Turn poor video games into great ones

As the title suggests, this is a thread where everyone can suggest their idea on making a bad video game from OTL into a good one. This was based off of another thread about turning OTL's bad movies into good ones. Here's the link: https://www.alternatehistory.com/fo...orst-of-cinema-and-making-them-better.453677/

Here's how the idea format could look like. Don't worry, you can still come up with your own.

Video Game Name
Developer and Publisher
Release date
Game Summary
Reception
 
Title: Marvel Vs. Capcom 4
Developer and Publisher: Capcom and Eighting
Release date: August 31st, 2018
Game Summary: Similar visuals and gameplay modes to predecessor, Ultimate Marvel Vs. Capcom 3. Includes gameplay mechanics of OTL's Marvel Vs. Capcom: Infinite. Includes playable characters from the X-Men and Fantastic Four franchises.
Reception: Criticized for being too similar to its predecessor, new gameplay mechanics praised, disaster of OTL's Marvel Vs. Capcom: Infinite averted.
 
Title: Big Rigs: Over the Road Racing
Developer and Publisher: Stellar Stone and Gamemill Publishing
Release date: November 20th, 2003
Game Summary: Racing game with a vast environment and countless features
Reception: Almost universally acclaimed for its state-of-the-art graphics
 
These all seem like interesting ideas, but i'm honestly hoping for some more specific information regarded the content, like some of the ideas in Bad movies gone good.
 
Title: E.T. the Extraterrestrial
Developer and Publisher: Activision
Release date: December 6, 1983
Game Summary: Following the failure of Atari 2600's Pac-Man, Atari CEO Steven Ross reportedly told Steven Spielberg in July 1982 it would be impossible to release an ET tie-in game of quality in time for the Christmas 1982 season. A deal was struck however with Activision, who reportedly paid $12M for the rights to release a game. David Crane led the development of the title, which included the custom-designed "Display Processor Chip" which allowed for vastly improved visuals and a running rendition of John William's score. The title featured an unheard of 28 different environments, and replicated key plot points of the movie.
Reception: Although released over a year after the film's release, E.T. is considered instrumental in Atari's success in staving off the collapse that was gripping other players within the video game industry. Warner Brothers released the 2600's successor the Atari 7800 the following summer and had a near monopoly on the video game market until Nintendo entered the field in late 1985.
 
Title: final fantasy XIII-2
Developer: Square Enix first production Dept.
Publisher: Square Enix
Release date: November 21, 2013
Summary: after making the final fantasy XIII they decide to make final fantasy XIII-2. It decide to have the story end there, with Sarah surviving and setting the timeline right.
Reception: Final Fantasy XIII-2 ended in a clear note, it butterflies lightning returns away. Furthermore, final fantasy XV is well received.
 
Title: Sonic Xtreem
Developer: Sonic Team
Publisher: SEGA
Release Window: Winter 2007
Summary: After a literal wrong turn at Green Hill Zone, Sonic and Tails wind up in a strange world, where everything intentionally resembles the Special Stages from their home games. After a couple of tutorials from Aiai the Monkey, they try to stop Eggman from attacking this world. Surprisingly, just before the final boss, it's revealed that Eggman turned Aiai into Coconuts Jr., a reference to Adventures of Sonic the Hedgehog. Sonic takes this personally in more ways than one, and becomes "Extreme Sonic", who is capable of defeating Coconuts Jr. and Eggman in three cleverly-detailed hits. After the final battle is over, Sonic and Tails go back home, but not before taking a photo with their new friend, with hopes that "maybe the three of them can meet again."

Effect: After the game's release, Sonic fans were begging for a proper reunion between him and Aiai almost as soon as they finished it. So, in 2011, SEGA made a pseudo-sequel, this time with Aiai accidentally stumbling into Sonic's world. This only sells half of what the first game sold, but it still became a success through word-of-mouth.

When said fans discovered what Sonic's anniversary game could have been(coughSonic06cough), they started to love Sonic Xtreem even more than they initially did.

Also, when Super Smash Bros. 4 was announced for the Wii U and 3DS, even after the reveals of Villager and Mega Man, people were asking for Aiai to join the fight. So, Nintendo agreed to their cries the day after E3 2014, which made fans both hyped and confused, as some of the reaction videos had one or two of the people assuming he was a new Sonic rep, despite being from an entirely different franchise. It was Super Monkey Ball, to be precise.

Both Sonic and Aiai have since returned for Super Smash Bros. Ultimate, with Aiai on Sonic's back when he tried to rescue Pikachu in the World of Light trailer.

How's that for a transformation?
 
