Dead video game series/franchises you refuse to let go

90s arcade beat-em-ups. Fuck how rote they can be, Capcom put out some absolute gems, and they're a blast to play with friends. Red Earth, the D&D-licensed ones, and especially Alien vs. Predator. I know you can find the D&D ones on the PS store but that AvP's never been released is a goddamn war crime.

Konami had some great ones, too; X-Men, The Simpsons, and TMNT, the latter two of which have also never been dropped on a console.

And that's not even mentioning what kind of crazy shit a developer could put together with today's tech.

Bring back button-mashers, for fuck's sake.
 
Konami had some great ones, too; X-Men, The Simpsons, and TMNT, the latter two of which have also never been dropped on a console.

The Simpsons Arcade and TMNT were both on Xbox Live on the 360, but have been delisted. Luckily The Simpsons was also on PS3 and it's out there if you look for it. We're getting Streets of Rage 4 though. I wish it had Sonic Mania style high=end pixel art, but I can dig the hand-drawn thing too.

For my pick, Advance Wars was brought up a few pages back and I personally really liked Days of Ruin, even if it tried a little hard to be grimdark. Wargroove has been fun, but it's its own thing. Plus it has some of the same problem I had with AW:Dual Strike where you just build the big unit and win.
 
Does Ratchet and Clank count? Had the 2016 remake, but doubt that would have happened if not for the movie. They could always test the waters with a Crash/Spyro style remaster of Going Commando/Up Your Arsenal.
 
DS can't be over. Surely we can end the age of dark with the age of things. And instead of the ashen one, we have the thing guy. Dark Souls 4: the thingy lingy.
 
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I still, to this day, play Dance Dance Revolution on the PS2. Mainly because it is a more fun cardio workout than jumping on a treadmill. And since I have a ground floor apartment, I can play it for a while to tire myself out in the middle of the night when I can’t sleep. It has its purposes.
 
Duke Nukem- With GearBox sitting on it and lately looking to be nothing more then a one-trick-pony with it's Borderlands games, I'm wondering if this franchise they'd bought was only to finish up one game, rake in the money and then to let it die. They even pulled the plug (for a stupid reason) on the official fan made DN3D reimagining Duke Nukem Reloaded! Gearbox should just sell it to someone that cares (hell resell it back to it's old owners) otherwise why bother keeping it? Are they waiting for Borderlands to be run completely dry before they start caring about their other franchises?

L4D, Portal and Half-Life- Three extremely popular franchises Valve seemingly doesn't bother with anymore. Why, just why?
 
90s arcade beat-em-ups. Fuck how rote they can be, Capcom put out some absolute gems, and they're a blast to play with friends. Red Earth, the D&D-licensed ones, and especially Alien vs. Predator. I know you can find the D&D ones on the PS store but that AvP's never been released is a goddamn war crime.

Konami had some great ones, too; X-Men, The Simpsons, and TMNT, the latter two of which have also never been dropped on a console.

And that's not even mentioning what kind of crazy shit a developer could put together with today's tech.

Bring back button-mashers, for fuck's sake.

I'd love to see that genre make a comeback so badly.

I'd also love to see Syphon Filter make a comeback, but I'm unsure how well it would turn out in a post-Call of Duty era. Dino Crisis and Darkstalkers need to come back as well.

Also, I've mentioned several times that the Army Men franchise needs to make a comeback. While there are indie games and game mods with that theme, I think a proper AAA game would be good. Honestly, I'm surprised they haven't tried to bring it back with the popularity of Fortnite and similar Battle Royale games.
 
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90s arcade beat-em-ups.

kamitani worked on tower of doom and went to make dragon's crown, for other stuff you'd proably have to depend on indie devs, there's not really any money in that genre anymore. I was told double dragon neon is pretty good (at least the soundtrack), river city girls apparently isn't bad either but there was some sjw-drama last I heard.
 
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Playing Jet Force Gemini via Rare Replay, and I find myself enjoying it outside of the awkward character movements.

I tell you, Rare has a literal goldmine of abandoned IPs that should be brought back next generation. Shit, some of them have been gone for so long that they'd practically be the same as new IPs for a lot of people. Doesn't even have to be Rare themselves making them, just license some of them out like Microsoft did with Killer Instinct and Battletoads.

In the era of GamePass, I think some of those IPs could enjoy another chance to shine.
 
I refuse to let Golden Sun die. Not after how Dark Dawn ended. That series is so goddamn good yet Dark Dawn ends on a literal "the end?" It's mean.
 
