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Games that were released blatantly unfinished

Some of you have no clue what unfinished means.

Sonic 06 literally has portions of gameplay systems still in the game that they abandoned during development which serve no function. For example, there is dialogue referring to a leveling mechanic for certain items that don't actually possess that ability. Sonic has a action meter that never depletes. Defeating enemies grant you "chaos drives", which would have leveled up said items and abilities, but don't. The manual that shipped with the game still references items that weren't in the game.

THAT is an unfinished game.

Games with things you didn't like or were too short or felt rushed aren't really unfinished products.
 
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I'm kinda shocked this hasn't been mentioned yet!
DF basically gave up on it!

So much wasted potential. :(
 
Spyro Enter the Dragonfly

Missing a ton of content that was planned for launch, had long load times, frame rate issues and glitches.

First one that came to mind for me, shame it took so many pages to mention.

Straight from Wikipedia:

The game was originally going to be about Gnasty Gnorc coming back and teaming up with Ripto so that the two could steal all of the dragonflies from the dragon realm. The game was to contain around 120 dragonflies to collect, over 25 levels, a framerate of 60 frames per second and fast loading times. However, Universal Interactive forced the developers to rush on developing the game in order to be available by Winter 2002 (with this being the only title that both studios ever produced), and therefore it suffers from an inconsistent framerate, long loading times, graphical glitches, sound issues and lock-ups. Additionally, Gnasty Gnorc does not appear anywhere in the game at all (but is mentioned by Ripto in the intro), there are only nine levels for the player to explore (all of which are in one hubworld) and only 90 dragonflies for the player to collect. Also, the popular characters Moneybags and Bianca appear just once each in the whole game; Bianca at the very beginning (where she mysteriously disappears afterwards and does not return until the player finishes the game) and Moneybags in the Dragonfly Dojo level where he charges Spyro gems for his assistance.
 
Even after all these years, Ultima IX remains the low water mark for unfinished game releases. At least for me.

Heartbreaker
I still have that giant box filled with goodies. :-(

It ran like shit, looked dated and really fell short of expectations. I didn't think Pagan was all that good either, tbh.

Good to see Trespasser mentioned. It's a piece of
gaming history
. It's a terrible game everyone interested in the technical side of gaming should play.

Most Total War games released in the past would also qualify.
Am I the only one that loved the game? It was janky as hell and clearly not ready but it had an incredible sense of tension, scale and atmosphere. The first parts weren't great but I'll never forgot the abandoned living quarters, the lab, claiming up the mountain, etc. The strange AI made for some frightening situations, weirdly enough.
 
Infinity Undiscovery. Weirdly placed invisible walls everywhere, a lot of reused assets, and a really small game world. A lot of what they initially wanted to do in the game was abandoned, such as a day/night cycle.

And from the looks of it, Star Ocean 5.

Both clearly needed another year of development.

RIP tri-Ace
 
Going to go with MCC as well. Game was not even close to ready for release, and I was only interested in the single player.

Checkpoints not registering, glitches and crashes.

Don't even start us on the multiplayer.

Such potential practically ruined the franchise because it wasn't ready for release.
 
Some of you have no clue what unfinished means.

Sonic 06 literally has portions of gameplay systems still in the game that they abandoned during development which serve no function. For example, there is dialogue referring to a leveling mechanic for certain items that don't actually possess that ability. Sonic has a action meter that never depletes. Defeating enemies grant you "chaos drives", which would have leveled up said items and abilities, but don't. The manual that shipped with the game still references items that weren't in the game.

THAT is an unfinished game.

Games with things you didn't like or were too short or felt rushed aren't really unfinished products.

Thank you. Jesus.

Yet another "I DON'T LIKE THING" thread.
 
I hated what little of the order 1886 I played, but it is not an unfinished game. Just a missed oppurtunity as it so bland and unoriginal. What is there, at least technically is polished.

MGSV wasnt 'blatantly' rushed out. Chapter 2 might have been cut down by Konami/Kojima feud but the rest of the game is complete and very dense - they even shoddily put closure to chapter 2. If you find it repeatitive - that is understandable. But, the gameplay systems and what little story we have - is feature complete with some cut corners.
 
I don´t agree with OPs examples, but under that premise I guess the first one that popped to my head was Dark Souls. The game is an amazing experience up until the O&S fight. But after that...

Oh and I didn´t even mention all the problems with the PC port. THAT´s an unfinished game.
 
Man I can't believe some people think that a game filled with bugs and issues that stop the game aren't unfinished games.

