That property, predictably, is a fighting game. And that fighting game is...
...Primal Rage.
What?!
Primal Rage is an arcade fighting game developed by Atari Games and released in 1994. In it, one controlled not human fighters, but giant dinosaur gods struggling for control of a post-apoaclyptic "Urth" after a meteorite strikes the planet and wipes out modern civilization. With the seven characters divided into the "Virtuous Beasts" and the "Destructive Dinos", each one features it's own selection of unique special moves, as well as three gruesome fatalities to perform on defeated opponents. Another notable feature was the troupe of worshippers that followed your dinosaurs about, and occasionally could be eaten to regain health.
Whilst many point to Mortal Kombat as the sole progenitor of the Violent Games Controversy of the 90's, they forget that Primal Rage also had a large hand in the cause of the outcry and it's results. The gore in the game was frankly ridiculous - characters lost gallons of blood with every hit, the life meter was a heart that exploded when you lost and the fatalities themselves were often borderline tasteless. It was Chaos' Golden Shower finisher, where he dissolved the enemy to bones with his acidic urine, that resulted in many of the console ports becoming heavily censored, as well as the formation of the ESRB. To this day, nobody has been able to perfectly emulate the original arcade experience, due to unusual copy protection that has yet to be cracked.
Why?
The thing about Primal Rage was that despite being a clone of Mortal Kombat, it really took off. Atari had high hopes for making a franchise out of the property and pushed it as hard as they could with hundreds of home console ports, a trading card game and even tie-in action figures, which to this day are highly-regared and extremely saught-after collector's items. And while it didn't exactly gain mainstream popularity, the fact that it managed to carve out such a niche on it's own merits is certainly impressive and a sign that an audience for a remake certainly exists.
However, it simply wasn't to last. In the end, Atari simply gave up on the property, as it was deemed unprofitable due to the controversy surrounding it. This resulted in the cancellation of an update that would have outfitted the game with Necrosan, a skeletal alien dragon and the intended final boss, and the sequel, which featured Killer Instinct-style visuals, a new character called Slashfang and human warriors that could transform into the animal gods from the previous game. While the sequel was adapted into a novel, it was clear that Primal Rage had been abandoned as a future franchise.
Also, Killer Instinct got rebooted. If that game can, so can this one.
How?
Rebooting something like Primal Rage is no small task, so we're going to have to get straight to the bone of the matter and talk about the game mechanics first of all. A lot of the game was created in a mad attempt to distance itself from it's inspirations, Mortal Kombat and Street Fighter, and as such the system is a bit of a mess that requires something of an overhaul. Let's begin, shall we?
- Special Moves: This was the major thing that kept Primal Rage down. The commands for the Special Moves often required more than one button, and instead of traditional SF or MK controls, one had to hold down the attack buttons before performing the joystick motion. While this was remedied in later versions, and also indirectly lead to the creation of Negative Edge (look it up), the fact one needed to press multiple buttons made combos hard to remember and too complicated. In the reboot, Special Moves shoul be performed Street Fighter style, with the properites of the move changing depending on what button is pressed.
- Combos: Combos, while quite fast, tended to suffer due to the wonky nature of the Special Moves affecting the timing of Links. At best, Sauron could only pull off a maximum of 8 hits per combo, and while that's a lot in those days you couldn't get away with it in today's high-octane fighting-game market, unless you're Netherrealm. The introduction of String Combos akin to MK9 or Tekken would solve this issue, as this would allow characters to perform bigger and better combos whilst still feeling similar to the original game. Links would remain in as well, of course.
- Returning Mechanics: Several mechanics from the original Primal Rage would be kept in for prosperity, and also because of their use in the game. The short hop would remain, as it was vital for pulling of combos that required use of jumping attacks, and the Stun Bar, represented by a brain in the original game, would remain as well. The return of the edible worshippers would have to be considered deeply, as that could afford players too many advantages by recovering health.
- Super Bar: Like Killer Instinct and MK9, Primal Rage would benefit from include some sort of super meter into the mechanics. Not only would this encourage a more agressive playstyle in order to build it, but it would add an extra layer to the game's complexity that the original game sorely lacked. What it would be used for, besides the obligatory super attack, I am not sure of. That would be for more talented people to decide.
- Fatalities: It wouldn't be Primal Rage without the Fatalities. And just as MK9 got creative with it's Fatalities, so should Primal Rage. Sauron doesn't just eat you, he tears out your throat, then pins you down and rips out your beating heart. Armadon doesn't just electrocute you, he zaps your arms off and then takes off your head with his tail club as well. Diablo should burn opponents down to the bone, Blizzard should pummel foes to a pulp. Of course, classic Fatalities could make a comeback if there is enough interest.
- Blizzard: Include bracelets and armlets with mystical runes, ice-covered hands and feet akin to Sub-Zero. Very balanced character, has a move for any situation and can implement it easily. Shouldn't excell at one thing.
- Armadon: Cover him in dirt and moss, as if he's been sleeping under the ground for aeons. Make his design smoother and less cluttered, but still recognizably bulky. A grappler who excells at close range, can use electricity as a weak projectile.
- Talon: If we have to give a badass animal like Talon feathers, then make them big and flashy. He should have the feel of a Native American chief about him. A fast, nippy rushdown character with lots of mixups. Possibly a wall jump?
- Sauron: Base him on a stockier dinosaur than Allosaurus, make him somewhat bloated to reflect his role as God of Hunger. A zoning character that uses his sonic scream and weight to keep opponents away from him.
- Diablo: Make him look demonic, all horns and spikes and horrid outgrowths. Glowy eyes are a must. Another zoning character, this time utilizing teleports and different projectiles to confuse enemies.
- Chaos: Dress him in typical voodoo attire - bone necklaces, etc. Another grappler who also uses various status effects to curse others or bless himself. Whilst he should remain filthy and disgusting, this should be toned down massively from the original game.
- Vertigo: A more alien design would suffice, based on HR Geiger's works - more sleek and unnerving. A mixup character who has various tools to keep enemies on their tones. Should bring to mind Quan Chi from MK9.
- Slashfang: A bipedal smilodon who was going to appear in Primal Rage 2, but never did. A bulkier rushdown than Talon, Slashfang should excell at shoving opponents about and basically being a massive bully.