History DorkAge / VideoGames

9th Sep '17 7:43:15 PM Yeow95
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at smartphone games [[note]]While the ''Sonic'' series had previously gotten smartphone games with ''Sonic Jump'' and ''Sonic Dash'', they were outsourced to Hardlight and Sumo Digital[[/note]] with ''VideoGame/SonicRunners'', an attempt at adapting the series to a online-only 2D endless runner format. While the game in its soft launch (in Japan and Canada) got complaints for its poor optimization for several phones (some of which [[ObviousBeta were highly evident of the game's technical status]]) and its [[BribingYourWayToVictory roulette system]] [[note]]The game's roulette system, as its namesake says, allows the player to win assorted hosted materials such as unlockable characters, Buddy partners (assistants that helped the player improve gameplay performance and score bonuses), or Red Rings (in-game currency that could be used to purchase the former two)...but it had a small number of "free" spins, with additional spins requiring the players to buy them with actual cash. Not helping matters was that in most cases, the roulette would have (and was prone to land on) content that was virtually useless or ineffective, like standard rings or some of the less-impressive Buddy partners[[/note]], the game was generally liked for its solid gameplay and [[TheBusCameBack giving a spotlight on the series' many characters]] in its episodic storylines. This goodwill sadly went away with [[BadExportForYou the "official" worldwide launch of the game]], which took all of the game's existing problems and ramped them UpToEleven (including, but not limited to, the game retooled so [[AllegedlyFreeGame the roulette system is critical to make any progress]], introduction of "[[ProductPlacement video revives]]", ''more'' glitches that in some cases led to [[GameBreakingBug game-breaking bugs]], and a notorious 2.0 update that introduced layouts of spike walls that, through FakeDifficulty, [[UnwinnableByDesign made levels impossible to play]]). This overall succeeded in virtually tanking the game's reputation, with active players leaving en masse, the game underperforming in revenue/sales (with Sega later deeming it a commercial failure in their IR reports), and Sega ultimately taking the game offline in June 2016--[[ShortRunner barely a year since its launch]]. Fans of the game mourned its demise, wondering how successful the game could had been [[ScrewedByTheNetwork had it been more competently managed]]. While a later sequel by Gameloft, ''Sonic Runners Adventure'', was revealed and has beensoft-launched), fan reception to it has been [[SoOkayItsAverage more indifferent]] in comparison.

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at smartphone games [[note]]While the ''Sonic'' series had previously gotten smartphone games with ''Sonic Jump'' and ''Sonic Dash'', they were outsourced to Hardlight and Sumo Digital[[/note]] with ''VideoGame/SonicRunners'', an attempt at adapting the series to a online-only 2D endless runner format. While the game in its soft launch (in Japan and Canada) got complaints for its poor optimization for several phones (some of which [[ObviousBeta were highly evident of the game's technical status]]) and its [[BribingYourWayToVictory roulette system]] [[note]]The game's roulette system, as its namesake says, allows the player to win assorted hosted materials such as unlockable characters, Buddy partners (assistants that helped the player improve gameplay performance and score bonuses), or Red Rings (in-game currency that could be used to purchase the former two)...but it had a small number of "free" spins, with additional spins requiring the players to buy them with actual cash. Not helping matters was that in most cases, the roulette would have (and was prone to land on) content that was virtually useless or ineffective, like standard rings or some of the less-impressive Buddy partners[[/note]], the game was generally liked for its solid gameplay and [[TheBusCameBack giving a spotlight on the series' many characters]] in its episodic storylines. This goodwill sadly went away with [[BadExportForYou the "official" worldwide launch of the game]], which took all of the game's existing problems and ramped them UpToEleven (including, but not limited to, the game retooled so [[AllegedlyFreeGame the roulette system is critical to make any progress]], introduction of "[[ProductPlacement video revives]]", ''more'' glitches that in some cases led to [[GameBreakingBug game-breaking bugs]], and a notorious 2.0 update that introduced layouts of spike walls that, through FakeDifficulty, [[UnwinnableByDesign made levels impossible to play]]). This overall succeeded in virtually tanking the game's reputation, with active players leaving en masse, the game underperforming in revenue/sales (with Sega later deeming it a commercial failure in their IR reports), and Sega ultimately taking the game offline in June 2016--[[ShortRunner barely a year since its launch]]. Fans of the game mourned its demise, wondering how successful the game could had been [[ScrewedByTheNetwork had it been more competently managed]]. While a later sequel by Gameloft, ''Sonic Runners Adventure'', was revealed and has beensoft-launched), been soft-launched, fan reception to it has been [[SoOkayItsAverage more indifferent]] in comparison.



** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Mania'', which was released first, received widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); and upon release was praised by many as the best Sonic games in years, providing one possible end to the dork age. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]), but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. Needless to say, several fans still hold hope that Sonic Team can pull through, and ''Forces'' can join ''Mania'' in breaking Sonic out of his slump ([[RunningGag once more]]).

to:

** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Mania'', which was released first, received widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); and upon release was praised by many as the best Sonic games in years, providing one possible end to the dork age.current Dork Age. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]), but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. Needless to say, several fans still hold hope that Sonic Team can pull through, and ''Forces'' can join ''Mania'' in breaking Sonic out of his slump ([[RunningGag once more]]).
9th Sep '17 7:41:45 PM Yeow95
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at smartphone games [[note]]While the ''Sonic'' series had previously gotten smartphone games with ''Sonic Jump'' and ''Sonic Dash'', they were outsourced to Hardlight and Sumo Digital[[/note]] with ''VideoGame/SonicRunners'', an attempt at adapting the series to a online-only 2D endless runner format. While the game in its soft launch (in Japan and Canada) got complaints for its poor optimization for several phones (some of which [[ObviousBeta were highly evident of the game's technical status]]) and its [[BribingYourWayToVictory roulette system]] [[note]]The game's roulette system, as its namesake says, allows the player to win assorted hosted materials such as unlockable characters, Buddy partners (assistants that helped the player improve gameplay performance and score bonuses), or Red Rings (in-game currency that could be used to purchase the former two)...but it had a small number of "free" spins, with additional spins requiring the players to buy them with actual cash. Not helping matters was that in most cases, the roulette would have (and was prone to land on) content that was virtually useless or ineffective, like standard rings or some of the less-impressive Buddy partners[[/note]], the game was generally liked for its solid gameplay and [[TheBusCameBack giving a spotlight on the series' many characters]] in its episodic storylines. This goodwill sadly went away with [[BadExportForYou the "official" worldwide launch of the game]], which took all of the game's existing problems and ramped them UpToEleven--the game was retooled to make any substantial progress in the game impossible [[AllegedlyFreeGame without resorting to using the roulette system]], introduction of "[[ProductPlacement video revives]]" (adverts the player was required to watch if they wanted to use a continue after they died during a playthrough), even more glitches that in some cases led to [[GameBreakingBug game-breaking bugs]], and a notorious 2.0 update that nerfed the usefulness of several of the game's buddies and introduced layouts of spike walls that [[UnwinnableByDesign ramped up the game's difficulty to the point of making levels impossible to play]]. This overall succeeded in virtually tanking the game's reputation, with active players leaving en masse, the game underperforming in revenue/sales (with Sega later deeming it a commercial failure in their IR reports), and Sega ultimately taking the game offline in June 2016--[[ShortRunner barely a year since its launch]]. Fans of the game mourned its demise, wondering how successful the game could had been [[ScrewedByTheNetwork had it been more competently managed]]. While a later sequel by Gameloft, ''Sonic Runners Adventure'', was discovered (with the game eventually being soft-launched), fan reception to it has been [[SoOkayItsAverage more indifferent]] in comparison.

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at smartphone games [[note]]While the ''Sonic'' series had previously gotten smartphone games with ''Sonic Jump'' and ''Sonic Dash'', they were outsourced to Hardlight and Sumo Digital[[/note]] with ''VideoGame/SonicRunners'', an attempt at adapting the series to a online-only 2D endless runner format. While the game in its soft launch (in Japan and Canada) got complaints for its poor optimization for several phones (some of which [[ObviousBeta were highly evident of the game's technical status]]) and its [[BribingYourWayToVictory roulette system]] [[note]]The game's roulette system, as its namesake says, allows the player to win assorted hosted materials such as unlockable characters, Buddy partners (assistants that helped the player improve gameplay performance and score bonuses), or Red Rings (in-game currency that could be used to purchase the former two)...but it had a small number of "free" spins, with additional spins requiring the players to buy them with actual cash. Not helping matters was that in most cases, the roulette would have (and was prone to land on) content that was virtually useless or ineffective, like standard rings or some of the less-impressive Buddy partners[[/note]], the game was generally liked for its solid gameplay and [[TheBusCameBack giving a spotlight on the series' many characters]] in its episodic storylines. This goodwill sadly went away with [[BadExportForYou the "official" worldwide launch of the game]], which took all of the game's existing problems and ramped them UpToEleven--the UpToEleven (including, but not limited to, the game was retooled to make any substantial progress in the game impossible so [[AllegedlyFreeGame without resorting to using the roulette system]], system is critical to make any progress]], introduction of "[[ProductPlacement video revives]]" (adverts the player was required to watch if they wanted to use a continue after they died during a playthrough), even more revives]]", ''more'' glitches that in some cases led to [[GameBreakingBug game-breaking bugs]], and a notorious 2.0 update that nerfed the usefulness of several of the game's buddies and introduced layouts of spike walls that that, through FakeDifficulty, [[UnwinnableByDesign ramped up the game's difficulty to the point of making made levels impossible to play]].play]]). This overall succeeded in virtually tanking the game's reputation, with active players leaving en masse, the game underperforming in revenue/sales (with Sega later deeming it a commercial failure in their IR reports), and Sega ultimately taking the game offline in June 2016--[[ShortRunner barely a year since its launch]]. Fans of the game mourned its demise, wondering how successful the game could had been [[ScrewedByTheNetwork had it been more competently managed]]. While a later sequel by Gameloft, ''Sonic Runners Adventure'', was discovered (with the game eventually being soft-launched), revealed and has beensoft-launched), fan reception to it has been [[SoOkayItsAverage more indifferent]] in comparison.



** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]); but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. In stark contrast, however, ''Mania'' has gotten widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); and upon release was praised by many as one of the best Sonic games in years. Needless to say, several fans still hold hope that both games will pull through breaking Sonic out of his slump ([[RunningGag once more]]).

to:

** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Mania'', which was released first, received widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); and upon release was praised by many as the best Sonic games in years, providing one possible end to the dork age. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]); world]]), but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. In stark contrast, however, ''Mania'' has gotten widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); and upon release was praised by many as one of the best Sonic games in years. Needless to say, several fans still hold hope that both games will Sonic Team can pull through through, and ''Forces'' can join ''Mania'' in breaking Sonic out of his slump ([[RunningGag once more]]).more]]).
9th Sep '17 7:24:12 PM Yeow95
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** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback", but was largely criticized by fans as [[Sequelitis a terrible sequel that missed the point]] of the original games ([[CriticalDissonance though the game's sales and critic reviews at the time were actually decent]]).

to:

** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback", but was largely criticized by fans as [[Sequelitis [[{{Sequelitis}} a terrible sequel that missed the point]] of the original games ([[CriticalDissonance though the game's sales and critic reviews at the time were actually decent]]).
9th Sep '17 7:23:32 PM Yeow95
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** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback", but was largely criticized by fans as a terrible sequel that missed the point of the original games ([[CriticalDissonance though the game's sales and critic reviews at the time were actually decent]]).

to:

** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback", but was largely criticized by fans as [[Sequelitis a terrible sequel that missed the point point]] of the original games ([[CriticalDissonance though the game's sales and critic reviews at the time were actually decent]]).
9th Sep '17 7:21:10 PM Yeow95
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** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback" but criticized for [[TheyChangedItSoItSucks changing]] and [[ItsTheSameSoItSucks keeping]] too much from the Genesis games.

to:

** ''VideoGame/SonicTheHedgehog4: Episode I'' was hyped as the much-awaited sequel to the acclaimed Genesis games and "Sonic's big comeback" comeback", but was largely criticized for [[TheyChangedItSoItSucks changing]] by fans as a terrible sequel that missed the point of the original games ([[CriticalDissonance though the game's sales and [[ItsTheSameSoItSucks keeping]] too much from critic reviews at the Genesis games.time were actually decent]]).



** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]); but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. In stark contrast, however, ''Mania'' has gotten widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); with excitement for the game still holding high in the lead-up to the game's release. Needless to say, several fans still hold hope that both games will pull through breaking Sonic out of his slump ([[RunningGag once more]]).

to:

** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--which, in response to the poor reception of the first two ''Boom'' games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons]]--was generally agreed to be a marked improvement over its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' multiplatform Sonic games for 2017--''VideoGame/SonicMania'' developed by [[PromotedFanboy members from the community]], and ''VideoGame/SonicForces'', being handled by Sonic Team themselves. ''Forces'' initially got significant interest for returning to the ''Unleashed''-styled gameplay and gunning for a more serious tone (in contrast to past titles) and premise (Dr. Eggman [[TheBadGuyWins having succeeded in taking over the world]]); but reactions to it has gradually [[BrokenBase gotten more divisive]] [[TaintedByThePreview with each new reveal]], the most notorious one being the introduction of a "[[CharacterCustomization Custom Hero]]" playstyle that allows players to create their own OCs. In stark contrast, however, ''Mania'' has gotten widely enthusiastic responses by Genesis-era Sonic fans and the press for shaping up to be a faithful new installment to the Genesis-era ''Sonic'' titles (something the aforementioned ''Sonic 4'' meant to do and screwed up entirely); with excitement for and upon release was praised by many as one of the game still holding high best Sonic games in the lead-up to the game's release.years. Needless to say, several fans still hold hope that both games will pull through breaking Sonic out of his slump ([[RunningGag once more]]).
8th Sep '17 11:37:50 AM barberbarberjoe
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* The first two games in the ''VideoGame/DoubleDragon'' series were pretty successful at the arcade and on consoles. The first NES game even sold out on the day of its release. But then came ''Double Dragon 3'', which was farmed out to an external developer, featured a poorly-thought out plot involving {{Mineral MacGuffin}}s, flat level designs, fewer moves than its predecessors, and an [[BribingYourWayToVictory ill-conceived shopping gimmick]] obviously added as a transparent means of [[RevenueEnhancingDevices inserting more tokens into the machine]]. There were a couple more ''Double Dragon'' sequels after the third game, but the series never quite recovered from there: the NES version of the third game (while considered to be an improvement from the arcade version) is [[NintendoHard ridiculously hard]], the SNES-exclusive fourth game was an ObviousBeta, and the last two games made before Technos went out of business were standard [[FightingGame competitive fighting games]] that did nothing to stand out from [[FollowTheLeader an already overcrowded market]]. The [[Film/DoubleDragon movie "adaptation" of the series]] [[VideoGameMoviesSuck wasn't helping matters either...]] Thankfully, [[VideoGame/DoubleDragonNeon WayForward's 2012 reimagining]] is commonly seen as having done justice to the ''Double Dragon'' name (while not being afraid to [[AffectionateParody make some jokes at its expense]] either). [[ZigZaggingTrope Unfortunately]], the remake of ''Double Dragon II'' that followed (''not'' developed by Creator/{{WayForward|Technologies}}) proceeded to extinguish that goodwill.

to:

* The first two games in the ''VideoGame/DoubleDragon'' series were pretty successful at the arcade and on consoles. The first NES game even sold out on the day of its release. But then came ''Double Dragon 3'', which was farmed out to an external developer, featured a poorly-thought out plot involving {{Mineral MacGuffin}}s, flat level designs, fewer moves than its predecessors, and an [[BribingYourWayToVictory ill-conceived shopping gimmick]] obviously added as a transparent means of [[RevenueEnhancingDevices inserting more tokens into the machine]]. There were a couple more ''Double Dragon'' sequels after the third game, but the series never quite recovered from there: the NES version of the third game (while considered to be an improvement from the arcade version) is [[NintendoHard ridiculously hard]], the SNES-exclusive fourth game was an ObviousBeta, and the last two games made before Technos went out of business were standard [[FightingGame competitive fighting games]] that did nothing to stand out from [[FollowTheLeader an already overcrowded market]]. The [[Film/DoubleDragon movie "adaptation" of the series]] [[VideoGameMoviesSuck wasn't helping matters either...]] Thankfully, [[VideoGame/DoubleDragonNeon WayForward's 2012 reimagining]] is commonly seen as having done justice to the ''Double Dragon'' name (while not being afraid to [[AffectionateParody make some jokes at its expense]] either). [[ZigZaggingTrope Unfortunately]], the remake of ''Double Dragon II'' that followed (''not'' developed by Creator/{{WayForward|Technologies}}) proceeded to extinguish that goodwill. Then, that got followed up by ''VideoGame/DoubleDragonIV'', a divisive sequel to the original games from [[Creator/ArcSystemWorks a developer with an usually good track record]].
29th Aug '17 2:55:14 PM HalcyonDayz
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** The second is the 3DS / Wii U era. The era was plagued with accusations the series was dumbing down to become more like the ''New Super Mario Bros'' games, themselves controversial due to being [[ItsTheSameSoItSucks unoriginal.]] The RPGs in particular are hit by this as are some of the sports titles (namely ''Mario Tennis Ultra Smash''). However, there are several people who point to games like ''VideoGame/SuperMario3DWorld'', ''VideoGame/MarioKart8'' and ''VideoGame/SuperMarioMaker'' as proof the series still has life.

to:

** The second is the 3DS / Wii U era. The era was plagued with accusations the series was dumbing down to become more like the ''New Super Mario Bros'' games, themselves controversial due to being [[ItsTheSameSoItSucks unoriginal.]] The RPGs {{Role Playing Game}}s in particular are hit by this as are some of the sports titles (namely ''Mario Tennis Ultra Smash''). However, there are several people who point to games like ''VideoGame/SuperMario3DWorld'', ''VideoGame/MarioKart8'' and ''VideoGame/SuperMarioMaker'' as proof the series still has life.



