s about keeping the intensity going. When we do our final there’ll be much more peaks and troughs.”

DS: And there will be opportunities for stealth?

S.B.: “You should always have the opportunity, in any given situation – well, not say any, but in the majority of given situations – it should be up to you how you approach that. If you want to take that quietly or want to lock and load and go in all guns blazing.

“Or say, ‘I’ve got a huge sack of smoke grenades here, I’ll just start tossing these around and get the planes in blowing the s**t out of this stuff’, and mix and match them, right?

DS: How are you approaching multiplayer?

S.B.: “We wanted to take a focussed approach to it, a team-based game. The closest equivalent would be Day of Defeat, that would be the shorthand way of describing it.

“It’s territory-based, the levels are sort of corridors. You’ve got the range territories up these corridors, two teams, eight a side we’re hoping. Each territory that you take has different equipment associated with it.

“What I can’t really do is go into a team-based game that doesn’t have that kind of stuff on it anymore, and just have this kind of pure skill-based game. So there will be different classes, your heavy guys, your scout guys, your typical grunt guy, engineery type guy and then different equipment.

“You all have starting equipment based on your class and there will be different movement speeds and characteristics of your classes. And then depending on which control point or territories you’ve taken over will unlock different equipment for you to use during that play session.”

The following month, numerous video previews were shared showing gameplay and the game was also present at E3 2012. Thus, Game Informer wrote a preview about the singleplayer and the multiplayer components:

(…) There are going to be 10 different enemy class types, with jobs spanning from typical armed opposition and medics running around the battlefield healing enemies you merely maimed, to enemies whose job it is to run off and call for back-up by blowing whistles or shooting off flares.

Another way Enemy Front focuses on gunplay is by offering three unique play styles that correspond to different types of shooters. You choose your style at the beginning of your game. Hope mode offers rechargeable health. Honor mode takes away rechargeable health but lets the player pick up and use health packs. Players also scavenge for health packs in Glory mode, which offers the purest cinematic experience by taking away your crosshairs and HUD.

In what is a surprising revelation for a first-person shooter with online multiplayer gameplay, the team at City Interactive is focusing one mode, and it’s not your standard deathmatch. The mode is called Conquest, and it’s a team based multiplayer mode where two teams work against one another to capture points in a corridor like level, as Black describes it. The corridor design of the stages, as opposed to the open environments typically seen in other online shooters, plays into the overall design of Enemy Front. Players are being fed into team versus team shootouts, as opposed to multiple miniature skirmishes happening all over the map. It’s all about playing tug-of-war with the front line of battle along the level.

With its presentation at E3, other websites wrote various previews. For instance, Gamerant wrote:

While still pre-alpha in construction, the demo shown at E3 followed the main character – referred to as ‘Alders’ – battling his way through a French village occupied by German forces. As an OSS Ranger dropped behind enemy lines, the players is not simply required to complete a straightforward objective as part of a larger offensive, but stumbles upon a conspiracy that will send him hurtling across Europe.

The game’s stages set within France, Poland and Germany may not exactly be untapped wells, but the studio’s commitment to CryENGINE 3 means that there will be some new features to experiment with. Enemy Front, like Black, will be placing an emphasis on the destructible environments and construction that the new engine makes possible. Enemy gunfire was shown to result in everything from splintered wood to pulverized masonry, so the moment-to-moment instances of spraying-and-praying do offer a satisfying amount of visual and audio feedback.

While the implausibility of the plot – sending a single soldier across Europe to do what an army cannot – may imply a suspension of disbelief in terms of danger and overwhelming odds, players won’t have to indulge themselves in invincibility. Occasionally the number of approaching enemies will mean that avoiding a skirmish is the best course of action. But, this being a game designed by Stuart Black, the game’s mechanics aren’t exactly beholden to a sense of realism.

A pistol with infinite ammo is set to keep the action moving forward, just one of many tropes of the genre set to appear. A proper English Commando and an alluring female French resistance fighter will be aiding Alders in his investigation, and those capable of dispatching German soldiers will be treated with a smart remark from Alders worthy of a wink to the camera.

The developers promise a wide range of period weaponry including lesser-known models of machine-guns and throwing knives, the use of vehicles in combat, and the ability to work with friendly forces as their missions align with that of Alders. Among the locations teased was the ‘Wolf’s Lair,’ Hitler’s base of operations on the Eastern Front, so expect the game’s campaign to depict a seriously grueling trek.

