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* The 2019 remaster of ''VideoGame/OnimushaWarlords'' was released for the [=PS4=], Xbox One, PC, and Nintendo Switch, despite the series initially being [=PlayStation=] 2 exclusive.
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* Creator/TeamNinja is an example of an entire development studios making exclusives for one brand of console before going multiplatform. They started off as an arcade developer, with the first two ''VideoGame/DeadOrAlive'' games being made on Sega-based hardware (Model 2 and NAOMI respectively), although were still ported to the Sega and [=PlayStation=] consoles available at the time. When Team Ninja started making their games directly for consoles, they initially favored Microsoft's machines. ''Dead or Alive 3'', along with ''Xtreme Beach Volleyball'' and the 2004 ''VideoGame/NinjaGaiden'' reboot, were all exclusives to the original Xbox, while ''Dead or Alive 4'', ''[=Xtreme=] 2'' and ''Ninja Gaiden II'' were released for its successor, the Xbox 360. While the [=PS3=] did get ports of the two ''Ninja Gaiden'' in the form of the ''Sigma'' series, these were drastically altered from the Xbox originals. After director Tom Itagaki departed from Tecmo, Team Ninja started to make their games multiplatform again, with ''Dead or Alive 5'' and ''Ninja Gaiden III'' being released on both, the [=PS3=] and the Xbox 360.

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* Creator/TeamNinja [[Creator/{{Tecmo}} Team Ninja]] is an example of an entire development studios a developer making exclusives for one brand of a specific console brand before going multiplatform. They started off as an arcade developer, with the first two ''VideoGame/DeadOrAlive'' games being made on Sega-based hardware (Model 2 and NAOMI respectively), although were still ported to the Sega and [=PlayStation=] consoles available at the time. When Team Ninja time, but when they started making their games directly for consoles, they initially favored Microsoft's machines. the Xbox over the other sixth-gen platforms. ''Dead or Alive 3'', along with ''Xtreme Beach Volleyball'' and the 2004 ''VideoGame/NinjaGaiden'' reboot, reboot were all exclusives to the original Xbox, while ''Dead or Alive 4'', ''[=Xtreme=] 2'' and ''Ninja Gaiden II'' were released for its successor, the Xbox 360. While the [=PS3=] did get ports of the two ''Ninja Gaiden'' games in the form of the ''Sigma'' series, these were drastically altered from the Xbox originals. After director Tom Itagaki departed from Tecmo, Team Ninja started to make their games multiplatform again, with ''Dead or Alive 5'' and ''Ninja Gaiden III'' being released on both, the [=PS3=] and the Xbox 360.

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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=]. The first two installments were arcade games designed for Sega hardware (although they were ported to the [=PlayStation=] consoles as well), while parts ''3'' and ''4'' were exclusive to the original Xbox and Xbox 360 respectively.

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* ''VideoGame/DeadOrAlive 5'' ''VideoGame/DevilMayCry'' started off as a [=PS2=]-exclusive series. However, part ''4'', which was released developed on the [=MT=] Frameworks engine, debuted on both, the [=Xbox 360=] and [=PS3=]. The first two installments were arcade games designed for Sega hardware (although they were ported to the [=PlayStation=] consoles as well), while parts ''3'' and ''4'' were exclusive to the original Xbox [=PS3=] and Xbox 360 respectively. 360, and the series has been multiplatform since then.



* The Team Ninja version of ''VideoGame/NinjaGaiden III'' was developed simultaneously for the [=PS3=] and Xbox 360 from the get-go. The [[RecycledTitle 2004 version]] of ''Ninja Gaiden'' and its 2008 sequel, ''Ninja Gaiden II'', were released exclusively for the original Xbox and the Xbox 360 respectively due to director Tom Itagaki's preference for the two Microsoft consoles in favor of their [=PlayStation=] counterparts. Despite this, both games were ported to the [=PS3=] as ''Ninja Gaiden Sigma'' and ''Ninja Gaiden Sigma 2'' respectively under a different director and with substantial changes to the game's content in order to get around Microsoft's exclusivity clauses.



** ''VideoGame/ResidentEvilCodeVeronica'' was developed and marketed as a [=Dreamcast=]-exclusive. However, the expanded edition that was made a year later, ''Code: Veronica X'', was released for both, [=PS2=] and Dreamcast, in Japan. Only the [=PS2=] port got released overseas though, since sales of the Dreamcast was already being discontinued by that point.

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** ''VideoGame/ResidentEvilCodeVeronica'' was developed and marketed as with the intention of being a [=Dreamcast=]-exclusive. [=Dreamcast=]-exclusive, which is part of the reason why it was not a numbered entry. However, when Sega announced the discontinuation of the Dreamcast, Capcom developed an expanded edition that was made a year later, of the game titled ''Code: Veronica X'', which was released for on both, the [=PS2=] and Dreamcast, Dreamcast in Japan. Only the [=PS2=] port got version of ''Code: Veronica X'' was released overseas though, since sales of the Dreamcast was already being discontinued by that point.overseas.


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* Creator/TeamNinja is an example of an entire development studios making exclusives for one brand of console before going multiplatform. They started off as an arcade developer, with the first two ''VideoGame/DeadOrAlive'' games being made on Sega-based hardware (Model 2 and NAOMI respectively), although were still ported to the Sega and [=PlayStation=] consoles available at the time. When Team Ninja started making their games directly for consoles, they initially favored Microsoft's machines. ''Dead or Alive 3'', along with ''Xtreme Beach Volleyball'' and the 2004 ''VideoGame/NinjaGaiden'' reboot, were all exclusives to the original Xbox, while ''Dead or Alive 4'', ''[=Xtreme=] 2'' and ''Ninja Gaiden II'' were released for its successor, the Xbox 360. While the [=PS3=] did get ports of the two ''Ninja Gaiden'' in the form of the ''Sigma'' series, these were drastically altered from the Xbox originals. After director Tom Itagaki departed from Tecmo, Team Ninja started to make their games multiplatform again, with ''Dead or Alive 5'' and ''Ninja Gaiden III'' being released on both, the [=PS3=] and the Xbox 360.

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* ''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 developed on Capcom's in-house MT Framework cross-platform engine. While most of the prior entries in the series were not necessarily exclusive to specific platforms, they were often made for one console in mind and then ported to everything else, as was the case with the first three numbered entries, which were originally [=PlayStation=] games, as well as ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' and ''VideoGame/ResidentEvil4'', which were timed-exclusive for the Dreamcast and [=GameCube=] respectively. The only mainline titles that were truly exclusive for a while were the 2002 ''VideoGame/ResidentEvil'' remake and its prequel ''VideoGame/ResidentEvil0'', which were only available to the [=GameCube=] (and later Wii) and took more than decade (in 2014 and 2016 respectively) to reach non-Nintendo platforms thanks to their HD remasters.

