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History AndYouThoughtItWouldFail / VideoGames

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* While the game immediately gained positive attention from its first UsefulNotes/{{E3}} trailer, there was a lot of skepticism about the first ''VideoGame/Splatoon1''[='=]s chance of success. It was LighterAndSofter than every other shooter on the market, Nintendo had rarely worked on games in the shooter genre prior to ''Splatoon'', they had never made a game where the core focus was online play, and despite being an online multiplayer game, the developers staunchly refused to support voice chat. Oh, and since it was a Nintendo game, it was being released solely on the severely under-performing Platform/WiiU. You'd be forgiven for thinking that it would be a niche title at best. [[SleeperHit But then it sold 1 million copies in a month]]. [[http://www.neogaf.com/forum/showpost.php?p=169576814&postcount=92 Cue the wall of shame.]] The game would spawn [[Franchise/{{Splatoon}} a franchise]] that would quickly become one of the company's most important (right next to ''Mario'' and ''Zelda''), and is one of their most popular in their home country of Japan: the first entry sold well enough on release that the developer had to ''[[https://twitter.com/Nintendo/status/604233317760684032 apologize for not shipping enough copies]]'' to Japanese retailers, and each installment inevitably becomes a mainstay on the Top 20 weekly sales charts for ''years'' at a time.

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* While the game immediately gained positive attention from its first UsefulNotes/{{E3}} MediaNotes/{{E3}} trailer, there was a lot of skepticism about the first ''VideoGame/Splatoon1''[='=]s chance of success. It was LighterAndSofter than every other shooter on the market, Nintendo had rarely worked on games in the shooter genre prior to ''Splatoon'', they had never made a game where the core focus was online play, and despite being an online multiplayer game, the developers staunchly refused to support voice chat. Oh, and since it was a Nintendo game, it was being released solely on the severely under-performing Platform/WiiU. You'd be forgiven for thinking that it would be a niche title at best. [[SleeperHit But then it sold 1 million copies in a month]]. [[http://www.neogaf.com/forum/showpost.php?p=169576814&postcount=92 Cue the wall of shame.]] The game would spawn [[Franchise/{{Splatoon}} a franchise]] that would quickly become one of the company's most important (right next to ''Mario'' and ''Zelda''), and is one of their most popular in their home country of Japan: the first entry sold well enough on release that the developer had to ''[[https://twitter.com/Nintendo/status/604233317760684032 apologize for not shipping enough copies]]'' to Japanese retailers, and each installment inevitably becomes a mainstay on the Top 20 weekly sales charts for ''years'' at a time.
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* ''VideoGame/SoulcaliburVI'' had an uphill battle from the start, right up to just getting made. After ''VideoGame/SoulcaliburV'' underperformed and was hit with a widespread backlash, Namco didn't think the series was worth keeping around. The franchise had also been out of the limelight for many years, with fans having long given up hope that ''Soulcalibur'' would return. When the game was announced, it received much fanfare, but many were worried that series would effectively die with ''VI'' when word got out that Namco didn't even want to make it, and Project Soul head Motohiro Okubo had to convince them to allow it. When the game released in 2018, ''VI'' garnered an 84 on Metacritic, making it one of the highest-rated fighting games of the eighth generations, and it quickly outpaced its predecessor in sales, selling a million in a month. By Namco's own admission, the game was successful. Then it got an easy ticket to [[UsefulNotes/FightingGameCommunity EVO 2019]], where it became one of the biggest games there, and the game remained alive and active with DLC, {{Guest Fighter}}s in the form of [[VideoGame/TheWitcher Geralt]] and [[VideoGame/NierAutomata 2B]], while also having the prospect of a second season. Soon enough, it became clear that ''Soulcalibur'' got its groove back.

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* ''VideoGame/SoulcaliburVI'' had an uphill battle from the start, right up to just getting made. After ''VideoGame/SoulcaliburV'' underperformed and was hit with a widespread backlash, Namco didn't think the series was worth keeping around. The franchise had also been out of the limelight for many years, with fans having long given up hope that ''Soulcalibur'' would return. When the game was announced, it received much fanfare, but many were worried that series would effectively die with ''VI'' when word got out that Namco didn't even want to make it, and Project Soul head Motohiro Okubo had to convince them to allow it. When the game released in 2018, ''VI'' garnered an 84 on Metacritic, making it one of the highest-rated fighting games of the eighth generations, and it quickly outpaced its predecessor in sales, selling a million in a month. By Namco's own admission, the game was successful. Then it got an easy ticket to [[UsefulNotes/FightingGameCommunity [[MediaNotes/FightingGameCommunity EVO 2019]], where it became one of the biggest games there, and the game remained alive and active with DLC, {{Guest Fighter}}s in the form of [[VideoGame/TheWitcher Geralt]] and [[VideoGame/NierAutomata 2B]], while also having the prospect of a second season. Soon enough, it became clear that ''Soulcalibur'' got its groove back.
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no example of fan response to its reveal, and what is that "very little fanservice" mention for?


* ''VideoGame/LifeIsStrange'' was a video game with a female protagonist, very little {{Fanservice}}, a focus on relationships, and only a minimum of gaming goes against the stereotypical views of video game requirements for success in every single way. Instead, it was a critical and financial success that turned out to be one of the sleeper hits of 2015.

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