The Best Video Games Never Made

Lovecraft
2020

A very...adult...game involving dark magic, soul reaving, deep dish pizza, sapient sacrifice, jaywalking, Cards Against Humanity(C), a 1935 Duesenberg SSJ, and a young tentacled goddess's search for love in modern Los Angeles.
 
Lovecraft
2020

A very...adult...game involving dark magic, soul reaving, deep dish pizza, sapient sacrifice, jaywalking, Cards Against Humanity(C), a 1935 Duesenberg SSJ, and a young tentacled goddess's search for love in modern Los Angeles.
I think I played that a few nights ago in my dreams after a tough day at work, a bit too much rum and some strong cheese!

It sounds promising. The hard bit is to create the sense of menace, but some well thought out dissonant images - happy well mannered characters with torture equipment in the living room, subtle distortions and shadows in just the wrong places should help.
 
I think I played that a few nights ago in my dreams after a tough day at work, a bit too much rum and some strong cheese!

It sounds promising. The hard bit is to create the sense of menace, but some well thought out dissonant images - happy well mannered characters with torture equipment in the living room, subtle distortions and shadows in just the wrong places should help.
Sometimes it is better to let the reader/viewer fill in key details themselves.

An mostly empty apartment or smaller home with all white walls and only a few visible rooms but obvious spaces / large rooms not immediately accessible. Empty kitchen cabinets and drawers with total lack of a garbage bin. The lingering smell of rendered fat, about 1/2 beef, 1/3 pork, 1/6...poultry?, but either light enough that it takes concentration to smell it or still light but comes with an industrial/pine/mint scent alongside it. Neighbor's pets crying in distress or barking furiously when the owner / tenant approaches. But they can't be heard at all once inside the apartment / smaller home. In fact, the only audible sounds are a very light thud against one wall, the barely-audible scream of a person that changes into...something else...the longer it goes on (almost like a transformation is happening), and a door unlocking somewhere...
 
Call of Duty: Angel

The 2015 edition of the Call of Duty series - it follows a teenaged Indigeneous Alaskan girl who suffers from severe epilepsy. She is sweet-talked by the US Government into joining the mysterious Project Angel - a supersoldier program which uses technology channelling the extreme neuronal activity in the brain during an epileptic seizure to remotely pilot biological power armour. This armour has an implanted miniature nuclear device which is detonated in the event the armour might fall into enemy hands.

The protagonist is glad of the opportunity to ake something of herself and, together with a small team of fellow teenagers (the words "child soldier" are never outright used), deployed to hotspots such as Afghanistan, Somalia, the Sahel, and Indonesia to fight Islamist insurgencies. The enemies they face, generally rag-tag rebels, have no chance against them and are easily swatted aside in gameplay that becomes dull and repetitive. As time goes by she becomes disenchanted as she realises the promises by the government that she'd effectively be a superhero are hollow - no wider story, plot, or nemesis emerges. They are simply playing whack-a-mole, fighting "terrorists" with the fight never truly over, when the fiction our protagonist has grown up with would have them fighting supervillains or aliens. But that's not the real world.

Bored and exhausted, the characters gradually mentally degrade partly due to combat stress and partly due to the regular epileptic seizures they are forced to have in order to pilot the Angels. The relationship between the team gradually collapses while the protagonist increasingly loses her grip on reality and is unable to tell what is real and what isn't. The story and setting become dream-like as her mind is frayed until the as-of-yet unrevealed symbiotic bond between her and her Angel leads to them combining into a single entity - with the Angel revealed to be a living organism grown from her DNA and so in actuality her daughter. Driven mad, or perhaps finally seeing things clearly, the Angel detonates its implanted nuclear device while being honoured at the White House and the story comes to an abrupt end.

Released at a time when the franchise was the apotheosis of standard-fare military shooter action, the sudden left-field turn this narrative presented was something of a surprise.
 