Sure, games with showstopper bugs that actually prevent you from finishing the game can certainly be called unfinished but otherwise every game has bugs. Bethesda games more than most but they are still feature complete and content complete usually.

Unfinished would be something where certain mechanics don't work, locations are missing or noticeably underdeveloped. That Sonic game mentioned in this game seems like a great example. By comparison MSGV is feature complete but relies on repetition to hide that on the content side they had no option but to rush development for chapter 2. If they had been more clever about it they could've stopped the game after chapter 1 and released a chapter 2 later as a DLC when they had time to actually make a proper one.
 
Demon's Souls

Where the fuck is my remaster with the last archstone finished...come on, I'd give my pinky finger for it in some Yakuza ritual.
 
Nothing related to game mechanics, but the ending of Sleeping Dogs felt extremely rushed and unsatisfying to me. Loved the game, though.
 
Star Fox Adventures is pretty unfinished. There is a treasure trove of cut and unused content still on the game disc, including a significant portion of maps and (text) dialog from the Nintendo 64 Dinosaur Planet game. I think there are still ongoing projects to sift through everything.

Nintendo was apparently (as I've heard) both vague and strict about how Rare was allowed to use Star Fox, leaving Rare highly frustrated. They eventually ran out of money and the back half of the game really starts to fall apart as you near the end. The game builds up to a final encounter with the big bad, General Scales, and even starts a boss fight, but as I remember, the moment you target or otherwise damage General Scales
Andross comes out of nowhere and you just refight the final boss from Star Fox 64 instead. Scales is never mentioned ever again even though literally nothing happened to him.

At the very least, one final Krazoa test is referenced in the game's code that doesn't exist. "The Test of Sacrifice," I believe? I forget. There's also a bunch of unimplemented cheat codes referenced to be unlockable with cheat coins that don't work.

TCRF has some of this archived, but most of it isn't. I think there's a huge thread on the TCRF forums on Rusted Logic where they were digging some of this stuff out.
 
Some of you have no clue what unfinished means.

Sonic 06 literally has portions of gameplay systems still in the game that they abandoned during development which serve no function. For example, there is dialogue referring to a leveling mechanic for certain items that don't actually possess that ability. Sonic has a action meter that never depletes. Defeating enemies grant you "chaos drives", which would have leveled up said items and abilities, but don't. The manual that shipped with the game still references items that weren't in the game.

THAT is an unfinished game.

Games with things you didn't like or were too short or felt rushed aren't really unfinished products.

Sonic 2006 and Sonic Boom are both unfinished because the latest build got corrupted so they had to go back to a beta build and finish that one up. It seems Sonic is cursed.
 
The game that was released was finished or at least as they planned. Only there was a mess with the online side of the game that caused the ...well, disaster it did. But the content that was planned for release was thete.

The backbone for the online and community features wasn't completed until months after release, and the game was missing basic content and modes shown in promotion leading up to that point, including things like race replays, the weather effects, and photo modes.

It's really hard to say Driveclub was released as a finished game.
 
Star Fox Adventures is pretty unfinished. There is a treasure trove of cut and unused content still on the game disc, including a significant portion of maps and (text) dialog from the Nintendo 64 Dinosaur Planet game. I think there are still ongoing projects to sift through everything.

Nintendo was apparently (as I've heard) both vague and strict about how Rare was allowed to use Star Fox, leaving Rare highly frustrated. They eventually ran out of money and the back half of the game really starts to fall apart as you near the end. The game builds up to a final encounter with the big bad, General Scales, and even starts a boss fight, but as I remember, the moment you target or otherwise damage General Scales
Andross comes out of nowhere and you just refight the final boss from Star Fox 64 instead. Scales is never mentioned ever again even though literally nothing happened to him.

At the very least, one final Krazoa test is referenced in the game's code that doesn't exist. "The Test of Sacrifice," I believe? I forget. There's also a bunch of unimplemented cheat codes referenced to be unlockable with cheat coins that don't work.

TCRF has some of this archived, but most of it isn't. I think there's a huge thread on the TCRF forums on Rusted Logic where they were digging some of this stuff out.

Yep, when Iwata came in in 2002, one of his first actions was to expedite development of all the big Gamecube games then in development, with Mario Sunshine, Zelda: Wind Waker, and Star Fox Adventures being the most affected.
 
Mario Tennis Open. Needed an extra year in development and it would have been amazing. Instead we got a pretty graphics engine married to solid Tennis gameplay, but little content of actual meaning.

ITT we post examples of games that were shoved out the door, and it shows.

