The Best Video Games Never Made

Warhammer 40K: Imperial Guard (October 1st, 2023)

Xbox One, Xbox X/S, PlayStation 4, PlayStation 5, Steam

Side-scrolling shooter set in the Warhammer universe. The game is an homage to classic 2d shooter Contra, with one-hit points characters and interchangeable weapons. The player controls an Imperial Guard on a forge world under attack from Tyrannids, later enemies include Necrons and the forces of Chaos. The reveal trailer garnered 60,000 likes in the first week, featuring the four player co-op and a boss battle against a Chaos Space Marine.
 
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OutRun II: Racing The World (2026)

Platform: Sony Playstation 5/Atari Darkstar / Sony Playstation 6/Atari Star One / Xbox Series X2 / Windows PC / Mac OS X
Producers: Sega VM / Codemasters / Amplitude Studios
Publisher: Sega Corporation

The return of OutRun for a whole new generation of racers had become a sensation that ultimately resulted in vast changes to many of the games that defined the racing game genre in the 2020s, with Forza Horizon VI, Gran Turismo 7 and Need for Speed: Legends making many changes to keep up with the incredible creation made by Sega for the powerful platforms it had been created for, but even as many of these games came out into the world of racing games, Sony and Codemasters were already hard at work on the next generation of game, which would include a truly-spectacular advancement in the use of an AI engine in the game's graphical route, which became known as the Vision:Next engine. This advancement allowed for the game to have thousands of miles of additional racing room without a huge expansion in the game's memory, and made it possible for OutRun to include events around the world, and the game was designed to make this happen.

One of the later games introduced for the PS5/Darkstar twins - it was also produced on the Sony Playstation 6 and Atari Star One - OutRun II took the idea of open road racing to a level never before seen, by not only having a Race of America, but also having events called Euro Challenger (Western Europe), Trophy of Africa (Sub-Saharan Africa), The Ghan (Australia), Yamato Trophy (Japan), Northern Lights (Canada) and the final, ultimate challenge in Race of Forever, which runs from the Dome of the Rock in Jerusalem to the Forbidden City in Beijing. With these came all of the different roads and pathways that come with it - the Trophy of Africa, Northern Lights and The Ghan events are in much more open environments that favored larger and longer-ranged vehicles, while the Euro Challenger and Yamato Trophy favor smaller and more agile vehicles on account of the tighter roads, mountains and dense cities of Europe and Japan. The player has to win all of the five previous events to unlock the Race of Forever, which combines most of the previous challenges along the way - all possible routes blaze across the hot deserts and mountains of the Arabian Peninsula and Iran before crossing the dense Indian subcontinent of Pakistan, India and Nepal before crossing the formidable Himalayas, racing through Tibet and then blazing through China to make it to Beijing. Traffic also varies dramatically by the location - many of the rural regions have little traffic, where some other areas - especially the Indian section of the Race of Forever - have incredibly dense, suffocating traffic.

The weather effects and challenges are only amplified from OutRun, as to win the Northern Lights one has to be able to learn to drive on snow, while The Trophy of Africa forces you to drive off-road for long periods of time and The Ghan is only winnable by one being able to drive on dirt roads at high speeds for long periods of time. Night racing can be dramatically different depending on the locations - in cities and more populated areas the light is much better, whereas in many rural areas the route can be almost pitch black (The Northern Lights route counteracts this somewhat through the presence of the Aurora Borealis), and road conditions can favor certain types of vehicles. The game included virtually all of the vehicles of the first game, though with a number of new ones - the vehicle list at launch was nearly 375, which would expand to over 500 with late DLCs - and a new classification system, which ranked the vehicles not just by the ones from the previous game (acceleration, top speed, handling, braking, agility, terrain handling) but also now the rankings included traction, chassis durability, range and stealth rankings, each of which has pluses and minuses in the game. Like the first game, it is entirely possible to win any of the first five races on the first try if one is skilled, lucky and makes a good car choice, though obviously better and more-tuned vehicles give better odds of winning events, and while all types of vehicles are theoretically able to win any of the events, some vehicles have better odds if they are more suited for the terrain, roads and conditions.

