History Main / Obviousbeta

21st May '16 10:42:54 PM GoldenSeals
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%% Just testing something



Before bringing out a product--in this case, specifically a game or program--it must be tested. The stages of testing are typically called alpha and beta, but may include gamma in some companies. Alpha testing is done by the developers themselves, while beta testing is done by a specific, outside team called quality assurance. In late phases of beta testing (this phase rarely called "gamma", "open beta", or "release candidate"), select members of the public are allowed to test the game. During alpha and beta tests, those doing the testing seek out bugs, note them down, and forward them to the parties responsible for fixing them. Those developers then either fix the bug, delay the fix due to whatever time or business constraints, or declare it as "will not be fixed". Ideally, testing will last long enough to fix the most noticeable bugs.

However, sometimes, this isn't the case. Software may be rushed for any number of reasons, which may include: [[ChristmasRushed A holiday release]], [[FollowTheLeader desire to compete with another company's product]], a [[OrphanedSeries studio's closing]], or [[TheyJustDidntCare outright laziness]]. When this happens testing can be shortened or outright skipped. This results in buggy, unstable programs that no one likes.

Companies take note: Spending time fixing any errors ''before'' releasing a program is a lot easier than trying to fix them ''after'' it's released. It results in fewer complaints, too! One of the problems is that marketing and development are done by different people and sometimes even different companies. [[ExecutiveMeddling Once the publisher starts to nag the developer]], rushed games happen....

On the other hand, companies may have to do this, particularly small ones. Not all companies have enough time, discipline, or money to go through all the development stages for what they're planning, and so have to release in the hopes enough people will buy it to get them going to go through the rest of the stages for them to better perfect it and then get attention to those changes to make more buy it later.

The practice of selling preorders has been blamed for the problem of obvious betas. Since game companies know that their games will sell well even before people have had a chance to actually play them, they can release half-baked games and promise to patch them later. There has been a backlash against preorders in the gaming community to attempt to encourage them to release their games in a playable state.

Naturally, the Obvious Beta skips the regular testing to go straight to release. In extreme cases, games have gone straight to release before it even enters the testing stage at all. To add to some confusion, the current paradigm in mainstream development renames and redefines some testing stages. Alpha, for instance, can be (depending on the company) used to denote a technically finished product (it's feature complete and could theoretically ship though it's probably still got issues of varying degrees) while beta can be used to note the same only with far fewer {{Game Breaking Bug}}s. Thus when the players talk about betas and a finished product with a developer, it can often mean two dramatically different things. The [[http://en.wikipedia.org/wiki/Early_access early access]] model of development muddies the waters further, basically extending the "public beta" privileges to any paying customer (even if functionally the game would still have been in the alpha stage under older development models).

If the single-player mode of a game is fine but the multiplayer isn't, please put the example under MisbegottenMultiplayerMode. See UsefulNotes/BetaTest for more on the process and see PerpetualBeta for when the developers no longer have an excuse to update things. This trope can also overlap with PortingDisaster if it occurs when software is converted to run on a different platform.

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Before bringing out releasing a product--in this case, specifically a game or program--it product, it must be tested. The stages of testing tested, and video games and computer programs are no different. Software is tested in stages; while the exact number and terminology varies between companies, they typically called alpha and beta, but may include gamma in some companies. two phases called "alpha" and "[[UsefulNotes/BetaTest beta]]". Alpha testing is done by the developers themselves, while beta testing is done by a specific, outside team called quality assurance.assurance team. In late phases of beta testing (this phase rarely called "gamma", "open beta", or "release candidate"), select members of the public are allowed to test the game. During alpha and beta tests, those doing the testing testers seek out bugs, note them down, them, and forward them to the parties responsible for fixing them. Those developers then either fix the bug, delay the fix due to whatever time or business constraints, or declare that it as "will not be fixed". Ideally, testing will last long enough to fix the most noticeable bugs.

However, sometimes, this isn't the case. Software may be rushed for any number of reasons, which may include: [[ChristmasRushed A holiday release]], [[FollowTheLeader desire to compete with another company's product]], a [[OrphanedSeries studio's closing]], or [[TheyJustDidntCare outright laziness]]. When this happens happens, testing can be shortened or outright skipped. This results in buggy, unstable programs that no one likes.

Companies take note: Spending time fixing any errors ''before'' releasing a program is a lot easier than trying to fix them ''after'' it's released. It results in fewer complaints, too! One of While the problems is name "Obvious Beta" implies that marketing and development are done by the game has only undergone alpha testing, sometimes it might not ever have had alpha testing.

Sometimes, this is just ExecutiveMeddling;
different people do marketing and sometimes even different companies. [[ExecutiveMeddling Once the publisher starts to nag the developer]], rushed games happen....

On the other hand,
development, after all. Other times, though, some companies may have to do this, particularly small ones. no choice. Not all companies have enough time, discipline, or money to go through all the development stages for what they're planning, and so they have to release in the hopes product and hope enough people will buy it to get them going to go through the rest of the stages for them to better perfect it and then get attention to those changes to make more buy it later.

The practice of selling preorders has been blamed for the problem of obvious betas. Since game companies know
that their games will sell well even before people they'll have had a chance to actually play them, they can release half-baked games and promise to patch them later. There has been a backlash against preorders in the gaming community resources to attempt to encourage them to release their games in a playable state.

Naturally,
prefect the Obvious Beta skips the regular testing to go straight to release. In extreme cases, games have gone straight to release before it even enters the testing stage at all. To add to some confusion, the current paradigm in mainstream development renames and redefines some testing stages. Alpha, for instance, can be (depending on the company) used to denote a technically finished product (it's feature complete and could theoretically ship though it's probably still got issues of varying degrees) while beta can be used to note the same only with far fewer {{Game Breaking Bug}}s. Thus when the players talk about betas and a finished product with a developer, it can often mean two dramatically different things.later. The [[http://en.wikipedia.org/wiki/Early_access early access]] model is a way of development muddies the waters further, basically extending the doing this by essentially allowing any paying customer to be a "public beta" privileges to any paying customer (even if functionally tester.

The practice of selling pre-orders has been blamed for
the problem of Obvious Betas. Since game would still companies know that their games will sell even before people have had a chance to actually play them, they can release half-baked games and promise to patch them later. There has been a backlash against pre-orders in the alpha stage under older development models).

If
gaming community to attempt to encourage them to release their games in a playable state.

When reading outside sources, remember that different companies use different terms to refer to different stages of testing. What we're calling "beta" might be another company's "alpha" if they use
the term to refer to a shippable product that's feature-complete but still has issues.

If a game's
single-player mode of a game is fine but the multiplayer isn't, please put the example under MisbegottenMultiplayerMode. See UsefulNotes/BetaTest for more on the process and see PerpetualBeta for when the developers no longer have an excuse to update things. This trope can also overlap with PortingDisaster if it occurs when software is converted to run on a different platform.



* After the whole Siri-released-in-beta thing, Apple would have learned their lesson... right? Nope. Presenting [[http://theamazingios6maps.tumblr.com/ iOS 6 Maps]]. Where to begin.... The whole mess started when Apple chose to remove Google Maps as a native app in iOS 6, replacing it with their own four months ahead of schedule (even Google was surprised by how sudden it was launched). The result? Something that would make Steve Jobs hang his already dead self in shame. Entire ''cities'' have been renamed, designated as hospitals, or covered by clouds in satellite view. The general consensus was that the product was something that seemed to have been thrown together without a second look. It got even worse as the new iOS Maps had no public transit routes and route planning was sketchy at best, and God help you if you even thought about trying maps anywhere other than US. It has since been improved tremendously, but it remains one of Apple's only visible failures in a long time.
* Google's response was of course to make a freely downloadable iOS Google Maps app as soon as possible (it took a few weeks). Some with iPhone 4 actually ''delayed updating to iOS 6'' to give Google time to put up its app, and once it was up updated and replaced the Apple app with the Google one. While you cannot remove iOS 6 Maps, you can banish it to a lonely screen you never look at.
* iOS 8.0.1 was pulled a mere '''half hour''' after going live. Touted as a fix for, among other things, the bugs in the Health app that prevented [=HealthKit=]-enabled apps from going live on launch day, the update actually '''broke''' two very important features, namely giving the player no cellular data, thus cutting out the whole point of having a phone: The ability to make calls. As in, the phone part of the iPhone.
* Apple's next big blunder was Apple Music, a music subscription service that was supposed to revolutionize that field in the same way that the iTunes Store had revolutionized the DigitalDistribution of music over a decade earlier. When it was released, not only did it fail to offer many new features over competing services such as Spotify (which had already been out for a few years before Apple threw its hat into the ring), it was also dysfunctional and buggy. The glitches, as detailed in [[http://www.loopinsight.com/2015/07/22/apple-music-is-a-nightmare-and-im-done-with-it/ this blog post by long time Apple fan Jim Dalrymple]], included adding only parts of albums to users' libraries when they had requested the whole, mixing up the contents of albums and playlists, and a poor music recommendation program that could not properly identify users' taste, unless they (without any prompting from the service) went into the settings and told it what kind of music they liked. And to make it even worse, many people who got fed up with all of this, and decided to get rid of the service, reported that quitting Apple Music caused large chunks of their music libraries that they ''owned'' (as in purchased from iTunes or ripped from [=CDs=]) to suddenly disappear, with no apparent method of recovering it. Given that, around the same time that they released Apple Music, Apple was trying to improve the stability of its software by offering public betas of the upcoming iOS 9 and OS X El Capitan, it's surprising that they didn't offer a similar beta program for Apple Music that might have prevented its huge public debut from being ruined by all these technical problems.
* In 2015 the 4th generation Apple TV shipped with a new TV-optimized operating system dubbed tvOS, which lacked several capabilities of previous models. The new Apple TV didn't work with Apple's own Remote app, nor could it work with Bluetooth keyboards or iOS devices to enter text, which older models could do. There was no Podcasts app, a strange oversight as virtually every internet-connected Apple product since 2007 can natively play Podcasts and Apple's promotional videos clearly showed one on the home screen. Siri support worked for finding movies and TV shows, but not for music. Many users also weren't pleased there was no dark mode, an option found in older models and almost every streaming player. Many of these shortcomings were amending in the following months.

