Truthfully, those were kind of my thoughts as well. Storywise, nothing seems to particularly stand out as "Wow! That would make a great story!" which doesn't necessarily mean a bad thing. Honestly, I'd have to go with the fourth one too because the other ones are really bland. But I guess I can kind of give my thoughts on the full ideas:
1. When you use cliche in and idea, that already raises red flags. Also, killing for the sake of killing is rarely a good thing. I mean Rejuvenation had that intro, but there was reasons behind it iirc (I haven't gotten very far). If you are going to go with this idea, I wouldn't kill the friends and kill only one at the start. That adds characters to the cast and you can slowly learn more about them while the story moves forward, rather than to just kill them. If you go through this idea, I suggest revisiting it and redoing a lot of what you have planned to expand on it.
2. Not one I'm particularly fond of and the way you presented it gives me the impression it won't be what people are expecting. If you're going to do that one, create a different goal outside of being a champion. I don't see this one being too successful.
3. One word: Cliche. There's too little info there to even give you suggestions. And pretty much every RPG has the adventure started by having someone important to them captured (not every, but you know what I mean).
4. First off, don't make every battle super difficult. It'll only make your game drag on. The idea may work, but I feel the game would be very short if it stayed only on a campus. There's a lot that can be done for it though. It might be a fun project if you want to start jumping into the game developing world though as it seems the least amount of effort.