Beyond the game progression, the game could be played in both its "Global Competition" mode and its "Star Racer" mode, the former being competition against players from around the world (and like its predecessor, the game paid no mind to what platform the player was on, allowing those on Windows or Apple computers or XBox, Sony or Atari consoles to play against one another) and for rankings, while the latter followed a player through a career against a variety of rivals who can be protagonists or antagonists depending on the actions the player makes. The characters and many of the elements of the storyline for Star Racer mode were written by famed screenwriters Rian Johnson, and Eric Deslaurier, animator Domee Shi, novelist Shehan Karunatilaka and Yu Suzuki, the creator of the OutRun series, and as befitting such effort put into the game's story, its voice actors and actresses were of a similarly high quality, including Priyanka Chopra, Mahershala Ali, Olivia Wilde, Adam Driver, Hugh Laurie, Enrico Colantoni, Florence Pugh, Nora Fatehi and Carlo Rota, along with a number of others - music artists Abel "The Weeknd" Tesfaye, Andre "Dr. Dre" Young, Kim "Hyuna" Hyun-ah and Bleta "Bebe" Rexha, visual artist Michelle "Maximus" Arieta and Formula One racing drivers Sir Lewis Hamilton and Daniel Riccardo (who both played themselves).

It was perhaps no surprise that the new game was regarded as an even bigger step up for an already-stunning franchise, and the Vision:Next AI graphics engine would be the first use of an AI engine for a graphics setup, a system used by many new games in the 2020s and 2030s.
 
SimCity V (2018)

Platform: Windows PC / Mac OS X
Producers: Maxis Studios / Techdeck Software / Black Sun Creative
Publisher: Bennett Technocraft

"It was a disaster, but this won't be. This will be the game the fans of the series have been waiting fifteen years for, made with possibilities the likes of which have never before been seen in any city simulator, to build creations that were at one time unimaginable."

Such a boast about a franchise with only one new game in fifteen years would once upon a time been seen as a fool's errand or ridiculous braggadocio - but in this case it wasn't, and few took it as such namely because of who it came from - Will Wright - and what it was about, that being the revival of the SimCity franchise under its new owners in Bennett Technocraft, who had purchased the franchise's rights from Electronic Arts in 2015, a sale spurred along by potential legal action against EA brought on by a number of independent studios who claimed the behemoth studios - most of all Electronic Arts and Activision Blizzard - had grown so large as to be restricting trade. While the feared antitrust suits never came to pass, both EA and Activision Blizzard did indeed sell of a number of dormant franchises which suddenly became the subject of dramatic revivals - and SimCity V was the direct result of one of these.

Under the new ownership of the franchise, Bennett and the revived Maxis Studios (along with Bennett's in-house technical wizards in Techdeck Software) quickly set to work to create a new dawn for the famed franchise. The success of rival Cities: Skylines, released in 2015, only spurred on the development of the game, as Wright and his team as well as the guys at Techdeck and Bennett felt they could make something that blew Cities: Skylines out of the water, using Techdeck's own magnus opus, the Avatar engine, for the game's base. Wright would later be quoted as being doubtful of the engine until he and his team mastered its many capabilites, and then once he was he realized just how remarkable it could be and how it's world-class optimization could make for a game that was truly vast in scope and could make for jaw-dropping creations. It didn't hurt that Maxis and artwork creators Black Sun Creative made a point of regularly involving those in the existing fan communities of the previous games, to the point of hiring many of the best to be part of the artwork and model developments for the game and, at their request, developing many new elements of gameplay to enhance both the creativity and realism of the game, as well as the development of a "collaborative mode" where many different people could each create their own city on a common regional map.