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* ''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. While most of the prior entries in the series were not necessarily exclusive to specific platforms, they were often made for one console in mind and then ported to everything else, as was the case with However, the first three numbered entries, which were while originally [=PlayStation=] games, as well as ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' and ''VideoGame/ResidentEvil4'', which 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.
** ''VideoGame/ResidentEvilCodeVeronica'' was developed and marketed as a [=Dreamcast=]-exclusive. However, the expanded edition that was made a year later, ''Code: Veronica X'', was released
for both, [=PS2=] and Dreamcast, in Japan. Only the [=PS2=] port got released overseas though, since sales of the Dreamcast and [=GameCube=] respectively. The only mainline titles was already being discontinued by that were truly exclusive for a while were the 2002 point.
** The
''VideoGame/ResidentEvil'' remake and remake, along with its prequel ''VideoGame/ResidentEvil0'', which actually kept their exclusivity status for quite a while, with the only versions of both games that were only available to for more than a decade were the [=GameCube=] (and originals and the later Wii) and took more than decade (in Wii ports. It wasn't until the ''HD Remaster'' editions of both games, released in 2014 and 2016 respectively) to reach respectively, that they were made available across several non-Nintendo platforms thanks to their HD remasters.(namely the [=PS3=] and Xbox 360, as well as the [=PS4=], Xbox One and Steam).
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* ''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 developed on Capcom's in-house MT Framework cross-platform engine. While most of the prior entries in the series were not necessarily exclusive to specific platforms, they were often made for one console in mind and then ported to everything else, as was the case with the first three numbered entries, which were [=PlayStation=] games originally, as well as ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' and ''VideoGame/ResidentEvil4'', which were timed-exclusive for the Dreamcast and [=GameCube=] respectively before they both got ported to [=PlayStation=] 2. The only mainline titles that were truly exclusive for a while were the 2002 ''VideoGame/ResidentEvil'' remake and its prequel ''VideoGame/ResidentEvil0'', which were only available to the [=GameCube=] (and later Wii) and took more than decade (in 2014 and 2016 respectively) to reach non-Nintendo platforms thanks to their HD remasters.

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* ''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 developed on Capcom's in-house MT Framework cross-platform engine. While most of the prior entries in the series were not necessarily exclusive to specific platforms, they were often made for one console in mind and then ported to everything else, as was the case with the first three numbered entries, which were originally [=PlayStation=] games originally, games, as well as ''[[VideoGame/ResidentEvilCodeVeronica Code: Veronica]]'' and ''VideoGame/ResidentEvil4'', which were timed-exclusive for the Dreamcast and [=GameCube=] respectively before they both got ported to [=PlayStation=] 2.respectively. The only mainline titles that were truly exclusive for a while were the 2002 ''VideoGame/ResidentEvil'' remake and its prequel ''VideoGame/ResidentEvil0'', which were only available to the [=GameCube=] (and later Wii) and took more than decade (in 2014 and 2016 respectively) to reach non-Nintendo platforms thanks to their HD remasters.



* ''[[VideoGame/{{Yakuza}} Ryu Ga Gotoku Ishin]]'', a feudal-themed spinoff of the ''Yakuza'' series, was produced during a console generation transition and ended up being released as a launch title for [=PS4=] in addition to the [=PS3=], although both versions ended up being released only in Japan (similar to the previous period-themed title in the series, ''Ryu Ga Gotoku Kenzan!'', which launched the series on the [=PS3=]). ''Yakuza 0'' and ''Kiwami'' (a prequel and remake to the original ''Yakuza'' respectively) both got dual releases on the [=PS3=] and [=PS4=] in Japan, but only the [=PS4=] versions of the two games ended up being localized in English.

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* ''[[VideoGame/{{Yakuza}} Ryu Ga Gotoku Ishin]]'', a feudal-themed spinoff of the ''Yakuza'' series, was produced during a console generation transition and ended up being released as a Japanese launch title game for the [=PS4=] in addition to the [=PS3=], although both versions ended up being released only in Japan (similar to the previous period-themed title in the series, ''Ryu Ga Gotoku Kenzan!'', which launched the series on the [=PS3=]). 2014, with ''Yakuza 0'' and ''Kiwami'' ''Yakuza Kiwami'' (a prequel to and a remake to of the original ''Yakuza'' respectively) both got dual releases on following suit in 2015. While all three games were released for the [=PS3=] and [=PS4=] in Japan, but the [=PS3=] was still viable enough at that point to get its own versions of each game too. However, when Sega decided to bring ''0'' and ''Kiwami'' overseas in 2017, only the [=PS4=] versions of got localized, as the two games ended up being localized [=PS3=] was already seen as a dead console by that point (with the prior 2015 English version of ''Yakuza 5'' having been a digital-only game). ''Ishin'' on the other hand remained a Japan-exclusive, much like ''Ryu Ga Gotoku Kenzan!'', the previous feudal-themed ''Yakuza'' spinoff that incidentally was the first game in English.the series for the [=PS3=].
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* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest Capcom games developed on the MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' entries ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were UsefulNotes/{{PlayStation}} games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' were intended to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}} respectively, but all five games were eventually ported to other platforms at some point or another.

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* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest Capcom games first game in the developed on the Capcom's in-house MT Framework cross-platform engine. The While most of the prior entries in the series were not necessarily exclusive to specific platforms, they were often made for one console in mind and then ported to everything else, as was the case with the first three mainline ''Franchise/ResidentEvil'' entries ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') numbered entries, which were UsefulNotes/{{PlayStation}} games, while [=PlayStation=] games originally, as well as ''[[VideoGame/ResidentEvilCodeVeronica CODE: Code: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' ''VideoGame/ResidentEvil4'', which were intended to be exclusives timed-exclusive for the UsefulNotes/{{Dreamcast}} Dreamcast and UsefulNotes/{{GameCube}} respectively, but all five games were eventually [=GameCube=] respectively before they both got ported to other [=PlayStation=] 2. The only mainline titles that were truly exclusive for a while were the 2002 ''VideoGame/ResidentEvil'' remake and its prequel ''VideoGame/ResidentEvil0'', which were only available to the [=GameCube=] (and later Wii) and took more than decade (in 2014 and 2016 respectively) to reach non-Nintendo platforms at some point or another. thanks to their HD remasters.
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* ''VideoGame/DarkSouls'', the SpiritualSuccessor to the [=PS3=] exclusive ''VideoGame/DemonsSouls'', launched on both the [=PS3=] and Xbox 360 and has since been ported to the PC.

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* ''VideoGame/DarkSouls'', the SpiritualSuccessor to the [=PS3=] exclusive ''VideoGame/DemonsSouls'', launched on both the [=PS3=] and Xbox 360 and has since been ported to the PC. It helps that the two are technically different [=IPs=], whereas one is owned by Sony, and the other is owned by Namco-Bandai.
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* ''VideoGame/GrandTheftAutoIV'' debuted simultaneously on the [=PS3=] and Xbox 360. The first two GTA games were originally PC games that got ported to the original [=PlayStation=], while ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' were first released on the [=PS2=] and eventually got ported to the Xbox and PC.

