Sitrep: Unoriginal Visions, or The Games That Almost Were

Borderlands (Early Design)

I was reading the other night about how George Lucas really didn’t like how the first Star Wars failed to take shape the way he’d first envisioned, and that he was freaking out about it being a massive flop at the box office. His good mate Steven Spielberg was just across town making Close Encounters of the Third Kind around the same time, and George was always over there on the set marvelling at how kickass Steven’s film was while bemoaning how awful his was going to be.

He made a bet with Steve: If my trashy Star Wars film grosses more than your alien thingy, you can have 2.5% of my movie’s profits for life. Reportedly, Steve still gets quite sizeable and annoyed cheques in the mail from George. Point is, George’s vision was changed for the much better.

Very little is said, however, of games that change their stripes mid-development. Oh sure, they receive tweaks all over the place all the time, but complete overhauls? Shooters, as it turns out, are some of the most tampered with productions in video game entertainment today. Let’s look at some of the biggest stripe-changers.

Borderlands

Topical. You may remember way back in the day when Gearbox first started showing this baby off to the masses that it looked nothing like it ended up looking — that’s a picture of it up top there. Its art style was your stock “kinda real” shooter art style, with nary a hint of the huge, cartoonish about-turn their design team would pull quite late in its production cycle. Everyone wigged out at the time: “Whaaat it’s a comic nao zomgor,” etc. Everyone subsequently declared much win when it was released, and Borderlands’ eventual aesthetics arguably had a big hand in establishing what was, at the time, an IP no one cared about.

Team Fortress 2

Valve’s enduring precious also took a huge amount of time in development, which is nothing new for Gabe and co. – except ten years is a really long-ass time, even by their generous standards. It first showed up at 1999’s E3, and then totally disappeared while most of the dev team were assigned to other things. “Oh well,” peeps thought. “Seeya.” But it came back, Jimmy. The next time the world saw it was in 2006, and it was completely unrecognisable. Team Fortress co-creator Robin Walker later revealed that he and his people “ended up building probably three to four different games.”

BioShock

BioShock’s looks didn’t change much, but its story sure did. Originally there was no Andrew Ryan, no undersea Rapture city gone mad, and no funky superpowers. Instead, you were going to be a guy hired by a senator to rescue someone of great importance from a cult before “reprogramming” them so they might reintegrate with society again. Even stranger, at one stage it was all supposed to go down in a newly discovered Nazi laboratory in the 21st century. Aren’t you glad Ken Levine is handy with a narrative whacking stick?

Resident Evil 4

Resident Evil 2’s a pretty drastic example of a game completely turned on its mouldering head mid-dev, but Resident Evil 4 is a lot shootier – although it wasn’t always that way. Devil May Cry was originally supposed to be Resi Evil 4, but luckily Capcom began to realise that this was crazy, and didn’t at all fit in with the franchise, definitely. They weren’t finished trolling their dev team though, and Resi Evil 4 initially took a few cues from Stephen King and Eternal Darkness, with Leon battling a malevolent fog, suffering bizarre hallucinations, and punching on with ghosts. Here, check it out:

15 comments (Leave your own)

CRACKED!
Also cool article.

 

I cry a little inside everytime I see that Resi evil 4 Beta footage, and what it could have been, as opposed to the “lol Brah gamer third person shooter” that the series has degenerated into to :(

 

What, no mention of the biggest turn around of them all?

Halo was meant to be an open world, class based, 4 player co-op game, the original pitches sounded AWESOME compared to what we got.

 
Toby McCasker

Tim please don’t read this comment it makes me look bad

nekosan:
What, no mention of the biggest turn around of them all?

Halo was meant to be an open world, class based, 4 player co-op game, the original pitches sounded AWESOME compared to what we got.

 

And more recently, Overstrike, in the opposite fashion to Borderlands, has about faced from exaggerated fun to realistic sci-fi crap titled FUSE.

 

Would have been some interesting meetings for the Bioshock dev team.

So you know that game about cults in the US in the 21st century with the secret nazi lab? Well it’s now in the 1950s; underwater.