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* After the whole Siri-released-in-beta thing, Apple would have learned their lesson... right? Nope. Presenting [[http://theamazingios6maps.tumblr.com/ iOS 6 Maps]]. Where Maps]] was Apple's attempt to begin.... The whole mess started when Apple chose to remove Google Maps as create a native navigation app in iOS for [=iOS=] 6, replacing the venerable Google Maps. They created it with their own and released it four months ahead of schedule (even schedule, surprising even Google was surprised by how sudden in the process. But the app didn't work like it was launched). The result? Something that would make Steve Jobs hang his already dead self in shame. should. Entire ''cities'' have been renamed, designated as called hospitals, or covered by clouds in satellite view. The general consensus was that the product was something that seemed to have been thrown together without a second look. It got even worse as the new iOS Maps had no public transit routes and Its route planning was sketchy at best, it didn't have public transit routes, and God help you if you even thought about trying maps anywhere other than US. it had minimal coverage outside the U.S. It was clearly rushed into production without a second look. Although it has since been improved tremendously, but it remains one of Apple's only most visible failures in a long time.
* Google's response was of course to make
failures. Google showed how it should be done by making a freely downloadable iOS Google Maps app as soon as possible (it took a few weeks). Some with of its own for [=iOS=] 6 in response; iPhone 4 actually ''delayed users showed companies what they wanted by putting off updating to iOS 6'' their phones to give Google time to put up its app, and once it was up updated and replaced the Apple app with the Google one. While you cannot remove iOS 6 Maps, you can banish it to a lonely screen you never look at.
make it.
* iOS 8.0.1 was pulled a mere '''half hour''' ''half hour'' after going live. Touted It was touted as a fix for, among other things, the bugs in the Health app bugs that prevented [=HealthKit=]-enabled apps from going live on launch day, the update actually '''broke''' two very day. Instead, it broke several important features, namely giving the player no cellular data, thus cutting out the whole point of having a phone: The ability to make calls. As in, including the phone part of the iPhone.
itself.
* Apple's next big blunder was Apple Music, Music was the company's attempt at a music subscription service that was supposed to would revolutionize that the field in the same way that the iTunes Store had revolutionized the DigitalDistribution of music over a decade earlier. When it was released, not only did it fail to offer many new features over competing services such as Spotify (which had already been out for a few years before Apple threw its hat into the ring), it was also dysfunctional and buggy. The glitches, as detailed in As [[http://www.loopinsight.com/2015/07/22/apple-music-is-a-nightmare-and-im-done-with-it/ this blog post by long time longtime Apple fan Jim Dalrymple]], included adding Dalrymple enumerates]], it came with a whole bunch of bugs and glitches. It would only add parts of albums to users' libraries when they had requested the whole, mixing randomly mixed up the contents of albums album and playlists, playlist contents, and had a poor and unintuitive music recommendation program that could not properly identify users' taste, unless they (without any prompting from the service) went into the settings and told it what kind of music they liked. program. It had relatively few features compared to services like Spotify. And to make it even worse, many people who got fed up with all of this, and decided tried to get rid of quit the service, service reported that quitting Apple Music caused doing so deleted large chunks of their the music libraries that they ''owned'' (as in purchased from iTunes or ripped from [=CDs=]) to suddenly disappear, outright ''owned'', with no apparent method of recovering it. Given that, around the same time that they released Apple Music, Apple was trying to improve the stability of its software by offering didn't even offer a public betas beta of it like they did with the upcoming then-upcoming iOS 9 and OS X El Capitan, it's surprising that they didn't offer a similar beta program for Apple Music that might have prevented its huge public debut from being ruined by all these technical problems.
Capitan.
* In 2015 2015, the 4th generation 4th-generation Apple TV shipped with a new TV-optimized operating system dubbed tvOS, which called tvOS. However, it lacked several capabilities of previous models. The new Apple TV It didn't work with Apple's own Remote app, nor could it work with Bluetooth keyboards or iOS devices to enter text, which older models could do. text. There was no Podcasts podcast app, a strange oversight as which was weird since virtually every internet-connected Internet-connected Apple product since 2007 can natively play Podcasts podcasts, and Apple's promotional videos Apple was clearly showed one promoting them on the home screen. Siri support worked for finding movies and TV shows, but not for music. Many users also weren't pleased there was no dark mode, an option found in older models and almost every streaming player. Many of these shortcomings were amending fixed in the following months.



* The arcade version of ''VideoGame/{{beatmania}} IIDX'' ran on a [[http://www.system16.com/hardware.php?id=827 custom-made and very complicated PCB]] (it actually used a consumer DVD player controlled via a serial port to create video overlays, amongst other things), until the ninth version, whereupon it was dragged kicking and screaming onto a Windows XP-based PC platform. The transition was anything but smooth; as well as the general bugginess of the code, the game's timing measurement and response speed were extremely bad, two things which are critical in a music-based video game. One song, the One More Extra Stage song "quasar", periodically [[GameBreakingBug crashed the entire game]], forcing the player to get arcade staff's attention to get the machine reset. It wasn't until the 11th or 12th version that things were almost back to normal, though the home releases continue to exhibit smoother and more responsive gameplay than the arcade ones.

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* The arcade version of ''VideoGame/{{beatmania}} IIDX'' ran on a [[http://www.system16.com/hardware.php?id=827 custom-made and very complicated PCB]] (it actually used a consumer DVD player controlled via a serial port to create video overlays, amongst other things), until the ninth version, whereupon where it was dragged kicking and screaming onto a Windows XP-based PC platform. The transition was anything but smooth; as well as the general bugginess of the code, the game's timing measurement and response speed were extremely bad, two things which are critical in a music-based video game. One song, the One More Extra Stage song "quasar", periodically [[GameBreakingBug crashed the entire game]], forcing the player to get arcade staff's attention to get reset the machine reset.machine. It wasn't until the 11th or 12th version that things were almost back to normal, though the home releases continue to exhibit smoother and more responsive gameplay than the arcade ones.



* ''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}}. The developer was given only five weeks to make it (in order to [[ChristmasRushed make it in time for Christmas]]), solo, and as a result it was an utter mess. Coincidentally, this also makes this trope at least OlderThanTheNES. The backlash from this was so bad that a planned [[UsefulNotes/{{Atari 5200}} 5200]] version programmed by John Seghers (which was thankfully a completely different game) was aborted.
* The same applies to the 2600 port of ''VideoGame/PacMan'', which Atari released as soon as they got their hands on the programmer's alpha version. The two games are often mentioned as single-handedly causing UsefulNotes/TheGreatVideoGameCrashOf1983, which is probably an exaggeration... but Lord, they didn't help.
* ''Fight For Life'' for the UsefulNotes/AtariJaguar was actually shaping up to be a good fighting game. But Atari had gotten into the bad habit of shafting their employees, so the programmer decided to withhold the game until he got paid. Atari said "fuck it" and released the latest build they had -- perhaps 60% ready, slug-paced, and unbalanced. Much later he let a Jaguar fansite have the final build, so they produced the vastly improved "Limited Edition" from it. But talk about limited: only 28 cartridges were produced, making it one of the rarest games ever.[[http://thesonicreblog.com/the-terrible-tales-of-the-atari-jaguars-checkered-flag-and-fight-for-life/]]

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* TheGreatVideoGameCrashOf1983 is often traced back to two Obvious Betas for the UsefulNotes/{{Atari 2600}}:
**
''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}}. The was made by a single developer who was given only five weeks to make it (in order to so that [[ChristmasRushed it would make it in time for Christmas]]), solo, and as a result Christmas]]. As such, it was an utter mess. Coincidentally, this also makes this trope at least OlderThanTheNES. It was a confusing, unintuitive, ugly-looking EndlessGame that bore no resemblance to [[Film/ETTheExtraTerrestrial the movie it was based on]]. The backlash from this was so bad that a planned [[UsefulNotes/{{Atari 5200}} 5200]] version programmed by John Seghers (which was thankfully a completely different game) version of this game planned for the UsefulNotes/{{Atari 5200}} was aborted.
* ** The same applies to the 2600 port of ''VideoGame/PacMan'', which Atari ''VideoGame/PacMan'' was released as soon as they Atari got their hands on the programmer's alpha version. The two games are often mentioned as single-handedly causing UsefulNotes/TheGreatVideoGameCrashOf1983, which is probably an exaggeration... but Lord, they This resulted in a game that couldn't even draw all the ghosts on screen at once. It also looked ugly, at least partly because Atari didn't help.
want games to have black backgrounds unless they were set in space. Atari, figuring they had a [[CashCowFranchise license to print money]], making more copies of this game than there were consoles. In the end, so many useless cartridges were made of this game and ''E.T.'' that they were buried in a landfill in New Mexico ([[http://kotaku.com/e-t-found-in-new-mexico-landfill-1568100161 and dug up in 2014]]).
* ''Fight For Life'' for the UsefulNotes/AtariJaguar was actually shaping up to be a good fighting game. But Atari had gotten into the bad habit of shafting their employees, so the programmer decided to withhold the game until he got paid. Atari said "fuck it" and released the latest build they had -- had. It was perhaps 60% ready, slug-paced, and unbalanced. Much later later, he let a Jaguar fansite have the final build, so they produced the vastly improved "Limited Edition" from it. But talk about limited: only 28 cartridges were produced, making it one of the rarest games ever. [[http://thesonicreblog.com/the-terrible-tales-of-the-atari-jaguars-checkered-flag-and-fight-for-life/]]com/the-terrible-tales-of-the-atari-jaguars-checkered-flag-and-fight-for-life/ More here.]]



* The sixth volume of the ''Literature/GrailQuest'' series, ''Realm of Chaos'', appears to have suffered from a severe lack of playtesting before being released (see the page for details).

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* The sixth volume of the ''Literature/GrailQuest'' series, ''Realm of Chaos'', appears to have suffered from a severe lack of playtesting before being released (see the page for details).released. Several paragraphs don't link together proprely, several characters give you clues and instructions that never come into play, and it's entirely possible to miss plot-relevant information by [[ScriptBreaking accidentally never encountering one character]].



* One of the most notorious is ''VideoGame/BigRigsOverTheRoadRacing''. Well beyond Obvious Beta, this is just some pre-alpha code that was hacked together into something they deemed "shippable". It's something akin to what what a game looks like in the first two weeks of development, when the team is expecting a two-year development cycle.
** For example, although it's supposedly a racing game, there are no opponents[[note]]Technically, there ''is'' an opponent car, but it doesn't do anything but sit at the starting line indefinitely. There is a patch available that will get it to move, but it still stops right before crossing the finish line (as there's no code for what happens when you lose a race), so it's impossible to not win.[[/note]], no timers, no obstacles, and no collision[[note]]The rigs usually won't go down through the ground, but besides that there is no collision detection whatsoever[[/note]]. Trying to drive over a bridge causes you to fall straight through to the valley beneath, but that's okay because you can drive straight up the vertical cliff on the other side of the valley without even slowing down. You can drive over mountains, through buildings, and off the sides of the map at your leisure. In fact, the only possible way to lose is for the game to crash. Admittedly, the game ''does'' crash pretty frequently. It's also worth mentioning that there's a level that doesn't work; your brake lights float a noticeable distance behind your vehicle; it's possible to drive infinitely fast in reverse; sometimes the game's code has trouble distinguishing between starting and finishing, so you win the race immediately....
** Just to add insult to injury, the available race mode is actually the custom race mode (presumably the first to make as it's easiest to test). The promised main campaign, which the back of the box claims involves evading police on public highways, ''does not exist''. In the earliest version sold, they couldn't even get the victory prompt right: "[[BlindIdiotTranslation You're Winner !]]"
* ''Infestation: Survivor Stories'' (initially named ''The War Z'') promised to be an MMO game where players can fight each other or the zombies in a huge open world with skills, abilities, weapons, and so on... except the majority of the features weren't even in the game when it launched and the game was riddled with bugs up the wazoo. The backlash from the customers was so intense that not only was the game was pulled from Steam, refunds were also given (before Steam introduced a refund policy in June 2015, this almost never happened). What makes the event even more shocking that the lead developer of ''War Z'' was Sergey Titov, who had also led the team responsible for ''Big Rigs''. It also did not help that said developer treated the angry customers with extreme disdain by saying that [[SmallNameBigEgo he is sorry that people had misinterpreted the description of the game]] (a much kinder way of telling people that they're stupid) [[http://kotaku.com/5969784/the-war-z-mess-every-crazy-detail-we-know-so-far in addition to banning those on the game's forums who had openly criticized the game]], all the while stating ''War Z'' is the best game he ever played. It's been speculated that this was a direct reason for the Steam Early Access "genre"/program (where a game would be ''more explicitly'' be a work in progress with players getting "early access" with the expectation that their feedback would drive development while devs would get access to similar benefits as "officially released" games).
* ''Videogame/TestDrive Unlimited 2'' suffered from a swarm of bugs and server issues when it was released on the PC. Since it had online activation and needed a connection to the game's master servers to play, the game would flat out ''refuse'' to let players start up the game, and it would often kick them out of the game without warning, due to massive server overload. The day-one DLC was broken and would eat players' in-game (monopoly) money, and the game had several game-breaking promotional cars like the Bugatti Veyron SS.
* The PC ports of ''VideoGame/{{Oddworld}}: Munch's Oddysee'' and ''Stranger's Wrath'' as part of the Oddboxx... they're more like obvious ''alphas'' at this stage. Terrible performance on even high-end gaming computers for UsefulNotes/{{Xbox}} ports that have had no graphical upgrades aside from resolution, resolution options with a nondescript "Low", "Medium", "High", and "Ultra" for the latter (1024×768, 1280×960, and 1600×1200 making up the latter three) that require an .ini file edit if you need a different res (say, 1920×1080), issues with the controls such as not being able to move with a gamepad in ''Munch's Oddysee'' and unchangeable inverse look in ''Stranger's Wrath''... even at 50% off for the whole Oddboxx on the first day, a lot of people are understandably pissed. At least they've promised patches to clean this mess up and even grant ''Stranger's Wrath'' the updated graphics intended for the [[UsefulNotes/PlayStation3 PS3]] UpdatedRerelease, though whether we'll ever get them is another question.
* The delayed demo of indie 2-D fighting game ''Beast's Fury'' turned out to be this, which was [[HypeBacklash pretty upsetting]] to eagerly-waiting fans. There were control problems, graphical issues and bugs galore, including [[https://www.youtube.com/watch?v=GjNVzON_res one humorous glitch]] that an official tester stumbled across. The developer, Evil Dog Productions, [[SkewedPriorities placed little importance on updating the demo]], and they would later pay for that choice when, in 2016, they would find themselves cancelling the game (the rest of [[TroubledProduction troubled production]] -- which is a story of its own -- didn't make things any better, though).
* ''VideoGame/EmpireTotalWar'', which has been somewhat fixed with a lot of patching. If you want to see what it was like on release, fire up the Road to Independence scenario, which for some reason seems largely unaffected by the bug-fixes. Marvel as your AI willfully ignores an order you've give dozens of times, and when it does listen, interpret your order to move 12 feet forward to mean go play grab-ass in a forest 5,000 miles away.
* ''{{Muelsfell}}'': since coming out of "Beta", there are just as many, if not more, bugs than there were in Beta. The features and monsters added later are particularly bad.
* ''AnarchyOnline'' version 1.0 was this, to the point where the original version ''would effectively force you to reinstall Windows''.
* ''Flanker 2.0'' was so unplayable that the cleaned, definitive version was... ''Flanker 2.5''. ''Falcon 4.0'' was the same as well.
* ''Streets of VideoGame/SimCity'' is a [=3D=] WideOpenSandbox DrivingGame spinoff of [=SimCity=] in which you can drive around cities. Unfortunately, it's riddled with tons of bugs. Likewise with ''[=SimCopter=]'', except with a helicopter. Both are good games with a good-sized fanbase, they just happen to have a ''lot'' of bugs. Still perfectly playable; it'll just crash every half hour or so.
* ''VideoGame/SimCity2013'' was released in a miserable state, which mostly stemmed from only two really big issues, the traffic and the DRM. The traffic in the game could easily bring any large city to a grinding halt, since drivers always would take the shortest route instead of the fastest route (for example, all the cars would pile onto a single-lane dirt road while ignoring the slightly longer four-lane avenue), sometimes going in endless loops, public services tended to follow each other (so having buses would only increase traffic woes instead of helping them, while firetrucks had serious problems putting our more than a single fire at a time), and other such nonsense. Meanwhile, the servers just ''couldn't'' handle all the players in the game, with wait times that could exceed an '''hour''', money disappearing into the ether when gifted to another city, and just crashing at points. EA was forced to take features out (most notably "Cheetah Speed") just to prevent the servers from imploding.
** It also came out that the game flat-out ''tricked'' the player by showing a much higher population than the city actually had, so you'd think your city had enough people to run it even as everything ground to a halt because of lack of manpower. And that the exceedingly diminutive maximum city size was artificially restricted -- by using an exploit it was possible to build outside the borders to no ill effects.
** It's also possible to log in to your account and edit and control some features in someone else's city in your region, making your co-player practically lose the game by having no money.
** While Electronic Arts has long sorted out the server connection issues (or server demand simply went down to the point where it wasn't a problem anymore), the game is still fundamentally broken -- RCI not working, traffic broken, water tables not recharging -- nearly two years later. "But hey, go ahead and buy that expansion pack!"
** Residential area: "Where's the shopping?" Commercial area next door: "Not enough shoppers." This happens even between wealth-compatible properties; the Sims just can't figure out how to make it between the two. Or maybe there's no problem at all when these comments appear, it's not like there's anything in the game that lets you see for yourself.
** After EA sorted out the server issue they created a "Launch Park" park for those players who had stuck with the game through the ugly opening months. A part of this park even had a wall of sparking system servers.
* The PC version of ''RedFaction 2'' had a multiplayer mode that didn't allow multiple players, and showed pickups as 2D sprites in spite of the working 3D models in the "Single Player" campaign. The campaign itself was a veritable glitch-fest, and the best ending was essentially impossible to get legitimately due to a bug where some civilians whom you were supposed to save would ''chase the player's vehicle down so they could die on contact'', which was completely unavoidable.

