Crytek's 2013 Xbox One launch title, Ryse: Son of Rome, was envisioned by its creators as the foundation for a sprawling franchise, potentially mirroring the historical exploration of Ubisoft's Assassin's Creed series. However, critical and commercial underperformance of the original game, coupled with an impasse between Crytek and Microsoft over intellectual property rights, halted those ambitious plans.

Following the completion of Ryse: Son of Rome, a core team including production designer Patrick Hanenberger and art director Peter Gornstein began conceptualizing potential sequels. Their vision was to move beyond the Roman setting, exploring diverse historical periods and cultures. Among the most discussed possibilities was a Viking setting, which Gornstein felt offered vast untapped potential for gameplay, allowing players to journey along coastlines and even serve as bodyguards to Byzantine emperors. Other considered locations included feudal Japan, inspired by events like Kublai Khan's invasions and the Sengoku period, and the Ottoman Empire.

These potential sequels aimed to address criticisms of the original game, particularly its linear corridor-like level design. Developers envisioned more open-ended environments, moving away from strict linearity while not necessarily adopting a fully open-world structure. New gameplay mechanics, some of which were cut from the original Ryse due to time constraints, were also planned. These included vehicle navigation and a more dynamic PvP multiplayer mode. Developers also wished to enhance the combat, allowing players to exit and re-enter formations at will and incorporate real-world military tactics.

The aesthetic vision of Ryse was intended to continue, focusing on capturing a sense of awe and overwhelming scale, rather than strict historical accuracy. The game's original exploration of the supernatural, with characters revealed as gods, was also slated to continue in sequels, integrated into various mythologies.

When this franchise plan was presented to Microsoft, it was reportedly met with significant enthusiasm, described as the "most cohesive and well-thought IP pitch they had ever seen." However, the game's lukewarm reception and underperformance at launch led Microsoft to reconsider its investment, especially since Crytek refused to sell the IP. This stalemate resulted in the project being shelved. Despite its shortcomings and the cancellation of its potential sequels, Ryse: Son of Rome garnered a dedicated cult following and provided valuable lessons for the developers who went on to work on other major titles.