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* ''VideoGame/GrandTheftAutoIV'' debuted simultaneously on the [=PS3=] and Xbox 360. The first two GTA games were originally PC games 360 in 2008, despite the fact that got ported to the original [=PlayStation=], while ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity ''VideoGame/GrandTheftAutoIII'' and its two prequels (''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' Andreas]]'') were all first released on the [=PS2=] and eventually got ported took their time to arrive on the original Xbox and PC (whereas the original top-down [=2D=] games were both originally for PC). In fact, the two [=DLC=] campaigns for the game ("The Lost and The Damned" and "The Ballad of Gay Tony") were exclusive to the 360 for a whole year before they were available in a bundle (''Episodes From Liberty City'') on the [=PS3=] and PC.



* ''VideoGame/KingdomHeartsIII'' will be released on both, the [=PS4=] and Xbox One, despite none of the previous games in the series ever being released on an Xbox console. Not even the remasters of the first two mainline games (''Kingdom Hearts HD I.5 Remix'' and ''HD II.5 Remix''), which were available on both, [=PS3=] and [=PS4=].

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* ''VideoGame/KingdomHeartsIII'' will be was released on both, the [=PS4=] and Xbox One, as well as the [=PS4=], despite none of the previous games in the series ever being released on an Xbox console. console before. Not even the remasters of the first two mainline games (''Kingdom Hearts HD I.games, which were originally released on the [=PS2=], remastered on [=PS3=] along with some of the spinoffs (as ''HD 1.5 Remix'' and ''HD II.2.5 Remix''), which were available on both, [=PS3=] Remix'' respectively), ported to the [=PS4=] in a two-in-one compilation and [=PS4=]. eventually reissued in a bundle with ''Kingdom Hearts 2.8: Final Chapter Prologue'' (another compilation of spinoffs) titled ''Kingdom Hearts: The Story Thus Far''. Whereas [=PS4=] owners have access to practically the whole saga (or at least the essential ones), Xbox One owners are given no such luxury and are still forced to own at least one other console if they wish to experience everything that happened before ''III''.
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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=]. The first two installments were arcade games designed for Sega hardware (although they were ported to the [=PlayStation=] consoles as well), while parts ''3'' and ''4'' were exclusive to the Xbox brand.

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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=]. The first two installments were arcade games designed for Sega hardware (although they were ported to the [=PlayStation=] consoles as well), while parts ''3'' and ''4'' were exclusive to the original Xbox brand.and Xbox 360 respectively.
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i think it's worth noting true multiplatform SNES/Genesis and PS 1/Saturn (at the beginning of the generation) were fairly common with western devs but very much not with Japanse ones


While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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.

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While multiplatform 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.
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While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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/{{Windows}} didn't hurt either.

to:

While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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/{{Windows}} [[UsefulNotes/MicrosoftWindows Windows]] didn't hurt either.
Is there an issue? Send a MessageReason:
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While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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}}, [[UsefulNotes/NintendoGameCube GameCube]], and Windows 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 Windows didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multiplatform 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-exclusive went multiplatform and with the UsefulNotes/{{Xbox 360}} selling just as well as the UsefulNotes/PlayStation3 this time around, Japanese developers that neglected the Xbox during the previous generation (due to the brand's poor reach in Japan) ended up making their games on both consoles. The trend continued with the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth (and current) generation]], with the UsefulNotes/PlayStation4 and UsefulNotes/XboxOne both adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the different platforms. In fact, console versions games are more like their [=PC=] counterparts than ever before with the introduction of the later high-performing models, the [=PlayStation 4=] Pro and the Xbox One X, forcing developers to upscale the performances of their games to suit the different models of each console just like how PC developers had to take into consideration various possible hardware specifcations.

Meanwhile Creator/{{Nintendo}}, which has adopted a blue ocean strategy since the seventh generation, tend to have consoles that are less focused on hardware performance and more on introducing new gimmicks to the market. The UsefulNotes/{{Wii}}, which was essentially a [=GameCube=] with an overclocked CPU and wasn't capable of HD output, tended to have downgraded versions of multiplats that were on [=PS3=]/Xbox 360 contemporaries (if the particular game had a Wii version at all) or its multiplats were shared with the previous generation of consoles, especially with the [=PS2=] (which was still receiving new games in the late 2000's due to its large install base). The UsefulNotes/WiiU was more on par with the [=PS3=] and Xbox 360 in terms of performance, but not as powerful as the later-released [=PS4=] and Xbox One. As a result, the Wii U had several multiplats shared with the previous generation early in its lifespan, but this gradually died out when developers began focusing on the newer generation after the Wii U turned out to be a commercial failure (being the least selling Nintendo home console since the [=GameCube=]). Their current console, the UsefulNotes/NintendoSwitch, while an improvement over the Wii U specs-wise, is still behind the competition in terms of performance, but its success along with the portability aspect has allowed both, developers and consumers, to overlook this fact, resulting in a small share of multiplats.

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While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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}}, UsefulNotes/{{Xbox}} and [[UsefulNotes/NintendoGameCube GameCube]], and Windows 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 Windows UsefulNotes/{{Windows}} didn't hurt either.

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multiplatform 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-exclusive went multiplatform and with the UsefulNotes/{{Xbox 360}} selling just as well as the UsefulNotes/PlayStation3 this time around, Japanese developers that neglected the Xbox during the previous generation (due to the brand's poor reach in Japan) ended up making their games on both consoles. The trend continued with the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth (and current) generation]], with the UsefulNotes/PlayStation4 and UsefulNotes/XboxOne both adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the different platforms. In fact, console versions of games are more like their [=PC=] counterparts than ever before with the introduction of the later high-performing models, the [=PlayStation 4=] Pro and the Xbox One X, forcing developers to upscale the performances of scale their games to suit the different models of each console just like how PC developers had to take into consideration various possible hardware specifcations.

specifcations. Some games that might be exclusive on one console (whether it'll be [=PlayStation=] or Xbox) will still get a PC version thanks to easy portability.

Meanwhile Creator/{{Nintendo}}, which has adopted a blue ocean strategy since the seventh generation, tend to have consoles that are less focused on hardware performance and more on introducing new hardware features or gimmicks to the market. The UsefulNotes/{{Wii}}, which was essentially a [=GameCube=] with an overclocked CPU and wasn't capable of HD output, tended to have downgraded versions of multiplats that were on [=PS3=]/Xbox 360 contemporaries games (if the particular game had a Wii version at all) or its multiplats were shared with the previous generation of consoles, especially particularly with the [=PS2=] (which was still receiving new games in the late 2000's due to its large install base). The UsefulNotes/WiiU was more on par with the [=PS3=] and Xbox 360 in terms of performance, but not as powerful as the later-released [=PS4=] and Xbox One. As a result, the Wii U had several multiplats shared with the previous generation early in its lifespan, but this gradually died out when developers began focusing on the newer generation after the Wii U turned out to be a commercial failure (being the least selling Nintendo home console since the [=GameCube=]). Their current console, the UsefulNotes/NintendoSwitch, while an improvement over the Wii U specs-wise, is still behind the competition in terms of performance, but its success along with the portability aspect has allowed both, developers and consumers, to overlook this fact, resulting in a small share of multiplats.
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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=], following the series's brief exclusivity period on Xbox consoles with parts 3 and 4 during Tom Itagaki's tenure as director.