to:

* One of the most notorious examples is ''VideoGame/BigRigsOverTheRoadRacing''. Well beyond Obvious Beta, this is just some pre-alpha code that was hacked together into something they deemed "shippable". It's something akin to what what a game looks like in the first two weeks of development, when the team is expecting a two-year development cycle.
cycle. So much is broken in this game:
** For example, although It is impossible to lose at this game. There is ''no code'' describing what would happen if you did. The only way to lose is for the game to crash (which admittedly happens pretty frequently).
** Although
it's supposedly a racing game, there are no opponents[[note]]Technically, there ''is'' opponents. There is technically an opponent car, but it doesn't do anything but other than sit at the starting line indefinitely. line. There is a patch available that will get it to move, but it will still stops stop right before crossing the finish line (as there's no code for line. Again, there is ''no code'' that describes what happens when you lose a race), so it's impossible to not win.[[/note]], no timers, no obstacles, and no collision[[note]]The rigs usually won't go down through the ground, but besides that there race.
** There
is no practically zero collision detection whatsoever[[/note]]. Trying to in this game; you can drive straight through buildings and trees. This means that if you drive over a bridge causes you to bridge, you'll fall straight through it to the valley beneath, but beneath. But that's okay okay, because you can drive straight up the and down vertical cliff on the other side of the valley cliffs without even slowing down. You can drive over mountains, through buildings, and go off the sides side of the map at your leisure. In fact, the only possible way to lose is for the game to crash. Admittedly, the game ''does'' crash pretty frequently. It's also worth mentioning that there's a level that doesn't work; your brake lights float a noticeable distance behind your vehicle; it's possible to drive leisure.
** You can accelerate
infinitely fast in reverse; sometimes reverse.
** Sometimes
the game's code has trouble distinguishing between starting and finishing, finishing a race, so you you'd win the race immediately....
immediately.
** Just to add insult to injury, the The only available race mode is actually the custom race mode (presumably the first to make as it's easiest to test). mode. The promised main campaign, which the back of campaign as written on the box claims involves evading police on public highways, ''does highways; it ''[[CoversAlwaysLie does not exist''. exist]]''.
*
In the earliest version sold, they couldn't even get [[AWinnerIsYou the victory prompt prompt]] right: "[[BlindIdiotTranslation You're Winner !]]"
* ''Infestation: Survivor Stories'' (initially named Stories'', originally called ''The War Z'') promised to be an Z'', touted itself as a MMO game where pitting the players can fight against each other or (and the zombies zombies) in a huge open world with skills, abilities, weapons, and so on... except the majority huge, detailed WideOpenSandbox. The game at launch didn't contain most of the features weren't even in the game when it launched touted features, and the game it was riddled with bugs up the wazoo. bugs. The backlash from the customers was so intense great that not only was the game was pulled from Steam, players also got refunds were also given (before Steam introduced a refund policy in June 2015, this -- which almost never happened). What makes the event even more shocking happened back then. It's speculated that this game was a direct reason for the Steam Early Access program, Steam's "public beta" setup.
** The
lead developer of ''War Z'' on both this game and ''Big Rigs'' was Sergey Titov, who had also led the team responsible for ''Big Rigs''. It also did not help that said developer treated the angry seemingly believed people wouldn't notice, accused customers with extreme disdain by saying that [[SmallNameBigEgo he is sorry that people had misinterpreted of misinterpreting the description of the game]] (a much kinder way of telling people that they're stupid) game's description, [[http://kotaku.com/5969784/the-war-z-mess-every-crazy-detail-we-know-so-far in addition to banning those on critics from the game's forums who had openly criticized the game]], all the while stating ''War Z'' is forums]], and claiming it was [[BlatantLies the best game he he's ever played. It's been speculated that this was a direct reason for the Steam Early Access "genre"/program (where a game would be ''more explicitly'' be a work in progress with players getting "early access" with the expectation that their feedback would drive development while devs would get access to similar benefits as "officially released" games).
played.]]
* ''Videogame/TestDrive Unlimited 2'' suffered from a swarm of bugs and server issues when it was released on the PC. Since it had online activation and needed a connection to the game's master servers to play, the game would flat out ''refuse'' to let players start up the game, and it would often kick them out of the game without warning, warning due to massive server overload. The day-one DLC was broken and would eat players' in-game (monopoly) money, and the game had several game-breaking GameBreaker promotional cars like the Bugatti Veyron SS.
* The PC ports of ''VideoGame/{{Oddworld}}: Munch's Oddysee'' and ''Stranger's Wrath'' as part of the Oddboxx... they're Oddboxx were more like obvious ''alphas'' at this stage. Terrible performance alphas. They performed terribly on even high-end gaming computers for UsefulNotes/{{Xbox}} ports that have had with no graphical upgrades aside from resolution, resolution upgrades. Resolution options with a nondescript "Low", "Medium", "High", were opaque and "Ultra" for the latter (1024×768, 1280×960, and 1600×1200 making up the latter three) that require an .ini file edit if lacking, you need a different res (say, 1920×1080), issues with the controls such as not being able to can't move with a gamepad in ''Munch's Oddysee'' Oddysee'', and there's an unchangeable inverse look Y-axis flip in ''Stranger's Wrath''... even at 50% off for the whole Oddboxx on the first day, a lot of people are understandably pissed. At least they've Wrath''. The developers have promised patches to clean this mess up and even grant up, including updated graphics for ''Stranger's Wrath'' the updated graphics intended for the [[UsefulNotes/PlayStation3 PS3]] UpdatedRerelease, though whether we'll ever get them is another question.
* The delayed demo of indie 2-D fighting game ''Beast's Fury'' turned out to be this, an Obvious Beta, which was [[HypeBacklash pretty upsetting]] to eagerly-waiting fans. There were control problems, graphical issues issues, and bugs galore, including [[https://www.youtube.com/watch?v=GjNVzON_res one humorous glitch]] that an official tester stumbled across. The developer, Evil Dog Productions, [[SkewedPriorities placed little importance on updating the demo]], and they would later pay for that choice when, in 2016, they would find themselves cancelling the game (the game. the rest of [[TroubledProduction troubled production]] -- which is a story of its own -- didn't make things any better, though).
better.
* ''VideoGame/EmpireTotalWar'', which has been ''VideoGame/EmpireTotalWar'' started out this way, but it was fixed somewhat fixed with a lot of patching. If you want to see what it was like on release, fire up the Road to Independence scenario, which for some reason seems largely unaffected by the bug-fixes. bug fixes. Marvel as your AI willfully ignores an order you've give dozens of times, and when it does listen, interpret interprets your order to move 12 feet forward to mean go play grab-ass in a forest 5,000 miles away.
* ''{{Muelsfell}}'': ''VideoGame/{{Muelsfell}}'': since coming out of "Beta", "beta", there are just as many, if not more, bugs than there were in Beta.beta. The features and monsters added later are particularly bad.
* ''AnarchyOnline'' ''VideoGame/AnarchyOnline'' version 1.0 was this, an Obvious Beta, to the point where the original version ''would effectively force you to reinstall Windows''.
%% * ''Flanker 2.0'' was so unplayable that the cleaned, definitive version was... ''Flanker 2.5''. ''Falcon 4.0'' was the same as well.
* ''Streets of VideoGame/SimCity'' is a [=3D=] WideOpenSandbox DrivingGame spinoff of [=SimCity=] in which you can drive around cities. Unfortunately, it's riddled with tons of bugs. Likewise with ''[=SimCopter=]'', except with a helicopter. Both are good games with a good-sized fanbase, they just happen to have a ''lot'' of bugs. Still perfectly playable; You can play it just fine; it'll just crash every half hour or so.
* ''VideoGame/SimCity2013'' was released in a miserable state, many of which mostly stemmed from only two really big issues, the traffic and the DRM. The traffic in the game could easily bring any large city to a grinding halt, since drivers UsefulNotes/{{DRM}}.
** Traffic was very poorly programmed. Drivers would
always would take the shortest route instead of rather than the fastest route (for example, faster one, resulting in all the cars would pile onto ignoring the highway to take a single-lane dirt road while ignoring the slightly longer four-lane avenue), road. Cars would sometimes going go in endless loops, public loops. Public services tended to follow each other (so having other, meaning buses would only increase make the traffic woes instead of helping them, while firetrucks had serious problems putting our worse rather than better. Fire trucks couldn't handle more than a single one fire at a time), and other such nonsense. Meanwhile, time. People can't cross a street to go shopping, leaving the servers just ''couldn't'' handle all the players in the game, with wait times stores empty (and residents mad because [[FailedASpotCheck there's no shopping]]). Any city would grind to a complete halt.
** Compounding
that could exceed an '''hour''', money disappearing into the ether when gifted to another city, and just crashing at points. EA was forced to take features out (most notably "Cheetah Speed") just to prevent the servers from imploding.
** It also came out
that the game flat-out ''tricked'' would withhold or outright misstate key information you needed to fix the player by showing problem. It would even show you a much higher population than the city actually had, so you'd think your city had enough people to run really had, meaning that you wouldn't suspect anything was wrong until it even as everything ground to a halt because of from lack of manpower. And that the exceedingly diminutive The maximum city size was artificially restricted diminuitive, and artificial -- by using an exploit it was possible easy to build outside the borders to no ill effects.
by using an exploit.
** It's It was also possible to log in to your account and edit and control some features in someone else's city in your region, making your co-player practically lose the region. It was trivially easy this way to force other players to go broke and lose.
** The servers just couldn't handle all the players. Wait times could exceed an ''hour'', money would disappear when gifted to another city, and
the game by having no money.
** While Electronic Arts has long sorted out
would just crash at points. EA had to remove some features (most notably "Cheetah Speed") just to prevent the server connection issues (or server demand simply went down to servers from imploding. Although they never fixed the point where it wasn't a problem anymore), the game is still fundamentally broken -- RCI not working, traffic broken, water tables not recharging -- nearly two years later. "But hey, go ahead and buy that expansion pack!"
** Residential area: "Where's the shopping?" Commercial area next door: "Not
bugs, they ''did'' fix this (or at least enough shoppers." This happens people stopped playing that the servers could handle it again). Early players even between wealth-compatible properties; the Sims just can't figure out how got access to make it between the two. Or maybe there's no problem at all when these comments appear, it's not like there's anything in the game that lets you see for yourself.
** After EA sorted out the server issue they created
a "Launch Park" park for those players who had stuck with the game through the ugly opening months. A part of this park even had a wall of sparking system servers.
their trouble.
* The PC version of ''RedFaction 2'' had a multiplayer mode that didn't allow multiple players, and showed pickups as 2D sprites in spite of the working 3D models in the "Single Player" single-player campaign. The campaign itself was a veritable glitch-fest, and the best ending was essentially impossible to get legitimately due to a bug where some civilians whom you were supposed to save would ''chase the player's vehicle down so they could die on contact'', which was completely unavoidable.