** ''VideoGame/WWEVideoGames'' would generally have most all of the features on their first next gen game gone (this would carry over to {{CAW}} mode being gutted in their off shoot ''Raw'' or ''Day or Reckoning'' games, most moves being removed, three match season mode, extremely long loading times, ect) while the next year there would be more options, features, moves and wrestlers, with the game being far more polished.

to:

** ''VideoGame/WWEVideoGames'' would generally have most all of the features on their first next gen game gone (this would carry over to {{CAW}} mode being gutted in their off shoot ''Raw'' or ''Day or Reckoning'' games, most moves being removed, three match season mode, extremely long loading times, ect) etc.) while the next year there would be more options, features, moves and wrestlers, with the game being far more polished.
19th Aug '17 8:05:34 PM patriciovalencia117
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* Infinity Ward, one of the studios behind ''VideoGame/CallOfDuty'', seems to be stuck in one since 2010. When the studio released the first ''Call of Duty'' in 2001, the studio was universally praised for the game's quality and for popularizing the World War 2 military shooter genre. Infinity Ward's reputation only grew when it moved the Call of Duty franchise into the modern day setting with the [[VideoGame/ModernWarfare ''Call of Duty 4: Modern Warfare'']]. However, after the release of ''Modern Warfare 2'', the company has been entering a gradual downward spiral. In 2010, many of its staff left or were forced out by parent company Activision over payment issues, leaving the studio without many of its original creative minds. Subsequently, the following Infinity Ward games ''Call of Duty Ghosts'' and ''Call of Duty Infinite Warfare'' were seen as inferior installments in the franchise; ''Ghosts'' was disliked for its weak story and rehashed ''Modern Warfare'' gameplay, and ''Infinite Warfare'' was criticized for copying the sci-fi aesthetics and gameplay of ''VideoGame/Halo'' and ''VideoGame/Titanfall''. In more recent years, ''Call of Duty'' games developed by studios Treyarch and Sledgehammer Games were better received by the fanbase for having engaging campaign stories, innovative designs, and balanced multiplayer. It didn't help matters that Treyarch's and Sledgehammer's games have received better reviews and sales than Infinity Ward's. In the eyes of the public, Infinity Ward is a hollow shell of its former self now overshadowed by other studios in the shooter market.

to:

* Infinity Ward, one of the studios behind ''VideoGame/CallOfDuty'', seems to be stuck in one since 2010. When the studio released the first ''Call of Duty'' in 2001, the studio was universally praised for the game's quality and for popularizing the World War 2 military shooter genre. Infinity Ward's reputation only grew when it moved the Call of Duty franchise into the modern day setting with the [[VideoGame/ModernWarfare ''Call of Duty 4: Modern Warfare'']]. However, after the release of ''Modern Warfare 2'', the company has been entering a gradual downward spiral. In 2010, many of its staff left or were forced out by parent company Activision over payment issues, leaving the studio without many of its original creative minds. Subsequently, the following Infinity Ward games ''Call of Duty Ghosts'' and ''Call of Duty Infinite Warfare'' were seen as inferior installments in the franchise; ''Ghosts'' was disliked for its weak story and rehashed ''Modern Warfare'' gameplay, and ''Infinite Warfare'' was criticized for copying the sci-fi aesthetics and gameplay of ''VideoGame/Halo'' ''VideoGame/{{Halo}}'' and ''VideoGame/Titanfall''. ''VideoGame/{{Titanfall}}''. In more recent years, the fanbase consider studios Treyarch and Sledgehammer to be the best developers of ''Call of Duty'' games developed by studios Treyarch for at least willing to innovate and Sledgehammer Games were better received by the fanbase for having engaging campaign stories, innovative designs, and balanced multiplayer. It didn't help matters that Treyarch's and Sledgehammer's games have received better reviews and sales than Infinity Ward's.update their games. In the eyes of the public, Infinity Ward is a hollow shell of its former self now overshadowed by other studios in the shooter market.
10th Aug '17 3:38:02 PM TheAmazingBlachman
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* After being revived to universal acclaim through the ''VideoGame/MetroidPrimeTrilogy'' by Creator/RetroStudios, the ''Franchise/{{Metroid}}'' franchise stumbled into one hard with Team Ninja's ''VideoGame/MetroidOtherM'', which was widely maligned by the fanbase for its more streamlined and linear gameplay, unconventional control scheme, and notorious storyline that many felt ''heavily'' derailed the character of series protagonist Samus Aran, and as well as committing a second major sin of hinting that the Prime trilogy might be CanonDiscontinuity. The game was met with middling reviews and by and large alienated the Western fanbase, becoming an outright sales flop on the Western marked. While the game did fare a bit better with the Japanese audience, that it was meant to appeal to in the first place, the sales on that side of the Pacific still fell quite a bit short of Nintendo's expectations. This resulted in Nintendo letting the Metroid series lie low, with co-creator Yoshio Sakamoto (who was heavily involved in ''Other M'', to the point of [[ExecutiveMeddling being directly responsible for the more controversial design decisions]]) temporarily abandoning the series.\\\
Things went FromBadToWorse when Nintendo followed up ''Other M'' six years later with ''VideoGame/MetroidPrimeFederationForce'', a LighterAndSofter spinoff game that took significant steps away from the series (focusing on the Federation instead of Samus, who [[PutOnABus is otherwise hardly in the game]] outside of a few cameos; utilizing a more simplified and deformed artstyle, and being a team co-op shooter, as opposed to being a Metroidvania game, among other things). Fan reaction was predominantly negative, with the fanbase at large accusing Nintendo to being absolutely tone deaf to what they wanted from a new ''Metroid'' game, with some fans even ([[FanDumb infamously]]) going as far to call for the game's cancellation; the backlash culminated in ''Federation Force'', on top of receiving weak reviews from critics, bombing ''even harder'' in sales than ''Other M'' did. Not helping matters was the DMCA takedown of fan game, ''VideoGame/AnotherMetroid2Remake'' in that same year.\\\

