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Radically redesigned/overhauled games prior to release?

Wasn't Splinter Cell Conviction originally gonna be open world, heavily borrowing mechanics from Assassins Creed? Then delayed because it was too much like Assassins Creed?
 

Alo81

Low Poly Gynecologist
That's just lightning. I doubt it was ever significantly different than its final release.

Lighting used to be a huge game mechanic. The torch was implemented for a reason originally. In the final game its mostly useless, but with the original lighting there was some actual, real severe darkness which meant you needed a torch, which meant you were stuck fighting handicapped with only one arm if you wanted to see enemies.

Think of someplace like Blighttown from DS. It would be significantly less memorable if it wasn't for that poison floor. It gave the area a real sense of dread and an anxiety that you need to hurry to make it out alive. Now imagine if that was just stripped out.

That happened throughout a lot of Dark Souls II. I played through the entire game on PC and I absolutely loved it. On a second play through I used a ENB lighting mod that reintroduced true, actual darkness and many parts of the game played hugely different.

Huntsmans Copse was hugely tense and exciting because of the darkness. That sense of walking through a dark forest with only your torch to guide your way. Seeing monsters appear from just outside the darkness. A strange mist falling from above poisoning you. It was terrifying and magnificent. Imagine a player who goes through the whole game turtling with sword and board. It would force them out of their comfort zone of the shield and they would need to actually learn to time dodges and manage to keep the torch lit.

It isn't simply a lighting change, because the lighting itself was a gameplay mechanic and it shows in the final product.

that gen7 SSX reboot had a change in tone , right?

I believe it was way grittier. I remember there like being guns or something else equally ludicrous.
 

Sciz

Member
Borderlands would be a case of the graphical heavy change. There was no cell shading initially when the game was announced. But it's pretty crazy to think of that game without its cartoony cell shading at this point.

Here is the video from E3 '08 showing the game before the cell shading was added. Very different vibe.

The maps in that video don't even exist in the final game. There's a ton of old audio/video assets sitting around in the files as well. Whatever game structure they were originally planning seems to have been completely scrapped alongside the original art, and the remaining assets quickly cobbled together into the plotless frankengame that released. Wish we'd seen more of it before the overhaul.
 
Wasn't Splinter Cell Conviction originally gonna be open world, heavily borrowing mechanics from Assassins Creed? Then delayed because it was too much like Assassins Creed?


IIRC, the very earliest development period of Splinter Cell Conviction eventually became the first assassins creed, or at least they based on the same prototype. I'm not totally convinced because the release of conviction and AC were originally going to be the same month/year, but the original idea of conviction was essentially a modern Assassins Creed. Hiding in crowds, open worlds, visceral hand-to-hand combat...either way, I'm happy they canned it.
 

epmode

Member
Lighting used to be a huge game mechanic. The torch was implemented for a reason originally. In the final game its mostly useless, but with the original lighting there was some actual, real severe darkness which meant you needed a torch, which meant you were stuck fighting handicapped with only one arm if you wanted to see enemies.

Think of someplace like Blighttown from DS. It would be significantly less memorable if it wasn't for that poison floor. It gave the area a real sense of dread and an anxiety that you need to hurry to make it out alive. Now imagine if that was just stripped out.

That happened throughout a lot of Dark Souls II. I played through the entire game on PC and I absolutely loved it. On a second play through I used a ENB lighting mod that reintroduced true, actual darkness and many parts of the game played hugely different.

Huntsmans Copse was hugely tense and exciting because of the darkness. That sense of walking through a dark forest with only your torch to guide your way. Seeing monsters appear from just outside the darkness. A strange mist falling from above poisoning you. It was terrifying and magnificent. Imagine a player who goes through the whole game turtling with sword and board. It would force them out of their comfort zone of the shield and they would need to actually learn to time dodges and manage to keep the torch lit.

It isn't simply a lighting change, because the lighting itself was a gameplay mechanic and it shows in the final product.

You explained this very nicely.

The incredibly repetitive textures and lack of detail in several areas also lends credence to the idea. Why would the developers spend time polishing every nook and cranny of a pitch black area? I'd love to read an actual post-mortem.

Dark Souls 2's downgrade still hurts.
 
Team Fortress 2 and Borderlands had huge art style changes. TF2 much moreso.

mll1fvx.jpg

Well it took them years to release TF2 since that redesign lol.
 
That's just assets and level design... was the combat ever truly different? Any substantial mechanics that were changed mid development? How many iterations did the story have?