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  • The Social Movementsseries where the player has to manage a social movement until its conclusion:
    • Social Movement: Freedom Riders is about fighting Jim Crow in the 1950s and 1960s, ating to secure voting rights and the end of racial segregation while trying to create media attention. The player would have an ambivalent relation with the Federal government, an outright hostile one with the various State government and would have to resist the Klan and the Citizens' Councils.
    • Social Movement: Industrial Action: The player would have to led, as a trade union leader, a strike from workers until demands are met. He would have to navigate between management, the workers and the authorities in scenarios ranging from the Deir el-Medina strikes to the UK miners' strike and including the Pullman Strike of 1894, the Steel Strike of 1919, the 1920 French railway strikes and the 1946 African Mine Workers' Strike . The player would be ranked depending of how many of the demands were fulfilled.
    • Social Movement: Solidarity: Here, the player would have to led Solidarność (see here).
Bored and exhausted, the characters gradually mentally degrade partly due to combat stress and partly due to the regular epileptic seizures they are forced to have in order to pilot the Angels. The relationship between the team gradually collapses while the protagonist increasingly loses her grip on reality and is unable to tell what is real and what isn't. The story and setting become dream-like as her mind is frayed until the as-of-yet unrevealed symbiotic bond between her and her Angel leads to them combining into a single entity - with the Angel revealed to be a living organism grown from her DNA and so in actuality her daughter. Driven mad, or perhaps finally seeing things clearly, the Angel detonates its implanted nuclear device while being honoured at the White House and the story comes to an abrupt end.
So, much like Evangelion, with the mecha turning into psychological analysis?

Speaking of which:
  • Evangelion:NERV: Here, the player led the NERV in its fight against the Angels rampaging Earth by careful management of the pilots and the EVAs. The less destruction there's on Earth, the more taxmoney and support the NERV gets. Moreover, they jave to manage strange requests from the SEELE...
 
Well, considering how you guys are doing that, I'd figure I give this a shot.

Super Mario Bros. 2: The Dream Factory​

From Wikipedia, the free encyclopedia

Developers

  • Nintendo R&D4
  • Nintendo R&D2 (GBA)
Publisher
  • Nintendo
Director
  • Kensuke Tanabe
Producer
  • Shigeru Miyamoto
Designers
  • Kensuke Tanabe
  • Yasuhisa Yamamura
  • Hideki Konno
Programmers
  • Toshihiko Nakago
  • Yasunori Taketani
  • Toshio Iwawaki
Artists
  • Tadashi Sugiyama
  • Yōichi Kotabe
Composer
  • Koji Kondo
Series
  • Super Mario
Platforms
  • Famicom Disk System
  • Nintendo Entertainment System
  • Arcade
  • Game Boy Advance
Release
  • Famicom Disk System
    • JP: September 1987
  • Nintendo Entertainment System
    • NA: September 1988
    • EU: April 28, 1989
    • AU: May 4, 1989
    • JP: September 14, 1992
  • Game Boy Advance
    • JP: March 21, 2001
    • NA: June 11, 2001
    • PAL: June 22, 2001
Genre
  • Platform
Mode
  • Single-player

Super Mario Bros. 2: The Dream Factory is a platform video game developed and published by Nintendo for the Nintendo Entertainment System. It was first released in Japan in September 1987 on the Famicom Disk System, North America in September 1988, and in the PAL region in 1989.

After the smash hit Super Mario Bros. in 1985, Nintendo originally had plans for a sequel to the original with advanced difficulty for its mature market in Japan, only to find out that due to their idea for a sequel too similar to its predecessor and its difficulty being too frustrating, meaning that the game won’t test well with test audiences, even in Japan. In 1986, a Japanese video game made in collaboration with Fuji TV for the Yume Kōjō '87 media technology expo (a.k.a.: Yume Kōjō: Doki Doki Panic) is officially shelved due to someone else being in charge of the development of a different advergame for Fuji Television's Yume Kōjō '87 media technology expo. However, sometime after that, Nintendo later went on to revive the Doki Doki Panic project and have it overhauled into a proper Super Mario Bros. sequel.

