Follow TV Tropes

Following

History CreatorBacklash / VideoGames

Go To

OR

Is there an issue? Send a MessageReason:
Minor fix.


** While Inafune does not hate [[VideoGame/MegaMan1 the original game]] at all, he wasn't happy with the early "Doughy" looking designs of the characters he designed for it in hindsight. Even as early as ''[[VideoGame/MegaManDrWilysRevenge Mega Man: Dr. Wily's Revenge]]'', he felt his early designs hadn't aged well and made sure to revise them. In the G4 Icons ''Mega Man'' special, he said that if someone came up to him with his early designs, he would say "Nope, these suck. Do 'em again." He was also very unhappy with the [[OffModel infamously sloppy boxart]] for the game's US release, even blaming it in part for why the game sold so poorly there.

to:

** While Inafune does not hate [[VideoGame/MegaMan1 the original game]] at all, he wasn't happy with the early "Doughy" looking designs of the characters he designed for it in hindsight. Even as early as ''[[VideoGame/MegaManDrWilysRevenge Mega Man: Dr. Wily's Revenge]]'', he felt his early designs hadn't aged well and made sure to revise them. In the G4 Icons ''Mega Man'' special, he said that if someone came up to him with his early designs, he would say "Nope, these suck. Do 'em again." He was also very unhappy with the [[OffModel infamously sloppy boxart]] for the game's US North American release, even blaming it in part for why the game sold so poorly there.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Persona1'' was one of Creator/{{Atlus}}' first attempts to localize an RPG in the North American market, but the end result was a mess. The company eventually made a proper localization of the game for its [[UsefulNotes/PlayStationPortable PSP]] UpdatedRerelease, more than a decade later.

to:

* ''VideoGame/Persona1'' was one of Creator/{{Atlus}}' first attempts to localize an RPG in the North American market, but the end result was a mess. The company eventually made a proper localization of the game for its [[UsefulNotes/PlayStationPortable [[Platform/PlayStationPortable PSP]] UpdatedRerelease, more than a decade later.
Is there an issue? Send a MessageReason:
None


* As of the [[MilestoneCelebration 25th anniversary update]] of VideoGame/HalfLife1, [[Creator/ValveCorporation Valve]] would officially declare this particular version of Half-Life as the "definitive version" and that it would be the version they will support going forward. As part of this declaration, Valve would delist the notorious [[UpdatedRerelease Half-Life: Source]] from the [[{{UsefulNotes/Steam}} Steam store]] to encourage players to play the original.[[note]]It's not being removed outright, as the game's assets are still being used by the Source engine community.[[/note]]

to:

* As of the [[MilestoneCelebration 25th anniversary update]] of VideoGame/HalfLife1, [[Creator/ValveCorporation Valve]] would officially declare this particular version of Half-Life as the "definitive version" and that it would be the version they will support going forward. As part of this declaration, Valve would delist the notorious [[UpdatedRerelease Half-Life: Source]] from the [[{{UsefulNotes/Steam}} [[{{Platform/Steam}} Steam store]] to encourage players to play the original.[[note]]It's not being removed outright, as the game's assets are still being used by the Source engine community.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The original ''VideoGame/DonPachi'', as influential as it was for being one of the series that put the BulletHell genre in the map, isn't viewed as fondly by Creator/{{Cave}} and is considered by its staff as a "creative failure". Since most of the staff who worked on the game were former Toaplan programmers, they had massive shoes to fill, and got flak for not being on par with Toaplan's catalogue. It's one of the reasons why the sequel ''[=DoDonPachi=]'' tried something different and put Cave on the map.
Is there an issue? Send a MessageReason:
None


* Creator/{{Uri}} [[https://vgperson.com/posts.php?p=insanitysummary reportedly]] wasn't particularly proud of the original version of ''VideoGame/{{Insanity}}'', which was her first game; even her translator refused to make translations of it due to regarding it as poorly-made (it's apparently rather light on gameplay, with bad pacing that makes the story hard to follow). Luckily, Uri remade the game with many improvements and that version has been translated from Japanese.

to:

* Creator/{{Uri}} [[https://vgperson.com/posts.php?p=insanitysummary reportedly]] wasn't particularly proud of the original version of ''VideoGame/{{Insanity}}'', ''VideoGame/{{Insanity|Uri}}'', which was her first game; even her translator refused to make translations of it due to regarding it as poorly-made (it's apparently rather light on gameplay, with bad pacing that makes the story hard to follow). Luckily, Uri remade the game with many improvements and that version has been translated from Japanese.
Is there an issue? Send a MessageReason:
removing chained sinkhole


* ''VideoGame/PAYDAY2'' had a few rough patches between its own co-founders. Bo Andersson became CEO of Starbreeze (which owns Overkill, the developers of the game) while his brother Ulf Andersson continued his role of voicing the character Wolf. Over the years, the game had gotten a ton of paid [=DLCs=] in the form of weapon packs. When fans started to complain about it and other problems that the game had, Bo mocked them for it. Ulf grew disgusted by his brother's behavior and attitude and decided to quit his job in protest while going on to form a new indie game studio with other former Overkill developers.[[note]]As for what happened to Bo, both his reputation and company would be torpedoed by the [[TroubledProduction utter]] [[ObviousBeta mess]] that was ''VideoGame/OverkillsTheWalkingDead'', [[LaserGuidedKarma leading him to leave the company before completely vanishing off the face of the earth]].[[/note]]

to:

* ''VideoGame/PAYDAY2'' had a few rough patches between its own co-founders. Bo Andersson became CEO of Starbreeze (which owns Overkill, the developers of the game) while his brother Ulf Andersson continued his role of voicing the character Wolf. Over the years, the game had gotten a ton of paid [=DLCs=] in the form of weapon packs. When fans started to complain about it and other problems that the game had, Bo mocked them for it. Ulf grew disgusted by his brother's behavior and attitude and decided to quit his job in protest while going on to form a new indie game studio with other former Overkill developers.[[note]]As for what happened to Bo, both his reputation and company would be torpedoed by the [[TroubledProduction utter]] [[ObviousBeta mess]] utter mess that was ''VideoGame/OverkillsTheWalkingDead'', [[LaserGuidedKarma leading him to leave the company before completely vanishing off the face of the earth]].[[/note]]
Is there an issue? Send a MessageReason:
None


** He was also unhappy with the UsefulNotes/GameBoy port of ''VideoGame/MegaManII'', which was outsourced to a different company and was ultimately a sloppy game.

to:

** He was also unhappy with the UsefulNotes/GameBoy Platform/GameBoy port of ''VideoGame/MegaManII'', which was outsourced to a different company and was ultimately a sloppy game.



** Creator/{{Bungie}} have a bit of a mixed relationship with ''VideoGame/Halo2''. While company veterans like Joe Staten and David Candland have gone on record with saying it is their favourite ''Halo'' game, others consider that the game's original vision had to be significantly compromised thanks to TroubledProduction. This includes the infamous E3 2003 demo, which had to be completely scrapped due to the UsefulNotes/{{Xbox}} being unable to handle the game engine.

to:

** Creator/{{Bungie}} have a bit of a mixed relationship with ''VideoGame/Halo2''. While company veterans like Joe Staten and David Candland have gone on record with saying it is their favourite ''Halo'' game, others consider that the game's original vision had to be significantly compromised thanks to TroubledProduction. This includes the infamous E3 2003 demo, which had to be completely scrapped due to the UsefulNotes/{{Xbox}} Platform/{{Xbox}} being unable to handle the game engine.



* Creator/{{Nintendo}} has the UsefulNotes/VirtualBoy, which is their biggest hardware failure since entering the gaming market, only selling 770,000 units ''globally''. The system lasted less than a year before being discontinued, and Nintendo wouldn't even publicly acknowledge its existence until ''VideoGame/SuperSmashBrosBrawl'' as part of the title's "Chronicle" section (a near-complete list of games published by Nintendo).[[note]]It ''is'' in the trophy room in ''Melee'' alongside the other Nintendo consoles... but only if you have the language set to Japanese.[[/note]] Ever since, the Virtual Boy has been relegated to little more than a self-deprecative RunningGag: from its description in ''VideoGame/AnimalCrossingNewLeaf'' poking fun at its red graphics, to ''VideoGame/LuigisMansion3'' having an {{expy}} created by E. Gadd as your communication device (who insists that ThisIsGoingToBeHuge), to Nintendo of America marketing videos acknowledging how awkward it is to use. As for the system's game library, none of the titles have ever seen re-release or remakes in any form; the closest has been a video of ''[[VideoGame/MarioTennis Mario's Tennis]]'' being viewable in the ''VideoGame/NintendoLabo'' VR kit.

