A fucking Total Recall game :fap:
You can say these things, but how would they work? One phrase does not magically create a workable gameplay setting. What IS the Total Recall setting? How can you make a non-linear RPG there and yet retain the coolness of the original movie? And without the linearity, doesn't that setting just become "The Future, Marty!" ?
The same criticism can be applied to many other suggestions in this thread.
For instance, most settings that take place in "reality", i.e. "medieval [country]", will require the game to twist them into something that is neither real nor authentic. Such is the nature of a game. Necessary simplification of interactions, abstraction of complex relationships and large settlements, and most importantly, a limited set of proven mechanics that go against how most societies "work".
Most historical settings have a regime. When you start going against that regime, it will destroy you. You want to have a game set in 1939 Nazi Germany? Well, you can't have a series of settlements to adventure about and buy weapons from NPCs that reward you for killing Nazis. Germany is a regime. Even if those NPCs are "resistance", historical authenticity, the primary appeal of such a setting, will start crumbling. Also, how do you scale up the enemies? Nazis in Power Armor?
You want to be in "Dredd 3D"? Well, if you kill people, Judges will stomp you into a bloodstain. You want to play as a Judge, you say? Or Robocop? Well, then you are entirely railroaded by a set of rules and regulations.
Ok, you want to be a rogue judge? Outside the law? Well then, a whole territory needs to be created within Dredd universe which is not regulated and patrolled, and now you created your alternate branch of Dredd universe which has little to do with the original. Or, you want to stick around inside the original, then you better watch out for random encounters with overpowered Judges (you are Judge at lvl 1, amirite?), and also good luck portraying a giant sprawling metropolis with millions of people without making it into a caricature.
Genuine post-apocalyptic and pre-civilized settings do not have these problems. Desolate settings, in Wild-West sort of scenarios, where affiliations and laws aren't strong, and everyone is out for themselves. Another benefit of "destroyed" settings is that you don't need to build humongous cities of the future chock-full of people, and this creates less of an abstraction gap between the intent and actual presentation.
Compare Star Trek TNG planets, where every planet is a stupid village (which nonetheless has its own religion and shit), and Firefly's outer planets, where they are tiny poor settlements by folks exploring the galaxy and trying to make a buck. The former abstraction is ridiculous, while the latter looks believable and requires about the same amount of actors and sets.
In short, the settings that work best in RPGs rely either on 1) railroaded cinematic path (Bioware) or 2) lawless, desolate worlds.