 

nekosan,

I remember seeing articles of Halo in PC Powerplay… it was suppose to be Unreal Tournament with a more militaristic, larger scale feel and vehicles to boot. But then MS bought Bungie and my bro and I just stuck to Battlefield 1942 for our large scale combat.

Halo’s campaign co-op is meant to rock… but I wouldn’t know much about that. Never owned an X-box, nor did Gearbox add co-op to the PC port which was disappointing.

And Duke Nukem Forever should have been in here as well. Just the various engine changes alone changed the way this game looked throughout the 13yr dev.

 

Yeah I first read a Halo preview in one of my old N64 mags, that thing did a massive turn around.

 

Anyone else still want to play the Bioshock with the original story?

It better not be just me…

 

mugsy:
nekosan,

I remember seeing articles of Halo in PC Powerplay… it was suppose to be Unreal Tournament with a more militaristic, larger scale feel and vehicles to boot. But then MS bought Bungie and my bro and I just stuck to Battlefield 1942 for our large scale combat.

Halo’s campaign co-op is meant to rock… but I wouldn’t know much about that. Never owned an X-box, nor did Gearbox add co-op to the PC port which was disappointing.

And Duke Nukem Forever should have been in here as well. Just the various engine changes alone changed the way this game looked throughout the 13yr dev.

I personally wouldn’t put DNF here. These are all design choices deliberately made to change the game in some big way, whether it be aesthetic, story or game mechanics. Although the game engine changed so many times, DNF’s goals and design decisions seemed to remain the same, they just wanted a higher fidelity game, not a different aesthetic.

If Halo did end up being an open world, 4 player co-op class based game (aka Borderlands) would that mean every other shooter from then on would try to perfect the Halo formula? Would that mean Borderlands would have been a realistic military shooter that we all loved because it was different? That would be weird world to live in.

 

ytnim,

TF2 was made cartoony because it did not make sense if it was to be realistic. The example giving is the ‘Capture the Intelligence’ maps where two oposing forces would have their base so close to one another and would spend all their resources trying to steal the other team’s intelligence. As a realistic military FPS the premise wears thin very quickly, but make it a cartoony FPS with each classes overflowing with off-the-wall personality and suddenly everything comes together.

Considering the content of Borderlands I would be surprised in the slightest if the same idea governed the art and design choices made for their final release…

 

pinothyj:
TF2 was made cartoony because it did not make sense if it was to be realistic. The example giving is the ‘Capture the Intelligence’ maps where two oposing forces would have their base so close to one another and would spend all their resources trying to steal the other team’s intelligence. As a realistic military FPS the premise wears thin very quickly, but make it a cartoony FPS with each classes overflowing with off-the-wall personality and suddenly everything comes together.

I think they restarted the game so many times because it just ended up looking terrible every time, there was a long period there when the kind of graphics they wanted to use just came out looking dated.

 

stoibs,

I loved Res 4. Res 5 amped up the BRAHness though. At least it wasn’t a cover shooter.

 

Another game which changed a fair bit in development was Half-Life. I recall videos when it was first announced, it looked kinda similar to what was finally released but there was some significant differences. In early versions of the game, no-one was your ally. The security guards would shoot you for whatever reason and the scientists were basically an excuse to shoot at something helpless (to be fair they served the same role in the finished version, except that now they’re needed to unlock doors and give you back some health if you’re really low on it).

Basically the story was kinda generic, and Gabe was worried that it wouldn’t be noticed in the sea of other shooters exploding at the time. So Valve hired Marc Laidlaw to actually develop a story and flesh out the creatures and level design, and the rest is history. If the game was released the way it was without this extra year of polish, I doubt it would have had the classic status it does today.

 

I heard HL2 also changed a bit, I heard it was a lot darker atmosphere in the beginning in place of City17 (thought not sure about much else).
Then there was that story a month or so back with some footage which was supposedly a Prince of Persia Game that, again supposedly, laid some ground work for Assassin’s Creed.
TimeShift had a change of game design, I remember I played a demo one year (from GON, when it had Internode the title), then played a demo newly released a year later that had gone through a design overhaul. From memory one version was more ‘steam punk’ in desgin.
I can’t think of anymore now, but I’m sure there have been a few games that made a change

 
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