What are some examples of it.
Deleted/Unused content
Great Chest Ahead!
>Great
Still mad.
Soul Reaver's original third act.
>third act
never ever
is that the miniature sun that bleeds out mountain of corpses?
That's pretty metal
Elaborate, please
that looks like something made for SFM VR video - make sense that they cut out that creepy shit.
Also,
>winter level never ever
Can we pin the blame on ds3 and 2s mediocrity on fromsoft being rushed to release them? Their development cycles didn't seem that long considering the ambition seen in the concept arts, screen shots, and demos.
Peace day never came
>recently found out she's not a brown redhead, but a pale brunette
I felt dumb for not thinking about the lighting.
>ds3 and 2s mediocrity
DS3 was actually good, if you want to blame something then blame the director of DS2 for being bad at his job.
Shut your whore mouth, 2 was a proper sequel that brought in much more enjoyable gameplay.
Shit taste can't be cured user.
I agree that DS3 was good but it had a lot of potential in some parts.
I always thought she was a redhead
Can't really blame the director of DS2 imo.
The project was a wreck and the director basically stepped in and tried to salvage it halfway into development. He did what he could.
shut up dumbass fucking liar faggot
>DS3 was actually good
Excuse me?
Soul Reaver was originally intended to continue after fighting Kane in the chronoplast, where you would absorb a fragment of Kain's soul that would allow Raziel to shift at will. You would then work to purify Ariel's soul and get the light reaver, use it to kill Kain and get a blood red and black reaver, and set out to awaken the cathedral to send out a soundwave across the entirety of Nosgoth that would destroy every last remaining vampire.
Post game of New vegas.
Cainhurst
And yes I'm aware it sounds like literal "that kid" bullshit but look it up.
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Post good pages
tcrf.net
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*tips contrarian fedora*
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found this a while back when messing around with cheat engine in KF3.
i might have been the first person to see it besides FROMSOFT
beyond the wall, there isn't much, but there is "ground" if you noclip through it. this was probably the entrance to an entire zone that didn't make the cut
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>re5-excella
what went right?
youtube.com
Imagine getting such an autistic deadline from your corporate overlords that you can't finish even half of the planned content, and even what you get "done" is bugged to all hell.
Boys of silence in Bioshock Infinite.
are those games any good
They had such a good, eerie design and concept. Shame.
While we're on the subject of unused content, BIOSHOCK INFINITE ITSELF
>That whole reveal trailer
youtube.com
I remember playing a friend's copy. So disappointing.
explain, are you talking about those guys with the large ears that scream if they see you
Blood for the blood god.
the DaS2 DLC made it pretty good imo
no
DS3 was maybe better but it felt so generic, DS2 at least was someway interesting even though it had a lot of flaws
DS3 was bland and inoffensive, which made it dull and unmemorable. DS2 was abhorrent.
So fucking bizarre because Ken EXPLICITLY stated that they were backwards Security Cameras.
Blind, but sensitive hearing. They wouldn't be stationary. BUT THEN THEY'RE LITERALLY JUST SECURITY CAMERAS. DEAF, LINE-OF-SIGHT DETECTION, AND THEY DON'T MOVE.
WHAT THE FUVCKKKKKKKKKKKKKKKK
Literally everyone acknowledges that the DLCs were top tier areas, except for your salty ass.
Now, I wouldn't call them TOP TIER. Maybe for DaSII, but still.
for real though, bioshock infinite would have been a better stand-alone IP rather than it trying to be a tie in
DS2, as a project, was a complete mess. For better or worse they decided to create their own brand new lore instead of building on the one xisting. Back when 2 was the new shit it seemed bad, but as 3 came out and counted on 1 nostalgia, 2 looked better and better. It's terribly flawed, but compared with 3, it tried new things, failed in some, succeded in others. I'd say all around SotFS is better than 3
Yeah the glorified security cameras. Bioshock Infinite also had a laundry list of other cut content that didn't make the game proper. It was basically years ahead of MGSV when it came to having reviewers jizz all over it's reception when it's just a frosting covered shell.
