History DorkAge / VideoGames

15th Jan '17 7:27:25 PM DivineFlame100
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* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However, many agree that the dork age reached its ugly peak when THQ went bankrupt in 2013 and the license was handed over to ''Creator/ElectronicArts'', which resulted in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.

to:

* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However, many agree that the dork age reached its ugly peak when THQ went bankrupt in 2013 and the license was handed over to ''Creator/ElectronicArts'', ''Creator/{{Activision}}'', which resulted in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.
14th Jan '17 4:07:24 AM Vir
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* ''Warlords of Draenor'' has proven to be a very, very controversial expansion with players, although the sub numbers increased from 6 million to 10 million and hype was high the launch was marred by full servers with some people unable to get on for *hours* waiting in a queue, though players felt themselves at a loss for what to do after hitting the level cap besides raiding, players subscribed at a faster rate than previous shrinking to 5.5 million in September 2015, which turned out to be the last ever sub announcements as Blizzard announced in November 2015 they would no long announce subs, so one can only wonder how far they've dropped before Legion comes out.

to:

* ''Warlords of Draenor'' has proven to be a very, very controversial expansion with players, although players. Although the sub numbers increased from 6 million to 10 million and hype was high the launch was marred by full servers with some people unable to get on for *hours* waiting in a queue, though players queue. Players felt themselves at a loss for what to do after hitting the level cap besides raiding, players subscribed at a faster rate than previous shrinking raiding and the population shrank to 5.5 million in September 2015, which turned out to be the last ever sub announcements announcement as Blizzard announced in the following November 2015 they would no long announce subs, so one can only wonder how far they've dropped before Legion comes out.sub numbers.
23rd Dec '16 9:13:46 PM DivineFlame100
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* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However the general consensus is that the dork age reached its ugly peak when THQ went bankrupt in 2013 and the license was handed over to ''Creator/ElectronicArts'', resulting in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.

to:

* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However the general consensus is However, many agree that the dork age reached its ugly peak when THQ went bankrupt in 2013 and the license was handed over to ''Creator/ElectronicArts'', resulting which resulted in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.
23rd Dec '16 11:23:21 AM Ferot_Dreadnaught
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[{{Microtransactions}} system]] [[note]]The game's roulette system, as its namesake says, provides 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 took 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 [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[{{Microtransactions}} roulette system]] [[note]]The game's roulette system, as its namesake says, provides 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 took 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}} [[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 [[WhatCouldHaveBeen how successful the game could had been]] been [[ScrewedByTheNetwork had it been more competently managed]].
23rd Dec '16 11:16:29 AM DivineFlame100
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* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However the general consensus is that the dork age reached its ugly peak when THQ went bankrupt and the license was handed over to ''Creator/ElectronicArts'', resulting in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.

to:

* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However the general consensus is that the dork age reached its ugly peak when THQ went bankrupt in 2013 and the license was handed over to ''Creator/ElectronicArts'', resulting in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.
23rd Dec '16 11:09:19 AM DivineFlame100
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Added DiffLines:

* For many ''WesternAnimation/SpongebobSquarepants'' fans, they consider ''VideoGame/SpongebobSquarepantsCreatureFromTheKrustyKrab'' to be the last good [=SpongeBob=] LicensedGame. After that, the dork age began when ''Creator/{{THQ}}'' focused on creating more tie-in titles to cash in on the special episodes that were airing at the time such as ''Atlantis Squarepantis'' and ''Truth or Square'', which were either mediocre at best or just poor at worst. However the general consensus is that the dork age reached its ugly peak when THQ went bankrupt and the license was handed over to ''Creator/ElectronicArts'', resulting in poorly-made abysmal [=SpongeBob=] games such as ''Plankton's Robotic Revenge'' and ''[=SpongeBob=] Heropants''.
8th Dec '16 12:01:54 AM Yeow95
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[{{Microtransactions}} system]] [[note]]The game's roulette system, as its namesake says, provides 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 took 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 tanked 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--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[{{Microtransactions}} system]] [[note]]The game's roulette system, as its namesake says, provides 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 took 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 tanked 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--[[MedalOfDishonor 2016--[[ShortRunner barely a year since its launch]]. Fans of its gameplay the game mourned its loss, demise, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].
7th Dec '16 11:43:14 PM Yeow95
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[Microtransactions system]] [[note]]The game's roulette system, as its namesake says, provides 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 took them UpToEleven--the game was retooled to make any substantial progress in the game worthless [[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 tanked 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--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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]] [[Microtransactions [[{{Microtransactions}} system]] [[note]]The game's roulette system, as its namesake says, provides 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 took them UpToEleven--the game was retooled to make any substantial progress in the game worthless 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 tanked 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--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].
7th Dec '16 11:38:48 PM Yeow95
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** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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, provides 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 took them UpToEleven--a stronger reliance over the roulette system that took the game to [[AllegedlyFreeGame excessive levels]], introduction of "[[ProductPlacement video revives]]"--ads the player was required to watch if they wanted to use a "continue" after they died during a run, even more glitches that in some cases led to {{GameBreakingBug}}s, and [[FromBadToWorse a notorious 2.0 update]] that ''nerfed'' the usefulness of several of the game's buddies and introduced layouts of several spike walls that [[UnwinnableByDesign ramped up the game's difficulty to the point of making levels impossible to play]] succeeded in virtually tanked the game's reputation, with active players leaving en masse, the game underperforming in revenue/sales (with Sega deeming it a commercial failure in their IR reports), and Sega ultimately taking the game offline in June 2016--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].