The basic gameplay of Enemy Front is not attempting to reinvent the shooter genre in any way, and while the footage shown was far from finished, the foundation seems strong. Artificial Intelligence behavior and hit detection all seemed to be well-tuned, and the design team’s decision to work all ammo and directional indicators into a single widget in the corner of the screen, thus leaving the rest of the screen free from obstruction, was a particularly nice touch.

On the other hand, French website Jeuxvideopc.com was far less impressed:

To be completely honest, we wonder why City Interactive unveiled its new title to the press. Not only does Enemy Front seriously smack of deja vu by offering us the role of an American hero whose goal is to sabotage the German lines all over Europe, but what we were able to see was perhaps one of the ugliest things seen at E3. When the developers told us that it was the Cry Engine 3 that was running their game, we had a hard time believing them. Not only are the environments absolutely sad, with a crying lack of life and vegetation, but the game also lag like a Doom 3 on a Pentium II. We were promised that the AI ​​will be ultra-worked (it rushed at the player without thinking), that the environments will be destructible (it was only scripts) or that immersion will be the heart of the title (the player could withstand the bullets equivalent of the Battle of Stalingrad without dying), it was hard to believe them. Finally, only the explosions made in Cry Engine 3 and the correct modeling – nothing more – of the enemies were the only good points noted during this presentation. For the rest, it is a question of shooting stupid Germans with imprecise weapons and without punch and of taking cover while waiting to see heads sticking out. The maps may well be of a large size (to be honest, I did not understand the layout of the level) and the weapons (25 in number, all from the period) varied, we do not really see what City Interactive wants to accomplish.

However, after those presentations, Enemy Front went silent for months. City Interactive announced that they wouldn’t be present at Gamescom 2012, and during August 2012, the company went to a major restructuration that led the studio to rebrand as CI Games, cancel projects that wasn’t targeting the AAA market such as a Sniper: Ghost Warrior iOS game, delay numerous times Sniper: Ghost Warrior 2, and, finally, reboot Enemy Front. It was made official only in October of the same year, thanks to VG247:

According to Polish website Miastogier, citing an interview with City Interactive Chief Executive Officer Marek Tyminski, Black and the firm parted ways after his vision for Enemy Front was found to be “different from” the firm’s expectations.

As a result, the vision for Enemy Front, announced in November 2011 as a World War II first-person action-shooter, has changed direction.

“Following the first game shows, press releases, we decided to take into account the media attention and now we have made a number of quite significant changes in the game storyline and assumptions, including the main character,” Tyminski said.

“We’re currently working on these elements, among others, a very experienced person in the industry in the United States, Mark Bristol. Recently, [we] also decided to create an extensive multiplayer mode, in which our team in Romania is responsible for”.

A representative from City Interactive confirmed the changes made to Enemy Front with VG247, as well as Mark Bristol’s appointment and Black’s departure – which occured in August.

“We can confirm that Stuart Black is no longer working with City Interactive on the Enemy Front project,” Marshall Zwicker, the firms North American Vice President of sales and marketing told to VG247.

“Based on on early builds of the game and various internal and external feedback that we received, we decided to take a different approach to the gameplay, and the story and characters in the game than originally envisioned. We are now working with Mark Bristol, a very experienced cinematic director from the US and together with him we have been implementing what we feel are some really compelling changes.”

For his part, Black was rather hurt by this decision as we could read on Gamesindustry:

(…) Black was made redundant from his last project, WW2 shooter Enemy Front for City Interactive, just a few months ago.

“And I kind of felt, regardless of how they framed it as ‘we’re making you redundant because of strategic and financial reasons’ it’s inevitable, I would do the same, that people are going to think ‘he f***ed that up.’ The only reason you get rid of your Creative Director halfway through is because they f***ed up in some significant way,” he explained.

“So I kind of felt I looked really bad, my credibility is really going to take a hit from this when people start hearing about this and I just felt like I’ve got everything to prove. And it just comes down to making a game, so let’s just make a f***ing game.”

Last time anyone saw Black on the industry circuit was a press tour in May, where he was showing off his work on the City Interactive WW2 shooter Enemy Front. A game he thought was going well, and a game, he says, he was determined to finish. But just weeks after the press circuit he found himself suddenly and unexpectedly redundant.

“I don’t really have an answer for why, nobody ever really talked to me about any problems either with how I work, the quality of the work that was being done. It was kind of the opposite, everybody was really happy with the work.”

“The only thing that I can think is that when I was off doing my thing in the States telling people there’s going to be a Dirty Dozen, Where Eagles Dare kind of vibe to the game rather than the Saving Private Ryan reverential vibe, and actually they were going ‘no, we actually want Private Ryan.’

It’s clear that the redundancy hurt Black. He explained that he felt it was blow to his credibility and his reputation.