>the DLCs
>plural
At least keep it plausible if you want anyone to bite. Sunken and that fiery fuckfest were horrendous. Santa's cabin was merely bad. Sure, that puts it way ahead of practically all the base game, but it's not good. Just less bad.
Where is this from?
Serious question: why can't the devs of soulsborne being assed into animating mouth movements when NPCs speak? I can't remember of the top of my head if Gwynevere had animations in the game or not, but everyone else sure doesnt.
Yeah, if they just drowned Songbird in some random body of water, tweaked the ending to not include Rapture, and had no DLC, it would have been fine.
It sounds like you never even fucking played them judging by those horribly vague descriptions, but okay
Dark Souls 1.
There were 3 DLCs user
So yes, plural
if that helps you sleep at night
and 2 were absolutely fucking atrocious with shitty enemies littering shitty areas
Ivory was the only one whose levels even approached mediocrity
Shulva was designed beatifully. The ambiance was eerie, the temple inside was a functioning M.c. Escher painting, and everything in the many vistas is 100% accessible, (sadly the same cannot be said for either game that came after) and is a trait shared by all 3 DLCs. It employed by far the most rewarding use of puzzles in the series and ends out on a solid dragon boss fight in a series that is piss poor in this department.
Now explain why your opinion isn't shit.
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Somewhere out there, there is a total conversion of Command and Conquer Red Alert for the GAME.COM
They were probably making it for the next gen consoles but then changed their plans for some reason.
Looks the same to me.
It wasn't. It was ugly as sin in the monochrome style all areas in 2 share, looking like some rundown pyramid with cartoon vomit all over it. The enemies were ass. Just regular guys with bloated health and infinite poise and ranged enemies all over the place. The "puzzles" amounted to hitting some stupid bullshit with a bow. Then you fight a shittier kalameet that stays airborne for 80% of the fight. Oh, and of course a recycled velstadt too. I don't need to expand on smelter 2 and his circus.
dark souls 2 would have been the best one if consoles didn't exist
LOL xD
These are probably some awful filter over ps1 screenshots or some kind of edited pics at the very least.
Mafia II
>Vehicles
Emergency lights - Originally, there were 2 emergency lights on the same rotating light (Front and behind) according to Mafia II Developer Diary 2# video but it was changed into a single light instead.
>Characters
Charlie Lopez - Charlie Lopez was intended to be a character in Mafia II and even had an entry in the City Album section of the Mafia II Family Album. The player would have done side missions for him, many of which were reintroduced in the game's DLCs.
Monique - Monique was intended to be a character in Mafia II. Vito could have taken her to a theater, and she was likely supposed to be Vito's girlfriend.
>Gameplay Features
Fight Club - During the early production phases, Vito could participate in fights to earn money and reputation, (another feature that was cut from the final game,) likely arranged by Leo Galante.
Gun License - In the beta version of the game it was possible for Vito to obtain a gun license from Giuseppe, however this feature was ultimately cut.
Hound Races - During the early production phases of Mafia II, Vito could bet on dog races.
Respect & Reputation - In the beta version of the game players would experience Empire Bay differently based on the level of respect Vito gained from completing missions.
Taxi Service - In the beta version of the game it was possible for Vito to hail & ride in cabs from Empire Bay Cab & Co. around the city.
Resisting arrest - In the beta version of the game, resisting arrest would not cause officers in vicinity to engage in lethal force but foot chase.
Literally no one, out of all the criticisms that can be made about the game, ever says dark souls 2 lacks color.
This is sincerely good bait.
fucking this.
>Safehouses
Appliances - During the early production phases of Mafia II, Vito could purchase appliances for the different safehouses he owned during the duration of the game.