One of the central game mechanics that differentiates Super Mario Bros. 2: The Dream Factory from other Super Mario games is that players can select four characters – Mario, Luigi, Toad, or Princess Toadstool – and each of these characters have their unique gameplay mechanics, offering advantages and disadvantages in their stats. Another distinction is that players cannot defeat most enemies by stomping on them: players need to either toss items at enemies or pick up and toss enemies at each other to defeat them; Mario, Luigi, Toad, and Princess Toadstool set out on a quest in Subcon to defeat Wart, a tyrannical frog king who is the leader of the 8-Bits and is responsible for taking over Subcon.

Super Mario Bros. 2: The Dream Factory was a resounding success, becoming the fifth-best-selling game on the NES, and was critically well-received for its design aspects and for differentiating the Mario series. It was re-released in Japan for the Famicom as Super Mario Bros. 2: The Dream Factory FC (1992), and has been remade twice, first included in the Super Mario All-Stars (1993) collection for the Super NES, and as Super Mario Advance (2001) for the Game Boy Advance. It is included as part of the Nintendo Switch Online service.

Super Mario Bros. 2: The Dream Factory is basically OTL's Doki Doki Panic/American SMB2 from OTL, except it’s a proper Mario game where there's a score system, enemies like Goombas and Koopa Troopas returning, power-ups making a comeback (while introducing the Ice Flower), a different ending where it doesn't have the "It's All a Dream" ending cliché, and there are eight worlds to go through. Plus, like IOTL, it became an impactful title for the Super Mario series, but the differences are that this game starts having Peach be playable in most of the mainline Mario games, a different main villain in most mainline Mario games, and it even has Wart being seen as a more popular replacement for Bowser (in terms of villainy), while Bowser goes on to have a completely different role later on after TTL’s SMB3.
 
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POD: Gamefreak decides to put more energy into their "pokemon 2" idea instead of making slightly improved(blue) or significantly improved(yellow) extra generation 1 games. They release Red/Green version in the US in october 1996. Red/Green's success means they put efforts into Pokemon 2 aka Blue/Yellow versions. Essentially think a polished version of the Spaceworld 1997 beta.

Pokemon Blue/Yellow version
Release: August 18, 1997(Japan), March 12, 1998(US/west)

Pokemon Blue/Yellow versions were RPG games developed for the gameboy as sequels for the popular Red/Green versions. Due to being designed in kind of the transition period between "pure" gameboy display and the gameboy color's release, Blue/Yellow used a super gameboy palette. Pokemon Blue/Yellow added new features besides the super gameboy sttyle color display on GBC such as the skateboard, pokegear[1] and a seperate second compartment for key items[2].

In this game, trainers would start in the town of Silent Hills and travel through the region of Nihon, collecting eight badges, stopping a team rocket plot and challenging the elite four while battling recurring rivals in the form of both of your childhood friends(A predefined character and another rival, the opposite gender character of the one you picked[3] and Catching All 151[4] of the new pokemon. After the player's victory against the Elite Four, the postgame would begin and they would go to Ryukyu, an area to the south of Nihon filled with dangerous wild pokemon, tough trainers and _yet_ another tam rocket plot[5].

Pokemon Blue/Yellow would be seen as sort of the "silver age" of Pokemania, giving it a second wind[6]. This game's influence would resonate very heavily on the franchise in the future. Gold/Silver[7] in 2000 would take the region of Johto, expanding it from a single city to an entire region and pair it with Kanto. Sunpoint city and it's surrounding environs would be later expanded to Hoenn in Pokemon Ruby/Emerald for the GBA in 2002. Snowpoint city in the far north would get reused, with the northern island expanded into the region of Sinnoh in 2005[8]. Ryukyu would even become a proper region with gyms and a Pokemon League in time in the fifth generation of Pokemon Games with the 2010 release of Black/White versions[9] and it's single-version sequel Grey in 2011.