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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=], following [=PS3=]. The first two installments were arcade games designed for Sega hardware (although they were ported to the series's brief exclusivity period on Xbox [=PlayStation=] consoles with as well), while parts 3 ''3'' and 4 during Tom Itagaki's tenure as director.''4'' were exclusive to the Xbox brand.
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Multiplatform games, while not uncommon during the 16-bit and 32-bit console generations, 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}}, [[UsefulNotes/NintendoGameCube GameCube]], and Windows 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 Windows didn't hurt either.

to:

Multiplatform games, while While multiplatform games were not uncommon during the 16-bit and 32-bit console generations, 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}}, [[UsefulNotes/NintendoGameCube GameCube]], and Windows 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 Windows didn't hurt either.

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By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multiplatform 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-exclusive went multiplatform and with the UsefulNotes/{{Xbox 360}} selling just as well as the UsefulNotes/PlayStation3 this time around, Japanese developers that neglected the Xbox during the previous generation (due to the brand's poor reach in Japan) ended up making their games on both consoles. The UsefulNotes/{{Wii}}, which was a significantly less powerful console than its contemporaries and could only output in SD, would receive downgraded versions of [=PS3=]/Xbox 360 multiplats if it got any at all, although it still had a few proper multiplats shared with the [=PS2=] (which was still getting new game releases in the late 2000's due to its huge install base).

to:

By the [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multiplatform 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-exclusive went multiplatform and with the UsefulNotes/{{Xbox 360}} selling just as well as the UsefulNotes/PlayStation3 this time around, Japanese developers that neglected the Xbox during the previous generation (due to the brand's poor reach in Japan) ended up making their games on both consoles. The trend continued with the [[UsefulNotes/TheEighthGenerationOfConsoleVideoGames eighth (and current) generation]], with the UsefulNotes/PlayStation4 and UsefulNotes/XboxOne both adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the different platforms. In fact, console versions games are more like their [=PC=] counterparts than ever before with the introduction of the later high-performing models, the [=PlayStation 4=] Pro and the Xbox One X, forcing developers to upscale the performances of their games to suit the different models of each console just like how PC developers had to take into consideration various possible hardware specifcations.

Meanwhile Creator/{{Nintendo}}, which has adopted a blue ocean strategy since the seventh generation, tend to have consoles that are less focused on hardware performance and more on introducing new gimmicks to the market.
The UsefulNotes/{{Wii}}, which was essentially a significantly less powerful console than its contemporaries [=GameCube=] with an overclocked CPU and could only output in SD, would receive wasn't capable of HD output, tended to have downgraded versions of multiplats that were on [=PS3=]/Xbox 360 contemporaries (if the particular game had a Wii version at all) or its multiplats if it got any at all, although it still had a few proper multiplats were shared with the previous generation of consoles, especially with the [=PS2=] (which was still getting receiving new game releases games in the late 2000's due to its huge large install base).
base). The UsefulNotes/WiiU was more on par with the [=PS3=] and Xbox 360 in terms of performance, but not as powerful as the later-released [=PS4=] and Xbox One. As a result, the Wii U had several multiplats shared with the previous generation early in its lifespan, but this gradually died out when developers began focusing on the newer generation after the Wii U turned out to be a commercial failure (being the least selling Nintendo home console since the [=GameCube=]). Their current console, the UsefulNotes/NintendoSwitch, while an improvement over the Wii U specs-wise, is still behind the competition in terms of performance, but its success along with the portability aspect has allowed both, developers and consumers, to overlook this fact, resulting in a small share of multiplats.



* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' entries ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were UsefulNotes/{{PlayStation}} games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' were intended to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}} respectively, all five games were eventually ported to other platforms at some point or another.

to:

* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom games developed on their the MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' entries ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were UsefulNotes/{{PlayStation}} games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' were intended to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}} respectively, but all five games were eventually ported to other platforms at some point or another.
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Most of the information on the description was dated and a bit lacking.


The time and effort to make a multiplatform 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 different the systems 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.

This really became popular with developers during the [[TurnOfTheMillennium 2000s]]. Even though the UsefulNotes/PlayStation2 was in the lead, games on the UsefulNotes/{{Xbox}}, [[UsefulNotes/NintendoGameCube GameCube]], and Windows still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. This was even carried to the point of the wildly popular UsefulNotes/GameBoyAdvance receiving "ports" of set-top titles! The fact that the Xbox and [[UsefulNotes/Xbox360 its successor]] are functionally small [=PCs=] running an embedded version of Windows doesn't hurt either.

With the cost of video game development being even higher with "high definition systems", this trope is more popular than ever. Series that used to be at least timed-exclusive are now going multi-platform. Nowadays, however, the priorities have shifted -- as the [=PS3=] and UsefulNotes/XBox360 concentrate more on graphics than the UsefulNotes/{{Wii}}, and the Wii's controls are non-standard compared to the other systems, the result is usually one version of a game for [=PS3=] and Xbox 360, sometimes called [[{{Portmanteau}} PS360]][[note]]Sometimes also confusingly used for the ''owners'' of both an Xbox 360 and [=PS3=][[/note]], and another version which is released on the Wii (and occasionally on [=PS2=] as well, hence also the term [=WiiS2=]). That said, however, graphics card technology that was state of the art at the time the Xbox 360 and the [=PS3=] were released is actually somewhat dated now; the latest high-end graphics cards can leave them both in the dust, but only a relatively small number of games actually take full advantage of this, as developers understandably want as many potential customers as possible. Some PC gamers call this pandering to the LowestCommonDenominator, others see anything that means they can go longer between expensive hardware upgrades as a good thing.

to:

The time and effort to make a multiplatform 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 different the systems differences between platforms in question are. For instance, the [=XBox=] Xbox and PC versions of ''VideoGame/PrinceOfPersiaTheSandsOfTime'' are quite similar; the [=iPhone=] and UsefulNotes/{{PS3}} versions of ''VideoGame/TheForceUnleashed'' are quite a bit different.

This really became popular with developers Multiplatform games, while not uncommon during the [[TurnOfTheMillennium 2000s]]. 16-bit and 32-bit console generations, started becoming more prevalent during the [[UsefulNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the UsefulNotes/PlayStation2 was in the lead, biggest selling console of this era, games on the UsefulNotes/{{Xbox}}, [[UsefulNotes/NintendoGameCube GameCube]], and Windows still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. This was even carried to the point of the wildly popular UsefulNotes/GameBoyAdvance receiving "ports" of set-top titles! The fact that the Xbox and [[UsefulNotes/Xbox360 its successor]] are was a functionally small [=PCs=] PC running an embedded version of Windows doesn't didn't hurt either.