What was created as a result was mesmerizing to many. While not particularly graphically awesome - no city builder probably could ever be without sacrificing gameplay in the minds of its creators - SimCity struck a balance between realism, design, creativity and challenge that has seen few rivals since. The game's traditional residential, commercial and industrial demands and zoning was added to with the development of mixed-use building zoning and there were five separate density levels for each primary type of zone (mixed-use zones had three density levels), giving one the ability to create everything from rolling farm fields and rural areas to towering cityscapes. The game included not only the traditional transportation options seen in Simcity 4 but also a variety of new ones - streetcars and light rail, trolleybuses, cable cars and funicular railways for climbing mountains, pedestrian malls, blimps and rigid airships - and allowed the player to use either pre-made (and less expensive) structures for many required elements for a city - power plants, water treatment facilities, seaports and airports, college and university campuses, parks, hospitals, tourist attractions - or design and build their own such complexes. The game's extensive customization options and enormous potential building library - over 1000 individual building models were available for structures in the game, across no less than twenty growth stages - meant that few areas ever looked similar regardless of what a player did to craft an area. That vast model collection was divided into eight separate architectural sets - Classical, Beaux-Arts, Art Deco, Asian, Organic, International, Post-Modern and Future - and any (or all) of these styles could be integrated into the cityscape, giving a player a vast choice in terms of what they wanted their city to look like at both ground level and from high above.

Like Simcity 4, the game was designed around a region that could have dozens of individual cities in it, but unlike Simcity 4 (which compartmentalized many undesirable elements, such as pollution, traffic congestion and crime to each individual city) these were treated as regional problems, and one dynamic of the game that was particularly notable for the multi-player games was the possibility of regional agreements for utilities, public transit, police, fire and EMS departments and education systems. In individual cities many of the best buildings had to be unlocked through the reaching of milestones in terms of population size, economic strength, education, health care, commercial or industrial jobs counts and other such requirements which could be easy (or quite difficult) to achieve.

While programming the game proved a huge task that ultimately took over two years for the team that made the game, the result was worth the wait - and having bought the franchise from Electronic Arts, Maxis and Bennett scored major brownie points with the community by releasing Simcity 4's source code to create OpenSC4 in 2017, aiming (successfully) to drum up a lot of attention into its new project before it was released the following year. The gambit worked, as SimCity V was programmed upon installation (and with the user's express consent) to report back to Maxis if the player had OpenSC4 on their computer - and surprise surprise, over 40% of then did.

The game's release in May 2018 say over 420,000 copies sold in the first week, starting off a sales trend that stayed strong for months afterwards. Ultimately over ten million copies were sold of the game, and it would spawn several DLCs in the following few years, establishing a rivalry between Bennett's newly-revived SimCity franchise and the Cities: Skylines series.
 
Welcome to Bon’s Burgers (1982)

Platform: Arcade, NES

Release Date: March 18th 1982 (Arcade), August 20th 1986 (NES)

Developed by Bunny Smiles Inc with supervision by Nintendo, Welcome to Bon’s Burgers was an educational game developed for young kids. Starring characters from the Showstoppers (a band featured in the Bon’s Burgers restaurant), the game was developed as an arcade game with save features, being one of the first games to do so.

The plot revolves around the annual fruit festival, but everyone had forgot their fruits. The player plays as Bon the Rabbit and interacts with Banny the Bunny, Sha the Sheep, Billy the Clown and Boozoo the Ringmaster to collect fruits. Each character has a specific minigame, including:

Hide and Seek (Sha)
Hippo House (Banny)
Party Hat Collection (Billy)
Spot the Difference/Memorisation (Boozoo)

After playing all minigames and collecting all fruits, the game ends with a huge celebration by the Showstoppers.

“Welcome to Bon’s Burgers” was a fine enough success. Fans of the original Bon’s Burgers restaurant gave the game good praise, despite some claiming to have witnessed a few…glitches. “Welcome to Bon’s Burgers” would gain enough popularity to earn a NES release in 1986, albeit only in America.
 
Leisure Suit Larry's Empire of Sin Smut Love 2017

What do you get when you cross SimCity, Skylines, Grand Theft Auto, Fallout, Hitman, and Leisure Suit Larry? This illegitimate offspring had no reason to end up anywhere beyond a file cabinet but the three-year project yielded an unexpectedly replayable product with official and unofficial upgrades that turned an already surprise blockbuster into one of the top three games of the decade. Start humbly with a webcam and a bedroom thej work your way up to a full movie studio with numerous potential affiliate businesses - fast food chains, car companies, ISPs, and even a space station. Play for an hour or a month and immerse yourself as much as you like, but there is a reason for the reminder to remember the real world! And that's befofe you get into the gang wars and potential for cartels!
 
