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* ''VideoGame/PillarsOfEternity'', a Website/{{Kickstarter}}-funded RPG by Creator/{{Obsidian|Entertainment}} that will be compatible with PC, Mac, and Linux, and released on both [[Website/GOGDotCom GOG]] and {{Platform/Steam}}.

to:

* ''VideoGame/PillarsOfEternity'', a Website/{{Kickstarter}}-funded RPG by Creator/{{Obsidian|Entertainment}} that will be compatible with PC, Mac, and Linux, and released on both [[Website/GOGDotCom [[Platform/GOGDotCom GOG]] and {{Platform/Steam}}.
Is there an issue? Send a MessageReason:
None


On the PC side of things, some games are literally multi-platform, with the versions for different platforms (say, Windows, Macintosh, and Linux) all on the same physical media (sometimes called a "hybrid" release.) This is OlderThanTheNES in PC-land; in the days of 5.25" floppy disks, some games were released with a version for one computer (for example, the Platform/{{Commodore 64}}) on one side, and a version for another (Platform/AppleII, [[Platform/IBMPersonalComputer IBM PC]], or [[Platform/Atari8BitComputers Atari 8-bit]]) on the other. Obviously, this sort of thing doesn't fly in console-land, due to dictatorial fiat console companies have over developers (possibly carried over from the days of [[UsefulNotes/{{cartridge}} carts]], when it was physically impossible.)

to:

On the PC side of things, some games are literally multi-platform, with the versions for different platforms (say, Windows, Macintosh, and Linux) all on the same physical media (sometimes called a "hybrid" release.) This is OlderThanTheNES in PC-land; in the days of 5.25" floppy disks, some games were released with a version for one computer (for example, the Platform/{{Commodore 64}}) on one side, and a version for another (Platform/AppleII, [[Platform/IBMPersonalComputer IBM PC]], or [[Platform/Atari8BitComputers Atari 8-bit]]) on the other. Obviously, this sort of thing doesn't fly in console-land, due to dictatorial fiat console companies have over developers (possibly carried over from the days of [[UsefulNotes/{{cartridge}} [[Platform/{{cartridge}} carts]], when it was physically impossible.)
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None


While multi-platform games were not uncommon during the 16-bit and 32-bit console generations, particularly among western developers, they started becoming more prevalent during the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the Platform/PlayStation2 was the biggest selling console of this era, games on the Platform/{{Xbox}} and [[Platform/NintendoGameCube GameCube]] still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. The fact that the Xbox was a functionally small PC running an embedded version of [[Platform/MicrosoftWindows Windows]] didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multi-platform development became the norm for most third-party developers due to the ever increasing budgets in mainstream games as a result of the standardization of HD displays. Series that used to be at least timed exclusives were now multi-platform from launch, and with the Xbox brand now selling just as well internationally as the [=PlayStation=] brand this time around, even Japanese developers began making games for both the Platform/Xbox360 and Platform/PlayStation3. Console versions of games would continue to become more and more like their [=PC=] counterparts than ever in the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The Platform/PlayStation4 and Platform/XboxOne not only adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the platforms and the rise of games that were "console" exclusive but still had PC version. This generation also saw the introduction of the high-performance [=PS4=] Pro and the Xbox One X models in the second half, meaning that console developers now found themselves allowing the lead of their PC counterparts in scaling their games to fit wider arrays of hardware specifications. Microsoft would continue with the idea of offering different levels of gaming hardware in the [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames ninth generation]], with the Platform/XboxSeriesXAndS being low- and high-performance models from the start, while the Platform/PlayStation5 is currently Sony's sole gaming platform.

to:

While multi-platform games were not uncommon during the 16-bit and 32-bit console generations, particularly among western developers, they started becoming more prevalent during the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames [[MediaNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the Platform/PlayStation2 was the biggest selling console of this era, games on the Platform/{{Xbox}} and [[Platform/NintendoGameCube GameCube]] still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. The fact that the Xbox was a functionally small PC running an embedded version of [[Platform/MicrosoftWindows Windows]] didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames [[MediaNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multi-platform development became the norm for most third-party developers due to the ever increasing budgets in mainstream games as a result of the standardization of HD displays. Series that used to be at least timed exclusives were now multi-platform from launch, and with the Xbox brand now selling just as well internationally as the [=PlayStation=] brand this time around, even Japanese developers began making games for both the Platform/Xbox360 and Platform/PlayStation3. Console versions of games would continue to become more and more like their [=PC=] counterparts than ever in the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames [[MediaNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The Platform/PlayStation4 and Platform/XboxOne not only adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the platforms and the rise of games that were "console" exclusive but still had PC version. This generation also saw the introduction of the high-performance [=PS4=] Pro and the Xbox One X models in the second half, meaning that console developers now found themselves allowing the lead of their PC counterparts in scaling their games to fit wider arrays of hardware specifications. Microsoft would continue with the idea of offering different levels of gaming hardware in the [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames [[MediaNotes/TheNinthGenerationOfConsoleVideoGames ninth generation]], with the Platform/XboxSeriesXAndS being low- and high-performance models from the start, while the Platform/PlayStation5 is currently Sony's sole gaming platform.



