What Could Have Been/Video Games: Difference between revisions

Rescuing 4 sources and tagging 4 as dead. #IABot (v2.0beta9)
(Rescuing 1 sources and tagging 2 as dead. #IABot (v2.0beta9))
(Rescuing 4 sources and tagging 4 as dead. #IABot (v2.0beta9))
Line 18:
** Jenova is a ''massive'' change from it's original concept, as explained in "Another Hypothesis". Initially, Jenova was supposed to be a [[A Worldwide Punomenon|gene]] that was a part of every person, and that Aeris could use this power naturally because she's a Cetra. Shinra's methods for creating SOLDIER are the same as the final product, but they, along with Sephiroth, were [[What Do You Mean Its Not Symbolic|"awakened" beings]] with the gene. The Turks would be the people who were able to ''sense'' the usage of Jenova, and they would bring the subjects back to Shinra for experimentation.
* [[Final Fantasy VIII|Edea]] was originally conceived as a ''[[Final Fantasy VII]]'' character; most likely a humanoid version of Jenova given her personality in the final game.
* Concept art of ''[[Final Fantasy IX]]'' shows two protagonists named [http://images3.wikia.nocookie.net/__cb20090728152351/finalfantasy/images/1/1f/EarlyFFIX-Bahamut_Dragoon_and_Leviathan_Dragoon.jpg Bahamut Dragoon and Liviathan ''[sic]'' Dragoon], and a bunch of characters using more traditional job classes from the earlier titles (some examples [http://images1.wikia.nocookie.net/__cb20090512185447/finalfantasy/images/8/87/FFIX_Job_Artwork_1.jpg here] and [http://images1.wikia.nocookie.net/__cb20090512185447/finalfantasy/images/6/68/FFIX_Job_Artwork_2.jpg here]{{Dead link}}). The art style also resembled that of ''[[Final Fantasy Tactics]]''.
** The concept art for the "Rat Knight" ended up becoming Fratley and Freya, with genders changed and motivations split down the middle.
*** It's also kind of hard to not think of Amarant when looking at the Elementalist guy.
Line 284:
** The biggest instance of all is the fact that originally, the [[Karma Meter]] for the game would alter Mickey's appearance as you used Paint or Thinner more, or balanced both. This was changed as Scrapper Mickey (who looked more ratlike and with a nasty grin), who was the result of using Thinner a lot more, was too drastic-looking for fans of [[Mickey Mouse]].
** Not to mention that a level based on Alice's Curious Labyrinth (from Disneyland Paris) was scrapped due to the [[Tim Burton]] film, ''[[Alice in Wonderland (film)|Alice in Wonderland]]'', coming out at the time.
** Originally, the final boss of the game was The Storm Blot. This was basically Oswald as the Shadow Blot after Oswald sided with the Blot to get revenge on Mickey Mouse. This results in a rather [[Darker and Edgier|twisted and crazier]] take on the Lucky Rabbit, especially when [http://images.wikia.com/epicmickey/images/0/0a/Epic_mickey_storm_blot_by_hamilton74-d37hkgg.jpg pictures]{{Dead link}} show that he seems to be using other Disney characters as sources of power, including the Genie, Dopey, Clarabelle Cow, and Horace Horsecollar. [http://images2.wikia.nocookie.net/__cb20110527014705/epicmickey/images/thumb/2/2d/Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg/441px-Epic_mickey_storm_blot_by_hamilton74-d3ewbnz.jpg Another picture]{{Dead link}} shows that the Storm Blot spawns Spatters, similar to the Shadow Blot. This suggests that during the game's development, the team decided to make Oswald more of a good guy than a villain, thus having the Shadow Blot take his place.
* ''[[Eternal Darkness]]'' was originally planned to be an Nintendo64 game, but promoted to the [[Game Cube]], which allowed it to go from prerendered backdrops to realtime ones while not sacrificing any detail. Also, a few characters who were planned to be playable were relegated to NPC roles in other characters' stories, notably the temple guard in Ellia's and the templar knight in the cutscene before Roberto's.
* Supposedly, the person first considered for the role of ''[[Fallout 3]]'''s [[President Evil|President John Henry Eden]] was none other than [[Bill Clinton]].