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* After being revived to universal acclaim through the ''VideoGame/MetroidPrimeTrilogy'' by Creator/RetroStudios, the ''Franchise/{{Metroid}}'' franchise stumbled into one hard with Team Ninja's ''VideoGame/MetroidOtherM'', which was widely maligned by the fanbase for its more streamlined and linear gameplay, unconventional control scheme, and notorious storyline that many felt ''heavily'' derailed the character of series protagonist Samus Aran, and as well as committing a second major sin of hinting that the Prime trilogy ''Prime Trilogy'' might be CanonDiscontinuity. The game was met with middling reviews and by and large alienated the Western fanbase, becoming an outright sales flop on the Western marked. While the game did fare a bit better with the Japanese audience, that which it was meant to appeal to in the first place, the sales on that side of the Pacific still fell quite a bit ended up falling short of Nintendo's expectations. This resulted in Nintendo letting the Metroid series lie low, with co-creator Yoshio Sakamoto (who was heavily involved in ''Other M'', to the point of [[ExecutiveMeddling being directly responsible for the more controversial design decisions]]) temporarily abandoning the series.\\\
Things went FromBadToWorse when Nintendo followed up ''Other M'' six years later with ''VideoGame/MetroidPrimeFederationForce'', a LighterAndSofter spinoff game that took significant steps away from the series (focusing on the Federation instead of Samus, who [[PutOnABus is otherwise hardly in the game]] outside of a few cameos; utilizing a more simplified and deformed artstyle, and being a team co-op shooter, as opposed to being a Metroidvania game, among other things). Fan reaction was predominantly negative, with the fanbase at large accusing Nintendo to being absolutely tone deaf to what they wanted from a new ''Metroid'' game, with some fans even ([[FanDumb infamously]]) going as far to call for the game's cancellation; the backlash culminated in ''Federation Force'', on top of receiving weak reviews from critics, bombing ''even harder'' in sales than ''Other M'' did. Not helping matters was the DMCA takedown of fan game, ''VideoGame/AnotherMetroid2Remake'' in that same year.the positively received FanRemake, ''VideoGame/AnotherMetroid2Remake'', which happened right around ''Federation Force''[='=]s release.\\\
29th Jul '17 1:05:37 PM MyFinalEdits
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* The second (and perhaps [[NeverLiveItDown the most well-known]]) is the one from 2005 to 2007 with the releases of ''VideoGame/ShadowTheHedgehog'', ''VideoGame/SonicTheHedgehog2006'' and ''VideoGame/{{Sonic the Hedgehog|1}} Genesis''. Shadow's game was a spin-off meant to please Shadow's fans and conclude his amnesia arc, but Sega didn't stop there; they also tried to aim for the ''VideoGame/GrandTheftAuto'' crowd using Shadow's ByronicHero characterization to justify some pretty bizarre choices (namely guns and mild swearing) with SoBadItsGood results, not to mention the game's slippery controls and repetitive mission-based gameplay. ''Sonic '06'' was hyped to be the Blue Blur's big comeback and a "re-imagining" of the series for the seventh-generation consoles; instead it turned out to be a [[ChristmasRushed rushed]] [[ObviousBeta mess]] with Sonic receiving a much-maligned romance subplot involving a human princess, which [[OutOfFocus had less overall importance]] compared to the plots given to [[SpotlightStealingSquad his co-stars]]. ''Sonic Genesis'' was a Game Boy Advance port of [[VideoGame/SonicTheHedgehog1 the original game]], and ended up as ''[[PortingDisaster another]]'' rushed mess that was just salt in the wound after ''[='06=]''. Lastly, ''VideoGame/SonicRiders'', ''VideoGame/SonicRivals'', and ''[[VideoGame/SonicStorybookSeries Sonic and the Secret Rings]]'' were released around this time, and though not as reviled as ''[='06=]'', they were either seen as SoOkayItsAverage at best and/or panned for their controls.

