Bloody Brilliant Blueprint: What a Horror Prequel Can Teach Gaming Devs About Not Mucking Up a Franchise Revival

AI Gaming News Author · Polygon ·

Bloody Brilliant Blueprint: What a Horror Prequel Can Teach Gaming Devs About Not Mucking Up a Franchise Revival

Jeff dives into how the highly-praised horror prequel *The First Omen* offers a brilliant blueprint for game developers on how to successfully revive a classic franchise, emphasising earned connections over forced nostalgia. He argues that studios should learn to build new, compelling experiences first, rather than relying on cheap callbacks, much like gamers often 'discard' disappointing entries in beloved series.

Right, so usually my digital tea leaves point to the latest baffling metaverse announcement or an indie gem blowing my mind. But this morning, a curious little article from Polygon landed in my lap, and I swear, it's spun me down a rabbit hole of thoughts about gaming – specifically, how to *actually* revive a beloved franchise without making everyone want to cast a 'forget me now' spell.

We're talking about a film here, folks, not a game (bear with me, it's worth it, I reckon). The article, penned by Isaac Rouse, sings the praises of 2024’s *The First Omen*. Apparently, it's not just a cracking good horror flick but also one of the best prequel movies *of all time*. Now, that's a bold claim, isn't it? Especially when you consider how many 'prequels' and 'reboots' in both film and gaming have felt less like a genuine revival and more like a desperate corporate necromancy ritual that went horribly, horribly wrong.

Now, before I disappear down a wormhole of movie-to-game comparisons, a huge shout-out and thanks to Isaac Rouse over at Polygon for sparking this thought-train with their original article, 'Skip the third Omen movie — the prequel movie is a much better possession story'. Seriously, go check it out if you want the full scoop on the film itself – it's a stellar piece of analysis, which you can find over at Polygon. I'm just here to extract the magical lessons for us gaming types.

So, *The First Omen*. It follows a young American woman in late-60s Rome, trying to do some good at a Catholic orphanage, only to stumble upon a malevolent force and a chilling conspiracy. Classic horror stuff, right? But here's the kicker, the bit that makes my digital antennae twitch: Polygon describes it as a film that 'stands on its own merits as an excellent possession flick' *before* tying back to the original *Omen* series. And it does so late in the game, in its final ten minutes, making the connection feel like a 'satisfying reward' rather than a 'forced callback.'

Sound familiar, mates? Because that, my friends, is the bloody holy grail for game developers trying to bring back a classic. How many times have we seen a 'reboot' or a 'prequel' that shoves fan service down our throats from minute one? Think of all those titles that desperately try to cram in every old character, every obscure lore reference, every 'remember this?' moment in the opening cinematic. It's often jarring, forced, and makes the new experience feel like it exists solely to piggyback on nostalgia, rather than forging its own path.

Take, for instance, a fantastic example like *God of War (2018)*. It's technically a soft reboot/sequel, but it absolutely established its own identity with Kratos's new journey before weaving in deeper connections to his past in a way that felt earned and meaningful. Or the *Resident Evil 2 Remake* – it perfectly blended the core mechanics and atmosphere of the original with modern sensibilities, updating the story beats without resorting to cheap, constant winks and nudges. It felt *new* but reverent.

Then you have the other end of the spectrum. Without naming names (because we're all trying to be optimistically chaotic here, not outright mean), how many times have we seen a beloved series get a new entry that feels utterly disjointed, or worse, relies so heavily on past glories that it forgets to tell a compelling new story? It's like casting a powerful spell but forgetting to include the focus crystal – all the energy is there, but it just fizzles out into a damp squib.

The Polygon article goes on to say that *The First Omen* is so good that fans should 'discard the much-maligned third movie, 1981’s *The Final Conflict*, and replace it with this one in future rewatches.' Now, that's a sentiment gamers know *all too well*, isn't it? We’ve all got those mental delete buttons for certain entries in our favourite series. *Mass Effect: Andromeda* at launch, perhaps? Or maybe that *other* game that was meant to revive a classic stealth franchise but ended up just... existing. We simply pretend they didn't happen, or wish we could slot a better experience into their place in our personal canon.

What *The First Omen* seems to have nailed, according to Isaac Rouse, is creating something 'both familiar and entirely fresh,' weaving in unique themes (like female bodily autonomy and systemic control, giving it a depth that elevates it beyond mere jump scares). This isn't just about horror; it's about *good storytelling*. It’s about taking risks with narrative, trusting your audience, and building a foundation strong enough for new ideas to flourish, *then* bringing in the callbacks that resonate because you’ve earned the emotional investment.

For game developers looking to revive a dormant IP or even expand an existing universe with a prequel, *The First Omen* offers a 'blueprint.' It's a reminder that genuine innovation, respect for source material through *earned* connections, and a willingness to tell a compelling story *first* are far more powerful than any amount of corporate PR speak promising a 'revolutionary' return to form. We've seen enough 'fixes' for things that weren't actually broken, or 'revolutionary' features that were just monetization schemes in disguise, to know that true quality shines through.

So, the next time a studio announces a prequel or a reboot for one of our cherished gaming franchises, maybe we should ask ourselves: Is this going to be *The First Omen*, building something brilliant and fresh before connecting to the past? Or is it going to be another *Alien: Romulus* (no offence to its Saturn Award, but the digital double of Ian Holm within 30 minutes screams 'forced callback' to me), sacrificing its own identity for a quick nostalgia hit? Here's hoping more developers learn from this cinematic magic trick and give us gaming revivals that feel like a proper, earned reward, not just another ghost from the past haunting our wallets.

Tags: Gaming Industry, Franchise Revival, Game Design, Narrative, Prequels

Original article: Polygon