Line 290:
** Several ideas from Van Buren would eventually be implemented in ''[[Fallout: New Vegas]]''.
* ''[[Final Fight]] Streetwise'' was originally intended to have Sodom and Poison appear. They were abandoned later in development.
* [https://web.archive.org/web/20130516085231/http://www.serenesforest.net/general/designer4_3.html Shouzou Kaga's original plans] for ''[[Fire Emblem]]: Geneaology of the Holy War''. Among them were the possibility of all the female characters surviving or being revived by the power of Forsety, the game being split into three parts (part 3 would be the children reuniting with their parents), and Yurius surviving and being returned to his original self by [[The Power of Love]].
* ''[[Freedom Fighters (video game)|Freedom Fighters]]''. Despite a clear ending with a sequel clearly brought up, and even an announcement of a sequel, developer Io never really gained any ground.
* ''[[Freedom Force]]'' originally was planned as a series where each game would be a different decade of comics history, leading up to the present. Instead they made a time-traveling second game with a few golden age heroes and one later-styled character with death powers, and then they hit it big with ''[[BioShock (series)]]'' with no indication they'll ever go back to the IP.
Line 304:
** An interview with GamePro had the director of God of War III reveal how the directors of GOW I and II (David Jaffe and Cory Balrog respectively) would have ended the franchise. The latter would have Kratos become [[The Grim Reaper|Death]] while the former would have Kratos set his sights on the Norse pantheon after slaughtering the Greek one.
** Another plot element cut from the first game was a puppy for Kratos to act as a literal [[Morality Pet]], eventually turning into a massive Cerberus-like beast and forcing Kratos to [[Shoot the Dog]]. They decided it was just too cruel to put it in.
** Two more elements cut from the third game: an [https://web.archive.org/web/20131007145358/http://gamevideos.1up.com/video/id/32050 expanded final battle] where {{spoiler|Gaia attacks in the background as you fight Zeus}}, and [https://web.archive.org/web/20131007144911/http://gamevideos.1up.com/video/id/32049 a puzzle involving Ixion], who was tied to a wheel in Hades for trying to kidnap Hera. According to Stig Asmusen, these elements were removed so the team could focus on making the rest of the game fuller and more epic.
* ''[[GoldenEye 007 (1997 video game)|GoldenEye 64]]'' went through several different ideas that were scrapped prior to its release. Chief among these were its transfer from the SNES (where it was first announced for) to the Nintendo 64. Aside from a host of [[Dummied Out]] mission objectives and modes, the game was originally intended to be an on-rails shooter (in the style of ''[[Virtua Cop]]''), and several levels (like Frigate and Silo) were designed with this style in mind - which also explains why they are so linear. Remnants of a planned "Casino" level also exist in the game code (with items like sticky cameras, playing cards and chips), suggesting that there were plans to have a casino-themed stealth level in the game.
** There was also a planned HD port of the game for the Xbox 360. The only problem was that Microsoft, Activision and Nintendo couldn't work out the licensing rights for the game. The worst part, though? ''[http://www.youtube.com/watch?v=yXWls4S_qu8&feature=player_embedded#! The port was already finished!]''
Line 348:
* Many ''[[King's Quest]]'' fans feel that ''Mask of Eternity'' was an unsatisfactory conclusion to the series, both because of its radical ''[[Genre Shift]]'' and the fact that it had little to nothing to do with the rest of the series. The end product turned out to be radically different from original designs. The main character would have been a statue that had come to life rather than a village tanner, some characters (such as the swamp witch) had much larger or entirely different roles, and the game world was a lot lighter and cheerier, matching the rest of the series more than the darker final product. And one can only imagine what could have happened if the game had stayed as a lighthearted point and click adventure like the rest of the series rather than the [[Darker and Edgier]] hack and slash RPG it ended up as.
* ''[[Kingdom Hearts]]'': According to Tetsuya Nomura in a [[No Export for You|Japan-only book]], Axel was originally supposed to die in the Prologue of ''[[Kingdom Hearts II]]''. However, his popularity [[Saved by the Fans|with both fans]] and the staff caused him to stick around for most of the game [[Breakout Character|and beyond.]]