** Most of the later VGA adventure games suffer from a profound lack of testing, and can crash randomly based upon any number of bugs. The worst example is probably ''VideoGame/QuestForGloryIV''.

to:

** Most of the later VGA adventure games suffer from a profound lack of testing, testing and can crash randomly based upon any number of bugs. The worst example is probably ''VideoGame/QuestForGloryIV''.



-->'''Erik Wolpaw of Old Man Murray''': [''Ultima IX'' is] ...a game in which programming errors battle each other gladiator-style for the privilege of crashing my computer...

to:

-->'''Erik Wolpaw of Old Man Murray''': -->'''[[Website/OldManMurray Erik Wolpaw]]:''' [''Ultima IX'' is] ...is] a game in which programming errors battle each other gladiator-style for the privilege of crashing my computer...computer[.]



* Though it had no real GameBreakingBug, ''VideoGame/TheWitcher'' was such a bad case that the developers took pains to make up for it by producing the "Enhanced Edition" (free as an upgrade), which in addition to being "The game as it '''should''' have been released," also came with a host of bonus in-game content and ''eight'' complete language packages (audio and text).
** This all happened because the game was considered to be a niche product for a fantasy novel only really known in Poland at that time, so the international interest was a surprise and the localization rushed, resulting in sloppy English.
* Egosoft
** A recurring problem in the ''VideoGame/{{X}}-Universe'' series of space sims. In ''X3: Reunion'', the main plot had ''multiple'' unpassable stages.
** The company is so notoriously bad about this that several gaming sites have had to ''re-review'' their games after several months of bugfixes make them properly playable. In an interesting twist, they usually end up providing substantially more features than was actually promised in the original Obvious Beta.
** Egosoft has a history of releasing several minor patches after the game is out, presumably to stamp out the [[GameBreakingBug serious show-stoppers]] and prevent people from returning it, then exactly one year later releasing a "2.0" super-patch that fixes and improves the game to "how it should always have been" status. The smart (and patient) player will add one year to the release date of any Egosoft game. On the other hand, their later games are buggy at release, but significantly less so compared to the [[GameBreakingBug disastrous]] ''Reunion'' launch.
** Played straight yet again with the release of ''Videogame/XRebirth'', which was critically panned due to performance and stability issues, missing features (such as ship commands, radar and piloting multiple ships, the latter of which was a staple of the series ever since the days of X-Tension), and a convoluted user interface which was even harder to use than the much-maligned ones in previous games. The huge 2.0, 2.5, and upcoming 3.0 updates have fixed most of the performance/stability issues and added features that were missing at release, but it's still not what you'd call stable and you can still only control the one ship.
* The expansion packs to ''VideoGame/FinalFantasyXI'' are {{egregious}} in this regard. If you buy them on their release date, one is not so much buying an expansion as one is buying access to a couple new areas without a whole lot to do in them and the promise that over the next eighteen months, they'll gradually let you access all the stuff they promised on the box.
* ''VideoGame/FinalFantasyXIV'' was released lacking so many features, and with so many known serious game design problems, that it was more of an obvious ''alpha''. Unusually, the developers actually apologized for it and canceled subscription fees until the game was fixed. The results definitely show. The 1.0 version was so obviously broken and unfinished that it was deemed "unfixable". Creator/SquareEnix fired the lead developer and promoted Naoki Yoshida to oversee the new version. He shuffled the team around, then they quickly determined that ''FFXIV'' was not fixable (the original lead developer had focused solely on graphics to the exclusion of everything else, including gameplay). They suspended subscription fees, provided about a year and a half worth of story updates to bridge the gap with the new version they were making, and ''completely remade the game from scratch''. ''FFXIV: A Realm Reborn'' isn't a fixed version of the 1.0 ''FFXIV'', it's a new game set in the same world five years later.
* ''Videogame/EverQuest'' was terrible at release: Mobs randomly could or couldn't enter water and some areas they couldn't travel to/from, and there was bad pathing, falling through the world, inaccessible zones, instant death drops from falling 2 cm, and the boats didn't work consistently for years.
* ''VideoGame/HellgateLondon'' was released in a woefully buggy and unbalanced state, after a too-short beta period. It rapidly improved... but by that time, most people had already written it off.
* The first two ''VideoGame/{{STALKER}}'' games shipped with a great many glitches and bugs. ''Clear Sky'' was especially bad, where the state of the game could change ''between quick saves'' (the ''WebAnimation/ZeroPunctuation'' review noted a case where Yahtzee quicksaved behind cover, promptly died to a grenade, quickloaded, and the grenade-thrower completely forgot he was supposed to be hostile [[RefugeInAudacity until a couple minutes after agreeing to lead him somewhere else]]). The first game was also rushed in many other ways: Translation errors in the English version meant a lot of confusion ("shotgun" was translated as "rifle" and "attic" as "basement"), vital [=NPCs=] could die in random locations, it was possible to sequence-break to the point that the game took ten minutes to finish, and there was a lot of obviously cut content. Fishing around in the game files showed [[DummiedOut entire missing levels, fully programmed weapons that never actually appeared]], and camera settings for drivable cars and helicopters. Most of the dummied-out content can be restored via {{Game Mod}}s. Notable was the infamous [[http://www.youtube.com/watch?v=Xc5rB-0ZBcI "Singularity Car"]] glitch, back in the day.
* ''VideoGame/EvilGenius'', though a perfectly playable and fun game, has some bugs that are unforgivable. Examples include the impassable Persian rug, and the science henchmen who actually make your plans harder to complete. These bugs can be fixed with a simple edit of game files (conveniently stored in text form), but since the developer went belly-up shortly after the game was released, you have to do it yourself. Thankfully, the version released on Steam and GOG.com comes with the majority of these bugs fixed.

to:

* Though it had no real GameBreakingBug, ''VideoGame/TheWitcher'' was such a bad case that the developers took pains to make up for it by producing the "Enhanced Edition" (free as an upgrade), which in addition to being "The "the game as it '''should''' ''should'' have been released," also came with a host of bonus in-game content and ''eight'' complete language packages (audio and text).
**
text). This all happened because the game was considered to be a niche product for a fantasy novel only really known in Poland at that time, so the international interest was a surprise and the localization rushed, resulting in sloppy English.
* Egosoft
Egosoft has a history of releasing buggy games, releasing several minor patches to get rid of the [[GameBreakingBug serious show-stoppers]], prevent people from returning the game, and then exactly one year later releasing a "2.0" super-patch that fixes and improves the game to "how it should have been". The new version might even have substantially more features than the original promised. Game reviewers have been known to re-review these games, and smart (and patient) customers know that the "real" release date is exactly a year after the official one. Their later games are buggy at release, but significantly less so compared to the [[GameBreakingBug disastrous]] ''Reunion'' launch.
** A This is a recurring problem in the ''VideoGame/{{X}}-Universe'' series of space sims. In ''X3: Reunion'', the main plot had ''multiple'' unpassable stages.
** The company is so notoriously bad about this that several gaming sites have had to ''re-review'' their games after several months of bugfixes make them properly playable. In an interesting twist, they usually end up providing substantially more features than was actually promised in the original Obvious Beta.
** Egosoft has a history of releasing several minor patches after the game is out, presumably to stamp out the [[GameBreakingBug serious show-stoppers]] and prevent people from returning it, then exactly one year later releasing a "2.0" super-patch that fixes and improves the game to "how it should always have been" status. The smart (and patient) player will add one year to the release date of any Egosoft game. On the other hand, their later games are buggy at release, but significantly less so compared to the [[GameBreakingBug disastrous]] ''Reunion'' launch.
** Played straight yet again with the release of ''Videogame/XRebirth'',
''Videogame/XRebirth'' which was critically panned at launch due to performance and stability issues, missing features (such as ship commands, radar radar, and piloting multiple ships, the latter of which was a staple of the series ever since the days of X-Tension), and a convoluted user interface which was even harder to use than the much-maligned ones in previous games. The huge 2.0, 2.5, and upcoming 3.0 updates have fixed most of the performance/stability issues and added features that were missing at release, but it's still not what you'd call stable stable, and you can still only control the one ship.
* The expansion packs to ''VideoGame/FinalFantasyXI'' are {{egregious}} in this regard. If you buy them on their release date, one is you're not so much buying an expansion as one is buying so much as access to a couple new areas without a whole lot to do in them and the promise that over the next eighteen months, they'll gradually let you access all the stuff they promised on the box.
* ''VideoGame/FinalFantasyXIV'' was released lacking so many features, and with so many known serious game design problems, that it was more of an obvious ''alpha''. Unusually, the developers actually alpha; it was straight-up called "unfixable". Undaunted, Creator/SquareEnix apologized for it and canceled promised to fix it, replacing the lead developer, ''remaking it'' from scratch, providing story updates in the interim, and even waiving subscription fees until the game then. The result was fixed. The results definitely show. The 1.0 version was so obviously broken and unfinished that it was deemed "unfixable". Creator/SquareEnix fired the lead developer and promoted Naoki Yoshida to oversee the new version. He shuffled the team around, then they quickly determined that ''FFXIV'' was not fixable (the original lead developer had focused solely on graphics to the exclusion of everything else, including gameplay). They suspended subscription fees, provided about a year and a half worth of story updates to bridge the gap with the new version they were making, and ''completely remade the game from scratch''. ''FFXIV: A Realm Reborn'' isn't Reborn'', essentially a fixed version of the 1.0 ''FFXIV'', it's a totally new game set in the same world five years later.
* ''Videogame/EverQuest'' was terrible at release: release. Mobs randomly could or couldn't enter water and some areas they couldn't travel to/from, and otherwise access, there was bad pathing, falling through the world, inaccessible zones, instant death drops from falling 2 cm, two inches, and the boats didn't work consistently for years.
* ''VideoGame/HellgateLondon'' was released in a woefully buggy and unbalanced state, after a too-short beta period. It rapidly improved... improved, but by that time, most people had already written it off.
* The first two ''VideoGame/{{STALKER}}'' games shipped with a great many glitches and bugs. ''Clear Sky'' was especially bad, where the state of the game could change ''between quick saves'' (the ''WebAnimation/ZeroPunctuation'' review noted a case where Yahtzee quicksaved behind cover, promptly died to a grenade, quickloaded, and the grenade-thrower completely forgot he was supposed to be hostile [[RefugeInAudacity until a couple minutes after agreeing to lead him somewhere else]]). The first game was also rushed in many other ways: ways. Translation errors in the English version meant a lot of confusion ("shotgun" was translated as "rifle" and "attic" as "basement"), vital [=NPCs=] could die in random locations, it was possible to sequence-break to the point that the game took ten minutes to finish, and there was a lot of obviously cut content. Fishing around in the game files showed [[DummiedOut entire missing levels, fully programmed weapons that never actually appeared]], and camera settings for drivable cars and helicopters. Most of the dummied-out content can be restored via {{Game Mod}}s. Notable was the infamous [[http://www.youtube.com/watch?v=Xc5rB-0ZBcI "Singularity Car"]] glitch, back in the day.
glitch.
* ''VideoGame/EvilGenius'', though a perfectly playable and fun game, has some bugs that are unforgivable. Examples include the impassable Persian rug, rug and the science henchmen who actually make your plans harder to complete. These bugs can be fixed with a simple edit of game files (conveniently stored in text form), but since the developer went belly-up shortly after the game was released, you have to do it yourself. Thankfully, the version released on Steam and GOG.com comes with the majority of these bugs fixed.