Title: Pokemon Sun and Moon
Developer and Publisher: Game Freak and Nintendo
Release date: November 18th, 2016
Game Summary: the game has far fewer cutscenes, and is less hand-holdy
Reception: universally adored
 
Title: E.T. the Extra-Terrestrial
Developer and Publisher: Atari
Release date: December 1982
Game Summary: In early 1982, Atari gets their head out of their asses and acquires the rights to E.T. as soon as possible, seeing the film would be a huge hit. They take Spielberg's advice to make it a Pac-Man clone. Noticing the difficulties from 2600 Pac-Man, and the cold reception that title got despite the sales, Atari chooses E.T. as the killer app for their new 5200 console in development. The 5200 itself is redesigned in a way which eliminates it's unreliability and some of it's bulkiness. Both products are presented together in an impressive marketing campaign. A simple Pac-Man clone, E.T. has to collect pieces of his phone while collecting small pellets (Reese's Pieces) and avoiding contact with government agents. E.T. can drive off the government agents (who return to their station in the center of the map) by touching larger pellets, which let him "pass through" them to discourage them from searching for him.
Reception: The 5200 and E.T. become huge hits for Atari that Christmas season, somewhat averting the video game crash of 1983 (which nevertheless drives off smaller competitors). The 5200 remains a commercial success afterwards.
 
I feel the urge to point out that, unlike Pac-Man on the same system, E.T. the Extraterrestrial on 5200's problem wasn't really quality (for the time it was decent), but the number of copies made exceeding the amount of Atari 5200s that had been even sold in it lifetime.

Anyways…
Title: Command&Conquer 4: Tiberium Twilight
Developer and Publisher: EA Los Angeles/ Electronic Arts.
Release Date: 12 of March 2010 (NA)/ 20 of March 2010 (EU)
Game summary: Following the events the previous game, the Earth has been almost overran with Tiberium. With the last of humanity's holdouts living in Iceland, Greenland and South Georgia, the GDI existimates that the species has a whole only has three years to live. However, during a meeting, Kane, the leader of the Brotherhood of Nod, comes out with a proposal: offer his knowledge of Tiberium and hw to eliminate it, in exchange of leaving parts of Earth free to use. Seeing no other way out, the GDI accept the pact, but not everyone is completely satisfied with this: factions of the GDI think that Kane has other nefarious plans and that the pact has to be broken at the earliest possible convenience, while on the other side part of the Brotherhood of Nod thinks that Kane betrayed Nod's ideals and seek to oust him. Meanwhile, the Scrin's mining expedition has sent its message back to its colonization/mining fleet, warning that, while the planet of Earth is mostly covered in Tiberium, the natives aren't weak enough: while almost all of the Scrin Overseers decide that it would be too costly to continue, deciding to use the nearby planet of Mars instead, one ambitious Scrin commander decides that the only way to get a promotion in the ranks of the Collective is to do what's been considered impossible…
The game itself takes the previous game's gameplay formula, keeping base-building, squad units instead of individual units, tech levels instead of level-based unlocks, and skirmish mode. It also retains the Scrins as a faction while also featuring the Forgotten (Tiberium mutants) as a faction in an expansion. It features both campaigns and a "Conquer the World" modes, althought the latter one has been improved with generic cutscenes and new overworld abilities. On top of that, the game uses a middle ground for the "Always Online" option: the game's skirmish mode is playable offline, but neither the campaigns nor "Conquer the World" are avaible offline.
The campaigns are three, and go back to Tiberium Sun and Tiberium Dawn's divergent campaigns: the GDI ends with Kane dead, the Scrins completely beaten back, and the Earth freed of Tiberium forever; in the Nod one, Kane and the most loyal of his followers ascend, while also making the remaining Nod members able to live in Tiberium, thus creating the next step of human evolution; while the Scrin campaign ends with the Scrin commander successfully eradicating humanity, but failing to get his promotion due to his disobedience, leading to his execution by buzzers.
Reception: Despite criticism for the features locked behind "Always Online", the game was recieved very warmly and very well. This lead to plans to proceed to create a C&C:Generals sequel with uch the same methods of improvement.

 
Awww, beat me to C&C, my favorite.

Anyways, here's one we can all agree on:
Title: Duke Nukem Forever
Developer: 3D Realms
Release Date: mid-2001
Game Summary: The aliens are back, and it's up to Duke to send them back packing.
Big difference: Someone talks sense to George Broussard, that his hungry little baby does not need everything and the kitchen sink stuffed into it. Duke keeps its weird, goofy action tone and doesn't spread itself too thin trying to cover all bases.
Reception: While the game is far from perfect, it's generally well-regarded as a return to form for Duke and is widely accepted. Furthermore, it doesn't feel like the game spreads itself too thin.
 
Awww, beat me to C&C, my favorite.

Anyways, here's one we can all agree on:
Title: Duke Nukem Forever
Developer: 3D Realms
Release Date: mid-2001
Game Summary: The aliens are back, and it's up to Duke to send them back packing.
Big difference: Someone talks sense to George Broussard, that his hungry little baby does not need everything and the kitchen sink stuffed into it. Duke keeps its weird, goofy action tone and doesn't spread itself too thin trying to cover all bases.
Reception: While the game is far from perfect, it's generally well-regarded as a return to form for Duke and is widely accepted. Furthermore, it doesn't feel like the game spreads itself too thin.

If they just released that thing in a half-finished state in 2001 we'd have plenty of GREAT Duke Nukem games by now. And two or three bad ones.

The character has nuance, no joke. Gordon Freeman levels of unsung subtlety.
 
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