** Creator/TomClancy games like ''VideoGame/SplinterCell'' and ''VideoGame/RainbowSix''. Some from around the turn of UsefulNotes/{{the seventh generation|OfConsoleVideoGames}} were notable for having one version for the next-gen consoles and a different one for the previous-gen. Particularly ''Splinter Cell: Double Agent'', which had "Version One" for the next-gen consoles and PC, and a "Version Two" for previous-gen consoles.

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** Creator/TomClancy games like ''VideoGame/SplinterCell'' and ''VideoGame/RainbowSix''. Some from around the turn of UsefulNotes/{{the MediaNotes/{{the seventh generation|OfConsoleVideoGames}} were notable for having one version for the next-gen consoles and a different one for the previous-gen. Particularly ''Splinter Cell: Double Agent'', which had "Version One" for the next-gen consoles and PC, and a "Version Two" for previous-gen consoles.
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[[caption-width-right:350:It's like it [[VisualPun leaped]] to several systems.]]
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The time and effort to make a multi-platform game is not as great as some assume. Some developers have stated that it raises the cost only about 10 percent. This can vary quite a bit depending on how differences between platforms in question are. For instance, the Xbox and PC versions of ''VideoGame/PrinceOfPersiaTheSandsOfTime'' are quite similar; the [=iPhone=] and UsefulNotes/{{PS3}} versions of ''VideoGame/TheForceUnleashed'' are quite a bit different.

While multi-platform games were not uncommon during the 16-bit and 32-bit console generations, particularly among western developers, they started becoming more prevalent during the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the UsefulNotes/PlayStation2 was the biggest selling console of this era, games on the UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]] still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. The fact that the Xbox was a functionally small PC running an embedded version of [[UsefulNotes/MicrosoftWindows Windows]] didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multi-platform development became the norm for most third-party developers due to the ever increasing budgets in mainstream games as a result of the standardization of HD displays. Series that used to be at least timed exclusives were now multi-platform from launch, and with the Xbox brand now selling just as well internationally as the [=PlayStation=] brand this time around, even Japanese developers began making games for both the UsefulNotes/Xbox360 and UsefulNotes/PlayStation3. Console versions of games would continue to become more and more like their [=PC=] counterparts than ever in the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The UsefulNotes/PlayStation4 and UsefulNotes/XboxOne not only adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the platforms and the rise of games that were "console" exclusive but still had PC version. This generation also saw the introduction of the high-performance [=PS4=] Pro and the Xbox One X models in the second half, meaning that console developers now found themselves allowing the lead of their PC counterparts in scaling their games to fit wider arrays of hardware specifications. Microsoft would continue with the idea of offering different levels of gaming hardware in the [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames ninth generation]], with the UsefulNotes/XboxSeriesXAndS being low- and high-performance models from the start, while the UsefulNotes/PlayStation5 is currently Sony's sole gaming platform.

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). Their next console, the tablet-focused UsefulNotes/WiiU, had graphical capabilities that rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life. However, the other 8th competitors, the Xbox One and [=PS4=] launched a year later and were far more powerful than the Wii U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

On the PC side of things, some games are literally multi-platform, with the versions for different platforms (say, Windows, Macintosh, and Linux) all on the same physical media (sometimes called a "hybrid" release.) This is OlderThanTheNES in PC-land; in the days of 5.25" floppy disks, some games were released with a version for one computer (for example, the UsefulNotes/{{Commodore 64}}) on one side, and a version for another (UsefulNotes/AppleII, [[UsefulNotes/IBMPersonalComputer IBM PC]], or [[UsefulNotes/Atari8BitComputers Atari 8-bit]]) on the other. Obviously, this sort of thing doesn't fly in console-land, due to dictatorial fiat console companies have over developers (possibly carried over from the days of [[UsefulNotes/{{cartridge}} carts]], when it was physically impossible.)