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* The second (and perhaps [[NeverLiveItDown the most well-known]]) is the one from 2005 to 2007 with the releases of ''VideoGame/ShadowTheHedgehog'', ''VideoGame/SonicTheHedgehog2006'' and ''VideoGame/{{Sonic the Hedgehog|1}} Genesis''. Shadow's game was a spin-off meant to please Shadow's fans and conclude his amnesia arc, but Sega didn't stop there; they also tried to aim for the ''VideoGame/GrandTheftAuto'' crowd using Shadow's ByronicHero characterization to justify some pretty bizarre choices (namely guns and mild swearing) with SoBadItsGood results, not to mention plus the game's slippery controls and repetitive mission-based gameplay. ''Sonic '06'' was hyped to be the Blue Blur's big comeback and a "re-imagining" of the series for the seventh-generation consoles; instead it turned out to be a [[ChristmasRushed rushed]] [[ObviousBeta mess]] with Sonic receiving a much-maligned romance subplot involving a human princess, which [[OutOfFocus had less overall importance]] compared to the plots given to [[SpotlightStealingSquad his co-stars]]. ''Sonic Genesis'' was a Game Boy Advance port of [[VideoGame/SonicTheHedgehog1 the original game]], and ended up as ''[[PortingDisaster another]]'' rushed mess that was just salt in the wound after ''[='06=]''. Lastly, ''VideoGame/SonicRiders'', ''VideoGame/SonicRivals'', and ''[[VideoGame/SonicStorybookSeries Sonic and the Secret Rings]]'' were released around this time, and though not as reviled as ''[='06=]'', they were either seen as SoOkayItsAverage at best and/or panned for their controls.



* The makers of the MMO ''VideoGame/StarWarsGalaxies'' decided it wasn't successful enough, so they came up with the "New Game Experience", which involved massive changes to the game mechanics, combat system, character classes, and pretty much everything else, in the hope of attracting a whole new demographic. The result was an existing player base that was thoroughly (and vocally) pissed off, a new player base that never materialised, and a huge drop in subscriptions (not officially admitted, but confirmed by user-written in-game surveying tools before the company caught on and disabled the tools). Other [=MMOs=] have done similar things on a less spectacular scale, but ''SWG[='=]s'' NGE is the infamous example everyone points to. One of the ''major'' reasons for this is that the developers changed the way one becomes a Jedi. Originally, players had to find a holocron and master whatever class tree it said to master, then the player may luck out and become a Jedi, or would receive another holocron and continue the cycle until they eventually became a Jedi. This, naturally, would be a grind. The New Game Experience let players start as a Jedi. Not only did this mean that everyone picked to be a Jedi while avoiding every other class, and pissing off those people unlucky enough to have had to master ''every'' class to become a Jedi before then, but it also [[SeriesContinuityError royally futzed with the franchise's canon]]. You had many thousands of Jedi running around in the open when at that time in the official storyline, the only true, trained Jedi still living was Yoda. Just how bad is it? [[VideoGame/StarWarsTheOldRepublic A new Star Wars MMO]], handled by ''VideoGame/KnightsOfTheOldRepublic'' developer Creator/BioWare and set in the [=KoToR=] timeline to justify letting everyone be a Jedi, has since came along.

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* The makers of the MMO ''VideoGame/StarWarsGalaxies'' decided it wasn't successful enough, so they came up with the "New Game Experience", which involved massive changes to the game mechanics, combat system, character classes, and pretty much everything else, in the hope of attracting a whole new demographic. The result was an existing player base that was thoroughly (and vocally) pissed off, a new player base that never materialised, and a huge drop in subscriptions (not officially admitted, but confirmed by user-written in-game surveying tools before the company caught on and disabled the tools). Other [=MMOs=] have done similar things on a less spectacular scale, but ''SWG[='=]s'' NGE is the infamous example everyone points to. One of the ''major'' reasons for this is that the developers changed the way one becomes a Jedi. Originally, players had to find a holocron and master whatever class tree it said to master, then the player may luck out and become a Jedi, or would receive another holocron and continue the cycle until they eventually became a Jedi. This, naturally, would be a grind. The New Game Experience let players start as a Jedi. Not only did this mean that everyone picked to be a Jedi while avoiding every other class, and pissing off those people unlucky enough to have had to master ''every'' class to become a Jedi before then, but it also [[SeriesContinuityError royally futzed with the franchise's canon]]. You had many thousands of Jedi running around in the open when at that time in the official storyline, the only true, trained Jedi still living was Yoda. Just how bad is it? [[VideoGame/StarWarsTheOldRepublic A new Star Wars MMO]], handled by ''VideoGame/KnightsOfTheOldRepublic'' developer Creator/BioWare and set in the [=KoToR=] timeline to justify letting everyone be a Jedi, has since came along.