* ''VideoGame/{{Fallout}}''
** Not every page on [[http://fallout.wikia.com/wiki/Fallout_Wiki The Fallout Wiki]] ends with a list of bugs, but it sometimes seems that way.
** ''VideoGame/{{Fallout 2}}'' shipped with some game-breaking bugs (your car vanishing, as well as certain quests that would cause the game to crash if you tried to complete them, for example) and quite a bit of cut out content that leaves certain minor plot-lines completely unsolved. Fan-made patches, such as the [[http://www.killap.net/fallout2/web/Downloads.html Fallout 2 Restoration Project]], seek to restore the missing content to a playable state.

to:

* ''VideoGame/{{Fallout}}''
**
The ''VideoGame/{{Fallout}}'' has persistent problems with this. Not every page on [[http://fallout.wikia.com/wiki/Fallout_Wiki The Fallout Wiki]] ends with a list of bugs, but it sometimes seems that way.
** ''VideoGame/{{Fallout 2}}'' shipped with some game-breaking bugs (your {{Game Breaking Bug}}s; for example, your car vanishing, as well as could vanish, or certain quests that would would cause the game to crash if you tried to complete them, for example) and them. There was also quite a bit of cut out missing content that leaves left certain minor plot-lines plotlines completely unsolved.unresolved. Fan-made patches, such as the [[http://www.killap.net/fallout2/web/Downloads.html Fallout 2 Restoration Project]], seek to restore the missing content to a playable state.



*** The game didn't have any obviously missing content, but had serious stability issues, with crashes still not uncommon even in patched versions. In addition, an entire new story branch was added after the original ending with DLC. The most blatant bugs were the glitches that occurred if you did certain missions in the wrong order that made the game {{Unwinnable}}, such as starting "The American Dream" before finishing "Scientific Pursuits". The fact that the game ''allowed'' you to attempt this ''without'' compensating the programming for it ''nor'' [[GuideDangIt letting you know about any of this]] was a major oversight on the developers' part.
*** It also has a bug that screws the Pip-Boy's ability to receive radio music if you're running the game on Windows Vista or newer. What happened was that [=DirectSound=], which the game uses, doesn't work properly with Microsoft's new and shiny UAA driver architecture which is used by Windows Vista and newer, but Microsoft decides to officially announce [=DirectSound=] as being dead instead of even thinking of attempting to fix it, shipping the broken library with the [=DirectX=] 9 runtime for Windows Vista and 7 instead[[note]]despite shipping with [=DirectX=] 10 and newer, some [=DirectX=] 9 libraries are not included and need to be installed separately[[/note]]. There is no explanation to this except laziness, as Microsoft already made the announcement while Bethesda was still developing the game, they had the chance to change to a different audio method, but they didn't and they have yet to fix the problem to this day.
** ''VideoGame/FalloutNewVegas''. There's no blatant content removal unless you ''really'' look, but the bugs were out of control at release, comparable to ''Fallout 3'' and often worse due to the complex web of scripts working under the hood and Obsidian's pushing of Gamebryo to its limits. Subsequent patches greatly increased stability and removed a plethora of bugs, though the process itself wasn't without its own bumps (a patch released a day after release rendered the game unplayable on some systems, requiring ''another'' patch the next day to correct it). Obsidian has been quite honest that the initial release ''was'' the beta build, because Bethesda told them to make the game in 14 months. Making a AAA game in that short period of time is like asking Michelangelo to sculpt you a masterpiece in a week. The [=DLCs=], which recycle less from ''Fallout 3'' and had proper time to be beta tested, were noted for having a much higher level of quality and significantly fewer game-breaking bugs, showing what New Vegas could have been if Bethesda didn't want the game done so rushed for the sake of not pissing on ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', their next planned "big hit".
** And now ''VideoGame/{{Fallout 4}}'' has continued this notorious tradition, to the point of InternetBackdraft. Rather than having cut content, the game suffers from tremendous stability issues on different computers and wildly varying performance, with some people on ''weaker'' computers getting better performance than more powerful ones. Several quests are prone to glitching out, dialogue can sometimes either overlap or simply cut out entirely, subtitles are out of sync....

to:

*** The game didn't have any obviously missing content, but had serious stability issues, with crashes still not uncommon even in patched versions. In addition, an entire new story branch was added after the original ending with DLC. The most blatant bugs were the glitches that occurred if you did certain missions in the wrong order that made the game {{Unwinnable}}, such as starting "The American Dream" before finishing "Scientific Pursuits". The fact that the game ''allowed'' allowed you to attempt this ''without'' compensating the programming for it ''nor'' nor [[GuideDangIt letting you know about any of this]] was a major oversight on the developers' part.
*** It also has a bug that screws the Pip-Boy's ability to receive radio music if you're running the game on Windows Vista or newer. What happened was that [=DirectSound=], which the game uses, doesn't work properly with Microsoft's new and shiny UAA driver architecture which is used by Windows Vista and newer, but Microsoft decides to officially announce [=DirectSound=] as being dead instead of even thinking of attempting to fix it, shipping the broken library with the [=DirectX=] 9 runtime for Windows Vista and 7 instead[[note]]despite shipping with [=DirectX=] 10 and newer, some [=DirectX=] 9 libraries are not included and need to be installed separately[[/note]]. newer. There is no explanation to this except laziness, laziness; as Microsoft already made the announcement announced it was killing [=DirectSound=] while Bethesda was still developing the game, they had the chance to change to a different audio method, but they didn't and they have yet to fix the problem to this day.
method.
** ''VideoGame/FalloutNewVegas''. There's ''VideoGame/FalloutNewVegas'' has no blatant content removal unless you ''really'' look, but the bugs were out of control at release, comparable to ''Fallout 3'' and often worse due to the complex web of scripts working under the hood and Obsidian's pushing of Gamebryo to its limits.storyline. Subsequent patches greatly increased stability and removed a plethora of bugs, though the process itself wasn't without its own bumps (a patch released a day after release rendered the game unplayable on some systems, requiring ''another'' patch the next day to correct it). Obsidian has been quite honest that the initial release ''was'' the beta build, because Bethesda told them to make the game in 14 months. Making a AAA game in that short period of time is like asking Michelangelo months, not an easy task. (They wanted to sculpt you a masterpiece in a week. focus on ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' instead.) The [=DLCs=], which recycle less from ''Fallout 3'' and had proper time to be beta tested, were noted for having a much higher level of quality and significantly fewer game-breaking bugs, showing showed what New Vegas the game could have been if Bethesda didn't want the game done so rushed for the sake of not pissing on ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', their next planned "big hit".
looked like.
** And now ''VideoGame/{{Fallout 4}}'' has continued this notorious tradition, to the point of InternetBackdraft. Rather than having cut doesn't have missing content, the game but it suffers from tremendous stability issues on different computers and wildly varying performance, with some people on ''weaker'' computers getting better performance than more powerful ones. Several quests are prone to glitching out, dialogue can sometimes either overlap or simply cut out entirely, and subtitles are out of sync....sync. The Internet [[InternetBackdraft has largely had enough]].



* ''Videogame/WorldOfWarcraft'' suffered from this for quite some time, though it has (mostly) stopped doing so. Helped by the fact that content patches are regularly available for testing on the "Public Test Realm" for anyone interested.
** In the early days of ''Burning Crusade'', for example, the final bosses in the two main dungeons were not only horribly unbalanced to the point of being effectively undefeatable, but the first time that any guild managed to kill Lady Vashj, she ''instantly respawned'' and killed the entire raid. This made infamous by the controversy of two guilds competing for the ''world first''. Since both kills were bugged, they were dubbed the world first second, and the world second first.
** Also in ''Burning Crusade'' was a case of "The beta didn't consider how many people play this multiplayer game". Hellfire Peninsula was the first zone in Outland and it was ''swamped'' with players all fighting to complete the same quests at the same time for the first four days. Servers crashed, tempers flared, and all following expansions had either ''two'' starting zones or started the Alliance/Horde factions on opposite sides of a very large zone. Blizzard learned and came out with some great ideas in dealing with this over the years, but Hellfire Peninsula was an Obvious Beta. This was especially puzzling since that issue wasn't even new to the game: Both factions have had huge issues with their auction house Capital city being flooded with players wanting to use the feature, zones with expanded endgame content were likewise swarmed for a while, and even the instance servers sometimes couldn't keep up with the demand. Shattrah being the Hub for both factions in Outlands didn't help either, though they at least avoided making it worse by still having players to go back to the old cities for the Auction House, class trainers etc.
** Before any of the expansions came out, most final raid bosses were rendered unkillable or unreachable by {{Game Breaking Bug}}s ([[UnwinnableByDesign sometimes on purpose]] to keep players from getting too far and flooding the forums [[UnpleasableFanbase complaining that they don't have anything to do and that the dungeon sucks BECAUSE they got that far so quick]]). Ragnaros would never come out of submerge and just keep throwing Sons until you ran out of mana and died. C'thun would eye beam you while you were in the stomach. (And nobody really knows about Naxxramas, because you can probably count how many guilds ''entered'' Naxxramas on just your hands.) The most amusing one was Chromaggus, who was [[HopelessBossFight overscaled on purpose]] to prevent players from reaching Nefarian ''because the Nefarian encounter wasn't fully coded''.
** Silithus in general was an Obvious Beta zone. It was this little corner in Kalimdor that, for some reason, wasn't covered in the guide, but there were actually a few quest chains in there. Strange. When you entered, you found this wall that you couldn't get past; literally ''half the map'' of Silithus was unfinished. It also became an obvious beta (along with Eastern Plaguelands) for an attempt at creating world PvP. It was later finished in patch 1.8. However it still is plagued with a problem of mob-density, but it had been improved in other patches.
** The high-level neutral zone Azshara, while not quite as bad as very early Silithus, was generally something of a dead end zone until ''Cataclysm''. There weren't many questlines in the zone, and most of those that did essentially had NoEnding and would just no longer continue at seemingly random points, many areas in this huge zone that the player never needs to go to for any reason, and no checkpoints, friendly, or neutral settlements further east than the western edge of the zone. A big reason was likely an entire PVP battleground that this zone was supposed to host being DummiedOut, meaning the zone was practically empty until it was revamped into a low-level Horde zone in ''Cataclysm''.
** Expansions typically have growing pains and players expect it, but ''Cataclysm'' was notoriously buggy at launch, largely due to the sheer amount of content Blizzard crammed into it with a relatively short beta testing period. Numerous quests were glitchy or outright broken (Vashj'ir being the biggest culprit), mob spawning was out of control, phasing caused any number of headaches, achievements were busted, you name it and it was screwed up. Loads of hotfixes were a daily occurrence for weeks, and even after the first major patch (4.1), there's still lingering issues.
** A feature intended to alleviate the previously mentioned swamped zone issues by essentially creating copies of these zones (or merging the zones of several servers to keep them from being too deserted) naturally had a lot of this itself at first.
** The introduction of certain trinkets in ''the Siege of Orgrimmar'' with effects that Blizzard was planning to implement as regular stats in the next expansion, such as Multistrike (a new form of CriticalHit, basically) and Readiness (lowering the cooldown of certain abilities).
** ''Warlords of Draenor'' shipped with so many bugs that the game was literally unplayable; insanely long server queues, broken starter quests, and glitched phasing rendered countless players stuck on flight paths or in the middle of thin air. Garrison missions were easily exploited and several of the newer stats added to the game either were completely useless or utterly overpowered. While mostly fixed with a lot of hotfixes and patching, some of these issues are still there.
* Creator/ArtixEntertainment like to do a fairly tolerable version of this, on purpose. Both ''VideoGame/{{Dragonfable}}'' and ''VideoGame/{{MechQuest}}'' were initially released in a fairly unfinished, but playable, state, only available to [[{{Bribing Your Way to Victory}} paying players of their previous games]]. There was only one (or practically no) quest, only a few items, no stats, one or two areas, very few monsters, etc. The players play the game, offer suggestions and report bugs to the devs, and slowly, the kinks are hammered out and the product is released to the public. New content is then continually added and modified throughout the lifespan of the game. In the pre-release VideoGame/MechQuest design notes, Artix mentioned that, due to time constraints, the game would be released without thorough beta testing, and the players would just have to see whether it broke or not. He dubbed this practice "gamma testing," and so far, it seems to be working out just fine.
* ''VideoGame/{{Gothic}} 3 Forsaken Gods'', the standalone expansion to the third game, is this in spades. The game is so bugged it took a 240 MB patch (latest one) to make the most basic features (like shield parrying) work properly, and it's still a bug riddled minefield anyway. It also has worse cell load skips than its predecessor when unpatched, and is prone to crashing and generally taking its massively high requirements and running subpar at best. As further insult to injury, the whole game was made by developers totally unfamiliar with the engine who slapped this sucker together in a few months and was shoved out the door before it had been properly playtested, basically rendering it critically flawed on arrival.