to:

The time and effort to make a multi-platform game is not as great as some assume. Some developers have stated that it raises the cost only about 10 percent. This can vary quite a bit depending on how differences between platforms in question are. For instance, the Xbox and PC versions of ''VideoGame/PrinceOfPersiaTheSandsOfTime'' are quite similar; the [=iPhone=] and UsefulNotes/{{PS3}} Platform/{{PS3}} versions of ''VideoGame/TheForceUnleashed'' are quite a bit different.

While multi-platform games were not uncommon during the 16-bit and 32-bit console generations, particularly among western developers, they started becoming more prevalent during the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the UsefulNotes/PlayStation2 Platform/PlayStation2 was the biggest selling console of this era, games on the UsefulNotes/{{Xbox}} Platform/{{Xbox}} and [[UsefulNotes/NintendoGameCube [[Platform/NintendoGameCube GameCube]] still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. The fact that the Xbox was a functionally small PC running an embedded version of [[UsefulNotes/MicrosoftWindows [[Platform/MicrosoftWindows Windows]] didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multi-platform development became the norm for most third-party developers due to the ever increasing budgets in mainstream games as a result of the standardization of HD displays. Series that used to be at least timed exclusives were now multi-platform from launch, and with the Xbox brand now selling just as well internationally as the [=PlayStation=] brand this time around, even Japanese developers began making games for both the UsefulNotes/Xbox360 Platform/Xbox360 and UsefulNotes/PlayStation3.Platform/PlayStation3. Console versions of games would continue to become more and more like their [=PC=] counterparts than ever in the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The UsefulNotes/PlayStation4 Platform/PlayStation4 and UsefulNotes/XboxOne Platform/XboxOne not only adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the platforms and the rise of games that were "console" exclusive but still had PC version. This generation also saw the introduction of the high-performance [=PS4=] Pro and the Xbox One X models in the second half, meaning that console developers now found themselves allowing the lead of their PC counterparts in scaling their games to fit wider arrays of hardware specifications. Microsoft would continue with the idea of offering different levels of gaming hardware in the [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames ninth generation]], with the UsefulNotes/XboxSeriesXAndS Platform/XboxSeriesXAndS being low- and high-performance models from the start, while the UsefulNotes/PlayStation5 Platform/PlayStation5 is currently Sony's sole gaming platform.

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, Platform/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} Platform/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). Their next console, the tablet-focused UsefulNotes/WiiU, Platform/WiiU, had graphical capabilities that rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life. However, the other 8th competitors, the Xbox One and [=PS4=] launched a year later and were far more powerful than the Wii U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

On the PC side of things, some games are literally multi-platform, with the versions for different platforms (say, Windows, Macintosh, and Linux) all on the same physical media (sometimes called a "hybrid" release.) This is OlderThanTheNES in PC-land; in the days of 5.25" floppy disks, some games were released with a version for one computer (for example, the UsefulNotes/{{Commodore Platform/{{Commodore 64}}) on one side, and a version for another (UsefulNotes/AppleII, [[UsefulNotes/IBMPersonalComputer (Platform/AppleII, [[Platform/IBMPersonalComputer IBM PC]], or [[UsefulNotes/Atari8BitComputers [[Platform/Atari8BitComputers Atari 8-bit]]) on the other. Obviously, this sort of thing doesn't fly in console-land, due to dictatorial fiat console companies have over developers (possibly carried over from the days of [[UsefulNotes/{{cartridge}} carts]], when it was physically impossible.)



* ''VideoGame/DigimonWorld4'' was released for the [=PS2=], Xbox and [=GameCube=]. The earlier titles were only for the original UsefulNotes/PlayStation, and later ones were only for the UsefulNotes/NintendoDS.

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* ''VideoGame/DigimonWorld4'' was released for the [=PS2=], Xbox and [=GameCube=]. The earlier titles were only for the original UsefulNotes/PlayStation, Platform/PlayStation, and later ones were only for the UsefulNotes/NintendoDS.Platform/NintendoDS.