There was a period early in the GameCube era where Nintendo seemed to be rushing everything in a decidedly un-Nintendo-like fashion. Examples:

Mario Sunshine -- only 7 levels compared to Mario 64's 15, the last level in the volcano is ridiculously annoying (did they even test that boat?), final boss and ending are perfunctory and lame, and the game is massively padded with Blue Coin hunts where you just blast every surface of every level with water and hope a coin pops out. Also, the camera is abominable (that ferris wheel and the hotel area, holy shit) and the swimming physics are total garbage.

Zelda: Wind Waker -- the game takes forever to really begin, since after the tutorial area, you must go through a really shitty forced stealth section. Then, you have to collect 3 medallions, but there's only 2 dungeons; the water medallion is just abruptly given to you. Sailing anywhere takes way too long. You can explore, but there's not much to find except Rupees. Then there's the infamous second half of the game; at one point, you have to go to ice and fire themed islands, which suggests two more dungeons; but instead, you just sail up to them, grab the item at each one, and leave. In the last act, the plot grinds to a halt, and you have to spend a few hours fishing for Triforce pieces. After that's done, you go to the last dungeon, which is just lame; here's all the boss fights again, but in black and white. What fun!

Star Fox Adventures -- We will never know how this game would have turned out if Rare had been allowed to release it as an original IP on the N64, as planned. As released, the whole game is one boring fetch-quest after another. It wants to be Zelda, but has only 2 or 3 areas that are fully-featured "dungeons" in the Zelda sense; also, there's only about 3 boss fights; you don't even fight the main bad guy! Instead of bosses, there's a few minigames, like the "test of fear" or whatever that damn button-mashing shit was. It's not even a good Star Fox game, since the flight sections that mimic Star Fox 64 are short, simple, and dull.

Good thing Nintendo got over that phase pretty quick.

Name more.

I don't think you're being fair on Wind Waker outside of the late-game where two dungeons were acknowledged to have been removed.

The stealth section was intentional - the original reveal of the game at Spaceworld even acknowledged it would be in the final game! Not really something thrown in to pad out the experience.

And the Great Sea had one island/attraction in every grid square. Nintendo was more limited by how they separated each location into a separate load in/load out sequence.

I think Wind Waker needed more content, but I never really felt like it was unfinished when I was playing it at the time (coming fresh off Majora's Mask 1-2 years earlier).

You could make a similar argument for Majora's Mask after all, and that game had a year's development cycle. But yeah, Wind Waker did have less content than it could have had, but not to the extent you lay out.

As for Mario Sunshine, some of the points you mention are intentional design decisions rather than evidence the game was unfinished (e.g. swimming physics)
 
Broken Sword 4. The game had a rushed ending and some of the locations on the map were inactive (they didn't bother removing them). Worst BS game imo.
 
You mean Warlords of Draenor, right?

Well, you could argue WoW Vanilla wasn't completely done, with Silithus being completely empty and T2 items simply being recolors of T2 or several skilltrees needing a complete rework and stuff like that. But it still was probably more finished than many other games that were mentioned here.
 
Mario Tennis Open. Needed an extra year in development and it would have been amazing. Instead we got a pretty graphics engine married to solid Tennis gameplay, but little content of actual meaning.



I don't think you're being fair on Wind Waker outside of the late-game where two dungeons were acknowledged to have been removed.

The stealth section was intentional - the original reveal of the game at Spaceworld even acknowledged it would be in the final game! Not really something thrown in to pad out the experience.

And the Great Sea had one island/attraction in every grid square. Nintendo was more limited by how they separated each location into a separate load in/load out sequence.

I think Wind Waker needed more content, but I never really felt like it was unfinished when I was playing it at the time (coming fresh off Majora's Mask 1-2 years earlier).

You could make a similar argument for Majora's Mask after all, and that game had a year's development cycle. But yeah, Wind Waker did have less content than it could have had, but not to the extent you lay out.

As for Mario Sunshine, some of the points you mention are intentional design decisions rather than evidence the game was unfinished (e.g. swimming physics)

Majora's Mask felt like a way more complete game than Wind Waker, probably because it used the OOT engine to save time.

Also, regarding the swimming in Mario Sunshine, I think it's more likely that the relative absence of swimming in the game (despite the omnipresence of water) is because it sucked, and was downplayed accordingly.
 
Just Cause 3 was damn near unplayable when it released. It still isn't fully functioning even now.

Walking Dead: Survival Instinct is another one that looked like it was a horribly rushed game.

Ah yes, forgot about that one. Gameplay looked horrible.

Also: Fallout 4 the thread. It is maybe a bit harsh, but releasing a game in that state is a no go. Months later and after countless patches it still is not stable. Enter buildung to crash to Dashboard.
 
under these circumstances one should mention UC 3.
you could almost feel that before entering the lost city some puzzle or other exploration thing was missing.