to:

** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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 roulette]] [[Microtransactions system]] [[note]]The game's roulette system, as its namesake says, provides 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]], 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 took them UpToEleven--a stronger reliance over the roulette system that took UpToEleven--the game was retooled to make any substantial progress in the game to worthless [[AllegedlyFreeGame excessive levels]], without resorting to using the roulette system]], introduction of "[[ProductPlacement video revives]]"--ads revives]]" (adverts the player was required to watch if they wanted to use a "continue" continue after they died during a run, playthrough), even more glitches that in some cases led to {{GameBreakingBug}}s, [[{{GameBreakingBug}} game-breaking bugs]], and [[FromBadToWorse a notorious 2.0 update]] update that ''nerfed'' nerfed the usefulness of several of the game's buddies and introduced layouts of several spike walls that [[UnwinnableByDesign ramped up the game's difficulty to the point of making levels impossible to play]] play]]. This overall succeeded in virtually tanked 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--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].
7th Dec '16 10:46:43 PM Yeow95
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** Another possible ending to Sonic's second Dork Age is ''VideoGame/SonicColors'', which improved upon the Daytime stages of ''Sonic Unleashed'' and managed to get good reviews with many praising it as [[RunningGag "Sonic's big comeback"]], and ''VideoGame/SonicGenerations'', which served as a celebration of 20 years of Sonic with [[ContinuityNod/SonicGenerations copious nods to previous games]]. While both of these games were almost universally praised for their gameplay, they have attracted some bile over the increased [[DenserAndWackier silliness]] of the cutscenes, corny dialogue, and general disregard for characters outside of the Sonic/Tails/Eggman trio.

to:

** Another possible ending to Sonic's second Dork Age is ''VideoGame/SonicColors'', which improved upon the Daytime stages of ''Sonic Unleashed'' and managed to get good reviews with many praising it as [[RunningGag "Sonic's big comeback"]], and ''VideoGame/SonicGenerations'', which served as a celebration of 20 years of Sonic with [[ContinuityNod/SonicGenerations copious nods to previous games]]. While both of these games were almost universally widely praised for their gameplay, they have attracted some bile over the increased [[DenserAndWackier silliness]] of the cutscenes, corny dialogue, and general [[PutOnABus disregard for characters characters]] outside of the Sonic/Tails/Eggman trio.