** ''VideoGame/FinalFantasyXI'' is notable for being not only multi-platform, but the first MMORPG to cross the console-PC divide. It started on the [=PS2=], got a PC version, and eventually got an UsefulNotes/Xbox360 version by the third expansion, ''Treasures of Aht Urhgan''.
** ''VideoGame/FinalFantasyXIII'' was announced for the UsefulNotes/Xbox360 midway through development after it had been originally announced for the [=PS3=]. Initially the 360 version was slated to be released only for the overseas market, but it eventually got a release in Japan as a budget-priced "Ultimate Hits International" edition a year after the [=PS3=] version.

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** ''VideoGame/FinalFantasyXI'' is notable for being not only multi-platform, but the first MMORPG to cross the console-PC divide. It started on the [=PS2=], got a PC version, and eventually got an UsefulNotes/Xbox360 Platform/Xbox360 version by the third expansion, ''Treasures of Aht Urhgan''.
** ''VideoGame/FinalFantasyXIII'' was announced for the UsefulNotes/Xbox360 Platform/Xbox360 midway through development after it had been originally announced for the [=PS3=]. Initially the 360 version was slated to be released only for the overseas market, but it eventually got a release in Japan as a budget-priced "Ultimate Hits International" edition a year after the [=PS3=] version.



** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was developed for the [=GameCube=], but the game was delayed to the point where Nintendo realized they could release it on the UsefulNotes/{{Wii}} at the same time and have a launch game for that system. This succeeded, as the combined sales of both versions have made it the second best-selling game in the series.[[note]]The two versions of ''Twilight Princess'' have one very noticeable difference: they're mirrored. In previous titles, Link wielded his sword with his left-hand, which was carried over to the [=GameCube=] version, but because more people are right-handed than left-, Nintendo flipped the Wii version to make it easier for people to control. That means they flipped '''the entire game''', so maps have to be flipped if you want to use them between versions.[[/note]]
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' was taking too much time in development than expected, and since the UsefulNotes/WiiU was not selling well anyway, the decision was made to delay the game even further and simultaneously release it on their next platform, the UsefulNotes/NintendoSwitch. This left the Wii U in the position of being the only Nintendo home console without a unique Zelda game of its own, since its only other Zelda games were remastered ports of the two [=GameCube=] games (''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''Twilight Princess'').

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** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was developed for the [=GameCube=], but the game was delayed to the point where Nintendo realized they could release it on the UsefulNotes/{{Wii}} Platform/{{Wii}} at the same time and have a launch game for that system. This succeeded, as the combined sales of both versions have made it the second best-selling game in the series.[[note]]The two versions of ''Twilight Princess'' have one very noticeable difference: they're mirrored. In previous titles, Link wielded his sword with his left-hand, which was carried over to the [=GameCube=] version, but because more people are right-handed than left-, Nintendo flipped the Wii version to make it easier for people to control. That means they flipped '''the entire game''', so maps have to be flipped if you want to use them between versions.[[/note]]
** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' was taking too much time in development than expected, and since the UsefulNotes/WiiU Platform/WiiU was not selling well anyway, the decision was made to delay the game even further and simultaneously release it on their next platform, the UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. This left the Wii U in the position of being the only Nintendo home console without a unique Zelda game of its own, since its only other Zelda games were remastered ports of the two [=GameCube=] games (''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''Twilight Princess'').



** ''VideoGame/Persona4Arena'' and its sequel, ''VideoGame/Persona4ArenaUltimax'', both came out on the UsefulNotes/Xbox360 as well as the UsefulNotes/PlayStation3, making them the only games in the series to have their home-console launch include a Microsoft system. %% Worded as "home-console launch" because it launched in arcades first.

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** ''VideoGame/Persona4Arena'' and its sequel, ''VideoGame/Persona4ArenaUltimax'', both came out on the UsefulNotes/Xbox360 Platform/Xbox360 as well as the UsefulNotes/PlayStation3, Platform/PlayStation3, making them the only games in the series to have their home-console launch include a Microsoft system. %% Worded as "home-console launch" because it launched in arcades first.



