Yeah, that series could work. SEGA has dedicated team for Olympic series before, they could be trusted with making this.
Like I said SEGA is avoiding using "SEGA All-Stars" brand now.
Capcom is also avoiding it since the cancelation of Capcom Fighting All-Stars and Nintendo seems to never use it.
If the title has to included word, it could be "SEGA Fighters Megamix" or "SEGA Legends: Fighters Megamix" or "SEGA Heroes: Fighters Megamix", still sadly those weren't as good as "Sega All-Stars: Fighters Megamix"
But why abandon something so highly potential for them? Sonic & All-Stars Racing Transformed was practically competing against Smash Bros. 4 at the time, and both games were vastly different genres. But players were awaiting and wondering who the new DLC racers would be just as they were wondering who the new fighters will be.
Unfortunately SEGA isn't interested in VR anymore.
VR games don't make lot of money.
Being the market is so limited and isn't multi platform enough hurts the potential.
That's why all SEGA franchises that got VR game were done by third parties.
As someone who enjoys VR games, I believe the problem is both VR headset expenses and that game developers are unsure what to do with VR. Which is why we end up with games that restrict movement or mostly sandbox size games.
There are only a few game companies that really push the boundaries of what you can do in VR.
Good example:
Blade & Sorcery by WarpFrog.
While "mostly" a sandbox game, the reason for this is because the developers are fully concentrating on realistic physics and experience of VR leaving the rest of the game "somewhat" unpolished, but nothing to scoff at.
Fairly recently, they added a story mode, expanding the interior of the house to an island all to yourself as well, you must venture into dungeons and keeps to find maps to lead you towards temples to obtain powerful gems. Granted these dungeons and temples are generated randomly with a set of rooms and the golem fight is recycled, but again B&S developers primary interest are the engine and gameplay.
If they wanted to, they could create a VR module that they could licence to other studios to use, which would really help develop the VR industry.
Best example:
Half-Life: Alyx by VALVe
The game goes to show that VR games do not have to confine players for the sake of comfort. The game itself is an adventure through City 17. While Alyx' adventure isn't as fleshed out as Gordon Freeman's, it is still a great adventure. The areas she travels through are in parts that don't push too much walking on the player's part, but still feel a sense of travel. The use of gravity gloves to pick up objects with ease also makes it an enjoyable experience.
HL:A just goes to show that a VR game doesn't need to hold your hand or keep you steady for a fun and fufilling expereince.
Decent example:
Garry's Mod by Facepunch Studios (Particularly the VRMod by Caste)
A simple yet efficient mod for a sandbox game that's practically recycled from Half-Life 2. But it also goes to show that almost any first-person view game could potentially be adapted into VR and offer a great experience to players if done right.
While VRMod is a bit janky, it is still a comfortable and fun experience to explore existing GMod maps in VR that further prooves gamers don't need so much hand-holding when it comes to VR gaming.
YouTube examples that come to mind are "
The Half-Life VR: Self-Aware AI Saga" which, while looks like Half-Life: Source, is actually the maps of HL:S replayed on GMod.
UrbEx YouTuber The Librarian is also a gamer who prefers FPS and VR horror games. He has a collection of videos where he explores
Garry's Mod maps, the majority of them using VRMod which he enjoys the immserse experience.
Worst example:
Fallout 4 and
The Elder Scrolls V: Skyrim VR by Bethesda
They had the right idea, but wrong and lazy execution, let alone the fact it's sold as separate games to Fallout 4 and Skyrim.
The problem with these games is that it's a bare-bone import to VR with a few anti-motion sickness features put in. Melee weapons can be swung around as if they're hollow plastic toys and cause damage regardless how sharp or blunt they are and it's all just bare-bones.
Bethesda knew VR-enthusist will want an open-world VR game, but they barely did anything for importing Fallout 4 and Skyrim to VR.
These games can still be played and enjoyed, but not without a dozen of needed mods to make these imports feel more fixed.
What Sega could doTo get third-party developers to make VR games with no investments would be a safer option to see if there is a market for them in the VR business. But Sega would not know for sure if they don't take chances.
I do not know the sales of Kinda Funky Newsflash, but I do not know the advertisements or commercials they put into it.
"Sega Superstars VR" could be done cheaply and show the potential Sega games could have with it.
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These are just my choice of VR games that I come to enjoy. There are many others out there, some I've yet to play like Obduction or Arizona Sunshine, others on Steam store that are hit and miss.
There are also games that have been around for years, that would not only earn a whole new market if re-released or remade as VR games but would really help the VR market grow as a whole.
Such games I would love to see remade for VR:
Dark Messiah: Of Might and Magic
Thief: Deadly Shadows, Theif II: The Metal Age, Thief III: The Dark Project
Arx Fatalis
Gothic
Zeno Clash, Zeno Clash 2...and practically a third of all known video games with first-person perspective.