SimCity V (2018)

Platform: Windows PC / Mac OS X
Producers: Maxis Studios / Techdeck Software / Black Sun Creative
Publisher: Bennett Technocraft

"It was a disaster, but this won't be. This will be the game the fans of the series have been waiting fifteen years for, made with possibilities the likes of which have never before been seen in any city simulator, to build creations that were at one time unimaginable."

Such a boast about a franchise with only one new game in fifteen years would once upon a time been seen as a fool's errand or ridiculous braggadocio - but in this case it wasn't, and few took it as such namely because of who it came from - Will Wright - and what it was about, that being the revival of the SimCity franchise under its new owners in Bennett Technocraft, who had purchased the franchise's rights from Electronic Arts in 2015, a sale spurred along by potential legal action against EA brought on by a number of independent studios who claimed the behemoth studios - most of all Electronic Arts and Activision Blizzard - had grown so large as to be restricting trade. While the feared antitrust suits never came to pass, both EA and Activision Blizzard did indeed sell of a number of dormant franchises which suddenly became the subject of dramatic revivals.

I'd like to use that set up, if ya weel.

Crash Bandicoot 4: World War Woah!(2022)

Genre: Platformer, open world
Console: PS4/PS5


following the antitrust lawsuits that finally knocked down EA and Activision Blizzard a peg or five and the various studio sales and scandals surrounding those corporations, the rights to the Crash Bandicoot franchise, which had been dead since the late 00s, were bought by Sony, who planned to give Playstation's first big mascot the respect and love that it deserved and returning the favour.

Satisfied with the work done on the N.Sane Trilogy, Sony hired the recently independent Vicarious Visions to develop the game that would be considered the true sequel to Crash Bandicoot 3, giving them as much time as needed to make a game worthy of being called Crash Bandicoot 4, and even keeping them payed during the pandemic.

Joining the crew were a few former Naughty Dogs personell who worked on both Crash Bandicoot and Jak and Daxter, with some of them longtije employees who quit Naughty Dog following the fiasco that was the last of us 2. Their experience with the franchise was primordial in heloing the new devs implement their new ideas along witht he series's traditional gameplay.

Taking inspirafion from the Jak and Daxter games as well as Yakuza, Crash 4's gameplay is an open-world platformer, where players can finally explore all of N. Sanity Island and also visit some smaller worlds, including Bermugula, a planet previously mentioned in CTR. The players not only can complete the main quest, whcih brings them through classic Crash platformiing, but they can also take part in side quests, where they can not only play Crash and Coco, but also other characters like the returning Tawna, now an adventurer dressed in Explorer uniform and cowboy hat, but also Neo Cortex himself, as they would later find out. Said side quests goes from simple fetch quests or crate breaking quests to character-driven stories, with the players gettign to know what happened to various characters fromt he Crash lore, such as Pinstripes becoming a successful businessman, the Komodo Brothers running a successful racing team, Tiny Tiger trying to find a purpose beyond squashing people, Koala Kong becoming an opera singer, Papu Papu being exiled from his tribe, Dingodile becoming a mercenary and Ripper Roo becoming an advocate for mental health.

The main plot revolves around Uka Uka and Cortex escaping from the portal of doom at the end of Crash 3, with Uka Uka betraying Cortex for his idiocy and taking things into his own hands, unleashing his demonic powers across the world. Meanwhile, squabbles over who would succeed Neo Cortex as the best mad scientist in the world led to the other scientists waging war agaisnt one another, using other ancient masks and their powers for their own nefarious means...not knowing that Neo Cortex is actually alive.

As such, Crash and Coco receives the unexpected help of Neo Cortex on their quest to stop World War Woah! And stop Uka Uka for good.

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Some of the game's character designs.
 
I'd like to use that set up, if ya weel.

Crash Bandicoot 4: World War Woah!(2022)

Genre: Platformer, open world
Console: PS4/PS5


following the antitrust lawsuits that finally knocked down EA and Activision Blizzard a peg or five and the various studio sales and scandals surrounding those corporations, the rights to the Crash Bandicoot franchise, which had been dead since the late 00s, were bought by Sony, who planned to give Playstation's first big mascot the respect and love that it deserved and returning the favour.