Despite announcing two different projects back then, it seems Stuart Black didn’t really work in the video game industry anymore after this.

Enemy Front was re-announced during the Gamescom 2013 with, alongside Mark Bristol, Raphael Van Lierop as Freelance Creative Director. The final game retained some design ideas from Stuart Black’s version, but some weapons and levels were cut, with also a different tone in the story, a different main character, a different art style and features like the different enemy types, the vehicles driving, the partially destructible environments and the customizable difficulty levels were dropped. Enemy Front was finally released in June 2014 and was met with mixed to negative reviews by the press.

Enemy Front wasn’t the only victim of City Interactive’s 2012 August restructuration. Alongside the Sniper: Ghost Warrior iOS project by Vivid Games, the company had to axe their multiplayer Free to Play First-Person Shooter World of Mercenaries, and rebooted for the second time the game Alien Fear, which became Alien Rage.

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World of Mercenaries [PC – Cancelled]

World of Mercenaries is a canceled military Free-to-Play multiplayer First-Person Shooter developed and published by City Interactive around 2011-2012, exclusively for the PC.

Not much is known about World of Mercenaries as information about it covered only 4 months. The game was officially announced in March 2012 by its developer, the Romanian subdivision of City Interactive, as we can read on MMOBomb:

Powered by Unreal Engine 3 and to be distributed digitally via Steam, World of Mercenaries is a skill based competitive FPS with stunning graphics, fluid controls, customizable weapons and focus on teamwork as a core element for player progression. Immerse in the life of a fearless mercenary!

“Our veteran team is comprised of some of the most devoted FPS fans in the world and we’re excited to use our knowledge and experience to fuse the best elements of previously released games in the genre with new and exciting advancements – be it in terms of graphics, controls or skill based game play.” says Bogdan Oprescu, Executive Producer for the title. “Our closed beta program will be an integral part of the development process for World of Mercenaries, as it is our goal to deliver a game made by, for and with FPS fans. We are shaping the future of competitive FPS, and are fully confident it will be achieved with the enthusiasm and help of our beta testers.”

World of Mercenaries was launched into closed beta in May 2012, and further details were shared:

City Interactive has announced the launch of the closed beta phase for World of Mercenaries. Beginning today, anyone with a beta key can redeem it through Steam and start playing it. The closed beta comes with two maps in two different modes. These two modes are described as a ‘classic’ and a ‘heavy team-oriented’ one. There are currently six different weapons and a dual health system to use.

Play your own way: get into fierce battles and mow down your enemies, back up your team members by blasting from afar; navigate skillfully and master the map; plan your own strategy and have your game evolve along with your style and each map’s unique terrain!

Purists will find a new battlefield for fame and glory; casual players will be more than just targets. World of Mercenaries is all about combat action and having fun!

However, after only 3 weeks of closed beta, City Interactive announced, on the now-defunct website of the game, that they putted the beta on-hold, in order to focus on the feedbacks by beta testers:

We would first like to thank all of you for applying to the game’s closed beta, for the interest and enthusiasm you have showed and that helped us go forward each day, and to our beta testers – for all the feedback you provided us with.
We are very grateful that such a great community has started to shape around World of Mercenaries, thanks to each and every one of you.

We are entering a phase where we need to process all this information, as well as work on taking the game to another level.

As such, we will be putting the closed beta on hold as of today.

This was officially the last time World of Mercenaries was mentioned. In August 2012, City Interactive went into a major restructuration which resulted from the cancellation of a Sniper: Ghost Warrior game on iOS, as well as a reboot of Alien Fear and Enemy Front, whose developments were chaotic. The company was rebranded as CI Games and made the decision to only focus on AAA games. During the Enemy Front reboot, it was announced that City Interactive Bucharest would be in charge of developing the game’s multiplayer mode:

(…) Recently, we also decided to create an extensive multiplayer mode, in which our team in Romania is responsible for.

It is more than likely that World of Mercenaries was canceled during this process. In March 2013, Polish website Gram.pl confirmed that the game was officially canceled by CI Games during the report on the activities of the company:

“On February 13, 2013, the Issuer’s Management Board informed that due to the verification of the commercial potential of the game World of Mercenaries, the City Interactive S.A. Management Board has decided to stop development work on this game. In connection with the above, an impairment was made on the value of unfinished development work on World of Mercenaries for an amount of PLN 5.7 million.

Former members staffs from CI Games Bucharest founded Big Blue Studios in 2018.

