The Unreleased Gaming Projects of Avalanche Studios

by : Jane McGonigal

Avalanche Studios, known for its dynamic game development, has a history marked by both success and promising projects that never saw the light of day. Two such ambitious titles, AionGuard and Arcadia Rising, reveal the studio's innovative spirit and the harsh realities of the gaming industry. These unreleased games, discussed by co-founder Christofer Sundberg, represent significant creative investments that were ultimately curtailed by external circumstances, leaving behind a legacy of what might have been.

These narratives highlight the precarious nature of game development, where creative vision must align with market strategies and financial stability. Despite the setbacks, Avalanche Studios has continued to innovate, but the stories of AionGuard and Arcadia Rising serve as poignant reminders of the unfulfilled potential within the industry.

AionGuard: A Dragon-Riding Fantasy That Never Soared

Avalanche Studios' AionGuard was conceived as an epic fantasy open-world role-playing game, drawing inspiration from grand narratives like "The Lord of the Rings." The game would have immersed players in a vast world, where they took on the role of a sorcerer-knight tasked with reclaiming lands from encroaching evil forces. Its design incorporated a conquest-style progression, reminiscent of Avalanche's own "Just Cause" series, where players would weaken enemy strongholds by disrupting supply lines or enlisting local tribes before launching decisive assaults. The combat was designed to be spectacular, allowing players to ride dragons, employ powerful ice magic to shatter colossal foes, and even transform into a towering 60-foot golem, promising an unparalleled sense of power and freedom in its fantasy setting.

This ambitious project, which consumed at least two years of development, was initially backed by a prominent publisher. However, a sudden shift in the publisher's business strategy led to its abrupt cancellation, a decision that Christofer Sundberg recalls being communicated via a curt text message. Sundberg likened AionGuard's concepts to those seen in "Crimson Desert," emphasizing that Avalanche had envisioned a similar scope and depth for their title. After regaining the rights, Avalanche attempted an unconventional move by announcing the game without a publisher, hoping to draw new interest. This strategy, however, backfired, as other potential backers were reluctant to engage with a project that had already been publicly revealed without secured funding, ultimately leading to AionGuard's quiet demise.

Arcadia Rising: A Steampunk Tale Lost to Financial Turmoil

Following the cancellation of AionGuard, Avalanche Studios swiftly redirected its talented team to another promising venture: Arcadia Rising. This game presented a stark thematic contrast to its fantasy predecessor, envisioning a more linear yet still open-world experience set in an alternative, steampunk-inspired London. The narrative delved into a dystopian society where the impoverished were increasingly forced into subterranean mines, painting a grim picture of class struggle and urban decay. The game's unique storytelling approach began with an adventurer recounting his past exploits in a tavern, inviting players to relive his life story through the game's unfolding events.

Arcadia Rising quickly progressed to a successful vertical slice, showcasing its potential and innovative gameplay mechanics. However, its fate was sealed by the financial instability of its publisher, THQ. The announcement of THQ's precarious financial results cast a long shadow over the project, making its eventual cancellation almost inevitable. Christofer Sundberg expressed profound sadness over this outcome, highlighting that many members of the development team still cherish Arcadia Rising as a game that truly deserved to be completed. Both AionGuard and Arcadia Rising stand as powerful examples of the creative ambition within Avalanche Studios, demonstrating their capacity to develop diverse and imaginative worlds, even as external economic and strategic decisions sometimes prevent these visions from reaching players.