Whn Pokemon games got remade such as firered/leafgreen in 2003, Nihon and Ryukyu were of course reused for the postgame[10]. Perhaps in Gamefreaks' most ambitious move, for Heartgold/SoulSilver in 2009 they did a progression of Johto-Kanto-Sevii(not quite a region)-Nihon-Rykyu(not a "real' region/no gyms)[11]. When fans think of the "good old days" of pokemon, they're just as likely to think of Nihon as they are the original Kanto.

[1] This displays the time and the map. Radio? Cellphone? Not happening in Blue/Yellow. This is an ATL sequel to pokemon red/green not "pokemon gold/silver but in Nihon instead of johto".
[2] Yep, no multiple pockets for healing items/pokeballs/TMs. The experience is in some ways closer to Gen 1. Think generation 1.5, I guess.
[3] Being able to choose a female player character earlier than OTL is kind of a tradeoff for less convenience with items and no radio/cellphone in this Gen 2. As for who it is? Let's make it Lyra/the chick they created in heart gold/soul silver instead of bringing back Kris.
[4] You get all of the pokemon from the spaceworld beta that didn't make it into GSC in OTL. You also get 25 OTL new pokemon from GSC that weren't in spaceworld and 25 from other generation 1/2 betas that weren't in eitheR OTL or spaceworld too. You get the kokopelli looking guy as the mythical one instead of celebi since Celebi is for GS.
[5] Ryukyu postgame is comparable in amount of content to GSC's bringing back KANTOO. Renenber, they stripped down Kanto quite a bit between RGBY/GSC in OTL so Ryukyu's lacking any badges while having something of a quest means no less content.
[6] Not comparable to OTL's pokemania wave but alot closer. This TL's Gold/Silver versions in 2000 would give it a last bump/"Copper Age" in the form of a bigger boost in popularity than OTL got. Instead of all of the references/callbacks being to Kanto, they'd be say 50% Kanto, 30% Nihon and 20% Johto/GSC.
[7] Think Pokemon Crystal but with Kanto restored the way it was in heartgold/soul silver in OTL with added sevii islands as a post-postgame for level of content. Like RG/BY versions, another 151 are added. These additions are the johto pokemon that didn't make it to Blue/Yellow versions and various non-spaceworld beta pokemon from generation 1/2. .
[8] Yeah, the ATL diamond/pearl versions come out a little early.
[9] Still similar pokemon to black/white except you see some generation 1/2/3 pokemon that'd "fit" in the area climactically. Instead of being a region based on NYC/hong kong, it's ANOTHER island-based region.
[10] Gamefreak gets to a higher standard of quality before beginning an OTL-style decline come the 3DS era.
[11] The Johto level curve that's infamous OTL and was infamous pre-2009 in ttl is forgiven in light of needing to scale the levels for the added content.
 
Warsong 2:

With the Shining Force games being both a critical and commercial success in the North American markets, Sega of America wanted another SRPG both to build on this success and to compete with the SNES JRPG library. As such, they took on the publishing rights to Langrisser 2 themselves and released it alongside Phantasy Star 4 to significant critical acclaim and moderate commercial success.

Warsong 2 - Special Edition:

With Warsong 2 being a decent hit on the Genesis, Nintendo and Square, hot off of Super Mario RPG's success, wanted an SRPG swan song for the Super NES and localized Der Langrisser as a joint endeavour. The game enjoyed enough success that future Langrisser games would receive North American and PAL releases on both the Sega Saturn and Sony PlayStation. The games would be successful enough to convince Sega to remaster all three Shining Force 3 scenarios for global release on the Sega Dreamcast .
 