** ''VideoGame/Persona5Strikers'' released on both [=PS4=] and UsefulNotes/NintendoSwitch. The international release saw the addition of a PC release.
** In 2022, Atlus announced that ''VideoGame/Persona3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on UsefulNotes/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.
* The first two ''VideoGame/PokemonMysteryDungeon'' games (though technically different games, were the same in almost every way) were released for the {{UsefulNotes/GBA}} and the [[UsefulNotes/NintendoDS DS]].
* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being the first game in the series developed on Capcom's in-house MT Framework cross-platform engine. However, the first three numbered entries, while originally [=PlayStation=] games, were not necessarily made with exclusivity in mind and were subsequently ported to a variety of platforms as a result. ''VideoGame/ResidentEvil4'' on the other hand, was intended to be a [=GameCube=]-exclusive, but the underwhelming sales of the console resulted in the game being a timed-exclusive instead, getting a [=PS2=] port with added content less than a year after the [=GameCube=] original (before ultimately becoming the most ported game in the series).

to:

** ''VideoGame/Persona5Strikers'' released on both [=PS4=] and UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. The international release saw the addition of a PC release.
** In 2022, Atlus announced that ''VideoGame/Persona3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on UsefulNotes/NintendoSwitch, Platform/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.
* The first two ''VideoGame/PokemonMysteryDungeon'' games (though technically different games, were the same in almost every way) were released for the {{UsefulNotes/GBA}} {{Platform/GBA}} and the [[UsefulNotes/NintendoDS [[Platform/NintendoDS DS]].
* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox Platform/{{Xbox 360}} and UsefulNotes/{{PlayStation Platform/{{PlayStation 3}}, from the get-go, being the first game in the series developed on Capcom's in-house MT Framework cross-platform engine. However, the first three numbered entries, while originally [=PlayStation=] games, were not necessarily made with exclusivity in mind and were subsequently ported to a variety of platforms as a result. ''VideoGame/ResidentEvil4'' on the other hand, was intended to be a [=GameCube=]-exclusive, but the underwhelming sales of the console resulted in the game being a timed-exclusive instead, getting a [=PS2=] port with added content less than a year after the [=GameCube=] original (before ultimately becoming the most ported game in the series).



* ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' became the first installment in the ''Smash'' series to be released for two different systems, namely the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU.

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* ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' became the first installment in the ''Smash'' series to be released for two different systems, namely the UsefulNotes/Nintendo3DS Platform/Nintendo3DS and the UsefulNotes/WiiU.Platform/WiiU.



* ''VideoGame/PillarsOfEternity'', a Website/{{Kickstarter}}-funded RPG by Creator/{{Obsidian|Entertainment}} that will be compatible with PC, Mac, and Linux, and released on both [[Website/GOGDotCom GOG]] and {{UsefulNotes/Steam}}.

to:

* ''VideoGame/PillarsOfEternity'', a Website/{{Kickstarter}}-funded RPG by Creator/{{Obsidian|Entertainment}} that will be compatible with PC, Mac, and Linux, and released on both [[Website/GOGDotCom GOG]] and {{UsefulNotes/Steam}}.{{Platform/Steam}}.



* ''VideoGame/RickDangerous'' was developed concurrently for all major British computers (except for the Platform/AcornArchimedes, which received a port several years later), as well as its sequel. Though the UsefulNotes/AtariST and UsefulNotes/{{Amiga}} were the lead platforms, the screen width was deliberately limited the UsefulNotes/ZXSpectrum's lower resolution and the character sprites were sized to fit the UsefulNotes/{{Commodore 64}}.

to:

* ''VideoGame/RickDangerous'' was developed concurrently for all major British computers (except for the Platform/AcornArchimedes, which received a port several years later), as well as its sequel. Though the UsefulNotes/AtariST Platform/AtariST and UsefulNotes/{{Amiga}} Platform/{{Amiga}} were the lead platforms, the screen width was deliberately limited the UsefulNotes/ZXSpectrum's Platform/ZXSpectrum's lower resolution and the character sprites were sized to fit the UsefulNotes/{{Commodore Platform/{{Commodore 64}}.
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* ''VideoGame/RickDangerous'' was developed concurrently for all major British computers (except for the UsefulNotes/AcornArchimedes, which received a port several years later), as well as its sequel. Though the UsefulNotes/AtariST and UsefulNotes/{{Amiga}} were the lead platforms, the screen width was deliberately limited the UsefulNotes/ZXSpectrum's lower resolution and the character sprites were sized to fit the UsefulNotes/{{Commodore 64}}.

to:

* ''VideoGame/RickDangerous'' was developed concurrently for all major British computers (except for the UsefulNotes/AcornArchimedes, Platform/AcornArchimedes, which received a port several years later), as well as its sequel. Though the UsefulNotes/AtariST and UsefulNotes/{{Amiga}} were the lead platforms, the screen width was deliberately limited the UsefulNotes/ZXSpectrum's lower resolution and the character sprites were sized to fit the UsefulNotes/{{Commodore 64}}.
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* ''VideoGame/SonicTheHedgehog'', after Sega's hardware division imploded.