Tanimura said:
Tanimura: Yes, this game actually went through quite a troubled development process. Due to a number of factors we were actually forced to re-think the entire game midway into development. We really had to go back to the drawing board and think once more about what a Dark Souls game should be. It was at that point that I took on my current role, overseeing the entirety of the game including the art direction. To ensure we created the game both we and the fans wanted it was completely necessary, but it did of course create a problem. We had to decide what to do with the designs and maps that had been created up to that point. Ideally we’d start again from scratch but of course we were under time constraints so instead we had to figure out how to repurpose the designs in our newly reimagined game. This meant everything from deciding new roles for characters to finding ways to slot locations into the world map. This unusual development cycle faced us with an entirely different set of problems and looking back on the project as a whole it was at times, arduous. Although I’m confident that none of this will be felt by the players and I’m completely satisfied with the final product. So while I don’t think we need to dwell on it too much, in the interest of giving a full count of the development process it’s something we can’t avoid touching on.

http://peterbarnard1984.tumblr.com/post/113163062955/dark-souls-2-design-works-translation
 
This is a massive simplification of what happened. The goo enemies for example were scrapped because the team couldnt find a clear and satisfying way to have faceless goo creatures telegraph themselves to the player not because Enemy Unknown came out.
http://www.polygon.com/features/2013/8/19/4614410/xcom-the-bureau-development-2006-2013

Either way you look at it though, the product we got was very different from what they had in mind starting out. I actually think too many people cried foul when it was originally announced. It still seemed to have many of the core ideas X-Com is about even though it was a different genre and setting.

The Bureau... not so much.
 
Legacy of Kain: Deadsun had most of the game scrapped with the MP reworked into Nosgoth.

Grasshopper's Lily Bergamo is being reworked into Let it Die, a F2P game for PS4 (crying shame)

(Likely already been mentioned) Devil May Cry was a RE game

You explained this very nicely.

The incredibly repetitive textures and lack of detail in several areas also lends credence to the idea. Why would the developers spend time polishing every nook and cranny of a pitch black area? I'd love to read an actual post-mortem.

Dark Souls 2's downgrade still hurts.

Didn't they fix the lighting in the next gen remaster? What a shitty cash grab

Destiny, the thread

Care to elaborate?
 
I can't find many details online, but I recall early magazine previews describing Dungeon Keeper as more of an CRPG, with a very robust first-person mode instead of the more or less gratuitous window dressing it became. Eventually it became a sort of "Command and Conquer in a dungeon," as Molyneux described it, at which point the development team decided to scrap it and try again (with Molyneux paying for the additional development). There was also supposed to be much more online emphasis, with the ability to play as the heroes in multiplayer (I remember reading after release that they were planning to patch this in) and a QuakeWorld-esque interface that would allow 64 dungeons to be linked together. This trailer from 1995 is all I can find online of the game's earlier iteration(s), and while it doesn't look much different from the final product, it's clearly a faster-paced game, and the first-person interface is a lot more complex. There's also a reference to "Mana," which was in DK2 but not in the shipped version of DK1.

I'm also a little surprised that Ultima IX hasn't been mentioned yet. There's lots of info out there about the game's various iterations, as well as some screenshots showing the abandoned isometric 3D version. Unseen64 has a decent overview.
 

halfbeast

Banned
don't have any pictures for it (don't know if there are any) but Flashback (the rotoscope 16 bit action adventure) was supposed to be a Godfather movie game.
 

timshundo

Member
The twilight realm/zones in Twilight Princess went from B&W to orange-y, saturated environments mid-development, shifting the definition of Twilight from the old B&W TV show to the period between day and dusk, probably for the better.

Someone should make a hacked version of TP with the black and white version intact.

R24ZAzi.jpg
 

injurai

Banned
Any one remember the original Borderlands Concept?

78160395152b5405216e9391061354c3.jpg

I still wish we got this game. I liked the atmosphere so much more. But I think they were afraid they would end up with a all too hollow post-apoc game, especially seeing how half-baked Borderlands 1 was.
 

Komo

Banned
Holy shit.

This could have... actually altered the entire course of videogame history.

EDIT: Wait, like the original version, or just a port?

Lead platform was always the PS2, but a Dreamcast port was planned. Here's some more early development shots of GTA 3!

The map also changed quite a bit too. (Top = Beta, Bottom = Final)
Portland had a nuclear power plant, Staunton Island had an airport and Shoreside Vale had proper suburbs.

I could honestly write an entire essay on the beta and alpha of GTA 3, because I find it so fascinating. Here's a great video on the topic by a well-established member of the GTAF community, and the thread where all the analysis goes on
 
Mario Sunshine went from 60fps to 30fps in literally the weeks leading up to launch.

Also, they took out the giant walking meatus.
 

Strike

Member
Dark Sector went from being something that resembled MGS in space into something more like Gears of War/Resident Evil. A lot of the stuff from the original concept made it into Warframe.
 

komojo

Neo Member
The original Grand Theft Auto was completely redesigned halfway through. I read about it in the book "Jacked."

It was originally called Race & Chase, and it had a realistic city simulation where you had to stop for red lights and got penalized for hitting pedestrians. One day one of the developers thought it was boring so on a whim they reprogrammed it so you got points for running people over. The rest is history.
 