POD: Gamefreak decides to put more energy into their "pokemon 2" idea instead of making slightly improved(blue) or significantly improved(yellow) extra generation 1 games. They release Red/Green version in the US in october 1996. Red/Green's success means they put efforts into Pokemon 2 aka Blue/Yellow versions. Essentially think a polished version of the Spaceworld 1997 beta.
Pokemon 2 was always Gold and Silver, blue was something Coro Coro(a japanese child magazine) wanted for a contest and later on an special mail order catalogue they've, yellow was to capitalize the anime TV Tokyo asked, if they wanted it, we would get the massive japan spawning game they were demoed on space world not this
 
Pokemon 2 was always Gold and Silver, blue was something Coro Coro(a japanese child magazine) wanted for a contest and later on an special mail order catalogue they've, yellow was to capitalize the anime TV Tokyo asked, if they wanted it, we would get the massive japan spawning game they were demoed on space world not this
POD for this is probably in 1995 or earlier given how long/troubled red/green's development was in OTL to plenty of rooms for in-development butterflies to affect pokemon 2.

I did a big enough of a change for their development to pull off a 1997 release for pokemon 2, I think I can get away with changing the version color. Besides, the different color fits with my general theme of "sequel to red/green but NOT gold/silver of otl".

Besides, this _is_ the Japan-spanning spaceworld game but you know... finished unlike the 80% complete demo we saw OTL. It's closest probably to the super gold 97 romhack.
 
Mario x Sonic: Dimension Quest (2020)
Developer: Nintendo, Sonic Team
Publisher: Nintendo, Sega
Platforms: Nintendo Switch

Doctor Eggman invades the Mushroom Kingdom in this crossover everyone has been waiting for. Developers initially planned a Christmas 2019 release but it was delayed to March 2020, just as Covid picked up, boosting its sales. Gameplay-wise, it features a mixture of fast-paced, Sonic-style levels and traditional platformer fare that would make the red-overalled plumber proud. A DLC, Mario x Sonic: B-Side, focusing on Bowser and his nascent anti-Mario organisation's antics during all this would release in 2022 and would feature Donkey Kong himself as a member of the league alongside King Boo and Wario. A racing game, Sonic vs. Mario Kart, has also been announced.
 
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Angry Video Game Nerd
TL: A Saga of Parallel Worlds
Released: 2014
Homebrew game for Intellivision

The game plays as a shoot-em-up where the Nerd defends an Atari 2600, Sega Genesis and NES from an onslaught of terrible games. Each of the levels has a boss represented by a game or console the Nerd absolutely despises. Each hit causes you to lose a good console. Getting hit after all three consoles are lost means the game is over. When the Nerd played this game in 2016, he loved the gameplay and the way it pushed the retro system to its limits.
 
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Mario Party 5
Platform: Nintendo Wave
TL: A Saga of Parallel Worlds
This Mario Party game adds the ability to play as Geno and Mallow from the SNES-CD game Super Mario RPG. The game is also the first Mario Party to include support for online multiplayer. Another addition is that upon the last five turns, the minigames get replaced with harder variants. One of the Last 5 turns minigame variants is a variant of the OTL Mario Party 5 duel minigame Blown Away, where you have to knock your opponent off of Final Fantasy VI's Floating Continent, and moving the Statues makes the minigame even harder.
 
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Assassin's Creed Wisdom
Platform: PS5, Xbox Series X, PC
Publisher: Ubisoft

The first Assassin's Creed released exclusively for the current generation of consoles, it was designed to, "bridge the past and future of the franchise." At its core, Wisdom is a remake of the original Assassin's Creed with noticeable improvements like making the cities and 'the Kingdom' from the original game a single, interconnected map, adding more side quests and activities for the player to engage with, and more weapon variety.

However, the big change is that Wisdom built on the ideas Ubisoft built on the ideas in Valhalla's Vinland Arc and Watch Dogs Legion. After finishing the tutorial all 10 of Altair's targets will populate the Levant, they have routines and goals that they will pursue. Like in the original game, Altair can learn info about his targets that will make them easier to target though there are now a lot more ways for him to go about this. Additionally, the player can kill the targets in any order, AI generated lines from the other targets will reference who among them has already died, where they died and how, as well as noting if an assassination attempt was made only for the target to escape.