Satisfied with the work done on the N.Sane Trilogy, Sony hired the recently independent Vicarious Visions to develop the game that would be considered the true sequel to Crash Bandicoot 3, giving them as much time as needed to make a game worthy of being called Crash Bandicoot 4, and even keeping them payed during the pandemic.

Joining the crew were a few former Naughty Dogs personell who worked on both Crash Bandicoot and Jak and Daxter, with some of them longtije employees who quit Naughty Dog following the fiasco that was the last of us 2. Their experience with the franchise was primordial in heloing the new devs implement their new ideas along witht he series's traditional gameplay.

Taking inspirafion from the Jak and Daxter games as well as Yakuza, Crash 4's gameplay is an open-world platformer, where players can finally explore all of N. Sanity Island and also visit some smaller worlds, including Bermugula, a planet previously mentioned in CTR. The players not only can complete the main quest, whcih brings them through classic Crash platformiing, but they can also take part in side quests, where they can not only play Crash and Coco, but also other characters like the returning Tawna, now an adventurer dressed in Explorer uniform and cowboy hat, but also Neo Cortex himself, as they would later find out. Said side quests goes from simple fetch quests or crate breaking quests to character-driven stories, with the players gettign to know what happened to various characters fromt he Crash lore, such as Pinstripes becoming a successful businessman, the Komodo Brothers running a successful racing team, Tiny Tiger trying to find a purpose beyond squashing people, Koala Kong becoming an opera singer, Papu Papu being exiled from his tribe, Dingodile becoming a mercenary and Ripper Roo becoming an advocate for mental health.

The main plot revolves around Uka Uka and Cortex escaping from the portal of doom at the end of Crash 3, with Uka Uka betraying Cortex for his idiocy and taking things into his own hands, unleashing his demonic powers across the world. Meanwhile, squabbles over who would succeed Neo Cortex as the best mad scientist in the world led to the other scientists waging war agaisnt one another, using other ancient masks and their powers for their own nefarious means...not knowing that Neo Cortex is actually alive.

As such, Crash and Coco receives the unexpected help of Neo Cortex on their quest to stop World War Woah! And stop Uka Uka for good.

FP7u9m7XMBMdW9V


View attachment 871175
Some of the game's character designs.
Now that's a game I'd play!
 
Amy Rose in the Kingdom of Mobius (2028)
Platform: Sega Mammoth

When Sega decided to jump back into the console making business, they had to make their new Mammoth console launch with some killer apps. Alongside Persona 6, a new Puyo Puyo game, and the next Like a Dragon entry, the Sega Mammoth actually launched with TWO new Sonic platformers: Sonic Adventure 3, and an Amy Rose spinoff.

Set during the events of Sonic Adventure 3, Amy Rose was helping people evacuate the city when she got teleported to a separate dimension: Mobotropolis. There, she meets the Freedom Fighters: Sally Acorn, Bunnie Rabbot, Rotor, Antoine, and Sonic's siblings Sonia and Manic. They were looking across space and time for Sonic, but they got Amy instead. You play as Amy, Sally, Bunnie, and Rotor as they take down Snively and his red-eyed helper from the Season 2 cliffhanger ending. In other words, we technically get Season 3 of Sonic SatAM in the loosest sense of the term.

Like most Sonic games, there were people who loved this and people who hated it. However, Amy Rose in the Kingdom of Mobius became more like Sonic Frontiers than Sonic Boom, for lack of better words. In short, the crowd found more to enjoy than roast with this spinoff.
 
Fight Night: Kickboxer (2022)
Genre: Sports, Fighting
Console: PS4, PS5, Xbox 720, PC
Developer: Last Round Studios

History:


Following the antitrust lawsuits that shook EA and Activision-Blizzard to the core, the Fight Night license, which had been dormant since 2011 with the gane Fight Night: Champion, was acquired by an independent studio formed by former EA Vancouver employees passionate by all forms of Combat Sports, who sought to continue the Fight Night formula by expanding it to cover other sports than just Boxing. While MMA was originally considered, the license fees of MMA organisations worldwide meant that they switched to a lesser known world, at least outside of Europe and Japan: Kickboxing.