With By the cost of video game [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multiplatform development being even higher with "high definition systems", this trope is more popular than ever. 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-exclusive are now going multi-platform. Nowadays, however, went multiplatform and with the priorities have shifted -- UsefulNotes/{{Xbox 360}} selling just as well as the [=PS3=] and UsefulNotes/XBox360 concentrate more on graphics than UsefulNotes/PlayStation3 this time around, Japanese developers that neglected the Xbox during the previous generation (due to the brand's poor reach in Japan) ended up making their games on both consoles. The UsefulNotes/{{Wii}}, and the Wii's controls are non-standard compared to the other systems, the result is usually one version of a game for [=PS3=] and Xbox 360, sometimes called [[{{Portmanteau}} PS360]][[note]]Sometimes also confusingly used for the ''owners'' of both an Xbox 360 and [=PS3=][[/note]], and another version which is released on was a significantly less powerful console than its contemporaries and could only output in SD, would receive downgraded versions of [=PS3=]/Xbox 360 multiplats if it got any at all, although it still had a few proper multiplats shared with the Wii (and occasionally on [=PS2=] as well, hence also the term [=WiiS2=]). That said, however, graphics card technology that (which was state of the art at the time the Xbox 360 and the [=PS3=] were released is actually somewhat dated now; the latest high-end graphics cards can leave them both still getting new game releases in the dust, but only a relatively small number of games actually take full advantage of this, as developers understandably want as many potential customers as possible. Some PC gamers call this pandering late 2000's due to the LowestCommonDenominator, others see anything that means they can go longer between expensive hardware upgrades as a good thing.
its huge install base).



** The original ''VideoGame/StreetFighterII'' was initially ported exclusively to the Super NES, giving the console a much needed boost in sales after it was struggling to keep up with the Sega Genesis in North America. To make up for this, Sega made Capcom an official third-party publisher in order to secure the rights for the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue, but only in Japan). Nintendo, in an attempt one up Sega, commissioned an SNES port of the third iteration, ''Street Fighter II Turbo'', which also included an alternate ''Champion Edition'' mode. Sega, not wanting to be left behind, canceled the version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. Aside from an extra game mode in the Genesis version, the difference between ''Turbo'' on the SNES and ''Special Champion Edition'' on the Genesis simply amounted to which iteration of the game it defaulted to. On the other hand, the SNES and Genesis ports of the fourth iteration, ''Super Street Fighter II'', were released at almost the same time with no difference in titling. ''Super Street Fighter II Turbo'', the fifth iteration, came out during the dawn of the 32-bit console generation and was first ported to the [=3DO=], taking a while to appear on later consoles.

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** The original ''VideoGame/StreetFighterII'' ''[[VideoGame/StreetFighterII Super Street Fighter II]]'' was initially technically the first ''Street Fighter'' game that was ported exclusively to multiple platforms at the same time, being released on both, the Super NES, giving the console a much needed boost in sales after it was struggling to keep up with the NES and Sega Genesis in North America. To make up for this, Sega made Capcom an official third-party publisher in order to secure the rights for the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue, but only in Japan). Nintendo, in an attempt one up Sega, commissioned an SNES port of the third iteration, Genesis. Originally ''Street Fighter II'' and ''Street Fighter II Turbo'', which also included an alternate ''Champion Edition'' mode. Turbo'' were released exclusively on the SNES. Sega, not wanting to be left behind, canceled the version who were already working with Capcom on getting a port of ''Champion Edition'' that (which was under development for previously ported to the Genesis PC Engine in favor of ''Special Champion Edition'', which added Japan) released on the option to play Genesis, had their version of the game with delayed in order to bring in more features when they learned about the ''Turbo'' rules as well. Aside from an extra game mode in version that was coming out on the SNES. The resulting Genesis version, the difference between version ended up being retitled ''Street Fighter II: Special Champion Edition'' and is almost identical to ''Turbo'' on in terms of content, the SNES and ''Special Champion main difference between the two being the default game mode (both versions allow you to choose between ''Champion Edition'' on and ''Hyper Fighting'' rules from the Genesis simply amounted to which iteration of the game it defaulted to. On the other hand, the SNES and Genesis ports of the fourth iteration, ''Super Street Fighter II'', were released at almost the same time with no difference in titling. ''Super Street Fighter II Turbo'', the fifth iteration, came out during the dawn of the 32-bit console generation and was first ported to the [=3DO=], taking a while to appear on later consoles. main menu).
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** ''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 multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. 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'', Konami released ''VideoGame/MetalGearRisingRevengeance'', a spinoff that was released on both, [=PS3=] and Xbox 360. Originally announced under the title ''Metal Gear Solid: Rising'', it was initially developed internally by Kojima Productions and was intended to be the first game made on the FOX Engine, but its troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up making their version of the game on their own engine.

to:

** ''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 multiplatform project from the get-go, but it was even released across two console generations, coming out not only on being announced initially for the [=PS3=] and Xbox 360, but also ultimately coming out on the [=PS4=] and Xbox One.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'', Konami released ''VideoGame/MetalGearRisingRevengeance'', Kojima Productions was developing a spinoff that was released on both, [=PS3=] and Xbox 360. Originally announced under the title titled ''Metal Gear Solid: Rising'', it was initially developed internally by Kojima Productions Rising'' in-house for both, the [=PS3=] and was intended to be Xbox 360, shortly after the first game made on the FOX Engine, but its [=PS3=]-exclusive ''VideoGame/MetalGearSolid4'' finished development. However, a troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up making their version of retitling the game ''VideoGame/MetalGearRisingRevengeance'' and developing it on their own engine.
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** The upcoming ''VideoGame/MegaMan11'' is scheduled to be released on all four of the current home platforms ([=PS4=], Xbox One, Nintendo Switch and PC via Steam).

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** The upcoming ''VideoGame/MegaMan11'' is scheduled to be was released on all four of the current home platforms ([=PS4=], Xbox One, Nintendo Switch and PC via Steam).
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* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were originally UsefulNotes/{{PlayStation}} games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' were originally designed to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}} respectively, but all five games were eventually ported to other platforms at some point or another.

to:

* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' entries ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were originally UsefulNotes/{{PlayStation}} games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''[[VideoGame/ResidentEvil4 4]]'' were originally designed intended to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}} respectively, but respectively, all five games were eventually ported to other platforms at some point or another.

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* ''VideoGame/DeadOrAlive 5'' was released on both, the [=Xbox 360=] and [=PS3=], following the series's brief exclusivity period on Xbox consoles with parts 3 and 4 during Tom Itagaki's tenure as director.



* ''VideoGame/KingdomHeartsIII'' will be released on both, the [=PS4=] and Xbox One, despite none of the previous games in the series ever being released on an Xbox console. Not even the remasters of the first two mainline games (''Kingdom Hearts HD I.5 Remix'' and ''HD II.5 Remix''), which were available on both, [=PS3=] and [=PS4=].



** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''. Development was taking much longer than anticipated, 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'').

to:

** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]''. Development Wild]]'' was taking too much longer time in development than anticipated, 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'').



