Ryse: Son of Rome, an Xbox One launch title, was envisioned as the first in a franchise that would explore the rise and fall of empires, with a focus on the intricate relationship between history and mythology. The game's original concept was to be set in ancient Rome, but the team's ambitions extended far beyond this initial setting. Led by Patrick Hanenberger, the franchise's art director, and Peter Gornstein, the art director and director of cinematics, the team had grand plans for a series of games that would delve into various historical periods and mythologies. These plans included a more open-ended design, new game mechanics, and a deeper exploration of real-world military tactics and supernatural elements. However, the franchise's potential was cut short due to a combination of factors, including the underperformance of the original game and a disagreement over the IP rights between Crytek and Microsoft. This article explores the fascinating history and potential of Ryse: Son of Rome, offering a unique perspective on the game's development and the challenges faced by the team. It also delves into the broader implications of the game's cancellation, highlighting the importance of IP ownership and the impact of crunch culture on game development.