History GrowingTheBeard / VideoGames

7th Dec '16 11:06:46 AM Isaac_Heller
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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. [[RuleOfCautiousEditingJudgement Note that this franchise has a very divided fanbase and this view is highly contested]], with just as many fans saying that [[ContestedSequel Kingdom Hearts II is where everything went wrong.]]

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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. [[RuleOfCautiousEditingJudgement Note It should be noted, however, that this franchise has a very divided fanbase and this view is highly contested]], with just as many fans saying that [[ContestedSequel Kingdom Hearts II is where everything went wrong.]]
7th Dec '16 11:06:10 AM Isaac_Heller
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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. In his character scan for ''VideoGame/KingdomHeartsIII'', [[LiteralMetaphor Sora's chin is starting to grow a goatee.]]

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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. In his character scan for ''VideoGame/KingdomHeartsIII'', [[LiteralMetaphor Sora's chin [[RuleOfCautiousEditingJudgement Note that this franchise has a very divided fanbase and this view is starting to grow a goatee.highly contested]], with just as many fans saying that [[ContestedSequel Kingdom Hearts II is where everything went wrong.]]
7th Dec '16 10:59:42 AM Isaac_Heller
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** After feeling a little more of the same with ''VideoGame/PokemonDiamondAndPearl'' and ''VideoGame/PokemonBlackAndWhite'' (although having a really good story), the series gained a lot of steam once more with ''VideoGame/PokemonXAndY'', notably introducing a new type, side activities to do with your Pokémon, and having character customization.
28th Nov '16 2:45:00 AM X2X
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* ''VideoGame/AssassinsCreedII'' was much more strongly received than the original game as an almost-entirely across-the-board improvement on the original in game terms, plus introducing a beloved protagonist in Ezio Auditore da Firenze.

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* ''VideoGame/AssassinsCreedII'' was much more strongly received than [[VideoGame/AssassinsCreedI the original game game]] as an almost-entirely across-the-board improvement on the original in game terms, plus introducing a beloved protagonist in Ezio Auditore da Firenze.



* Whilst there may never be a consensus as to what point this happened in the ''Franchise/FinalFantasy'' series from a gameplay perspective, [[VideoGame/FinalFantasyIV the fourth entry]] is widely seen as a major turning point in terms of storyline. Whereas only one of the first three games even had characters with names and personalities (and that game relegated much of its story to [[NoExportForYou Japan-only]] [[AllThereInTheManual side materials]]), ''FFIV''[='s=] cast had distinct personalities, backstories, and character development, and devoted far more time to the story than previous entries. Although successor ''[[VideoGame/FinalFantasyV FFV]]'' put the story in the backseat, ''[[VideoGame/FinalFantasyVI FFVI]]'' would follow ''FFIV''[='s=] lead by giving more time than ever to the plot and characterization. Now, is isn't uncommon to hear people cite the stories as being as or even more important to a ''Final Fantasy'' entry as the gameplay.

to:

* Whilst there may never be a consensus as to what point this happened in the ''Franchise/FinalFantasy'' series from a gameplay perspective, [[VideoGame/FinalFantasyIV the fourth entry]] is widely seen as a major turning point in terms of storyline. Whereas only one of the first three games even had characters with names and personalities (and [[VideoGame/FinalFantasyII that game game]] relegated much of its story to [[NoExportForYou Japan-only]] [[AllThereInTheManual side materials]]), ''FFIV''[='s=] cast had distinct personalities, backstories, and character development, and devoted far more time to the story than previous entries. Although successor ''[[VideoGame/FinalFantasyV FFV]]'' put the story in the backseat, ''[[VideoGame/FinalFantasyVI FFVI]]'' would follow ''FFIV''[='s=] lead by giving more time than ever to the plot and characterization. Now, is isn't uncommon to hear people cite the stories as being as or even more important to a ''Final Fantasy'' entry as the gameplay.
28th Nov '16 2:43:54 AM X2X
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* ''VideoGame/DiabloIII'', while not a bad game, had a rocky launch and problems later on - loot was deemed lackluster due to the presence of the Auction House and the difficulty levels being fairly imbalanced, with Normal being incredibly boring and Inferno borderline unplayable. Blizzard started rolling out stuff to counter it by introducing Paragon levels and Monster levels, but the game ''really'' hit its stride once Loot 2.0 hit, which amped up loot strength and made the drops much more sensible, to the point where people who hadn't received a Legendary item over 40 hours now were swimming in them after 30 minutes. It was further amped once Reaper of Souls was released and introduced new modes coupled with complete removal of the Auction House.
* In 2008, Korean game developer Pentavision took their DJMAX series of RhythmGame s to the arcade environment under the name ''DJMAX Technika''. Drastically different in gameplay from its predecessors, the game was already well received, although hints of FakeDifficulty, ObviousBeta and general needless complications were present. Come 2010, the sequel, ''DJMAX Technika 2'' improves on the previous game by being more streamlined in every way, adding new songs (half of which are revivals of classic songs in the franchise) and new modes such as the every popular Crew Race.