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kamitani worked on tower of doom and went to make dragon's crown, for other stuff you'd proably have to depend on indie devs, there's not really any money in that genre anymore. I was told double dragon neon is pretty good (at least the soundtrack), river city girls apparently isn't bad either but there was some sjw-drama last I heard.
Fighting games pretty much killed the beat em up genre.

Sad since I like both.
 
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L4D, Portal and Half-Life- Three extremely popular franchises Valve seemingly doesn't bother with anymore. Why, just why?

Valve is one of the most frustrating things in gaming history, they had all that acclaim and highly devoted fanbase and they just.... walked away from all of it.

They pissed away what other developers would kill for, remember that cult following Gabe Newell used to have? When was the last time you noticed that? That's certainly gone away.

What's really upsetting to me is I can't go back and enjoy their past games, I get a sick feeling when I think about Valve to be honest and try to just kind of forget about them, I know going back to Half-Life and getting invested in the story and characters all over again would be too painful now knowing there will probably never be a continuation.

It really speaks to something very fucked about the video game industry that it was never about anything more to Gabe Newell than money, there was no artistic passion there, it's not like film making, where you have artists that simply want to continue making art and the finances are very secondary and yet they are able to continue and thrive, the video game industry is almost entirely controlled by assholes that care about nothing more than the bottom line.
 
Almost nothing. I feel like after a series gets to iteration 5 or so, it just becomes rehashed garbage and either needs a major reboot, or shit canning. When you think about it, within that length of time chances are tech has allowed for a lot more to be done as far as game play goes, as what was possible during the first iteration. Not only this, but a good number of the devs have likely either died, retired, or moved on by this point, so you're asking new people to step in, and continue where they left off, and it's not easy for any kind of artist (e.g. writer, author, etc) to step into someone else's work, and continue it.
 
Valve is one of the most frustrating things in gaming history, they had all that acclaim and highly devoted fanbase and they just.... walked away from all of it.

They pissed away what other developers would kill for, remember that cult following Gabe Newell used to have? When was the last time you noticed that? That's certainly gone away.

What's really upsetting to me is I can't go back and enjoy their past games, I get a sick feeling when I think about Valve to be honest and try to just kind of forget about them, I know going back to Half-Life and getting invested in the story and characters all over again would be too painful now knowing there will probably never be a continuation.

It really speaks to something very fucked about the video game industry that it was never about anything more to Gabe Newell than money, there was no artistic passion there, it's not like film making, where you have artists that simply want to continue making art and the finances are very secondary and yet they are able to continue and thrive, the video game industry is almost entirely controlled by assholes that care about nothing more than the bottom line.

It really didn't feel all that long ago when I saw nothing but constant praise for Valve. Praise that I agreed with for the most part, they made some damn fine games.

It just boggles the mind how they just threw that all away. The L4D games are abandoned entirely, Team Fortress 2 only has a small number of people working on updates from what I remember reading, and the last game they've made was a freaking Hearthstone knock-off nobody asked for.

And yeah, the game industry is run by people who clearly aren't passionate about games and are out of touch with what people actually want out of them. It's quite frustrating. I'd chalk it up to it still being a young medium as opposed to books and movies, but I honestly don't see any future for the industry that doesn't leave its core audience in the dust or where it becomes anything close to resembling what it once was.
 
Thief.

Thi4f was such a travesty. I keep holding out hope Edios will give the IP to a small team who can do a really good concentrated stealth game that is a continuation or spiritual successor or something. The current success or Doom-like retro games gives me a bit of hope that maybe they'll realise there is a market for it but man.

I know Dishonored exists but it's not the same. I want my morally grey thief who steals to survive and begrudgingly saves the world because if not, he won't live to steal again.
I feel as though the people who say Dishonored is a spiritual successor to Theif either never played or don't understand what made the game what it was. Every game that isn't pure twitch reflexes and/or memorization is, all things considered, a puzzle game. Theif's puzzle is about navigating a space while managing visibility and sound. In Dishonored you can teleport so the puzzle of navigating space is very different. You don't have to earn every inch. Two spaces of shadow broken up by three meters of lit area isn't a problem. You don't have to ask the question "If I go down there, how am I going to get out?".
Then the way you look at guards is different. In Dishonored you can easily take out any guard and their friends in one on one combat. You see a guard and you lament "I could kill them but I'm going for the good ending". In thief you see a guard and think "I don't want to expend resources taking this guy out, and I'll never win in one on one combat". Which is better at getting the player to think like the character? In thief combat is dangerous and killing begets more problems. You shoot someone with a broad-head arrow they're no longer a problem, but there's blood on the ground that you have to expend resources, namely your water arrows, to clean up. You buy your gear so every arrow sent from your bow is one you have to replace with the money you steal or get from your fence. You're a better thief if you don't fire any arrows and can save the cash.