to:

* ''Videogame/WorldOfWarcraft'' suffered from this for quite some time, though it has (mostly) stopped doing so. Helped by the fact It helps that content patches are regularly available for testing on the "Public Test Realm" for anyone interested.
** In the early days of ''Burning Crusade'', for example, the final bosses in the two main dungeons were not only horribly unbalanced to the point of being effectively undefeatable, but the first time that any guild managed to kill Lady Vashj, she ''instantly respawned'' and killed the entire raid. This raid.[[note]]This was made more infamous by the controversy of two guilds competing for the ''world first''. "world first". Since both kills were bugged, they were dubbed the world "world's first second, second" and the world "world's second first.
** Also in ''Burning Crusade'' was a case
first".[[/note]] Blizzard also badly underestimated the number of "The beta didn't consider how many people play this multiplayer game". Hellfire Peninsula was on the first zone in Outland and it was ''swamped'' with players servers, all fighting to complete of whom crowded the same quests at the same time for the first four days. Servers crashed, tempers flared, and all following expansions had either ''two'' starting zones or started the Alliance/Horde factions on opposite sides of a very large zone. Blizzard learned and came out with some great ideas in dealing with few days, which is rather inexplicable as they were ready for this over the years, but Hellfire Peninsula was an Obvious Beta. This was especially puzzling since that issue wasn't even new to the game: Both factions have had huge issues with their auction house Capital city being flooded with players wanting to use the feature, zones with expanded endgame content were likewise swarmed for a while, and even the instance servers sometimes couldn't keep up with the demand. Shattrah being the Hub for both factions in Outlands didn't help either, though they at least avoided making it worse by still having players to go back to the old cities for the Auction House, class trainers etc.
sort of thing before.
** Before any of the expansions came out, most final raid bosses were rendered unkillable or unreachable by {{Game Breaking Bug}}s ([[UnwinnableByDesign sometimes Bug}}s. Some of it was [[UnwinnableByDesign on purpose]] to keep purpose]]; they didn't want players from getting too far far, running out of content, and flooding the forums [[UnpleasableFanbase complaining that they don't have anything to do and that about it on the dungeon sucks BECAUSE they got that far so quick]]).Internet]]. But others were just not properly done. Ragnaros would never come out of submerge and just keep throwing Sons until you ran out of mana and died. C'thun would eye beam {{Eye Beam|s}} you while you were in the stomach. (And And nobody really knows about Naxxramas, because you can probably count how many guilds ''entered'' Naxxramas on just your hands.) hands. The most amusing one was Chromaggus, who was [[HopelessBossFight overscaled on purpose]] to prevent players from reaching Nefarian ''because the Nefarian encounter wasn't fully coded''.
** Silithus in general was an Obvious Beta zone. It was this little corner in Kalimdor that, for some reason, wasn't covered in the guide, but there were actually a few quest chains in there. Strange. When you entered, you found this wall that you couldn't get past; literally ''half the map'' of Silithus was unfinished. It also became an obvious beta Obvious Beta (along with Eastern Plaguelands) for an attempt at creating world PvP. It was later finished in patch 1.8. However it It's still is plagued with a problem of mob-density, mob-density problems, but it had that has been improved in other patches.
** The high-level neutral zone Azshara, while not quite as bad as very early Silithus, was generally something of a dead end zone until ''Cataclysm''. There weren't many questlines in the zone, and most of those that did essentially had NoEnding and would just no longer continue cut off at seemingly random points, points. This huge zone had many areas in this huge zone that the player never needs to go to for any reason, and reason. There were no checkpoints, friendly, checkpoints or neutral friendly/neutral settlements further east than beyond the western edge of the zone. A big reason was likely an entire PVP battleground that this zone was supposed to host being DummiedOut, meaning the zone was practically empty until it was revamped into a low-level Horde zone in ''Cataclysm''.
** Expansions typically have growing pains and players expect it, but ''Cataclysm'' was notoriously buggy at launch, largely due to the sheer amount of content Blizzard crammed into it with a relatively short beta testing period. Numerous quests were glitchy or outright broken (Vashj'ir being the biggest culprit), mob spawning was out of control, phasing caused any number of headaches, achievements were busted, you name it and it was screwed up. Loads of hotfixes were a daily occurrence for weeks, and even after the first major patch (4.1), there's there are still lingering issues.
** A feature intended to alleviate the previously mentioned swamped zone issues by essentially creating copies of these zones (or merging the zones of several servers to keep them from being too deserted) naturally had a lot of this itself at first.
** The introduction of certain trinkets in ''the Siege of Orgrimmar'' with effects that Blizzard was planning to implement as regular stats in the next expansion, such as Multistrike (a new form of CriticalHit, basically) and Readiness (lowering the cooldown of certain abilities).
abilities), had numerous problems.
** ''Warlords of Draenor'' shipped with so many bugs that the game was literally unplayable; insanely long server queues, broken starter quests, and glitched phasing rendered countless players stuck on flight paths or in the middle of thin air. Garrison missions were easily exploited exploited, and several of the newer stats added to the game either were completely useless or utterly overpowered. While mostly fixed with a lot of hotfixes and patching, some of these issues are still there.
* Creator/ArtixEntertainment like to do a fairly tolerable version of this, on purpose. Both "public beta" with their games (which they call "gamma testing"). They did this to both ''VideoGame/{{Dragonfable}}'' and ''VideoGame/{{MechQuest}}'' were initially released in a fairly unfinished, but playable, state, only ''VideoGame/{{MechQuest}}'', the latter of which started the trend due to time constraints. "Gamma testing" is available only to [[{{Bribing Your Way to Victory}} paying players of their previous games]]. There was would be only one (or practically no) quest, quest (if that), only a few items, no stats, one or two areas, and very few monsters, etc. monsters. The players play the game, offer suggestions and report bugs to the devs, and slowly, the kinks are hammered out and the product is released to the public. New content is then continually added and modified throughout the lifespan of the game. In the pre-release VideoGame/MechQuest design notes, Artix mentioned that, due to time constraints, the game feedback would be released without thorough beta testing, and used for the players would just have to see whether it broke or not. He dubbed this practice "gamma testing," and so far, it seems to be working out just fine.
full public release.
* ''VideoGame/{{Gothic}} 3 Forsaken Gods'', the standalone expansion to the third game, is this in spades. The game is so bugged it took a 240 MB patch (latest one) to make the most basic features (like shield parrying) work properly, and it's still a bug riddled bug-riddled minefield anyway. It also has worse cell load skips than its predecessor when unpatched, and is prone to crashing crashing, and generally taking its massively high requirements and running runs subpar at best. As further insult to injury, the whole game was made by best given its massive requirements. The developers were totally unfamiliar with the engine who and slapped this sucker the game together in a few months and was months; it wasn't properly playtested before being shoved out the door before it had been properly playtested, basically rendering it critically flawed on arrival.door, either.



** It starts early: Word 3.0 for the Macintosh was released in 1987 with about 700 bugs.
** MS-DOS 4.0 suffered massive problems on its release in 1988, including poor compatibility with older programs and even a number of potential data corruption issues. This one wasn't entirely Microsoft's fault, though -- IBM were the main culprits here, as they forced Microsoft to shoehorn in a number of OS/2 features at the last minute, then insisted on releasing the resulting product before adequate testing could be done. This lead to a subsequent 4.01 release which fixed the major problems. You'd think Microsoft would have learned something from this experience, but unfortunately it was just the beginning.
** The original release of Windows 98 was horribly buggy, to the point of being physically unable to run longer than 49.7 days without crashing due to a serious timing bug -- though this was a rarely seen problem, as the system was overwhelmingly likely to crash from any of a zillion other bugs ''long'' before such an uptime could be achieved. It was so bad that that they had to release a Second Edition in order to patch everything. Admittedly, 98 SE went on to become the most stable and successful branch of the "[[FanNickname 9x]]" branch of Windows.