Warcraft 3 was originally meant to be more of an RTS/RPG hybrid than what we wound up getting, which was an RTS where some of your units had a simple leveling/item system.

You have to wonder what DOTA and the MOBA genre as a whole would have looked like had Blizzard gone in one direction or the other with WC3. Would DOTA have even existed had WC3 gone full RTS and ditched the hero/item/leveling system completely? Would it have had much more complex RPG mechanics had they stuck to their original vision of "role playing strategy"?
 
Maybe this is in reverse to what the thread is but

Gladiator A.D.(concept) was to be the "Ryse" for the Wii during a time when Mature rated games were rare on the console....anything with blood people wanted to play. This was coming from High Voltage Software who were coming off the success of The Conduit with their Wii in house Quantum3 graphic engine

https://www.youtube.com/watch?v=IJ-3g3VM_iY



Then....supposedly, SEGA stepped in to published the game.

https://www.youtube.com/watch?v=hvvQX7O5LBc
It became kid friendly TOURNAMENT OF LEGENDS
 
Obligatory Dark Souls 2 post

I still remember taking the time on launch day to light all the torches in Things Betwixt because surely it was a puzzle and lighting all of them would do something, because the environment was light as day and there could be no other practical purpose for them. I didn't understand what happened until I got to the turtle knight tunnel in FotFG that I remember seeing in pitch blackness in the previews.
 

CLEEK

Member
What? How come?

Destiny was actually the month before.

https://www.reddit.com/r/DestinyThe..._destinys_content_completely_changed_over_the

TL;DR version: Destiny had its story changed dramatically.

Bungie initially announced Destiny would release in September 2013. The recent rounds of interviews for The Taken King confirmed that the story was completely changed in early 2013. Joe Staten, long time Bungie head writer and responsible for Halo lore, quit Bungie around this time.

The game got pushed a full 12 months, finally releasing in September 2014.

More late-development changes occurred, gutting the story and cut-scenes. The final release shoved all the lore and exposition to the Grimoire cards, with most of this stuff written very close (weeks) before launch. Grimoire Cards can't even be viewed in-game. You have to go to the Bungie site or use the companion app to read them. That says to me they were a very late stage inclusion. In addition to this. there were planets / areas shown in early reveals that were not in the final game, or the year one DLCs.

The Taken King's focus on a coherent story, fleshed about characters and extensive cut scenes and voice acting has been done in an acknowledgement of how much they the late-development changes fucked with the story in Vanilla Destiny.

Edit: got my years wrong!
 

Dicktatorship

Junior Member

Good God I had no idea Dark Souls 2 looked that great before launch. The difference between what we got and that is almost lawsuit worthy.

I know Bioshock Infinite has already been mentioned, but this video really makes me salty knowing that most of the problems I had with Bioshock Infinite were caused by content cuts. The levels look open, you could interact with the characters and the environment a lot more, skylines were more prevalent and the vigors actually seemed useful. What happened?

https://www.youtube.com/watch?v=6WUt5dEMt_Y
 
D

Deleted member 102362

Unconfirmed Member
Also the Half-life 2 beta leaked so Valve changed the story and Cut a bunch of assets.

http://half-life.wikia.com/wiki/Half-Life_2_Beta

This unfortunately popular rumor is completely false. The beta was a compilation of unfinished ideas, tests, and prototypes of enemies, levels, concepts, weapons, and more. Much of it had been cut even at that point, to the point where it's really more of a content dump than a game. The retail HL2 is the direction the game was inevitably going in, regardless of the leak.

Also here is the link to the wiki that actually gets updates.
 

Social

Member
I know Bioshock Infinite has already been mentioned, but this video really makes me salty knowing that most of the problems I had with Bioshock Infinite were caused by content cuts. The levels look open, you could interact with the characters and the environment a lot more, skylines were more prevalent and the vigors actually seemed useful. What happened?

https://www.youtube.com/watch?v=6WUt5dEMt_Y

Xbox 360 and PS3 happened, they had massive technical issues with the skyrail system thing. The areas were way too big for the limited amount of RAM they had to work with kn the consoles.
 

Alo81

Low Poly Gynecologist
I still remember taking the time on launch day to light all the torches in Things Betwixt because surely it was a puzzle and lighting all of them would do something, because the environment was light as day and there could be no other practical purpose for them. I didn't understand what happened until I got to the turtle knight tunnel in FotFG that I remember seeing in pitch blackness in the previews.

I really do recommend that if you have the DX9 version of the game on PC, you look into some of the ENB lighting mods.

enb_darkness_stairs_lighting_by_aloooo81-d90hf5j.gif


Vanilla | Modded​
No Light Source
______________
Light Source

 

But seriously, can we get a Fugitive-esque game? Instead of wasting a USA-sized map on racing games like The Crew, I imagine fleeing from the cops across the country, using spy tricks and social stealth to evade capture
 
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