In another thread talking about the game and honestly I'll take any excuse to talk about the Thief series. It's the best stealth series ever made, IMO, and in the way that light/sound interact have yet to actually be surpassed. Even the 2003 game, Deadly Shadows, was a solid entry in the series. Albeit it was easily the weakest of the three. I'm not going to talk about that abortion that came out in 2014, fuck that game and everyone who fucking made it.
Thief's stealth likely never will be surpassed, at least by a Triple A studio. I really like Thief and I wanted to make a spiritual successor so I did as much research as I could into how it ticks. Thief is a software rendered game, meaning lighting information is accessible in other areas of software. The light gem is updated based on how lit the area actually is, not by a guess from a raycast measuring distance to nearby lights. This isn't the case with GPU rendered games (nearly all modern games) where there's a bottleneck between the CPU and GPU. People simply aren't thinking in terms of using the actual lighting information as something the AI could use. Even if they were, the project manager would go "Are you crazy? We have the player rendering these PBR materials in 4k at 60 FPS with more particles in a frame than there are people in this city, and you want to render the scene again from the perspective of the guards? I don't care if it's lower res, 3 FPS, and only uses the depth map, a stencil map, and the lighting information, we don't have the resource budget for it."
 
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I feel as though the people who say Dishonored is a spiritual successor to Theif either never played or don't understand what made the game what it was. Every game that isn't pure twitch reflexes and/or memorization is, all things considered, a puzzle game. Theif's puzzle is about navigating a space while managing visibility and sound. In Dishonored you can teleport so the puzzle of navigating space is very different. You don't have to earn every inch. Two spaces of shadow broken up by three meters of lit area isn't a problem. You don't have to ask the question "If I go down there, how am I going to get out?".
Then the way you look at guards is different. In Dishonored you can easily take out any guard and their friends in one on one combat. You see a guard and you lament "I could kill them but I'm going for the good ending". In thief you see a guard and think "I don't want to expend resources taking this guy out, and I'll never win in one on one combat". Which is better at getting the player to think like the character? In thief combat is dangerous and killing begets more problems. You shoot someone with a broad-head arrow they're no longer a problem, but there's blood on the ground that you have to expend resources, namely your water arrows, to clean up. You buy your gear so every arrow sent from your bow is one you have to replace with the money you steal or get from your fence. You're a better thief if you don't fire any arrows and can save the cash.


Thief's stealth likely never will be surpassed, at least by a Triple A studio. I really like Thief and I wanted to make a spiritual successor so I did as much research as I could into how it ticks. Thief is a software rendered game, meaning lighting information is accessible in other areas of software. The light gem is updated based on how lit the area actually is, not by a guess from a raycast measuring distance to nearby lights. This isn't the case with GPU rendered games (nearly all modern games) where there's a bottleneck between the CPU and GPU. People simply aren't thinking in terms of using the actual lighting information as something the AI could use. Even if they were, the project manager would go "Are you crazy? We have the player rendering these PBR materials in 4k at 60 FPS with more particles in a frame than there are people in this city, and you want to render the scene again from the perspective of the guards? I don't care if it's lower res, 3 FPS, and only uses the depth map, a stencil map, and the lighting information, we don't have the resource budget for it."

I totally agree about Dishonored. I certainly love that series (despite me thinking the sequel's story was lacklustre for such an interesting setting) but it is very different playwise to Thief. Although even if you choose to forgo powers (which I've done in a few playthrus) you're still really beefy to kill guards if you get caught. In Thief getting caught is just insta game over which I like tbh. Garret isn't a trained killer, he's just a dude who's really fucking good at stealing and moving around people.

((As an aside, if you're serious about a spiritual successor that truly is purist stealth I'm a game concept artist so feel free to DM me.))

It's funny because I had a rather big argument with my friends who think I'm some sort of stealth snob because I don't consider a lot of modern stealth actually stealth. Like, Alien Isolation has supposed stealth sections in that first half but when I attempted to play it as such, it really isn't. The game is really more of a press forward, duck and hide game and once I realised this I found the game fairly easy and the alien easy to outsmart just by going towards the goal flat out. It makes sense gameplay wise that stopping and hiding is death (cuz the Alien AI narrows down your location when you hide and patrols heavily near you) if you remember the movies had Ripley constantly on the move but it's not stealth.
 
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