** Those Sonic fans hoping that ''Sonic Lost World'' was a mild aberration were sorely disappointed when the ''VideoGame/SonicBoom'' games were released. Marketed as a fresh new take on Sonic, the ''Boom'' titles generated tons of hype prior to their debut, even if playable demos indicated that the games themselves needed ''a lot'' of polish. Alas, [[ObviousBeta this need was not met]]. ''Rise of Lyric'' was plagued with an advanced graphical engine that was too much for the Wii U to handle properly, resulting in subpar graphics, a choppy frame rate, and a highly degraded multiplayer experience. Other daunting problems included slow gameplay, overly simple fighting mechanics, sparse and sprawling hub areas, a dull and formulaic story, subpar musical score, and a host of bugs and glitches. Similarly, ''Shattered Crystal'' on the 3DS had its share of issues, like flawed level structure, overly complicated controls, and a conflicting continuity with the Wii U game. Both games were near unanimously panned by critics and fans (many likening ''Rise of Lyric'' to the infamous ''Sonic '06''), nor did they sell relatively well, possibly contributing to the restructuring of Sega of America and the layoffs of dozens of its employees in early 2015. Despite the poor reception and sales, this wasn't enough to stop another ''Sonic Boom'' game --''Fire and Ice'' for the 3DS-- from being announced for a 2016 release. At the very least, reception to ''Fire and Ice'' has been overall more favorable, but only because the bar was set so low to begin with.
** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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, provides 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 introduced a basket of questionable design choices and problems that destroyed the game's popularity in the long run. The game greatly raised the costs of Red Rings required to access characters and buddies while ''also'' making the player's chances of obtaining them during playthroughs more rare, thus making the roulette system [[AllegedlyFreeGame practically necessary towards making significant progress through the game]] lest the player resort to excessive grinding; this led to several players and reviewers loudly decrying the game's setup as a form of gambling. The introduction of "[[ProductPlacement video revives]]"--ads the player was required to watch if they wanted to use a "continue" after they died during a run--proved to be just as unpopular, as they ate up data on people's phones, and couldn't be removed without paying for their removal. The game became ''more'' glitchy than ever, with slowdown and bugs being more frequent, with some of them [[GameBreakingBug outright causing the game to freeze or crash]] (these were especially visible with the video revives, as the game attempting to play the ads frequently caused the game to stop working, and in some cases, even paying for their removal didn't change anything). Things [[FromBadToWorse got no better with the notorious 2.0 update]], which not only ''nerfed'' the usefulness of several of the game's buddies, but also introduced layouts of several spike walls that [[UnwinniableByDesign ramped up the game's difficulty to the point of making levels impossible to play]]. [[note]]Some theorized it to have been implemented to prohibit people from playing the game for extensive periods in order to rack up high scores...which, considering the game being ''an endless runner'', [[ComicallyMissingThePoint misses the point of the game's format entirely]].)[[/note]] the game sometimes glitched and caused them to show up early in playthroughs, . This ultimately let to a large decline of active players, and the game underperforming in revenue/sales (with Sega deeming it a commercial failure in their IR reports) and finally being shut down in June 2016--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].

to:

** Those Sonic fans hoping that ''Sonic Lost World'' was a mild aberration were sorely disappointed when the ''VideoGame/SonicBoom'' games were released. Marketed as a fresh new take on Sonic, the ''Boom'' titles generated tons of hype prior to their debut, even if playable demos indicated that the games themselves needed ''a lot'' of polish. Alas, [[ObviousBeta this need was not met]]. ''Rise of Lyric'' was plagued with an advanced graphical engine that was too much for the Wii U to handle properly, resulting in subpar graphics, a choppy frame rate, and a highly degraded multiplayer experience. Other daunting problems included slow gameplay, overly simple fighting mechanics, sparse and sprawling hub areas, a dull and formulaic story, subpar musical score, and a host of bugs and glitches. Similarly, ''Shattered Crystal'' on the 3DS had its share of issues, like flawed level structure, overly complicated controls, and a conflicting continuity with the Wii U game. Both games were near unanimously panned by critics and fans (many likening ''Rise of Lyric'' to the infamous ''Sonic '06''), nor did they sell relatively well, possibly contributing to the restructuring of Sega of America and the layoffs of dozens of its employees in early 2015. Despite the poor reception and sales, this wasn't enough to stop another ''Sonic Boom'' game --''Fire and Ice'' for the 3DS-- from being announced for a 2016 release. released in 2016. At the very least, reception to ''Fire and Ice'' [[SurprisinglyImprovedSequel has been overall more favorable, favorable]], but only because the bar was set so low to begin with.
** During the aftermath of the ''Boom'' fiasco, Sonic Team had also tried their hand at mobile games [[note]]While the ''Sonic'' series had gotten mobile games with the pre-existing ''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, provides 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
This goodwill sadly went away with [[BadExportForYou the "official" worldwide launch of the game]], which introduced a basket took all of questionable design choices and problems that destroyed the game's popularity in the long run. The game greatly raised the costs of Red Rings required to access characters existing problems and buddies while ''also'' making the player's chances of obtaining took them during playthroughs more rare, thus making UpToEleven--a stronger reliance over the roulette system that took the game to [[AllegedlyFreeGame practically necessary towards making significant progress through the game]] lest the player resort to excessive grinding; this led to several players and reviewers loudly decrying the game's setup as a form of gambling. The levels]], introduction of "[[ProductPlacement video revives]]"--ads the player was required to watch if they wanted to use a "continue" after they died during a run--proved to be just as unpopular, as they ate up data on people's phones, and couldn't be removed without paying for their removal. The game became ''more'' glitchy than ever, with slowdown and bugs being run, even more frequent, with some of them [[GameBreakingBug outright causing the game to freeze or crash]] (these were especially visible with the video revives, as the game attempting to play the ads frequently caused the game to stop working, and glitches that in some cases, even paying for their removal didn't change anything). Things cases led to {{GameBreakingBug}}s, and [[FromBadToWorse got no better with the a notorious 2.0 update]], which not only update]] that ''nerfed'' the usefulness of several of the game's buddies, but also buddies and introduced layouts of several spike walls that [[UnwinniableByDesign [[UnwinnableByDesign ramped up the game's difficulty to the point of making levels impossible to play]]. [[note]]Some theorized it to have been implemented to prohibit people from playing the game for extensive periods play]] succeeded in order to rack up high scores...which, considering the game being ''an endless runner'', [[ComicallyMissingThePoint misses the point of virtually tanked the game's format entirely]].)[[/note]] the game sometimes glitched and caused them to show up early in playthroughs, . This ultimately let to a large decline of reputation, with active players, and players leaving en masse, the game underperforming in revenue/sales (with Sega deeming it a commercial failure in their IR reports) reports), and finally being shut down Sega ultimately taking the game offline in June 2016--[[MedalOfDishonor barely a year since its launch]]. Fans of its gameplay mourned its loss, wondering [[WhatCouldHaveBeen how successful the game could had been]] [[ScrewedByTheNetwork had it been more competently managed]].



** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and ''Fire & Ice''--the third ''Boom'' game, which was delayed for over a year for quality control reasons--was widely declared as an [[SurprisinglyImprovedSequel significant improvement]] over the previous two ''Boom'' games. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' Sonic games--''VideoGame/SonicMania'' developed by community members, and a teaser trailer for ''VideoGame/ProjectSonic2017'', being handled by Sonic Team themselves, both multiplatform releases dated for a 2017 release. With ''Mania'' in particular getting wide acclaim by Genesis fans and the press for its faithfulness and [[DoingItForTheArt attention to detail]] to the ''Genesis Sonic'' titles (something the aforementioned ''Sonic 4'' was chiefly criticized for), and ''Sonic 2017'' garnering interest for seemingly going back to a more serious tone and the ''Unleashed''-styled gameplay (though not without complaints, as some [[BrokenBase decried the return of a classic Sonic character; many fans are hoping that the upcoming games will ''permanently'' break Sonic out of his slump.

to:

** However, the ''Sonic Boom'' [[WesternAnimation/SonicBoom TV show]] and comics have received a mixed-to-positive reception, and the aforementioned ''Fire & Ice''--the third Ice''--which, in response to the poor reception of the first two ''Boom'' game, which games, was notably [[AuthorsSavingThrow delayed by Sega for over a year for quality control reasons--was widely declared as an [[SurprisinglyImprovedSequel significant improvement]] reasons]]--was generally agreed to be a marked improvement over the previous two ''Boom'' games.its predecessors. The series' [[MilestoneCelebration 25th anniversary birthday party]] led to the reveal of ''two'' Sonic games--''VideoGame/SonicMania'' developed by community members, and a teaser trailer for ''VideoGame/ProjectSonic2017'', being handled by Sonic Team themselves, both multiplatform releases dated for a 2017 release. With ''Mania'' in particular getting wide acclaim by Genesis fans and the press for its faithfulness and [[DoingItForTheArt attention to detail]] to the ''Genesis Sonic'' titles (something the aforementioned ''Sonic 4'' was chiefly criticized for), and ''Sonic 2017'' garnering interest for seemingly going back to a more serious tone and the ''Unleashed''-styled gameplay (though not without complaints, as some [[BrokenBase decried the return of a classic Sonic character; gameplay; many fans are hoping that the upcoming games will ''permanently'' break Sonic out of his slump.
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http://tvtropes.org/pmwiki/article_history.php?article=DorkAge.VideoGames