** Vista seems to have released in a similar state, but it was very usable after Service Pack 1. Certainly every Vista video card driver released in the first six months of Vista's life qualifies, as they were responsible for the majority of Vista crashes. The stated minimum hardware specifications being optimistic to the point of outright misleading didn't help either.
** Microsoft has a history of this: Word 3.0 for the Macintosh was released in 1987 with about 700 bugs.
** MS-DOS 4.0 suffered massive problems on its release in 1988, including poor compatibility with older programs and even a number of potential data corruption issues. This one wasn't entirely Microsoft's fault, though -- IBM were the main culprits here, as they forced Microsoft to shoehorn in a number of OS/2 features at the last minute, then insisted on releasing the resulting product before adequate testing could be done. This lead to a subsequent 4.01 release which fixed the major problems. You'd think Microsoft would have learned something from this experience, but unfortunately it was just the beginning.
** The original release of Windows 98 was horribly bugged, to the point of being physically unable to run longer than 49.7 days without crashing due to a serious timing bug -- though this was a rarely seen problem, as the system was overwhelmingly likely to crash from any of a zillion other bugs ''long'' before such an uptime could be achieved. It was so bad that that they had to release a Second Edition in order to patch everything. Admittedly, 98 SE went on to become the most stable and successful branch of the "[[FanNickname 9x]]" branch of Windows.
** It's often said that the even releases of Windows are the obvious betas where Microsoft likes to experiment, while the odd releases are an attempt to perfect the previous release. This is most visible when noting the differences between XP (which itself was compared to 2000 this way early in its life) and Vista, and Windows 7 and the current concepts for Windows 8. In essence, what happens is that Microsoft releases a ''new'' OS (such as Vista) which quickly garners a reputation as crap due to unforeseen bugs. Even after the bugs are fixed, no one wants to buy "that crappy, buggy Vista." So Microsoft releases a "new" OS (Windows 7 in this case) that is essentially the previous one with all the bugs patched out. Windows 8 is a bit of a subversion because while the radical UI changes have become the subject of a huge BrokenBase, stability and performance have so far not been an issue.
** It does seem though now that Microsoft does seem intent on bucking the "every other version is good" trend. Probably the most significant thing they've done is actually offer up new releases with widespread, freely available public beta testing, something they had never done before Vista[[note]]and probably did because people were going to pirate leaked builds anyway, as happened with the paid beta programs for 2000 and XP[[/note]]. Ironically, the beta releases of both 7 and 8 ended up being much more stable and usable than the shipped versions of many of their obvious beta predecessors.
** Developers at the small set of companies who were sold Microsoft's Visual Interdev when it was released were dismayed to see the splash screen labelled 1.0a and a large Alpha after the name. The actual product crashed regularly, lacked key documentation, generated non-functional code, and had unremoved warnings that it was not for public release, possibly making it an obvious alpha.
** Windows 10 has had some growing pains. One of the mandatory updates caused some users' computers to enter an infinite reboot loop.
* The initial demo release of ''VideoGame/{{Painkiller}} Resurrection'' was an absolute disaster -- the developers accidentally released a much older version of the demo than they had intended, and it shows: [[LoadsAndLoadsOfLoading Loading up the level takes a good five minutes]], particle textures appear as orange-brown cubes, the finicky draw distance causes distant church towers to hang in the air miles away, and players couldn't even finish half the level because a [[WreakingHavok physics-enabled rope bridge]] kept tossing them over the edge or pushing them '''straight through itself'''.
** The UsefulNotes/{{Steam}} release of the game wasn't much better either, thanks to dodgy [[ArtificialStupidity AI programming]], painfully long load times and frequent crashes. And even in the retail version, the [[http://www.youtube.com/watch?v=ea7qTUvs4Qs multiplayer mode is an absolute joke]]: Players can dart up along walls, the weapon pickup models are completely botched, and ''firing the electrodriver crashes the game on the spot''.
* ''VideoGame/{{Daikatana}}'' was noted for excessive delays/slippages and a ridiculously arrogant advertising campaign. It shipped with broken AI, insanely unfinished levels, and dozens of bugs and glitches. The game was a mess in co-op as well: {{Cutscene}}s (and their subsequent event flags) were removed entirely, causing the players to spawn stuck behind closed doors that were supposed to open in cutscenes, first rearing its ugly head in the ''second level of the game''. The readme recommends playing the single-player mode first to get an idea of the story. The co-op has a host of bugs on its own -- the best being a glitch that causes players to spawn stuck partly in the floor, {{telefrag}}ging each other in an infinite loop.
* ''VideoGame/SupremeCommander'' shipped in an Obvious Beta state including severe game balance issues (most notably regarding the Aeon faction being a gigantic GameBreaker) that had been identified during Beta testing but weren't fixed prior to launch, pathfinding problems, engine problems and hardware compatibility issues. Despite being promoted heavily as a [=DX10=] showcase, the [=DX10=] support was never added; in addition, the promised SDK and editors never materialized due to proprietary code used in them. The majority of these issues were fixed by further patching and the ''Forged Alliance'' expansion, and even more have been fixed since by the modding community
** ''VideoGame/PlanetaryAnnihilation'' exited Early Access with insane amounts of bugs, pathfinding issues, lag spikes, promised content that wasn't included in the game such as the Unit Cannon, always-online DRM, an unfinished Planet Editor, and severe RAM issues that caused it to become nearly unplayable on certain systems. Most of these problems have been fixed with patches since release.
* It is rare to see an enemy in an unpatched copy of ''Hidden & Dangerous 2'' not floating ten feet above the ground. Other show-stopping bugs include not being able to interact with any object in the level [including mission objectives], enemies moving behind locked doors they have the only key to, and the AI's disturbing tendency to blow itself up if left with anything explosive.
* ''VideoGame/JurassicParkTrespasser'' was more like a beta design idea. Instead of a regular FPS setup, the player controls the character's right arm by holding down keys and moving the mouse. Aiming a gun requires careful alignment of both the player's body and their arm to line up the iron sights, which makes combat impractical. Further, the game was equipped with a severely broken physics engine that, according to Wikipedia, allowed the player to lift several-hundred-pound steel girders with one arm but did not allow the player to be pulled over a chest-high wall by that same arm. The very same physics engine also lacked friction, meaning stacked objects would simply slide or push off one another if misaligned regardless of mass, thus meaning nearly all of the physics puzzles in the game are simply "stack crates and then climb over them before they slowly slide off each other". On the flip side, this very physics engine may have very well inspired later works such as ''VideoGame/HalfLife2'', as it was very advanced by 1998 standards.
** Also, since any stowed melee weapon SticksToTheBack, and since a weapon's damage is determined when the weapon intersects with a character model, some weapons actually cause continual damage to the player when stowed; the devs "fixed" this by removing all mass from the melee weapons that did this, meaning they didn't kill the player when stowed, but now ''couldn't damage enemies either'' (the sole exception is Nedry's Mace, which you can't even properly use because [[BagOfSpilling you can't keep weapons between levels]] and said mace is found a couple minutes and a single raptor away from the end of the level it appears in).
** The game's 3D engine rendered distant objects as scaled sprites, which popped abruptly into polygons as the player approached them. It was released at the dawn of the era of hardware 3D acceleration, and actually looked ''worse'' when run with a 3D card; software mode used system memory to store textures, whereas the accelerated version was limited to the small texture memory of contemporary 3D cards. The software mode also used a clever form of bumpmapping which was incompatible with 3D accelerators, and so as a consequence the game looked better and ran faster in software more than with a 3D card.

to:

** Developers at the small set of companies who were sold Microsoft's Visual Interdev when it was released were dismayed to see the splash screen labelled 1.0a and a large Alpha after the name. The actual product crashed regularly, lacked key documentation, generated non-functional code, and even had unremoved warnings that it was not for public release.
** Vista seems to have released in a similar state, but it was very usable after Service Pack 1. Certainly every Vista video card driver released in the first six months of Vista's life qualifies, as they were responsible for the majority of Vista crashes. The stated minimum hardware specifications being optimistic to the point of outright misleading didn't help either.
either.
** Microsoft has a history of this: Word 3.0 for the Macintosh After Vista was released in 1987 replaced with about 700 bugs.
** MS-DOS 4.0 suffered massive problems on its release in 1988, including poor compatibility with older programs and even a number of potential data corruption issues. This one wasn't entirely Microsoft's fault, though -- IBM were the main culprits here, as they forced Microsoft to shoehorn in a number of OS/2 features at the last minute, then insisted on releasing the resulting product before adequate testing could be done. This lead to a subsequent 4.01 release which fixed the major problems. You'd think Microsoft would have learned something from this experience, but unfortunately it was just the beginning.
** The original release of
Windows 98 was horribly bugged, 7, users started to the point of being physically unable to run longer than 49.7 days without crashing due to see a serious timing bug -- though this was a rarely seen problem, as the system was overwhelmingly likely to crash from any of a zillion other bugs ''long'' before such an uptime could be achieved. It was so bad pattern and claimed that that they had to release a Second Edition in order to patch everything. Admittedly, 98 SE went on to become the most stable and successful branch of the "[[FanNickname 9x]]" branch of Windows.
** It's often said that the even releases of
Windows are the obvious betas where Microsoft likes to would experiment, while the odd releases are an attempt to perfect the previous release. This is most visible when noting the differences between XP (which itself was compared to 2000 this way early in its life) and Vista, and Windows 7 and the current concepts for Windows 8. In essence, what happens is that Microsoft releases create a ''new'' OS (such as Vista) which quickly garners a reputation as crap due to unforeseen bugs. Even after the bugs are fixed, no one wants to buy "that crappy, buggy Vista." So Microsoft releases a "new" OS (Windows 7 release, then fix it in this case) the next one, then experiment again. At that is essentially point, though, the previous one with all the bugs patched out. Windows 8 is a bit of a subversion because while the radical UI changes have become the subject of a huge BrokenBase, stability and performance have so far not been an issue.
** It does seem though now that Microsoft does seem intent on bucking the "every other
pattern stopped; every version is good" trend. Probably the most significant thing they've done is actually offer up new releases with widespread, since Vista has had freely available public beta testing, something and they haven't had never done before Vista[[note]]and probably did a really buggy release since (people didn't really like Windows 8, but that's just because people were going to pirate leaked builds anyway, as happened with the paid beta programs for 2000 and XP[[/note]]. Ironically, the beta releases of both 7 and 8 ended up being much more stable and usable than the shipped versions of many of their obvious beta predecessors.
** Developers at the small set of companies who were sold Microsoft's Visual Interdev when
it was released were dismayed to see heavy on the splash screen labelled 1.0a and a large Alpha after the name. The actual product crashed regularly, lacked key documentation, generated non-functional code, and had unremoved warnings that "experimental", not because it was not for public release, possibly making it an obvious alpha.
**
buggy). The worst was a Windows 10 has had some growing pains. One of the mandatory updates update which caused some users' computers to enter an infinite reboot loop.
* The initial demo release of ''VideoGame/{{Painkiller}} ''VideoGame/{{Painkiller}}: Resurrection'' was an absolute disaster -- the disaster. The developers accidentally released a much older version of the demo than they had intended, and it shows: shows. [[LoadsAndLoadsOfLoading Loading up the level takes a good five minutes]], particle textures appear as orange-brown cubes, the finicky draw distance causes distant church towers to hang in the air miles away, and players couldn't even finish half the level because a [[WreakingHavok physics-enabled rope bridge]] kept tossing them over the edge or pushing them '''straight ''straight through itself'''.
**
itself''. The UsefulNotes/{{Steam}} release of the game wasn't much better either, thanks to dodgy [[ArtificialStupidity AI programming]], painfully long load times and frequent crashes. And even in the retail version, the [[http://www.youtube.com/watch?v=ea7qTUvs4Qs multiplayer mode is an absolute joke]]: Players can dart up along walls, the weapon pickup models are completely botched, and ''firing firing the electrodriver crashes the game on the spot''.
spot.
* ''VideoGame/{{Daikatana}}'' was noted for excessive delays/slippages delays and slippages, coupled with a ridiculously arrogant advertising campaign. It shipped with broken AI, insanely unfinished levels, and dozens of bugs and glitches. The game was a mess in co-op as well: {{Cutscene}}s (and their subsequent event flags) were removed entirely, causing the players to spawn stuck behind closed doors that were supposed to open in cutscenes, first rearing its ugly head in the ''second level of the game''. The readme recommends playing the single-player mode first to get an idea of the story. The co-op has a host of bugs on its own -- own, the best being a glitch that causes players to spawn stuck partly in the floor, {{telefrag}}ging each other in an infinite loop.
* ''VideoGame/SupremeCommander'' shipped in an Obvious Beta state state, including severe game balance issues (most notably regarding the Aeon faction being a gigantic GameBreaker) that had been identified during Beta testing but weren't fixed prior to launch, pathfinding problems, engine problems problems, and hardware compatibility issues. Despite being promoted heavily as a [=DX10=] showcase, the [=DX10=] support was never added; in addition, the promised SDK and editors never materialized due to proprietary code used in them. The majority of these issues were fixed by further patching and the ''Forged Alliance'' expansion, and even more have been fixed since by the modding community
** * ''VideoGame/PlanetaryAnnihilation'' exited Early Access with insane amounts of bugs, pathfinding issues, lag spikes, promised content that wasn't included in the game such as the Unit Cannon, always-online DRM, an unfinished Planet Editor, and severe RAM issues that caused it to become nearly unplayable on certain systems. Most of these problems have been fixed with patches since release.
* It is rare to see an enemy in an unpatched copy of ''Hidden & Dangerous 2'' not floating ten feet above the ground. Other show-stopping bugs include not being able to interact with any object in the level [including -- including mission objectives], objectives, enemies moving behind locked doors they have the only key to, and the AI's disturbing tendency to blow itself up if left with anything explosive.
* ''VideoGame/JurassicParkTrespasser'' was more like had a beta host of problems:
** It tried a "beta"
design idea. Instead idea; instead of a regular FPS setup, the player controls the character's right arm by holding down keys and moving the mouse. Aiming a gun requires careful alignment of both the player's body and their arm to line up the iron sights, which makes sights. It's more realistic, but combat impractical. Further, the was completely impractical.
** The
game was equipped came with a severely broken physics engine that, according to Wikipedia, allowed the engine. The player to can lift several-hundred-pound steel girders with one arm arm, but did not allow the player to be pulled can't pull himself over a [[InsurmountableWasteHighFence chest-high wall fence]] by that same arm. The very same physics engine It also lacked friction, meaning friction; stacked objects would simply slide or push just fall off one another if misaligned each other regardless of mass, thus meaning nearly all breaking most of the physics puzzles in the game are simply "stack crates and then climb over them before they slowly slide off each other". On the flip side, this very physics engine may have very well inspired game. It was still pretty advanced by 1998 standards, though, and this version was much improved in later works such as ''VideoGame/HalfLife2'', as it was very advanced by 1998 standards.
''VideoGame/HalfLife2''.
** Also, since any stowed Stowed melee weapon SticksToTheBack, and since a weapon's damage is determined when the weapon intersects with a character model, some weapons actually cause continual SticksToTheBack. But shoddy programming means that such weapons might damage to the player you continually when stowed; the devs stowed. The developers "fixed" this by removing all mass from the melee weapons that did this, such weapons, meaning they didn't kill the player when stowed, but now ''couldn't it would damage enemies either'' (the you ''or'' your enemies. (The sole exception is Nedry's Mace, which you can't even properly use because [[BagOfSpilling you can't keep weapons between levels]] and said mace is found a couple minutes and a single raptor away from the end of the level it appears in).
in.)
** The game's 3D engine rendered distant objects as scaled sprites, which popped abruptly into polygons as the player approached them. It was released at the dawn of the era of hardware 3D acceleration, and but it actually looked ''worse'' when run with a 3D card; software mode used system memory to store textures, whereas the accelerated version was limited to the small texture memory of contemporary 3D cards. The software mode also used a clever form of bumpmapping which was incompatible with 3D accelerators, and so as a consequence the game looked better and ran faster in software more than with a 3D card.



