>>9501648
Consider the 2010 reboot.
>Namco: "We want you to make a new Splatterhouse game, it'll be a straightforward brawler with lots of blood and gore, taking after horror movies. We want you to be a little edgy about it, that's in the series' blood and it should be marketable to American youth."
>Bottlerocket gets to work on this
>except Jay Beard, the project lead, doesn't want to do Splatterhouse
>frequently makes drastic changes which Namco repeatedly catch and object to, telling him to adhere to the style guide and plans (infamously, a PiggyMan redesign which was widely disliked by fans, then replaced with a traditional one)
>he eventually hides this shit from Namco, but they do get wind of it at times from the devs, partially because some actually wanted to commit to the property, partially because development was going like fucking shit and they're spinning their wheels
>delays and problems all around
>eventually Namco has enough of all the bullshit, they shut down production and repo the devkits
>HOWEVER
>Namco doesn't give up on the game, they set up a new temporary studio for the team, as to try to salvage all that's been done on the game and to piece it together into an actual Splatterhouse game
>they obviously do this with the omission of Jay Beard (who for his crimes, is serving a sentence in the Amazon Game Studios)
>the resulting game is imperfect and flawed, but it is actually a Splatterhouse videogame
Of course, part of why Namco would go through the trouble to salvage the game is probably to try to make the investment bear some sort of fruit, but I assume that at least some people there have some sort of love for it and wanted to actually deliver a game for fans. It would have been very easy to just cancel it altogether to cut their losses, but they didn't.
Maybe a new game wouldn't be in the cards now, but a fixed up re-release of the 2010 game could be worth it, and if it does well, perhaps the series would have more of a future.