UC 3 as in Uncharted 3? I think this is a stretch. I never once got the feeling that this game was unfinished. There certainly were things removed, but more likely because they didn't mesh or didn't meet their quality standards, not because they were running out of time.
 
Am I the only one that loved the game? It was janky as hell and clearly not ready but it had an incredible sense of tension, scale and atmosphere. The first parts weren't great but I'll never forgot the abandoned living quarters, the lab, claiming up the mountain, etc. The strange AI made for some frightening situations, weirdly enough.

I do love Trespasser, I've played it through several times. I still have the original CD. I got it from some random bundle with a lot of old and unwanted games. That was probably a couple years after the actual release.

I love the narration by Attenborough, and how the game really opened up the lore behind Site B.

https://www.youtube.com/watch?v=bv2nklTyq9Q

The sound design was fantastic and ahead of its time in some aspects. Nowadays the game feels like a forebearer of walking simulators and survival horror games.
 
I do love Trespasser, I've played it through several times. I still have the original CD. I got it from some random bundle with a lot of old and unwanted games. That was probably a couple years after the actual release.


I love the narration by Attenborough, and how the game really opened up the lore behind Site B.

https://www.youtube.com/watch?v=bv2nklTyq9Q

The sound design was fantastic and ahead of its time in some aspects. Nowadays the game feels like a forebearer of walking simulators and survival horror games.
My man!

Yes, I also have the original disc (and cardboard box).

I agree that it feels like something we might find on Steam today. Very modern in what it was attempting to do.

And, yes, the narration and sound design in general was awesome.

One of my fondest memories involves the small settlement town that was built with the visitors center, the houses, and various other buildings. Raptors were patrolling all over the place but couldn't enter the smaller buildings and I recall being chased between buildings by those things which could kill you immediately. Since the game was so systems driven AND buggy, you could come up with a lot of creative ways to avoid them. It was pretty damn thrilling at the time.

The quiet moments of exploration were great too.

I feel that it was simply let down by its ambitions - there is no way they could achieve what they wanted to achieve on the PC hardware of that day.
 
My man!

Yes, I also have the original disc (and cardboard box).

I agree that it feels like something we might find on Steam today. Very modern in what it was attempting to do.

And, yes, the narration and sound design in general was awesome.

One of my fondest memories involves the small settlement town that was built with the visitors center, the houses, and various other buildings. Raptors were patrolling all over the place but couldn't enter the smaller buildings and I recall being chased between buildings by those things which could kill you immediately. Since the game was so systems driven AND buggy, you could come up with a lot of creative ways to avoid them. It was pretty damn thrilling at the time.

The quiet moments of exploration were great too.

I feel that it was simply let down by its ambitions - there is no way they could achieve what they wanted to achieve on the PC hardware of that day.

It's amazing hos much was left commented out in the source code for Trespasser. There were a lot of plans for the Dinosaur AI that never got implemented because they didn't have the time or resources to do it. But the final game does have a lot of modern conventions when you look at it. Two weapon limit, full body awareness (well partial body here), a weird control scheme that tried to do something new and innovative and it does have moments of a walking simulator with those Hammond logs. Such an ambitious game that just couldn't follow through. But the developed that worked on it were all very talented though.
 
Has anyone said Demons Souls, the 5th archstone?
No, because Demon's Souls is not an unfinished game.

Cut content != unfinished. Every game has cut content. Every one of them. Hell even Uncharted 4 had cut content, is it "unfinished"? Of course not.

I'd argue Xenogears might straddle the line between "rushed" and "unfinished". Disc 2 was clearly not what the developer intended it to be and they had to rush it out because they ran out of budget, and that certainly sucks. But, the final product that came out is complete, there are no broken mechanics, the story is wrapped up, and so on. But, I could see why it's arguably unfinished.

A real example of an unfinished game would be Slain! which came out recently. Even the devs admitted it should have come out in early access instead but they felt bad about the delays and pushed it out too soon. And they've worked hard on patches to fix core components of the game.
 
Huge environments and detailed backgrounds with an almost empty feeling and a dramatic lack of plot progression. It's quite clear that it was destined for more yet funding/time ran out. Glad it was released (as opposed to being condemned to Dev Hell), but wish it had achieved its ultimate vision.
 
MGSV. The 2nd chapter is where you see they were rushed to put it out and then when you find out they didn't even get anywhere close to finishing the 3rd so they slapped a bullshit ending on an an already incomplete chapter 2.
 
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