* The 2004 RecycledTitle version of ''VideoGame/NinjaGaiden'' was originally released exclusively for the original Xbox due to director Tom Itagaki's preference for Microsoft's platform over the competing [=PS2=], with its sequel ''Ninja Gaiden II'' being released four years later on the succeeding Xbox 360. Both games eventually got ported to the [=PS3=] as ''Ninja Gaiden Σ'' and ''Ninja Gaiden Σ2'' respectively under a different director and with several changes made to get around Microsoft's exclusivity clause. When it came for Team Ninja to develop ''Ninja Gaiden III'' without Itagaki's direction, they made the [=PS3=] version alongside its Xbox 360 counterpart from the get-go.

to:

* The 2004 RecycledTitle Team Ninja version of ''VideoGame/NinjaGaiden'' ''VideoGame/NinjaGaiden III'' was originally developed simultaneously for the [=PS3=] and Xbox 360 from the get-go. The [[RecycledTitle 2004 version]] of ''Ninja Gaiden'' and its 2008 sequel, ''Ninja Gaiden II'', were released exclusively for the original Xbox and the Xbox 360 respectively due to director Tom Itagaki's preference for Microsoft's platform over the competing [=PS2=], with its sequel ''Ninja Gaiden II'' being released four years later on the succeeding Xbox 360. Both two Microsoft consoles in favor of their [=PlayStation=] counterparts. Despite this, both games eventually got were ported to the [=PS3=] as ''Ninja Gaiden Σ'' Sigma'' and ''Ninja Gaiden Σ2'' Sigma 2'' respectively under a different director and with several substantial changes made to the game's content in order to get around Microsoft's exclusivity clause. When it came for Team Ninja to develop ''Ninja Gaiden III'' without Itagaki's direction, they made the [=PS3=] version alongside its Xbox 360 counterpart from the get-go. clauses.



* The first three mainline ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were UsefulNotes/{{PlayStation}} games that were ported across multiple platforms, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''VideoGame/ResidentEvil4'' were initially marketed as a UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}}-exclusive respectively before they were ported as well. ''VideoGame/ResidentEvil5'' on the other hand, was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine.

to:

* ''VideoGame/ResidentEvil5'' was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine. The first three mainline ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were originally UsefulNotes/{{PlayStation}} games that were ported across multiple platforms, games, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''VideoGame/ResidentEvil4'' ''[[VideoGame/ResidentEvil4 4]]'' were initially marketed as a originally designed to be exclusives for the UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}}-exclusive respectively before they UsefulNotes/{{GameCube}} respectively, but all five games were eventually ported as well. ''VideoGame/ResidentEvil5'' on the to other hand, was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine.platforms at some point or another.
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** ''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 initially released on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. 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]]'') managed to reach all five platforms on the same date.

to:

** ''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 initially released originally on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. 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]]'') managed to reach launched on all five platforms on the same upon its release date.
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** ''VideoGame/Persona4Arena'' and its sequel, ''VideoGame/Persona4ArenaUltimax'', both came out on the UsefulNotes/Xbox360 as well as the UsefulNotes/PlayStation3, making them the only non-handheld games in the entire series not to be [=PlayStation=] exclusive.

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** The original ''VideoGame/StreetFighterII'' was initially ported exclusively to the Super NES, giving the console a much needed boost in sales after the console was struggling to keep up with the Sega Genesis in North America. To make up for this, Sega made Capcom an official third-party publisher in order to secure the rights for the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue, but only in Japan). Nintendo, in an attempt to be one step ahead of Sega, commissioned an SNES port of the third iteration, ''Street Fighter II Turbo'', which also included a ''Champion Edition'' mode. Sega, not wanting to be left behind, canceled the version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. Aside from an extra game mode in the Genesis version, the difference between ''Turbo'' on the SNES and ''Special Champion Edition'' on the Genesis simply amounted to which iteration of the game it defaulted to. On the other hand, the SNES and Genesis ports of the fourth iteration, ''Super Street Fighter II'', were released at almost the same time with no difference in titling. ''Super Street Fighter II Turbo'', the fifth iteration, came out during the dawn of the 32-bit console generation and was first ported to the [=3DO=], taking a while to appear on later consoles.

to:

** The original ''VideoGame/StreetFighterII'' was initially ported exclusively to the Super NES, giving the console a much needed boost in sales after the console it was struggling to keep up with the Sega Genesis in North America. To make up for this, Sega made Capcom an official third-party publisher in order to secure the rights for the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue, but only in Japan). Nintendo, in an attempt to be one step ahead of up Sega, commissioned an SNES port of the third iteration, ''Street Fighter II Turbo'', which also included a an alternate ''Champion Edition'' mode. Sega, not wanting to be left behind, canceled the version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. Aside from an extra game mode in the Genesis version, the difference between ''Turbo'' on the SNES and ''Special Champion Edition'' on the Genesis simply amounted to which iteration of the game it defaulted to. On the other hand, the SNES and Genesis ports of the fourth iteration, ''Super Street Fighter II'', were released at almost the same time with no difference in titling. ''Super Street Fighter II Turbo'', the fifth iteration, came out during the dawn of the 32-bit console generation and was first ported to the [=3DO=], taking a while to appear on later consoles.



** ''VideoGame/StreetFighterIV'' was released simultaneously on the [=PS3=] and Xbox 360 a few months after the arcade release. ''Super Street Fighter IV'', the second iteration, actually got a console release before the aptly-named ''Arcade Edition'' update. ''VideoGame/StreetFighterV'' on the other hand, was a [=PS4=]-console exclusive with a release on PC as well.

to:

** ''VideoGame/StreetFighterIV'' was released simultaneously on the [=PS3=] and Xbox 360 a few months after the arcade release. ''Super Street Fighter IV'', the second iteration, actually got a console release before the aptly-named ''Arcade Edition'' update.
**
''VideoGame/StreetFighterV'' on the other hand, was is a [=PS4=]-console exclusive with a release on PC as well.
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** The original ''StreetFighterII'' was initially ported exclusively to the Super NES, giving it a much needed boost in sales after the console was struggling to keep up with the Sega Genesis. To make up for this, Sega negotiated with Capcom to secure the rights of the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue in Japan). Nintendo, in an attempt to be one step ahead of Sega, commissioned the development of ''Street Fighter II Turbo'' for the SNES, which also included a ''Champion Edition'' mode. Sega, not wanting to be left behind, canceled the version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. The 16-bit console ports of ''Super Street Fighter II'' on the other hand, was released for both, the SNES and Genesis, from the get-go with no difference in titling. ''Super Street Fighter II Turbo'' was ported exclusively to the [=3DO=] at first and it took a while for the game to be ported to later consoles.
** The first two ''StreetFighterAlpha'' games got near-simultaneous releases on the [=PlayStation=] and Sega Saturn (with ''Alpha 2'' in particular also getting an SNES release). ''Alpha 3'' also came out on the Sega Saturn, but only after it was available [=PlayStation=] for a while and only in Japan (as the Saturn was considered a dead platform in the west by that point).
** ''VideoGame/StreetFighterIII'' took a while to be ported to consoles and went it was, it was only available on the Dreamcast in a two-in-one compilation that also included the second iteration, ''[=2nd=] Impact''. ''[=3rd=] Strike'' was also ported only to the Dreamcast at first, but came out a bit later on the [=PS2=] and the original Xbox.

to:

** The original ''StreetFighterII'' ''VideoGame/StreetFighterII'' was initially ported exclusively to the Super NES, giving it the console a much needed boost in sales after the console was struggling to keep up with the Sega Genesis. Genesis in North America. To make up for this, Sega negotiated with made Capcom an official third-party publisher in order to secure the rights of for the second iteration of the game, ''Champion Edition'', on the Genesis (a PC Engine version was also released by NEC Avenue Avenue, but only in Japan). Nintendo, in an attempt to be one step ahead of Sega, commissioned an SNES port of the development of third iteration, ''Street Fighter II Turbo'' for the SNES, Turbo'', which also included a ''Champion Edition'' mode. Sega, not wanting to be left behind, canceled the version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. The 16-bit console Aside from an extra game mode in the Genesis version, the difference between ''Turbo'' on the SNES and ''Special Champion Edition'' on the Genesis simply amounted to which iteration of the game it defaulted to. On the other hand, the SNES and Genesis ports of the fourth iteration, ''Super Street Fighter II'' on the other hand, was II'', were released for both, at almost the SNES and Genesis, from the get-go same time with no difference in titling. ''Super Street Fighter II Turbo'' Turbo'', the fifth iteration, came out during the dawn of the 32-bit console generation and was ported exclusively to the [=3DO=] at first and it took a while for the game to be ported to the [=3DO=], taking a while to appear on later consoles.
** The first two ''StreetFighterAlpha'' ''VideoGame/StreetFighterAlpha'' games got near-simultaneous releases on the [=PlayStation=] and Sega Saturn (with ''Alpha 2'' in particular also getting an SNES release). ''Alpha 3'' also came out on the Sega Saturn, but only after it was available released on the [=PlayStation=] for a while and Dreamcast and only in Japan (as (since the Saturn was considered a dead platform in the west by that point).
** ''VideoGame/StreetFighterIII'' took a while to be ported to consoles and went when it was, it was only available on the Dreamcast in a two-in-one compilation that also included the second iteration, ''[=2nd=] Impact''. ''[=3rd=] Strike'' was also ported only to the Dreamcast at first, but came out a bit later on the [=PS2=] and the original Xbox.

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* The console releases of ''VideoGame/StreetFighterII'' have somewhat of a competitive history to them. The first entry in the series, ''Street Fighter II: The World Warrior'', ended up being released exclusively on the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]], giving the console a much needed boost in sales during a period when it was struggling to keep up with the UsefulNotes/SegaGenesis. However, the next iteration, ''Street Fighter II: Champion Edition'' ended up being announced for the Genesis a year later (alongside a [[UsefulNotes/TurboGrafx16 PC Engine]] version that ended up being [[NoExportForYou exclusive to Japan]]) after Capcom became an official third-party company for Sega. Nintendo, not wanting to be left behind, commissioned Capcom to develop the SNES-exclusive ''Street Fighter II Turbo'', which included not only ''Champion Edition'', but also ''Hyper Fighting'' (the third entry). As a result, Sega demanded Capcom to implement a ''Hyper Fighting'' mode into their own version of the game and their port ended up being rebranded ''Street Fighter II: Special Champion Edition'' to indicate the additional content. The fourth entry, ''Super Street Fighter II: The New Challengers'' ended up being released on both, the SNES and Genesis, at the same time and from the 32-bit era and onward, home releases of ''Street Fighter'' games were usually released on multiple consoles, aside from a few outliers (e.g. ''Super Turbo'' on [=3DO=], the ''EX'' series on [=PlayStation=] consoles, ''Double Impact'' on Dreamcast).

to:

* The console Franchise/StreetFighter has gone back and forth between platform-specific ports and multiplatform releases of ''VideoGame/StreetFighterII'' have somewhat of a competitive history to them. The first entry in depending on the series, ''Street Fighter II: The World Warrior'', ended up being released console generation.
**The original ''StreetFighterII'' was initially ported
exclusively on to the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]], NES, giving the console it a much needed boost in sales during a period when it after the console was struggling to keep up with the UsefulNotes/SegaGenesis. However, the next iteration, ''Street Fighter II: Champion Edition'' ended Sega Genesis. To make up being announced for the Genesis a year later (alongside a [[UsefulNotes/TurboGrafx16 PC Engine]] version that ended up being [[NoExportForYou exclusive to Japan]]) after Capcom became an official third-party company for Sega. Nintendo, not wanting to be left behind, commissioned this, Sega negotiated with Capcom to develop secure the SNES-exclusive ''Street Fighter II Turbo'', which included not only rights of the second iteration of the game, ''Champion Edition'', but also ''Hyper Fighting'' (the third entry). As a result, Sega demanded Capcom to implement a ''Hyper Fighting'' mode into their own on the Genesis (a PC Engine version was also released by NEC Avenue in Japan). Nintendo, in an attempt to be one step ahead of Sega, commissioned the game and their port ended up being rebranded development of ''Street Fighter II: Special Champion II Turbo'' for the SNES, which also included a ''Champion Edition'' mode. Sega, not wanting to indicate be left behind, canceled the additional content. version of ''Champion Edition'' that was under development for the Genesis in favor of ''Special Champion Edition'', which added the option to play the game with ''Turbo'' rules as well. The fourth entry, 16-bit console ports of ''Super Street Fighter II: The New Challengers'' ended up being II'' on the other hand, was released on for both, the SNES and Genesis, at the same time and from the 32-bit era and onward, home releases of ''Street Fighter'' games were usually released on multiple consoles, aside from a few outliers (e.g. get-go with no difference in titling. ''Super Street Fighter II Turbo'' on [=3DO=], was ported exclusively to the ''EX'' series [=3DO=] at first and it took a while for the game to be ported to later consoles.
** The first two ''StreetFighterAlpha'' games got near-simultaneous releases
on the [=PlayStation=] consoles, ''Double Impact'' and Sega Saturn (with ''Alpha 2'' in particular also getting an SNES release). ''Alpha 3'' also came out on Dreamcast).the Sega Saturn, but only after it was available [=PlayStation=] for a while and only in Japan (as the Saturn was considered a dead platform in the west by that point).
** ''VideoGame/StreetFighterIII'' took a while to be ported to consoles and went it was, it was only available on the Dreamcast in a two-in-one compilation that also included the second iteration, ''[=2nd=] Impact''. ''[=3rd=] Strike'' was also ported only to the Dreamcast at first, but came out a bit later on the [=PS2=] and the original Xbox.
** ''VideoGame/StreetFighterIV'' was released simultaneously on the [=PS3=] and Xbox 360 a few months after the arcade release. ''Super Street Fighter IV'', the second iteration, actually got a console release before the aptly-named ''Arcade Edition'' update. ''VideoGame/StreetFighterV'' on the other hand, was a [=PS4=]-console exclusive with a release on PC as well.
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* The first three mainline ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were all originally made for the original UsefulNotes/{{PlayStation}}, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''VideoGame/ResidentEvil4'' were initially marketed as a UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}}-exclusive respectively, before they all ended up being ported across multiple platforms. ''VideoGame/ResidentEvil5'' on the other hand, was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games developed on their MT Framework cross-platform engine.

to:

* The first three mainline ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were all originally made for the original UsefulNotes/{{PlayStation}}, UsefulNotes/{{PlayStation}} games that were ported across multiple platforms, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''VideoGame/ResidentEvil4'' were initially marketed as a UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}}-exclusive respectively, respectively before they all ended up being were ported across multiple platforms. as well. ''VideoGame/ResidentEvil5'' on the other hand, was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games Capcom developed on their MT Framework cross-platform engine.
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* ''VideoGame/ResidentEvil5'' was released on the [=PS3=] and Xbox 360 simultaneously, making it the first installment in [[Franchise/ResidentEvil the series]] to debut on two platforms, although all the prior mainline entries had ports on other platforms after their initial release, including the ones that were supposed to be exclusives such as ''VideoGame/ResidentEvilCodeVeronica'' (originally on Dreamcast) and ''VideoGame/ResidentEvil4'' (originally on [=GameCube=]).[[note]]Although, the 2002 ''Resident Evil'' remake, along with ''VideoGame/ResidentEvilZero'', both remained exclusive to Nintendo until their remastered ports on HD platforms in 2014 and 2015.[[/note]]

to:

* ''VideoGame/ResidentEvil5'' was released on the [=PS3=] and Xbox 360 simultaneously, making it the The first installment in [[Franchise/ResidentEvil the series]] to debut on two platforms, although all the prior three mainline entries had ports on other platforms after their initial release, including ''Franchise/ResidentEvil'' ([[VideoGame/ResidentEvil1 the ones that original]], ''[[VideoGame/ResidentEvil2 2]]'' and ''[[VideoGame/ResidentEvil3Nemesis 3]]'') were supposed to be exclusives such as ''VideoGame/ResidentEvilCodeVeronica'' (originally on Dreamcast) all originally made for the original UsefulNotes/{{PlayStation}}, while ''[[VideoGame/ResidentEvilCodeVeronica CODE: Veronica]]'' and ''VideoGame/ResidentEvil4'' (originally were initially marketed as a UsefulNotes/{{Dreamcast}} and UsefulNotes/{{GameCube}}-exclusive respectively, before they all ended up being ported across multiple platforms. ''VideoGame/ResidentEvil5'' on [=GameCube=]).[[note]]Although, the 2002 ''Resident Evil'' remake, along with ''VideoGame/ResidentEvilZero'', both remained exclusive to Nintendo until other hand, was developed and released for both, the UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}}, from the get-go, being one of the earliest games developed on their remastered ports on HD platforms in 2014 and 2015.[[/note]]MT Framework cross-platform engine.
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Nope, this is Word Cruft. That's why I deleted it in my prior edit. Stop bringing it back, please


** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' underwent a similar situation. Development was taking much longer than anticipated, 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 the above-mentioned ''Twilight Princess'').

to:

** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' underwent a similar situation.Wild]]''. Development was taking much longer than anticipated, 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 the above-mentioned ''Twilight Princess'').
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* Franchise/MetalGear
** ''VideoGame/MetalGearSolidV'' was the first mainline entry in the Franchise/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 initially released on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. 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]]'') managed to reach all five platforms on the same date.

to:

* Franchise/MetalGear
VideoGame/MetalGear
** ''VideoGame/MetalGearSolidV'' was the first mainline entry in the Franchise/MetalGear 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 initially released on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. 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]]'') managed to reach all five platforms on the same date.

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** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'': Development was taking much longer than anticipated, 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 ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'').

to:

** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'': Wild]]'' underwent a similar situation. Development was taking much longer than anticipated, 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 ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'').the above-mentioned ''Twilight Princess'').



* ''Franchise/MegaMan'' mostly stuck to Nintendo platforms during the 8-bit and 16-bit console generations, but when it came time for the blue bomber to make his 32-bit debut with ''VideoGame/MegaMan8'', the game ended up being released on both, the [=PlayStation=] and Sega Saturn. The ''X'' series would later show up on the PS and Saturn as well with ''VideoGame/MegaManX4''.[[note]]Although ''VideoGame/MegaManX3'' was previously released for he PS and Saturn ([[NoExportForYou at least in Japan and Europe]]), it was originally a Super NES game.[[/note]] After that though, the series mostly went back to individual releases on [=PlayStation=] and Nintendo platforms (aside from a few compilations) until the release of ''VideoGame/MegaMan9'' (and later ''[[VideoGame/MegaMan10 10]]'') as a digital download for the Wii, [=PS3=] and Xbox 360. The upcoming ''VideoGame/MegaMan11'' is scheduled to be released on all four of the current home platforms ([=PS4=], Xbox One, Nintendo Switch and PC via Steam).
* ''VideoGame/MetalGearSolidV'' was the first mainline entry in the Franchise/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 initially released on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One.
** 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]]'') managed to reach all five platforms on the same date.
** Prior to ''Metal Gear Solid V'', Konami released ''VideoGame/MetalGearRisingRevengeance'', a spinoff that was released on both, [=PS3=] and Xbox 360. Originally announced under the title ''Metal Gear Solid: Rising'', it was originally developed internally by Kojima Productions and was intended to be the first game made on the FOX Engine, but its troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up making their version of the game on their own engine.

to:

* ''Franchise/MegaMan'' mostly stuck to Nintendo platforms during the 8-bit Franchise/MegaMan
** ''VideoGame/MegaMan8''
and 16-bit console generations, but when it came time for the blue bomber to make his 32-bit debut with ''VideoGame/MegaMan8'', the game ended up being ''VideoGame/MegaManX4'' were both released on both, the [=PlayStation=] and Sega Saturn. The ''X'' Saturn after all the prior numbered entries in both series would later show up were released on the PS NES and Saturn as well with ''VideoGame/MegaManX4''.[[note]]Although Super NES.[[note]]However, ''VideoGame/MegaManX3'' was previously released for he the PS and Saturn ([[NoExportForYou at least in Japan and Europe]]), it was originally a Europe]]) following its debut on the Super NES game.NES.[[/note]] After that though, ''[=X5=]'' and ''[=X6=]'' on the series mostly went back to individual releases on other hand, were strictly [=PlayStation=] games, with ''[=X7=]'' and Nintendo platforms (aside from a few compilations) until ''[=X8=]'' being released on the release of ''VideoGame/MegaMan9'' (and later ''[[VideoGame/MegaMan10 10]]'') [=PS2=].
**''VideoGame/MegaMan9'' was initially announced
as a digital download [=Wii=]-exclusive and while this was true for a while in Japan, the Wii, [=PS3=] and Xbox 360. The 360 versions were released shortly after the Wii version in North America and Europe. ''VideoGame/MegaMan10'' on the other hand, was available on all three platforms at the same time in each region.
**The
upcoming ''VideoGame/MegaMan11'' is scheduled to be released on all four of the current home platforms ([=PS4=], Xbox One, Nintendo Switch and PC via Steam).
* Franchise/MetalGear
**
''VideoGame/MetalGearSolidV'' was the first mainline entry in the Franchise/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 initially released on the [=PS2=] (or in the case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multiplatform project from the get-go, but it was even released across two console generations, coming out not only on the [=PS3=] and Xbox 360, but also on the [=PS4=] and Xbox One. \n** 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]]'') managed to reach all five platforms on the same date.
** Prior to ''Metal Gear Solid V'', Konami released ''VideoGame/MetalGearRisingRevengeance'', a spinoff that was released on both, [=PS3=] and Xbox 360. Originally announced under the title ''Metal Gear Solid: Rising'', it was originally initially developed internally by Kojima Productions and was intended to be the first game made on the FOX Engine, but its troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up making their version of the game on their own engine.

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