Similar freedom was added to the Desmond portions, after the tutorial the option to exit the Animus is added to the pause menu but the player is never obligated to play as Desmond. Should they decided to Desmond has a lot more to do as he can attempt to escape at anytime (the technical win condition of the game) and explore the Abstergo facility. More synchronization with Altair means more skills for Desmond, which will aid his escape.

Playing as Desmond was also necessary to access the DLC. Desmond sneaks out of his bedroom at night to reenter the Animus and relive Maria's memories of London in 1189. Both London and the Facility are AI generated based on in game assets (in the case of London many of these assets were taken from Valhalla).

Overall the game was praised as one of the greatest AC games and a triumph for Ubisoft after the Skull & Bones and scandal induced leadership changes. Though occasional AI weirdness could happen with the line readings and with the Facility and London's construction.
 

Highlander: The Game

Platform: Microsoft Windows, PlayStation 3, Xbox 360
Publisher : Square Enix

This Game was to be a third-person action game featuring a previously unknown Immortal, Owen MacLeod as the main character

An Immortal can only be killed via beheading. Thus, Owen cannot die from other wounds that would be fatal to a mortal such as gunshots, electrocution, and falls from a great height. At most, he can "die" for a brief period of time, reviving fully intact once his body has healed itself. As such, certain encounters would have involved Owen deliberately performing incredibly dangerous actions, such as using his body as a conductor for high-voltage electrical currents and jumping off of buildings to escape pursuers.

Over and above his ability to withstand otherwise lethal attacks, Owen would be able to use certain magical abilities, going against the franchise's previous depictions of Immortals as ordinary men and women who do not age. Such abilities, which were never explained in depth, included "chi balance", "fireblade", "wind fury" and "stone armor", to name a few. Like any other Immortal in the Highlander franchise, Owen must wield various types of swords to do battle with other Immortals. Owen can also choose between different combat styles to defeat his enemies.

The game was to span roughly eighteen missions in which Owen would encounter up to seventy-seven unique characters. Some of these characters would have been Immortals just like Owen and would have been slain. Some of these characters were previously known—Connor MacLeod and Duncan MacLeod were both expected to make appearances and Methos was confirmed as Owen's mentor
 
Wade Wilson's Day Off
Platform: Xbox Series X (and its successor)
Developer: Rare
Publishers: Marvel Games, Xbox Game Studios

After Marvel's Avengers shut down in September 2023, Disney thought about giving Microsoft the ability to make a Marvel-based video game. As luck would have it, promotions for Deadpool 3 were beginning to get made, and knowing Ryan Reynolds and his pension for breaking the fourth-wall, they gave the Deadpool license to Rare Ltd., provided they delay Everwild in favor of producing this game. What follows is a spiritual successor to Conker's Bad Fur Day, only with Marvel Comics elements instead of funny animals.

It's just an average day, Wade Wilson thought as he plowed through soldiers with a bazooka. But it was not, as Galactus wound up choosing him to be the Silver Surfer's understudy, thus becoming an additional Herald for the Devourer of Worlds. Naturally, the newfound powers collide with Deadpool's existing skill set, and all of it goes straight to his head. He then proceeds to hijack Doctor Strange's headquarters, and what follows is a loose adaptation of "Deadpool Kills the Marvel Universe", as well as its sequels. The title of this game as shown on the box art is because just calling it "Deadpool Kills the MCU" wouldn't sell as well.

It sold like gangbusters, becoming one of the Xbox Series X's last well-performing games. But what really cemented the game's legacy was how trustworthy Microsoft became in Rare now, between it, the Battletoads reboot, and Everwild. As such, we finally have Banjo-Threeie thanks to Deadpool. Thank you, Ryan Reynolds!
 
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