to:

* ''VideoGame/DiabloIII'', while not a bad game, had a rocky launch and problems later on - -- loot was deemed lackluster due to the presence of the Auction House and the difficulty levels being fairly imbalanced, with Normal being incredibly boring and Inferno borderline unplayable. Blizzard started rolling out stuff to counter it by introducing Paragon levels and Monster levels, but the game ''really'' hit its stride once Loot 2.0 hit, which amped up loot strength and made the drops much more sensible, to the point where people who hadn't received a Legendary item over 40 hours now were swimming in them after 30 minutes. It was further amped once Reaper of Souls was released and introduced new modes coupled with complete removal of the Auction House.
* In 2008, Korean game developer Pentavision took their DJMAX ''VideoGame/{{DJMAX}}'' series of RhythmGame s {{Rhythm Game}}s to the arcade environment under the name ''DJMAX Technika''. Drastically different in gameplay from its predecessors, the game was already well received, although hints of FakeDifficulty, ObviousBeta and general needless complications were present. Come 2010, the sequel, ''DJMAX Technika 2'' improves on the previous game by being more streamlined in every way, adding new songs (half of which are revivals of classic songs in the franchise) and new modes such as the every popular Crew Race.



* The first two ''Duke Nukem'' games were fairly unremarkable 2D side-scrollers. With ''VideoGame/DukeNukem3D'' the genre changed to first person shooter complete with innovate weapons, impressive (for the time) level design, and a raunchy sense of humor. As a result Duke Nukem has become one of the most famous video game heroes of all time.
* ''Dungeons and Dragons Online'' This game grew a beard in September 2009 when the game went to a Free to Play model and Turbine sued Atari (the digital rights manager of D&D). All the updates since Update 9 have featured much better quest designs.

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* The first two ''Duke Nukem'' ''VideoGame/DukeNukem'' games were fairly unremarkable 2D side-scrollers. With ''VideoGame/DukeNukem3D'' the genre changed to first person shooter complete with innovate weapons, impressive (for the time) level design, and a raunchy sense of humor. As a result Duke Nukem has become one of the most famous video game heroes of all time.
* ''Dungeons and Dragons Online'' This game ''VideoGame/DungeonsAndDragonsOnline'' grew a beard in September 2009 when the game went to a Free to Play model and Turbine sued Atari (the digital rights manager of D&D).''D&D''). All the updates since Update 9 have featured much better quest designs.



* Whilst there may never be a consensus as to what point this happened in the ''Franchise/FinalFantasy'' series from a gameplay perspective, [[FinalFantasyIV the fourth entry]] is widely seen as a major turning point in terms of storyline. Whereas only one of the first three games even had characters with names and personalities (and that game relegated much of its story to [[NoExportForYou Japan-only]] [[AllThereInTheManual side materials]]), FFIV's cast had distinct personalities, backstories, and character development, and devoted far more time to the story than previous entries. Although successor [[VideoGame/FinalFantasyV FFV]] put the story in the backseat, [[VideoGame/FinalFantasyVI FFVI]] would follow FFIV's lead by giving more time than ever to the plot and characterization. Now, is isn't uncommon to hear people cite the stories as being as or even more important to a Final Fantasy entry as the gameplay.
* ''Franchise/FireEmblem'' grew the beard with Genealogy of the Holy War, the fourth game. It featured a much darker story than the past games, along with larger maps, more character interaction (to the point of being able to pair people up), and tons more drama. And after the series went through something of a DorkAge,[[note]]''Sacred Stones'' was a large step down from the [[NintendoHard iconic difficulty level]], ''Shadow Dragon'' was welcomed from bringing the series' roots to the west but showed the age of its origins, and while generally considered good, ''Radiant Dawn'' was [[SequelDifficultySpike brutal even by the series' standards]] and required playing the previous game on a different console to get the most out of it[[/note]] the beard was re-grown with the release of the acclaimed ''VideoGame/FireEmblemAwakening''.