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* ''VideoGame/SonicTheHedgehog'', ''Franchise/SonicTheHedgehog'', after Sega's hardware division imploded.
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** ''VideoGame/StreetFighter6'' is confirmed to come out for PCs, [=PS4=], [=PS5=], and the Xbox Series consoles.

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** ''VideoGame/StreetFighter6'' is confirmed to come out for PCs, [=PCs=], [=PS4=], [=PS5=], and the Xbox Series consoles.
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** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was developed for the [=GameCube=], but the game was delayed to the point where Nintendo realized they could release it on the UsefulNotes/{{Wii}} at the same time and have a launch game for that system. This succeeded, as the combined sales of both versions have made it the second best-selling game in the series.[[note]]The two versions of ''Twilight Princess'' have one very noticeable difference: they're mirrored. In previous titles, Link wielded his sword with his left-hand, which was carried over to the [=GameCube=] version, but because more people are right-handed than left-, Nintendo flipped the Wii version to make it easier for people to control. That means they flipped '''the entire game''', so maps have to likewise be flipped if you want to use them between versions.[[/note]]

to:

** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was developed for the [=GameCube=], but the game was delayed to the point where Nintendo realized they could release it on the UsefulNotes/{{Wii}} at the same time and have a launch game for that system. This succeeded, as the combined sales of both versions have made it the second best-selling game in the series.[[note]]The two versions of ''Twilight Princess'' have one very noticeable difference: they're mirrored. In previous titles, Link wielded his sword with his left-hand, which was carried over to the [=GameCube=] version, but because more people are right-handed than left-, Nintendo flipped the Wii version to make it easier for people to control. That means they flipped '''the entire game''', so maps have to likewise be flipped if you want to use them between versions.[[/note]] [[/note]]
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-->-- '''[[https://www.youtube.com/watch?v=PGlzCaV_0aA Trailer]]''' of ''VideoGame/TheSimpsonsGame''

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-->-- '''[[https://www.youtube.com/watch?v=PGlzCaV_0aA '''[[https://youtu.be/JYFYUndt5lo?t=47 Trailer]]''' of ''VideoGame/TheSimpsonsGame''
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* ''VideoGame/RomanceOfTheThreeKingdoms'' (but sometimes [[NoExportForYou only in Japan]])

to:

* ''VideoGame/RomanceOfTheThreeKingdoms'' ''VideoGame/RomanceOfTheThreeKingdomsKoei'' (but sometimes [[NoExportForYou only in Japan]])
Is there an issue? Send a MessageReason:
None


** ''VideoGame/Persona5Strikers'' released on both [=PS4=] and UsefulNotes/NintendoSwitch.

to:

** ''VideoGame/Persona5Strikers'' released on both [=PS4=] and UsefulNotes/NintendoSwitch. The international release saw the addition of a PC release.
Is there an issue? Send a MessageReason:
None


On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphical capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life. However, the other 8th competitors, the Xbox One and [=PS4=] launched a year later and were far more powerful than the Wii U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

to:

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The Their next console, the tablet-focused UsefulNotes/WiiU's UsefulNotes/WiiU, had graphical capabilities that rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life. However, the other 8th competitors, the Xbox One and [=PS4=] launched a year later and were far more powerful than the Wii U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).
Is there an issue? Send a MessageReason:
None


On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphical capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but the launches of the far more powerful Xbox One and [=PS4=] a year after the Wii U's, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

to:

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphical capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but life. However, the launches of other 8th competitors, the far more powerful Xbox One and [=PS4=] launched a year after later and were far more powerful than the Wii U's, U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).
Is there an issue? Send a MessageReason:
None


On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphics capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but the launches of the Xbox One and [=PS4=] a year after the Wii U's, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

to:

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphics graphical capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but the launches of the far more powerful Xbox One and [=PS4=] a year after the Wii U's, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).
Is there an issue? Send a MessageReason:
None


On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphics capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but the arrival of the Xbox One and [=PS4=] a year after the Wii U launched, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

to:

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU's graphics capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but the arrival launches of the Xbox One and [=PS4=] a year after the Wii U launched, U's, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).
Is there an issue? Send a MessageReason:
None


** In 2022, Atlus announced that ''VideoGame/Persona 3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on UsefulNotes/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.