* The ''Franchise/{{Rayman}}'' series has the infamous Rabbid era from 2006 to 2008. The fourth game in the series introduced [[CreatorsPet Rabbids]], one-joke characters who don't do anything but scream [[MostAnnoyingSound "DAAAAAAAAAAAH"]] at the top of their lungs. Due to ExecutiveMeddling, the game, originally planned as a platformer like its predecessors, shifted into a party game (though the Game Boy Advance version was still made a platformer). In the next two games, the Rabbids ended up [[SpotlightStealingSquad stealing the entire show]] and the eponymous hero was demoted to ButtMonkey. Fortunately, ''Rabbids Go Home'', the final game involving the Rabbids, removed Rayman entirely, while Rayman himself came back in force in his own adventure in ''VideoGame/RaymanOrigins'', though interestingly the Rabbids themselves now have [[WesternAnimation/RabbidsInvasion an animated series on]] Creator/{{Nickelodeon}}, though the entire show is pretty much the Minions from ''WesternAnimation/DespicableMe'' on crack.

to:

* The ''Franchise/{{Rayman}}'' series has the infamous Rabbid era from 2006 to 2008. The fourth game in the series introduced [[CreatorsPet Rabbids]], one-joke characters who don't do anything but scream [[MostAnnoyingSound "DAAAAAAAAAAAH"]] at the top of their lungs. Due to ExecutiveMeddling, the game, originally planned as a platformer like its predecessors, shifted into a party game (though the Game Boy Advance version was still made a platformer). In the next two games, the Rabbids ended up [[SpotlightStealingSquad stealing the entire show]] and the eponymous hero was demoted to ButtMonkey. Fortunately, ''Rabbids Go Home'', the final game involving the Rabbids, removed Rayman entirely, while Rayman himself came back in force in his own adventure in ''VideoGame/RaymanOrigins'', though interestingly the Rabbids themselves now have [[WesternAnimation/RabbidsInvasion an animated series on]] Creator/{{Nickelodeon}}, though the entire show is pretty much the Minions from ''WesternAnimation/DespicableMe'' on crack.



* Many ''VideoGame/Dota2'' players criticize versions 6.81 and 6.83 for having strategically one-dimensional [[Main/MetaGame metagame]]. 6.81 is known as "The Deathball Patch" because winning a few early-game fights gave such a huge advantage that the team could simply proceed to move as five and completely [[Main/CurbStompBattle steamroll the enemy]]. This led to [[Main/ComplacentGamingSyndrome very predictable picks]] (you were lucky to have a single match without Death Prophet, Faceless Void, Razor or Brewmaster) and matches were considered rather boring in general because the end result was usually pretty much determined before the 15 minute mark. 6.82 aimed to rectify these issues by granting bonus gold and XP for killing players with an advantage, thus giving the losing team a chance to make a comeback, but 6.83 (often called "The Rubber Band/Comeback Patch") went right into the opposite extreme by further increasing those bonuses. Gaining early-game dominance was effectively meaningless because certain carry heroes such as Sniper, Juggernaut and Troll Warlord (needless to say, you saw these heroes in almost every match) could easily turn the entire match around after scoring couple of inevitable kills and assists during high-ground defense and gaining enough gold to buy their core items.

to:

* Many ''VideoGame/Dota2'' players criticize versions 6.81 and 6.83 for having strategically one-dimensional [[Main/MetaGame metagame]]. 6.81 is known as "The Deathball Patch" because winning a few early-game fights gave such a huge advantage that the team could simply proceed to move as five and completely [[Main/CurbStompBattle steamroll the enemy]]. This led to [[Main/ComplacentGamingSyndrome very predictable picks]] (you were lucky to have a single match without Death Prophet, Faceless Void, Razor or Brewmaster) and matches were considered rather boring in general because the end result was usually pretty much determined before the 15 minute mark. 6.82 aimed to rectify these issues by granting bonus gold and XP for killing players with an advantage, thus giving the losing team a chance to make a comeback, but 6.83 (often called "The Rubber Band/Comeback Patch") went right into the opposite extreme by further increasing those bonuses. Gaining early-game dominance was effectively meaningless because certain carry heroes such as Sniper, Juggernaut and Troll Warlord (needless to say, you saw these heroes in almost every match) could easily turn the entire match around after scoring couple of inevitable kills and assists during high-ground defense and gaining enough gold to buy their core items.



** ''VideoGame/SonicTheHedgehog2006,'' described above, turned out to be incredibly glitchy with such a shift in story and gameplay this was one of the only times WebOriginal/TheAngryVideoGameNerd has tried a newer game because of how bad it's meant to be.
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