to:

* Whilst there may never be a consensus as to what point this happened in the ''Franchise/FinalFantasy'' series from a gameplay perspective, [[FinalFantasyIV [[VideoGame/FinalFantasyIV the fourth entry]] is widely seen as a major turning point in terms of storyline. Whereas only one of the first three games even had characters with names and personalities (and that game relegated much of its story to [[NoExportForYou Japan-only]] [[AllThereInTheManual side materials]]), FFIV's ''FFIV''[='s=] cast had distinct personalities, backstories, and character development, and devoted far more time to the story than previous entries. Although successor [[VideoGame/FinalFantasyV FFV]] ''[[VideoGame/FinalFantasyV FFV]]'' put the story in the backseat, [[VideoGame/FinalFantasyVI FFVI]] ''[[VideoGame/FinalFantasyVI FFVI]]'' would follow FFIV's ''FFIV''[='s=] lead by giving more time than ever to the plot and characterization. Now, is isn't uncommon to hear people cite the stories as being as or even more important to a Final Fantasy ''Final Fantasy'' entry as the gameplay.
* ''Franchise/FireEmblem'' grew the beard with ''[[VideoGame/FireEmblemJugdral Genealogy of the Holy War, War]]'', the fourth game. It featured a much darker story than the past games, along with larger maps, more character interaction (to the point of being able to pair people up), and tons more drama. And after the series went through something of a DorkAge,[[note]]''Sacred Stones'' DorkAge [[note]]''[[VideoGame/FireEmblemTheSacredStones Sacred Stones]]'' was a large step down from the [[NintendoHard iconic difficulty level]], ''Shadow Dragon'' ''[[VideoGame/FireEmblemAkaneia Shadow Dragon]]'' was welcomed from bringing the series' roots to the west but showed the age of its origins, and while generally considered good, ''Radiant Dawn'' ''[[VideoGame/FireEmblemTellius Radiant Dawn]]'' was [[SequelDifficultySpike brutal even by the series' standards]] and required playing the previous game on a different console to get the most out of it[[/note]] it[[/note]], the beard was re-grown with the release of the acclaimed ''VideoGame/FireEmblemAwakening''.
4th Oct '16 8:39:50 PM MyFinalEdits
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* ''{{Fire Emblem}}'' grew the beard with Genealogy of the Holy War, the fourth game. It featured a much darker story than the past games, along with larger maps, more character interaction (to the point of being able to pair people up), and tons more drama.
** And after the series went through something of a DorkAge (''Sacred Stones'' was a large step down from the [[NintendoHard iconic difficulty level]], ''Shadow Dragon'' was welcomed from bringing the series' roots to the west but showed the age of its origins, and while generally considered good, ''Radiant Dawn'' was [[SequelDifficultySpike brutal even by the series' standards]] and required playing the previous game on a different console to get the most out of it), the beard was re-grown with the release of the acclaimed ''Awakening''.

to:

* ''{{Fire Emblem}}'' ''Franchise/FireEmblem'' grew the beard with Genealogy of the Holy War, the fourth game. It featured a much darker story than the past games, along with larger maps, more character interaction (to the point of being able to pair people up), and tons more drama.
**
drama. And after the series went through something of a DorkAge (''Sacred DorkAge,[[note]]''Sacred Stones'' was a large step down from the [[NintendoHard iconic difficulty level]], ''Shadow Dragon'' was welcomed from bringing the series' roots to the west but showed the age of its origins, and while generally considered good, ''Radiant Dawn'' was [[SequelDifficultySpike brutal even by the series' standards]] and required playing the previous game on a different console to get the most out of it), it[[/note]] the beard was re-grown with the release of the acclaimed ''Awakening''.''VideoGame/FireEmblemAwakening''.
3rd Oct '16 11:02:58 PM Kazmahu
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Added DiffLines:

** And after the series went through something of a DorkAge (''Sacred Stones'' was a large step down from the [[NintendoHard iconic difficulty level]], ''Shadow Dragon'' was welcomed from bringing the series' roots to the west but showed the age of its origins, and while generally considered good, ''Radiant Dawn'' was [[SequelDifficultySpike brutal even by the series' standards]] and required playing the previous game on a different console to get the most out of it), the beard was re-grown with the release of the acclaimed ''Awakening''.
2nd Sep '16 3:01:52 AM Godzillafan93
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** You can refund the games within a certain amount of time. This was one of the more high profile features the service offered that Steam didn't (Steam would eventually add it, though not as flexible as Origin's)
** EA occasionally gifts games to its users. And it's not shovelware, as classics like Sim City 2000 and Theme Hospital were given away.

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** You can refund the games within a certain amount of time. This was one of the more high profile features the service offered that Steam didn't (Steam would eventually add it, though not as flexible as Origin's)
Origin's; this was only due to a major AAA game using Steam having such an atrocious port that Valve was forced to implement a refund mechanic, or they otherwise still likely wouldn't have one).
** EA occasionally gifts games to its users. And it's not shovelware, as classics like Sim City 2000 and Theme Hospital were given away. away, as were some newer titles, such as ''Dragon Age: Origins.''
4th Aug '16 4:22:37 AM LucaEarlgrey
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* The original ''VideoGame/DonPachi'' is pretty unremarkable by modern Creator/{{CAVE}} standards, featuring minimal bullet patterns and very few enemies present at any given time; while most don't consider it ''bad'', it doesn't look particularly impressive compared to other games of its time. Its sequel ''[=DoDonPachi=]'', on the other hand, greatly amps up the BulletHell and turns stages into chain-a-thons of enemies, not only setting the standard for future games in the series but also [[GenrePopularizer putting bullet hell games on the map]].

to:

* The original ''VideoGame/DonPachi'' is pretty unremarkable by modern Creator/{{CAVE}} standards, featuring minimal bullet patterns and very few enemies present at any given time; while most don't consider it ''bad'', it doesn't look particularly impressive compared to other games of its time. Its sequel ''[=DoDonPachi=]'', on the other hand, greatly amps up the BulletHell and turns stages into chain-a-thons of enemies, not only setting the standard for future games in the series but also [[GenrePopularizer putting bullet hell games on the map]].map]] and [[GenreTurningPoint changing the way people see scrolling shooters]].
4th Aug '16 4:19:50 AM LucaEarlgrey
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* The original ''VideoGame/DonPachi'' is pretty unremarkable by modern Creator/{{CAVE}} standards, featuring minimal bullet patterns and very few enemies present at any given time; while most don't consider it ''bad'', it doesn't look particularly impressive compared to other games of its time. Its sequel ''[=DoDonPachi=]'', on the other hand, greatly amps up the bullet counts and turns stages into chain-a-thons of enemies, not only setting the standard for future games in the series but also [[GenreTurningPoint firmly establishing]] the conventions of the BulletHell genre.

to:

* The original ''VideoGame/DonPachi'' is pretty unremarkable by modern Creator/{{CAVE}} standards, featuring minimal bullet patterns and very few enemies present at any given time; while most don't consider it ''bad'', it doesn't look particularly impressive compared to other games of its time. Its sequel ''[=DoDonPachi=]'', on the other hand, greatly amps up the bullet counts BulletHell and turns stages into chain-a-thons of enemies, not only setting the standard for future games in the series but also [[GenreTurningPoint firmly establishing]] [[GenrePopularizer putting bullet hell games on the conventions of the BulletHell genre.map]].
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http://tvtropes.org/pmwiki/article_history.php?article=GrowingTheBeard.VideoGames