** Additionally, he stated that his original idea for a weapon that became the Keyblade didn't start as a key, but something more like ''[[Chainsaw Good|a chainsaw]]'', but that got an [[Executive Veto]]. Also, at the same time that weapon design was there, Sora was originally designed as a [http://images2.wikia.nocookie.net/kingdomhearts/images/d/de/Lion-Sora-Chainsaw.jpg lion-type character]{{Dead link}}, reminiscent of [[Final Fantasy IX/Characters|Zidane]].
** Some other ideas were that worlds like [[The Lion King|the Pride Lands]] were originally supposed to appear in the first game but they didn't have the tech to make it, some unused sprites for ''358/2 Days'' show that a [[Pinocchio (Disney film)|Pinocchio]] world had been planned, but removed for unknown reasons, and ''Birth By Sleep'' has remnants of a world based on ''[[The Jungle Book (Disney film)|The Jungle Book]]'' [[Dummied Out]].
** Also, the ''[[Kingdom Hearts II]] Final Mix Ultimania'' (Japanese guidebook), shows that Nomura originally planned for the final boss fights to be alot different than how they turned out: Xemnas, after absorbing power from Kingdom Hearts, was to meld into a [http://kingdomhearts.wikia.com/wiki/File:King.png giant Transformer-esque creature]{{Dead link}} and, upon defeat, transform into a more [[Nightmare Fuel|distorted]] [http://kingdomhearts.wikia.com/wiki/File:Kentauros.png version.]{{Dead link}} This idea was nixed and instead we got the dragon-fortress/armored Xemnas and black-and-white coat Xemnas battles.
Line 479:
* In late 2009, ''[[NBA Jam]]'' co-creator Mark Turmell revealed that he was working on a ''[[Smash TV]]'' remake at the time his former employers at Midway Games went bankrupt. The project died, and Turmell was hired by [[Electronic Arts|EA Tiburon]] shortly thereafter.
* "[[Soulcalibur V]]" had a single player campaign that was supposed to be 4 times as long featuring more of the characters but much was cut due to time contrains.
* ''[[Splinter Cell]]: Conviction'' changed drastically from the time it was announced (in 2007) to when it was released in 2010. In 2008, Ubisoft Montreal put the game on hold and completely overhauled it, changing almost every element as a result. Reportedly, Ubisoft did this because of fears that the gameplay was too similar to ''[[Assassin's Creed|Assassins Creed]]'' (also a Ubisoft title). The original character design for Sam Fisher had him looking like [https://web.archive.org/web/20150523011135/http://www.platformnation.com/wp-content/uploads/2009/04/img_6764_conviction_5.jpg a homeless man], who sported a hoodie and a large amount of facial hair, and carried a small satchel on his back (in the final version, he simply wears a more casual variant of his normal attire). The “social stealth” gameplay (wherein Fisher could use items, furniture and people in the environment as tools to distract the authorities, not to mention being able to hide under tables) was also removed, and replaced with a cover system that measured how long an enemy saw you for, and a ghost of your “last known position” that would distract enemies. Also, according to beta gameplay seen at the [[UBI Days]] game convention, Sam would have to outwit ordinary policemen and bystanders who wanted to take a shot at him. In the final version, he just goes up against conventional terrorist forces and {{spoiler|Third Echelon troops}}.
** The story changed as well. Sam was originally supposed to spend the entire game clearing his name (after the events of ''Double Agent'') and trying to find out who killed his daughter. In the final version, {{spoiler|he finds out that his daughter is still alive in the second mission, and he has to stop a terrorist plot that involves members of Third Echelon}}. The beta also had “memento sequences” you would activate at certain points to get flashbacks. In the final version, these sequences are automatically played on walls as you progress through a level.
* ''[[Spore]]'' originally had a much different interface, procedurally generated content for many more things, an underwater part, more complexity, more animal behaviors. Look at what everyone expected [http://www.youtube.com/watch?v=IQvswZ39vq0 here]. <br />Maxis had two groups of people that wanted to shape ''Spore'': those who wanted it to be scientific, and those who wanted it to be "[[Viewers are Morons|accessible]]". According to [[Word of God|Will Wright himself]], the game had to be retooled, because the first group was winning, and ''it wasn't fun at all''.