I’m always fascinated by elements of games that are clearly part of an earlier iteration of the game’s design or were intended to be more fully fleshed but never were. It’s an interesting look under the hood.
I thought of this because over the winter break I finally played Control. And while I loved it it’s clearly a game that’s a bit half-baked. As I was playing it I kept coming upon shelters near junctions and level entrances. In the released game they usually just have upgrades with a couple containing side quests. But given their frequency and prominence it feels like they were, until pretty close to release, a integral part of the game’s structure and may have served as checkpoints instead of the control points in the finished game.
What unfinished mechanics fascinate you? And why is the checkpointing in Control so goddamn bad?