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Alien Fear (Alien Rage) [Cancelled/Unused – PC, PS3, Xbox 360]

Alien Fear is a FPS that was announced in September 2010, initially developed by The Farm 51 and published by CITY Interactive. In February 2011, CITY Interactive was displeased by the work done by The Farm 51 and moved the project to one of their related companies based in Bydgoszcz, Poland. Here was what we could read on Polish website Polygamia on that matter:

The Farm 51 will no longer produce Alien Fear. Reason? The developer does not meet the artistic requirements.

Do you still remember Alien Fear? We didn’t know much about the game itself, except that it was a “shooter set in a science fiction setting with horror elements”, it would probably run on Unreal Engine 3, and that it was to appear only in digital distribution on PS3, 360 and PC. Now we also know that City Interactive has moved its production to its internal studios, or in legal terms: “while retaining all rights to the production elements of the Alien Fear game already made and received” – it will continue producing the game in its own development studios.

The stock exchange announcement states that it was “the Contractor’s failure to properly fulfill its obligations under the contract, in particular the failure to perform the subject of the contract on time and taking into account artistic requirements.”

When asked for a comment, Marek Tymiński from City Interactive told us: “We focus on the quality of our games, we want Alien Fear to become a hit. This will be brought closer to us by the decision to transfer the project to an internal studio, and – which will happen soon – by expanding the team with new faces from abroad and from Poland.

The Farm 51 responded that they still had rights over the work done so far on the game, so CITY Interactive reworked Alien Fear to change some of the previous work, and planned to release it on Xbox 360 and Playstation 3. This was, again, revealed by Polygamia, in April of the same year:

We claim that the withdrawal from the contract made by City Interactive S.A. does not produce any legal effects, and therefore the Agreement is still in force. We were accused of lack of punctuality when the project was delayed by City Interactive S.A. intentionally or at least demonstrating a lack of due diligence or organizational skills. The artistic level of City Interactive S.A. products, which we allegedly did not meet, has been sufficiently documented in reviews of other games of this company, therefore we will not comment on this allegation, leaving the dispute to be resolved by independent experts. All allegations made by City Interactive S.A. are not confirmed by the facts and therefore we argue that they were invented in order to break the Agreement and achieve previously set goals, which we can only guess at. We are convinced of the bad intentions of City Interactive S.A., which may result, for example, from the desire to avoid payment of the contracted amounts from the project budget, mainly sales royalties.

We declare that the copyrights to parts of the project are still owned by The Farm 51 and will only be transferred to City Interactive upon payment of the remuneration. Therefore, until the disputes regarding withdrawal from the contract are clarified, City Interactive S.A. should at least refrain from distributing undue rights to third parties.

The Farm 51

In the late summer of 2012, CITY Interactive restructured and was renamed to CI Games. At the time that they took control of Alien Fear, The Farm 51 reported that the game was 75 percent ready but it is unclear exactly how much was playable.

There are screenshots available of both versions of Alien Fear: the game as designed by The Farm 51 and the later game that was reworked by CITY Interactive/CI Games. Screenshots from the first half of 2011 reveal that Alien Fear utilized a point system similar to the one used in Bulletstorm.

The game’s location was set on a ship in deep space. At this point, Alien Fear was similar in tone to the 2008 game Dead Space with many dark corners populated by monstrous aliens. Others who have viewed these early screenshots of Alien Fear compared it to Doom and Alien. The reworked version of Alien Fear by CI Games used less of an horror setting with larger and more mechanical oriented characters, somehow similar to Gears of War.

In May 2013, Alien Fear was reworked again due to another commitments by the time and title was changed into Alien Rage. As we can see in the screenshots from the second version by CI Games, it featured a slightly different HUD, but mostly a cooperative mode. This was scrapped in the final retail version. The director credited to the game is Mark Bristol. It marked Bristol’s first director credit on a video game and he would also direct Enemy Front in 2014. Alien Rage was released on the PC on September 24, 2013, and later on the Xbox 360, and Playstation 3 in October 2013. It received mixed to negative reviews with many critics focusing on the game’s generic play and glitches.

After Alien Fear, The Farm 51 began work on several new projects, including a FPS mixing The Bourne Identity and Gothic and another FPS with an Indiana Jones atmosphere. They would ultimately create two games for the Xbox 360/Playstation 3: Painkiller: Hell & Damnation and Deadfall Adventures. Work on the Gothic based game likely ended up in Painkiller where the player fights demons, while the Indiana Jones game became Deadfall Adventures which is set in the universe of Allan Quartermain, a 19th century novel and series of films from the 1980’s about an archeologist adventurer.

Article by Blake Lynch

The Farm 51’s version images:

Second version images: 

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