to:

** In 2022, Atlus announced that ''VideoGame/Persona 3 ''VideoGame/Persona3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on UsefulNotes/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.
Is there an issue? Send a MessageReason:
None


* Franchise/MegaMan

to:

* Franchise/MegaMan''Franchise/MegaMan''



* VideoGame/MetalGear
** ''VideoGame/MetalGearSolidV'' was the first mainline entry in the VideoGame/MetalGear franchise that was developed with multiple platforms in mind, which was the main drive behind the creation of the FOX Engine that the game was made with. Prior to this, ''Substance'' (the [[UpdatedRerelease expanded edition]] of ''VideoGame/MetalGearSolid2'') was initially a timed-exclusive for the original Xbox before it was released on [=PS2=] and PC, while the ''HD Collection'' (a [[CompilationRerelease compilation]] that contains remastered ports of ''Metal Gear Solid 2'', ''[[VideoGame/MetalGearSolid3 3]]'' and ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'') was released simultaneously on the [=PS3=] and Xbox 360, but these were ports of games that were originally on the [=PS2=] (or in case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multi-platform project from the get-go, but it was even released across two console generations, being announced initially for the [=PS3=] and Xbox 360, but ultimately coming out on the [=PS4=] and Xbox One as well. The Steam version of the stand-alone prologue (''[[VideoGame/MetalGearSolidVGroundZeroes Ground Zeroes]]'') was released several months after the console versions had already come out, but the main game (''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'') launched on all five platforms upon its release date.
** Prior to ''Metal Gear Solid V'', Kojima Productions was developing a spinoff titled ''Metal Gear Solid: Rising'' in-house for both, the [=PS3=] and Xbox 360, shortly after the [=PS3=]-exclusive ''VideoGame/MetalGearSolid4'' finished development. However, a troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up retitling the game ''VideoGame/MetalGearRisingRevengeance'' and developing it on their own engine.

to:

* VideoGame/MetalGear
''VideoGame/MetalGear''
** ''VideoGame/MetalGearSolidV'' was the first mainline entry in the VideoGame/MetalGear ''Metal Gear'' franchise that was developed with multiple platforms in mind, which was the main drive behind the creation of the FOX Engine that the game was made with. Prior to this, ''Substance'' (the [[UpdatedRerelease expanded edition]] of ''VideoGame/MetalGearSolid2'') ''VideoGame/MetalGearSolid2SonsOfLiberty'') was initially a timed-exclusive for the original Xbox before it was released on [=PS2=] and PC, while the ''HD Collection'' (a [[CompilationRerelease compilation]] that contains remastered ports of ''Metal Gear Solid 2'', ''[[VideoGame/MetalGearSolid3 3]]'' ''Sons of Liberty'', ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'' and ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'') was released simultaneously on the [=PS3=] and Xbox 360, but these were ports of games that were originally on the [=PS2=] (or in case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multi-platform project from the get-go, but it was even released across two console generations, being announced initially for the [=PS3=] and Xbox 360, but ultimately coming out on the [=PS4=] and Xbox One as well. The Steam version of the stand-alone prologue (''[[VideoGame/MetalGearSolidVGroundZeroes Ground Zeroes]]'') was released several months after the console versions had already come out, but the main game (''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'') launched on all five platforms upon its release date.
** Prior to ''Metal Gear Solid V'', Kojima Productions was developing a spinoff titled ''Metal Gear Solid: Rising'' in-house for both, the [=PS3=] and Xbox 360, shortly after the [=PS3=]-exclusive ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' finished development. However, a troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up retitling the game ''VideoGame/MetalGearRisingRevengeance'' and developing it on their own engine.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** In 2022, Atlus announced that ''VideoGame/Persona 3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on UsefulNotes/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.
Is there an issue? Send a MessageReason:
None


On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU was essentially an overclocked Wii, but didn't have any of that console's benefits (especially not popularity) and so quickly found itself without any multiplatform titles. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

to:

On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the UsefulNotes/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused UsefulNotes/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). The tablet-focused UsefulNotes/WiiU was essentially an overclocked Wii, UsefulNotes/WiiU's graphics capabilities rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life, but didn't have any the arrival of that console's benefits (especially not popularity) the Xbox One and so quickly found itself without any [=PS4=] a year after the Wii U launched, combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform titles.third-party developers abandoning the system. Their current system, the "hybrid" UsefulNotes/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).

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