Within the book is an in-depth and detailed 16 page story about the unreleased Deathwatch by Data Design Interactive for the Atari Jaguar platform. A title where very little light has been shed until now. We speak to second lead developer Ben Whitlock, designer John Court, artist Richard Priest, musician Darren Wood, producer Eamonn Barr and also include input from Dale Johnstone, Stewart Green and Simeon Hankins.
The game originally had a working title of “Bug” and was a multi-directional 2D platformer with beautifully painted and scanned backgrounds – sort of like Rayman, but with inspirations from run and gun titles such as Midnight Resistance and Super Contra. It was a concept from the brains of designer John Court, and which DDI took a real shine too from his sketch book concepts.
An early mock up with the main character on a painted and scanned background.
As well as the complete timeline of events and quotes from the developers, the book includes a series of specially re-pixelled screens from grainy screenshots and utilizing sprites that were recovered during research into the game. We were fortunate to have been provided with a series of art assets from the game, including concept sketches thanks to the combined efforts of John Court, Richard Priest and Ben Whitlock. Many of which there wasn’t space to include in the book, so here they are for you now and previously unseen.
In addition to this, a design document was recovered by Ben and has been allowed to be included here as a PDF download, full of detailed information about the planned levels and concepts. As for the game itself, sadly it seems to be completely lost – but it is hoped that something will turn up in the future.
Although rumoured to have been completed, the game was actually cancelled at around a 50-60% complete stage, when DDI decided to drop the title when Atari kept stalling on feedback and payments for milestones. Atari even at one stage wanted DDI to turn the game into a fully 3D title, but DDI refused after the lack of engagement and confidence with Atari over the course of its development. Focus switched to projects that paid, and on time.
There apparently exists a later video showing a far more advanced version of the game before the cancellation was made, showing some of the end of level guardians. We hope to have this found soon to bring to you. For now, you can check out the Atari Explorer Online E3 video of the game which has been doing the rounds – below is a link to the best quality version from Urs Koenig.
Later phase background elements for Deathwatch, recovered by Ben Whitlock.
Later phase background elements for Deathwatch, recovered by Ben Whitlock.
Later phase background elements for Deathwatch, recovered by Ben Whitlock.
DDI introduction screen recovered by Richard, based on Amiga screen.
Fireplace scene showing where the trophies would show at the end of each level by Richard.
Boss creature sprites by Richard.
Caterpillar boss sprites by Richard.
Beetle creature sprites by Richard.
Wasp sprites by Richard.
Scorpion sprite by Richard.
Animating ramp intended for the game.
Lice sprites by Richard.
Fungus sprite by Richard.
Various REM character sprites by John.
Zoomed in REM sprite by John.
Another REM sprite shot by John.
Mockup screen with artwork and main sprite by John.
Different view of mockup screen.
Another mock up, showing wall head concept.
CD Consoles screenshot showing the early prototype from E3. Clear screenshot too.
Capture taken from the Atari Explorer Online E3 video, thanks to Urs Koenig.
Capture taken from the Atari Explorer Online E3 video, thanks to Urs Koenig.
Capture taken from the Atari Explorer Online E3 video, thanks to Urs Koenig.
Capture taken from the Atari Explorer Online E3 video, thanks to Urs Koenig.
Capture taken from the Atari Explorer Online E3 video, thanks to Urs Koenig.
Slightly clearer screenshot from GameFan magazine.
Slightly clearer screenshot from GameFan magazine.
A rare screenshot from the Ultimate Future Games Jaguar supplement, showing a much later build of Deathwatch with vastly improved visuals and main character.
One of three sets of level concept ideas from John. The next set of sketches are all by John. Early details for level themes including Forest Moon, Industrial and Realm.
One of three sets of level concept ideas from John. Early details for level themes including Forest Moon, Industrial and Realm.
One of three sets of level concept ideas from John. Early details for level themes including Forest Moon, Industrial and Realm.
Display sketchwork.
Character concept and mockups.
Slope concept, as seen in the video shots.
An animation idea for the game.
Industrial level gameplay ideas, not all would be implemented.
Close up of main character, with a possible earlier title of “Asylum”
Alternate sketch.
More REM character concepts.
Front page of design doc.
Another REM concept, crushing the Atari logo.
Forest Moon early background idea.
Sketches showing the early formation of the dragonfly and woodlice enemies, as well as an end of level mantis guardian proposal.
Sketches showing the early formation of the dragonfly and woodlice enemies, as well as an end of level mantis guardian proposal.
Various game element ideas proposed for some of the levels by John.
Various game element ideas proposed for some of the levels by John.
Early weapon ideas and suggestions.
Early phase slope idea and detail sketch.
An early layout proposal for level one.
Early mockup of the Industrial level theme.
Sketch for a bizarre industrial machine called the Jungle Jim to be used in the Industrial themed level.
Early phase crusher and barrel platform concepts.
A rare set of screenshots from the Ultimate Future Games Jaguar supplement, showing a much later build of Deathwatch with vastly improved visuals and main character.
Share this page at:
One Response to Deathwatch
This game could be great one if they manage to finish it, but I also understand why they decided to move onto other projects.
DISCLAIMER: We are a non-profit digitisation project, aiming to digitally preserve software and history which would otherwise be lost for good. If for any reason there is anything that you do not wish to be on the website, please contact us for removal.
Games That Weren't® is the registered trademark of Frank Gasking.
This game could be great one if they manage to finish it, but I also understand why they decided to move onto other projects.