to:

* Creator/{{Nintendo}} has the UsefulNotes/VirtualBoy, Platform/VirtualBoy, which is their biggest hardware failure since entering the gaming market, only selling 770,000 units ''globally''. The system lasted less than a year before being discontinued, and Nintendo wouldn't even publicly acknowledge its existence until ''VideoGame/SuperSmashBrosBrawl'' as part of the title's "Chronicle" section (a near-complete list of games published by Nintendo).[[note]]It ''is'' in the trophy room in ''Melee'' alongside the other Nintendo consoles... but only if you have the language set to Japanese.[[/note]] Ever since, the Virtual Boy has been relegated to little more than a self-deprecative RunningGag: from its description in ''VideoGame/AnimalCrossingNewLeaf'' poking fun at its red graphics, to ''VideoGame/LuigisMansion3'' having an {{expy}} created by E. Gadd as your communication device (who insists that ThisIsGoingToBeHuge), to Nintendo of America marketing videos acknowledging how awkward it is to use. As for the system's game library, none of the titles have ever seen re-release or remakes in any form; the closest has been a video of ''[[VideoGame/MarioTennis Mario's Tennis]]'' being viewable in the ''VideoGame/NintendoLabo'' VR kit.



* Seamus Blackley is best known as the creator of the UsefulNotes/{{Xbox}}, but before that he conceptualised and worked on ''VideoGame/JurassicParkTrespasser''. Blackley is so ashamed of the game, he refuses to bring it up or talk about it when asked. Additionally, he and other Microsoft staff who worked on that console also feel this way about its original controller, which was criticized for being large and unwieldy, earning the nickname of "The Duke" from gamers. They admitted that Microsoft, being primarily a software company up until that point, was inexperienced in building hardware and that nothing demonstrated that more than The Duke.
* In an [[http://www.siliconera.com/2010/06/29/nis-americas-president-on-anime-crossovers-sakura-wars-and-ps3-development/ interview]] with [=SiliconEra=], Haru Akenaga, then-president of [[Creator/NipponIchi NIS America]], stated that he was dissatisfied with the UsefulNotes/PlayStation3 game ''Last Rebellion''. He only released it due to a previous relationship with developer Hitmaker[[note]]NIS published ''Blade Dancer: Lineage of Light'' in the U.S.[[/note]], and tried his best to convince his team [[InvisibleAdvertising not to promote it beyond the typical "new release" press statement]].

to:

* Seamus Blackley is best known as the creator of the UsefulNotes/{{Xbox}}, Platform/{{Xbox}}, but before that he conceptualised and worked on ''VideoGame/JurassicParkTrespasser''. Blackley is so ashamed of the game, he refuses to bring it up or talk about it when asked. Additionally, he and other Microsoft staff who worked on that console also feel this way about its original controller, which was criticized for being large and unwieldy, earning the nickname of "The Duke" from gamers. They admitted that Microsoft, being primarily a software company up until that point, was inexperienced in building hardware and that nothing demonstrated that more than The Duke.
* In an [[http://www.siliconera.com/2010/06/29/nis-americas-president-on-anime-crossovers-sakura-wars-and-ps3-development/ interview]] with [=SiliconEra=], Haru Akenaga, then-president of [[Creator/NipponIchi NIS America]], stated that he was dissatisfied with the UsefulNotes/PlayStation3 Platform/PlayStation3 game ''Last Rebellion''. He only released it due to a previous relationship with developer Hitmaker[[note]]NIS published ''Blade Dancer: Lineage of Light'' in the U.S.[[/note]], and tried his best to convince his team [[InvisibleAdvertising not to promote it beyond the typical "new release" press statement]].