Gameplay and Concept:

the concept of Fight Night: Kickboxer is to have a faster paced version of the usual fight night formula, and the sport of Kickboxing, with its considerably shorter bouts lasting 3 and 5 3-minute rounds, respectively, along with the more varied moveset with all sorts of kicking and knee strikes, was perfect for that. Each button controls a limb as in Tekken, and simple button combinations allows players to utilise unique special techniques such as spinning back fists, jumping knee strikes, spinning roundhouse kicks and the brazilian question mark kick of Glaube Feitosa. The career mode allows the player to create their fighter, train him and have him participate in different forms of Kickboxing, such as savate, american style, muay thai and the pinnacle K-1 style, which is called Grand Prix style due to licensing. Speaking of Grand Prix, there is a tournament mode, where players could book their own dream K-1 style tournaments, as well as a classic fights mode where olayers relive or discover the sport's greatest ever fights.

The game's roster contains a who's who of kickboxing superstars past and present. From the american pioneers Joe Lewis, Benny The Jet Urquidez, don wilson, Rick Roufus, Maurice Smith and Bill Wallace to international stars like branko cikatic, jean-yves theriault, Gary Daniels, Stan Longinidis, rob kaman and Takeshi Caesar to golden age legends like Ernesto Hoost, Ramon Dekkers, Andy Hug, Masaki Satake, Musashi, Peter Aerts, Mike Bernardo, Ray Sefo, Jerome le Banner, Buakaw Banchamek, Masato, Mike Zambidis, Andy Souwer, Remy Bonjaski, Semmy Schilt and Badr Hari duking it out with many of today's biggest stars like Rico Verhoeven, Jamal Ben Sadik, Antonio Plazibat, Rodtang, Takeru Segawa, Tenshin Nasukawa, Cédric Doumbé, Alex Pereira and Israel Adesanya, across many weight divisions, whmith each fighter getting an extensive biography so that gamers who are not familiar with kickboxing would familiarize themselves with.

The roster would add some unique DLCs to the mix, with a women's roster being intergrated following huge demand featuring stars like Tiffany Van Soest, while celebrity packs brings in the likes of Bruce Lee, Chuck Norris and Jean-Claude Van Damme into the roster for wild dream battles!

The PC Version has a built-in mod feature so that users can create and share their created fighters, allowing them to either add more kickboxing names of past and present into the roster or even creating fantasy characters like Ken from Street Fighter or Jet Li.


While the bulk of the game's sales will be expected to come from Europe and Japan, maybe it might become a sleeper hit in the rest of the world due to its fun and fast-paced gameplay and the sheer amount of content.
 
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Accidentally posted before I could finish the whole post. If people want to share ideas for how to flesh these ideas out, I'm open.

Midway Studio's Princess Peach Series
The idea of a Mario spin-off featuring Princess Peach as the main playable character had been floating around as early as the Nintendo UltraPlay's heyday in 1998. However, such a game would not enter serious production until late 1999, when Chicago-based Midway Studios presented an idea for a 2D side-scroller in the vein of Rare's Donkey Kong Country series for the Super Nintendo. From there, production began in 2001. Concurrently, the Clan Toadstool RPG series developed by Intelligent Systems would take the insight into Peach's life into a more general focusing on worldbuilding for the greater Mario universe.

Today, the Princess Peach series is one of the best-loved Mario spin-offs, with many of the titles being major killer apps for the consoles they're released on.

Super Princess Peach (2004, Nintendo DS)
The first title in the series, this one has a fair number of similarities to the OTL DS title. The main difference however is that all Bowser has captured are Toads, with Mario and Luigi having apparently gone elsewhere on vacation. Professor E. Gadd (introduced in TTL's Super Mario RPG 2) gives Peach a parasol that is equipped with a sapient AI that calls itself Perry. Peach must use Perry to make her away across different worlds to save all the Toads and confront Bowser herself. Overall the game is generally the same as OTL.

Princess Peach: Storytime (2009, Nintendo Warrior)
In contrast to the past two Peach games, this game features Peach in a 2.5D playing field. This change remains for all future installments.

