Great games in the open world that missed the brand

Summary

  • Fable III lost fans franchises by getting lost from relative characters despite great concepts.

  • Avowed's interesting concept did not achieve because of a faint world and a rushing narrative.

  • Mediterranean: The shadow of the war, albeit promising, came across because of a defective business model.

Sometimes, Games in an open world They have great ideas for setting up and mechanics, yet they still lack a brand. Sometimes it is due to their premature release of the window, problems with optimization or parts of game design that are not at the taste of players, and titles that never cut are currently abundant.

This list focuses on several games with an open world that missed the brand, but offered extremely positive mechanics, innovative design or great aspects of their building and narration. From the great sequel to the incapable of escaping the shadow of the original game to one of the best fantasy RPGs that would be better without so many puzzles and colors.

6

Fable III

The concept was cool and the narration was decent, yet he lacked the spark


Bajka 3 brands of pages envelope art

Fable 3

8/10

Released

October 26, 2010



The Fable The franchise was the result of the genius of the incredible team of game design and visionary Peter Molineaux, director of Lionhead Studios. After Lost chapters, The team plunged into the creation of the continuation of the next generation, and so Fable II revived. The game that represented another era in the history of Albion and its heroes, heirs of the power of will and the direct successor of the original Chickenchaser/Sparrow. Players naturally grew with the franchise and witnessed how Albion slowly entered the industrialized era where firearms threatened to replace bow, swords and magic.

Of course, the bandits were also armed with teeth and represented the main problem for peasants. Players had to make another effort to get rid of the country of these pests. But then, Fable III He was delivered and the developers made hard mistakes: they took the hero from people, were born and raised into slums and turned them into princes/princesses with a ridiculously comfortable background. Of course, the characters were still a lot of space to grow and gain a title that their ancestors controlled with pride when they killed the evil jack blade. Somehow, neither the story, the building of the world and the pathos of the main characters could be attached to something that players could identify with. Therefore Fable III He is considered the beginning of the end for his beloved franchise.

5

Open

Oversol great concept that could not reach the hearts of players


Avowed Tag Page Cover Art

Open

7/10

Released

18 February 2025



Open is the overall great concept of direct successor Pillars of eternity, Although there were several questions during the market and in the months for its issue, which made the brand missed. To begin with, the world looked a bit empty for an RPG with an open world, and the idea of ​​a monster that didn't respond, really didn't fit the game with such a potential for building construction. Players therefore got stuck with partial buildings that did not meet their needs, broke the immersion and made them think the game was incomplete.

But the story itself was also trying to provide a truly meaningful experience: with an extremely punishable player for players and too many points without a return, the narrative felt rushing, more suitable for the first multiplayer campaign than the real RPG with an open world for one player. In other words, a great idea for the game, but it was a bit defective and missed the brand on some of the main aspects of its game design.

4

Middle Country: Shadow of War

While it is better in different aspects of his prequel, he still lacked the mark

Mediterranean: Shadow of War can be very well the best Lord of the Rings The game ever made dominated its starting window, became the best -selling game of that month and held after a few months. Thanks to the constant support of Monolith and the delivery of two extensions that added additional content to the already crowded open world, the game was quite successful.

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Yet, the business model they originally thought of the game (plagued by microtransactions) was concerned about the audience. The implementation of the controversial Dunuvo DRM also caused hundreds of performance problems, and players never forgive devs. Constant technical problems were pushed by a critical piece of his audience further from the franchise and destroyed the Monolith's plan for the ongoing series.

3

Prototype 2

His main character lacked drive and charisma Alex Mercer

Prototype 2 He broke the golden rule in terms of narrative design: you should never, never, would never create a beloved character into a nonsensical villain filler to try to eject the protagonist of the sequel. And that was it; Players hated it and Prototype The series has become a destruction. The game with such a potential was wasted by the perfect antihero, which could carry the franchise for years.

Fans will never forgive such betrayal and even less, if the purpose of destroying such a good character is to store a new blue that follows a similar route, but with a sloppy background. The Prototype 2 The project was created by a completely different team, and it could be the root of the problem: they did not understand the value of Alex Mercer as a character and his potential for the future of franchise.

2

Fallout 4

It had great technical shortcomings, but her main game was great

Fallout 4 They suffered countless technical problems, mistakes of all kinds, lack of optimization and inefficient rendering. But the hype, when it has returned for many years, is quite compensated and a very good reason: it was one of the best things in the game. This dog basically resisted all physical laws, cropped over the locks at a high level to give valuable prey (like Kryolator) and walked with a finger at the tip against super mutants and deathclaws.

It was one of the best things Fallout 4Despite his buggyness. Another decisive factor to make Fallout 4 Certainly a hit, although the brand was missing in each of his technical aspects, was the return to the glory of Melee weapons. Both in Fallout 3 and Fallout: New Vegas, Melee suck, but in the 4th iteration of franchise, these weapons became sufficiently viable to justify some of the smartest buildcraft in the series.

1

Material effect: Andromeda

Launched the ball, missed all the pins

Material effect: Andromeda was incomplete in all possible aspects of the word. As for the narration, it was quite worse than its predecessors. However, he is still struggling with potential. Me: Andromeda It was a promise that could not be, focused on the stars and fell because of some obvious shortcomings in its design.

The game had several interesting concepts, such as using vehicle survey, and quite advice combat mechanics and skills that (when they worked properly) led to a nice pay for players who wanted to build their own shepardesque legends in the galaxy far from the Invas Reaper. It was a pity that the big series ended its way there, with many unfinished shops, some of the story gaps that have never been explained, and millions of fans are still waiting Material effect 4.

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