** One of the commercials for ''Ocarina of Time'' was released with the tagline "[[SaveThePrincess Willst thou get the girl?]] Or play like one?". While seen as mildly sexist humor at the time, this clearly doesn't fit with Nintendo's modern family-friendly "games are for everyone" image. Nintendo eventually replaced the text with "Willst thou soar? Or willst thou suck?" for the [[UsefulNotes/NintendoGameCube GameCube]] release and made ads from the ground up in the 3DS release.

to:

** One of the commercials for ''Ocarina of Time'' was released with the tagline "[[SaveThePrincess Willst thou get the girl?]] Or play like one?". While seen as mildly sexist humor at the time, this clearly doesn't fit with Nintendo's modern family-friendly "games are for everyone" image. Nintendo eventually replaced the text with "Willst thou soar? Or willst thou suck?" for the [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube]] release and made ads from the ground up in the 3DS release.
Is there an issue? Send a MessageReason:
Not enough context (ZCE)


* If you look at Creator/BlizzardEntertainment's website, about half the games they ever developed are not listed.
Is there an issue? Send a MessageReason:
None


* Creator/ShinjiMikami [[http://tangogameworks.com/others/comic/001 apparently loathes]] being called the "father of ''VideoGame/ResidentEvil''". This was likely due to the fact that after the success of the first game in the series, Mikami was assigned as the producer of the series, which gave him fewer opportunities to work as a game director in subsequent projects, [[http://www.1up.com/news/shinji-mikami-discusses-resident-evil as he explains in this interview]]. Mikami also stated that he's actually [[https://youtu.be/mkuhyPHHE-c?t=237 embarrassed by the tank controls and fixed camera angles]] in the first game, calling them a workaround of the limitations at the time. He wanted to get "revenge" by making ''VideoGame/ResidentEvil4'' use an over the shoulder camera without tank controls so that players could be fully immersed in the horrors without any limitations. Whenever fans tell Mikami that they liked the horror and scares that the first ''Resident Evil'' gave, he would cringe and ask them to stop.

to:

* Creator/ShinjiMikami [[http://tangogameworks.com/others/comic/001 apparently loathes]] being called the "father of ''VideoGame/ResidentEvil''". This was likely due to the fact that after the success of the first game in the series, Mikami was assigned as the producer of the series, which gave him fewer opportunities to work as a game director in subsequent projects, [[http://www.1up.com/news/shinji-mikami-discusses-resident-evil as he explains in this interview]]. Mikami also stated that he's actually [[https://youtu.be/mkuhyPHHE-c?t=237 embarrassed by the tank controls and fixed camera angles]] in the first game, calling them a workaround of the limitations at the time. He wanted to get "revenge" by making ''VideoGame/ResidentEvil4'' use an over the shoulder AlwaysOverTheShoulder camera without tank controls so that players could be fully immersed in the horrors without any limitations. Whenever fans tell Mikami that they liked the horror and scares that the first ''Resident Evil'' gave, he would cringe and ask them to stop.

Added: 1292

Changed: 593

Is there an issue? Send a MessageReason:
None


* ''Warhammer 40000: VideoGame/DawnOfWar'' has generally received widespread acclaim as both an exceptional use of the Warhammer 40000 universe and as a damned fine RealTimeStrategy game. Its first two expansion packs, ''Winter Assault'' and ''Dark Crusade'' are also well-loved. Its third and final expansion, ''Soulstorm''...not so much. Like many entries on this page, ''Soulstorm'' was farmed out to another developer and arrived rushed and buggy. It was a retread of ''Dark Crusade'' with two new factions shoved in, buggy and poorly balanced (examples include the Sisters of Battle's ultimate unit not flagging as dead and thus being unable to be rebuilt if killed and the Dark Eldar Dais of Destruction having drastically more invincible frames than it's animations informed). The expansion got a TakeThat in ''Dawn of War II'', where the campaign covered in ''Soulstorm'' was explained as a disaster for series protagonists the Blood Ravens Space Marines that brought the Chapter to the edge of ruin.

to:

* ''Warhammer 40000: VideoGame/DawnOfWar'' has generally received widespread acclaim as both an exceptional use of the Warhammer 40000 ''TabletopGame/Warhammer40000'' universe and as a damned fine RealTimeStrategy game. Its first two expansion packs, ''Winter Assault'' and ''Dark Crusade'' are also well-loved. Its third and final expansion, ''Soulstorm''...not so much. Like many entries on this page, ''Soulstorm'' was farmed out to another developer and arrived rushed and buggy. It was a retread of ''Dark Crusade'' with two new factions shoved in, buggy and poorly balanced (examples include the Sisters of Battle's ultimate unit not flagging as dead and thus being unable to be rebuilt if killed and the Dark Eldar Dais of Destruction having drastically more invincible frames than it's animations informed). The expansion got a TakeThat in ''Dawn of War II'', where the campaign covered in ''Soulstorm'' was explained as a disaster for series protagonists the Blood Ravens Space Marines that brought the Chapter to the edge of ruin.



* Harvey Smith has expressed regrets over his job directing ''VideoGame/DeusExInvisibleWar'', going as far as saying that he and the team "fucked up" by removing or watering down certain aspects they saw as unnecessary at the time and pushing the game too far in sci-fi territory. He also mention the team inexperience with game development on console who caused many struggles that reflected on the final product. But while he has regrets, he doesn't despise the game. The same cannot be said about ''Blacksite Area 51'', a game he condemned so harshly in one interview it got him fired.

to:

* Harvey Smith Smith:
** He
has expressed regrets over his job directing ''VideoGame/DeusExInvisibleWar'', going as far as saying that he and the team "fucked up" by removing or watering down certain aspects they saw as unnecessary at the time and pushing the game too far in sci-fi territory. He also mention mentioned the team team's inexperience with game development on console consoles, who caused many struggles that reflected on the final product. But while he has regrets, he doesn't despise the game. game.
**
The same cannot be said about ''Blacksite ''[[VideoGame/Area51FPS BlackSite: Area 51'', 51]]'', a game he condemned so harshly in [[https://www.wired.com/2007/11/montreal-2007-h/ one interview interview]] that it got him fired.fired from Creator/MidwayGames. The game endured a TroubledProduction due to Midway insisting that the team use the still-experimental Unreal Engine 3, which ended with it being [[ChristmasRushed rushed out the door]] in an ObviousBeta state to scathing reviews. What's more, Smith's attention was divided between ''[=BlackSite=]'' and another game he was working on at the time, and by his own admission, [[CreatorsApathy he wasn't really that interested in it]] and partly blames himself for the sorry state it was released in. The only thing he liked about it was its political satire, especially of UsefulNotes/TheWarOnTerror.
Is there an issue? Send a MessageReason:
None


* Creator/{{Capcom}} has said that the first ''{{VideoGame/Street Fighter|I}}'' has not aged well, mainly due to how the game's special moves were very difficult to execute. According to the developers at the time, the special moves were a kind of CheatCode, which is why their input is dodgy. Consider that, back then, [[SeinfeldIsUnfunny fighting games were SUPPOSED to be like that]], with only punches and kicks available, few, if any, characters to select, against a wide array of CPU-exclusive fighters [[MyRulesAreNotYourRules who have their odds stacked better for them, including said special moves]].

to:

* Creator/{{Capcom}} has said that the first ''{{VideoGame/Street Fighter|I}}'' has not aged well, mainly due to how the game's special moves were very difficult to execute. According to the developers at the time, the special moves were a kind of CheatCode, which is why their input is dodgy. Consider that, back then, [[SeinfeldIsUnfunny [[ValuesDissonance fighting games were SUPPOSED to be like that]], with only punches and kicks available, few, if any, characters to select, against a wide array of CPU-exclusive fighters [[MyRulesAreNotYourRules who have their odds stacked better for them, including said special moves]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* As of the [[MilestoneCelebration 25th anniversary update]] of VideoGame/HalfLife1, [[Creator/ValveCorporation Valve]] would officially declare this particular version of Half-Life as the "definitive version" and that it would be the version they will support going forward. As part of this declaration, Valve would delist the notorious [[UpdatedRerelease Half-Life: Source]] from the [[{{UsefulNotes/Steam}} Steam store]] to encourage players to play the original.[[note]]It's not being removed outright, as the game's assets are still being used by the Source engine community.[[/note]]

Top