Additional Properties - During the early production phases of Mafia II, Vito could purchase further unknown properties from Richard Beck Realty.
>Story
A Friend of Ours - During the early production phases of Mafia II, Vito had the option to accept the assassination contract on Leo Galante with Henry during Chapter Eleven.
>Weapons
Baseball Bat - Seen in a few screenshots, it was cut from the game. The baseball bat was seen, during a cutscene, in the mission The Wild Ones, during the raid on the greasers. Steve uses the bat to kill two greasers.
At the opening scene of The Betrayal of Jimmy, Jimmy is seen smashing up a show room with a baseball bat.
Cosh - A blunt metal object that was set to appear in Mafia II but was later cut, also known as a blackjack.
Police Baton - Originally designed to be used by the player, it is only seen in Time Well Spent, where it is used frequently by the prison guards.
Knife - Set to be in Mafia II, it was cut with all other melee weapons in the final version. The only time Vito uses a knife is in a cutscene while Vito spends his time in prison, where he cuts Brian O'Neill's throat, and stabs him in the neck in Time Well Spent.
it lacks saturation, the palette for each area is a fucking abomination. there's only a handful of areas with more variation than the kiln or the city of Izalith from 1. The areas were made with a lighting engine in mind. Without it, they're just some samey gray-ass textures.
fuck off
Skyrim al Civil War mechanism ? civil War Overhaul mod dev said he only patched existing lines of codes.
1. Dark Souls 2 has a shit ton of color, which many say is cartoony
2. Only the sanctum soldiers were ass
3. Sinh was way better than Kalameet
4. You still can't pull shit out your ass to say why the puzzles were somehow bad
I reiterate; your opinion is shit.
Miyazaki is a fucking hack for not approving this ART
>levelling up through milkies
>Dark Souls 2 has a shit ton of color
No, it's got flat and uniform plastic colors since they gutted the fucking lighting engine. See the fucking cover art armor set. Disgusting. The areas are gray as shit, or in this case one shade of green.
>2. Only the sanctum soldiers were ass
I guess that leaves tommy?
>Sinh was way better than Kalameet
Sure, and I bet blue smelter was a riveting new fight too.
>puzzles
you hit a bunch of pillars and were done with it
I wish more games had realistic boob physics like this.
There were also door puzzles
and wheel puzzles
and 3 or 4 legitimate platforming puzzles
So? That doesn't make it good level design, putting a soul and a ring in a closed off room behind a shitty puzzle. If I wanted puzzles I'd play space chem and actually get decent ones. A walled of trinket does not a complex and interconnected level make.
Most of the cut content I know is from Fallout.
Iguana Bob was intended to be turned in to the Hub Police when you found out that he sold human meat.
The Strip and Freeside used to be open areas with no loading screens in between.
Caesar's Legion was supposed to have a lot more content for them.
There is an unused Remnants Tesla Power Armor in the game files, fully coded, just nowhere to be found in game.
In Dead Money's files, there is a model of a gouhlified Vera Keyes.
In Fallout 4, during the quest Blind Betrayal there used to be an option to challange Elder Maxson for Eldership.
There is a model and texture for a Vault 101 suit n Fallout 4.
Yeah it's so shitty how every other time items and secrets are walled off by shitty invisible walls and shitty chests. Shitty shitty shit shit! Everything is shit!
It's not 'bad' level design either just because you didn't like it.
The level is more connected than any of the lordvessel areas from dark souls so what the fuck is the problem there either.
It's going to be pretty dark in there. Better zoom in.
bioshock infinite could be such an amazing game
damnit.
>It's not 'bad' level design either
Exactly, it's fucking irrelevant. A locked room with a trinket inside it does absolutely jack fucking shit in terms of level design.
And since that irrelevancy is the one thing you decided to focus on, we're done. You've got squat.
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Neat.
You can even see how the texture repeats itself, this is depressing.
I love Karen :3