The new gimmick is that now Peach goes through a storybook that she had given to her kid brother Prince Cream as a birthday gift only for him to be abducted by Wart, who has taken up residence in the book. Now Peach enters the storybook herself, equipped only with the whisk she had been using to make Cream's birthday cake when this all began. When Peach herself enters, she finds that her whisk has become enchanted so that it now takes the form of a weapon better suited to whichever story she is in. For instance, Snow White has her hair turn black and the whisk becomes a basket full of apples she can throw, Rapunzel gives her extendable hair which she often uses like a lasso, Puss in Boots gives her the Swordfighter costume from OTL's Showtime with the addition of cat ears and a cat tail, Ali Baba & The Forty Thieves dresses her in Gerudo-like garb with a scimitar, etc.

Princess Peach & Friends (2012, Nintendo DSEvo)
The main difference in this game is that Peach is now accompanied by Princess Daisy and Princess Eclair as they go on a journey to confront Wapeach and her Wario lackeys. The main gameplay gimmick is using the nuances in the gameplay styles of the three princesses to pass levels and find secrets.

Peach has her trademark float jump from her appearance in 3D World, and she uses her parasol to both achieve that jump and latch on to things like grappling hook. Daisy is a bit faster than Peach - her shoes have been redesigned to be orange Mary Janes. And she uses a helicopter-like petal to hover in the air longer and even gain height (think Dixie Kong in OTL's Tropical Freeze for a comparison). She also uses plant-based offensive magic to summon a Pirahna plant to both attack enemies and latch on to grappling hooks. Princess Eclair is dressed in what's meant to resemble a WWII-era Woman's Corp uniform, albeit with something of a royal flair and her Cream and Golden Brown color scheme. Her boots make her the fastest runner, and she uses a laser gun as a main form of weaponry with a grappling hook feature similar to Samus. She also uses a parachute to keep altitude longer than Peach or Daisy when in the air.

Released as one of the year's big titles for the GoScreen alongside Mario Kart: Crash Course (OTL's Mario Kart DS), this game was praised by many as an improvement over the first game in every imaginable way. But nothing could prepare for what would come once the series hit home consoles.

Princess Peach: The Musical (2015, Nintendo Unity)
Peach, Cream, Daisy, and Eclair all enter an enchanted music box, where they have to band together to fight the corrupted Maestros of the Multiverse. Each world combines a classic gaming biome with a genre of music. The undead world is based on disco, the mountain world is rock and roll, the desert level is country/western, etc. This game was later ported to the Nexus.
 
Pride and Prejudice

Set in a stylish rendition of Regency Bath and surrounds, you can play any one of several roles:
young woman in search of a suitable husband, young man looking for a suitable wife, stylish would-be dandy, respectable mother with a bevvy of daughters to marry off and a limited dowry fund, disreputable fortune hunter (male or female).
Work your way into society through contacts, personal charm and splashing the (limited) cash. You have five years of society balls, finishing schools adventures etc to gain as much success, fame or money as possible.
What could have been hidebound and stuffy is made fun by great settings, flawed characters, the ability to set your own targets in addition to the role-related goals.
Conversations can range from formal smalltalk with nobility to outrageously scandalous flirting. Almost anything is possible, but while the game is set up to provide chances to gain status, money or contacts, there is always a possibility of crashing down through being caught doing something inappropriate (in Regency terms) - snubbing the wrong person, a fashion faux pas, being seen with a wrong-un, or going bankrupt.

A constant stream of quality add ons allow the opportunity to try your hand as an eccentric astronomer or composer, teacher or assistant to the rich and famous, companion for hire, acrchitect, jewl thief among other things. It is also possible to seek fame, fortune or to atone for scandal by buying a military commission and risking death or glory, investing in high risk high return schemes, building status enhancing follies, libraries, gardens and meeting rooms to try to attract the rich and famous.

Immerse yourself in a world where anything goes until you're caught, and a veneer of respectability is everything.
 
Pride and Prejudice

Set in a stylish rendition of Regency Bath and surrounds, you can play any one of several roles:
young woman in search of a suitable husband, young man looking for a suitable wife, stylish would-be dandy, respectable mother with a bevvy of daughters to marry off and a limited dowry fund, disreputable fortune hunter (male or female).
Work your way into society through contacts, personal charm and splashing the (limited) cash. You have five years of society balls, finishing schools adventures etc to gain as much success, fame or money as possible.
What could have been hidebound and stuffy is made fun by great settings, flawed characters, the ability to set your own targets in addition to the role-related goals.
Conversations can range from formal smalltalk with nobility to outrageously scandalous flirting. Almost anything is possible, but while the game is set up to provide chances to gain status, money or contacts, there is always a possibility of crashing down through being caught doing something inappropriate (in Regency terms) - snubbing the wrong person, a fashion faux pas, being seen with a wrong-un, or going bankrupt.

A constant stream of quality add ons allow the opportunity to try your hand as an eccentric astronomer or composer, teacher or assistant to the rich and famous, companion for hire, acrchitect, jewl thief among other things. It is also possible to seek fame, fortune or to atone for scandal by buying a military commission and risking death or glory, investing in high risk high return schemes, building status enhancing follies, libraries, gardens and meeting rooms to try to attract the rich and famous.

Immerse yourself in a world where anything goes until you're caught, and a veneer of respectability is everything.
So, something like Age of Intrigue?
 
So, something like Age of Intrigue?
It sounds quite similar to the kind of thing I was thinking of, although in a different setting. I was handwaving how the game handled the inter-personal interactions, and decided that if Nethack could cover most eventualities in the early 1990s, a more modern game should be able to handle more sophisticated interactions now.

A long time ago I played En Garde once or twice which was a face to face RPG that sounds very similar to Age of Intrigue.
 
Marvel vs. Capcom 4: Return of the Heroes

Genre: Fighting
Platform: PlayStation 4, Xbox One, PC
Developers: Capcom, Eighting
Release Date: November 5, 2016

In an alternate world where Disney never bought Marvel, thus Marvel vs. Capcom 3 received a proper sequel, Marvel vs. Capcom 4: Return of the Heroes exists and is in the tone of the previous games. MvC4 features a record roster of 62 characters at the start, making it the largest game in the series to date. Every character that appeared in MvC3 returns here, as does some characters from MvC2 and newcomers. The signature 3v3 mechanic returns, while a new gameplay mechanic revolving around the Infinity Gems allowing for different gameplay options is introduced. The art style is revamped, with a brighter, highly stylized look made to appear as a comic book come to life for the Marvel characters, in contrast to the Capcom characters being more "video game"-like.

Online mode is fully revamped with features like a tournament mode, customizable avatars and flares, a special "social room" where people can meet, talk and fight at their leisure, and spectator mode from the start.

Roster:

Marvel:
Captain America, Cable, Daredevil, Deadpool, Doctor Doom, Doctor Strange, Dormammu, Ghost Rider, Hawkeye, Hulk, Human Torch, Iron Fist, Iron Man, Magik, Magneto, M.O.D.O.K., Nova, Phoenix, Psylocke, Rocket Raccoon, Sentinel, She-Hulk, Shuma-Gorath, Spider-Man, Storm, Super-Skrull, Taskmaster, Thor, Venom, Wolverine, X-23

Capcom: Akuma, Albert Wesker, Amaterasu, Arthur, B.B. Hood, Captain Commando, Chris Redfield, Chun-Li, C. Viper, Dante, Felicia, Firebrand, Fou-Lu, Frank West, Hsien-Ko, Jill Valentine, Leon Kennedy, Mega Man X, Mike Haggar, Monster Hunter, Morrigan Aensland, Nathan Spencer, Nemesis, Phoenix Wright, Ryu, Strider Hiryu, Trish, Tron Bonne, Vergil, Viewtiful Joe, Zero

The roster would be expanded upon with DLC, with 14 different characters added over the course of the next two years, totaling an unprecedented 76 characters by the end.

Marvel: Cyclops, Doctor Octopus, Domino, Gambit, Rogue, Thanos, Ultron
Capcom: Ada Wong, Anakaris, Cammy, Captain Commando, Edward Falcon, M. Bison, Sigma

Note: Bold indicates characters returning from MvC2, Italic indicates newcomers.

Later, an Ultimate Marvel vs. Capcom 4 would be released, compounding all the DLC in one game, with additional refinements and additions to the core experience added, at a discount. MvC4 would be widely acclaimed as an all around superior follow-up to MvC3, and retains a major following in the FGC to this day.
 
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