* ''VideoGame/HeartsOfIron III'', a World War II strategy game, shipped with extremely broken AI. The AI countries would join factions seemingly at random; it wasn't uncommon for Japan to join the Allies or the US to join the Axis. Save games got corrupted all the time. The game ran incredibly slowly even on computers that far exceeded the system requirements and crashes were very common. The AI failed to research certain very valuable techs, giving the player a huge advantage. Totally improbable events, particularly involving naval landings, happened practically every game, such as Brazil invading Germany in 1941.
* Creator/{{Valve|Software}} in general has a habit of releasing games with {{Game Breaking Bug}}s, although they are generally prompt about patching them. However, they also have a habit of releasing patches that cause brand new bugs in addition to fixing old ones (and sometimes not even that; they've "fixed" the spy's backstab register at least twice without actually fixing it). Special mention goes to the 2010 ''VideoGame/HalfLife2'' update, which ported the entire game and its Episodes over to the newer version of their engine but introduced a host of new problems, at least some of which are present on all or at least most users' systems. The patch was released in May 2010, and to date only one bug (which made the AI crash at a critical point) has been patched.
** Also worth mentioning is the OS X and Linux versions of ''VideoGame/HalfLife1 Source'', doubling as a PortingDisaster. The port was released barely playable, suffering crippling problems, such as spawning with no weapons, HEV suit, or even a HUD. To make matters worse, these errors were even present in the Windows version.
* ''VideoGame/ElementalWarOfMagic'' was released in a buggy state. Given that it's Stardock, this by itself isn't too terribly surprising. What is surprising is that said "buggy state" is horribly, horribly buggy and received more patches ('''''six''''') in four days than ''[[VideoGame/GalacticCivilizations GalCiv2]]'' and ''VideoGame/SinsOfASolarEmpire'' did the entire ''month'' of their respective releases. And it's still missing content, [[ArtificialStupidity like competent AI]]. If [[WordOfGod Brad Wardell]] is to believed, this was deliberate -- as a substitute for CopyProtection. Reviewers did not wait for the six patches to hit before slamming the game for being unfinished.
* ''VideoGame/{{Elite}} 3'', a.k.a. ''Frontier: First Encounters'', is a great game, and the fact it's still played after more than ten years (after being reverse-engineered and spawning [[http://wiki.alioth.net/index.php/GLFFE advanced graphics clones]] with the same gameplay) proves this. But [[http://wiki.alioth.net/index.php/Gametek Gametek]] took ExecutiveMeddling UpToEleven, went behind Frontier's back and released the closest thing to a complete version they had (or so Frontier's official site says). Ugly bugs spoiled the release as a result. For example, when flying into the atmosphere of a gas giant to scoop up hydrogen fuel (a useful (and oft-used) feature in the previous two games in the series), as soon as the scoop activates, the game crashes spectacularly. Even after the game was patched, it still refused to run in anything that wasn't a pure DOS environment - which prompted the aforementioned hacking of the game by the fans over the years so that they could at the very least run it in Windows.

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* ''VideoGame/HeartsOfIron III'', a World War II strategy game, shipped with extremely broken AI. The AI countries would join factions seemingly at random; it wasn't uncommon for Japan to join the Allies or the US to join the Axis. Save games got corrupted all the time. The game ran incredibly slowly slowly, even on computers that far exceeded the system requirements requirements, and crashes were very common. The AI failed to research certain very valuable techs, giving the player a huge advantage. Totally improbable events, particularly involving naval landings, happened practically every game, such as Brazil invading Germany in 1941.
* Creator/{{Valve|Software}} in general has a habit of releasing games with {{Game Breaking Bug}}s, although they are generally prompt about patching them. However, they also have a habit of releasing patches that cause brand new bugs in addition to fixing old ones (and sometimes not even that; they've "fixed" the spy's backstab register at least twice without actually fixing it). ones. Special mention goes to the to:
** The
2010 ''VideoGame/HalfLife2'' update, which ported the entire game and its Episodes over to the newer version of their engine but introduced a host of new problems, at least some of which are present on all or at least most users' systems. The patch was released in May 2010, and to date only one bug (which made the AI crash at a critical point) has been patched.
** Also worth mentioning is the The OS X and Linux versions of ''VideoGame/HalfLife1 Source'', doubling Source'' double as a PortingDisaster. The port was released barely playable, suffering crippling problems, such as spawning with no weapons, HEV suit, or even a HUD. To make matters worse, these errors were even present in the Windows version.
* ''VideoGame/ElementalWarOfMagic'' was released in a buggy state. Given that it's Stardock, this by itself isn't too terribly surprising. What is surprising is that said "buggy state" is horribly, horribly buggy and received more patches ('''''six''''') (''six'') in four days than ''[[VideoGame/GalacticCivilizations GalCiv2]]'' and ''VideoGame/SinsOfASolarEmpire'' did the entire ''month'' of their respective releases. And it's still missing content, [[ArtificialStupidity like competent AI]]. If [[WordOfGod Brad Wardell]] is to believed, this was deliberate -- as a substitute for CopyProtection. Reviewers did not wait for the six patches to hit before slamming the game for being unfinished.
* ''VideoGame/{{Elite}} 3'', a.k.a. ''Frontier: First Encounters'', is a great game, and the fact it's still played after more than ten years (after being reverse-engineered and spawning [[http://wiki.alioth.net/index.php/GLFFE advanced graphics clones]] with the same gameplay) proves this. But [[http://wiki.alioth.net/index.php/Gametek Gametek]] took ExecutiveMeddling UpToEleven, went behind Frontier's back back, and released the closest thing to a complete version they had (or so Frontier's official site says). Ugly bugs spoiled the release as a result. For example, when flying into the atmosphere of a gas giant to scoop up hydrogen fuel (a useful (and oft-used) and oft-used feature in the previous two games in the series), as soon as the scoop activates, the game crashes spectacularly. Even after the game was patched, it still refused to run in anything that wasn't a pure DOS environment - -- which prompted the aforementioned hacking of the game by the fans over the years so that they could at the very least run it in Windows.



** ''Might & Magic IX'' is a clear example of this trope, though it is partially excusable due to {{3D0}} [[AuthorExistenceFailure going bankrupt]] during the development process. The result was a game loaded with [[GameBreakingBug bugs]], [[{{Unwinnable}} glitches]], and [[EmptyRoomPsych strangely empty buildings]].

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** ''Might & Magic IX'' is a clear example of this trope, though it is partially excusable due to {{3D0}} [[Creator/The3DOCompany 3DO]] [[AuthorExistenceFailure going bankrupt]] during the development process. The result was a game loaded with [[GameBreakingBug bugs]], [[{{Unwinnable}} glitches]], and [[EmptyRoomPsych strangely empty buildings]].



* ''VideoGame/DungeonLords'' was released with many missing features, despite them being stated in the game manual and advertised as such. Buttons, sliders and icons were present in the game and didn't do anything. Game patches gradually implemented some of those elements. The developers later released a collector's edition with "new stuff" which were actually, you guessed it, the missing features... which ''still'' didn't made the game complete in the end. To add insult to injury, the very last patch doesn't upgrade the original release to the "collector's edition" version.
* ''VideoGame/StarTrekLegacy''. The Xbox 360 version wasn't too bad, although it suffered more bugs than a console game really should. The PC version on the other hand was a total mess, riddled with bugs and controls that obviously hadn't been tested properly, if at all. Also, when players looked through the game directory, they found huge chunks of legacy code from the ancient ''VideoGame/StarTrekArmada'' engine, just proving [[TheyJustDidntCare how little effort had truly gone into the game's development]].

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* ''VideoGame/DungeonLords'' was released with many missing features, despite them being stated in the game manual and advertised as such. Buttons, sliders and icons were present in the game and didn't do anything. Game patches gradually implemented some of those elements. The developers later released a collector's edition with "new stuff" which were actually, you guessed it, some (but not all) of the missing features... which ''still'' didn't made the game complete in the end.features labelled "new stuff". To add insult to injury, the very last patch doesn't upgrade the original release to the "collector's edition" version.
* ''VideoGame/StarTrekLegacy''. The Xbox 360 version wasn't too bad, although it suffered more bugs than a console game really should. The PC version version, on the other hand hand, was a total mess, riddled with bugs and controls that obviously hadn't been tested properly, if at all. Also, when players looked through the game directory, they found huge chunks of legacy code from the ancient ''VideoGame/StarTrekArmada'' engine, just proving [[TheyJustDidntCare how little effort had truly gone into the game's development]].



* After the closure of Black Isle Studios, producers of ''VideoGame/{{Fallout}}'', ''VideoGame/IcewindDale'' and ''VideoGame/PlanescapeTorment'', the studio was 'resurrected' through SpiritualSuccessor studios made up of much of their old staff, Obsidian Entertainment and Troika Games. Both studios have become renowned (or reviled) for their tendency to release unfinished or incomplete games:
** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' is Obsidian's crowning example. Due to Lucasarts pushing for a Christmas release, much of the last third of the game is missing, including lots of voice files and code left in that details entirely new planets, a more satisfying ending, and a bit more character exploration and personal sidequests. A fan mod was eventually released to try to implement some of it. Compounding this was some ''massive'' ExecutiveMeddling, as Obsidian was fully willing to release the rest of the game in a free patch... LucasArts said ''no'', presumably because the Xbox version wasn't Live-enabled, but still.

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* After the closure of Black Isle Studios, producers of ''VideoGame/{{Fallout}}'', ''VideoGame/IcewindDale'' and ''VideoGame/PlanescapeTorment'', the studio was 'resurrected' "resurrected" through SpiritualSuccessor studios made up of much of their old staff, Obsidian Entertainment Creator/ObsidianEntertainment and Troika Games. Creator/TroikaGames. Both studios have become renowned (or reviled) for their tendency to release unfinished or incomplete games:
games.
** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' is Obsidian's crowning example. Due to Lucasarts pushing for a [[ChristmasRushed Christmas release, release]], much of the last third of the game is missing, including lots of voice files and code left in that details entirely new planets, a more satisfying ending, and a bit more character exploration and personal sidequests. A fan mod was eventually released to try to implement some of it. Compounding this was some ''massive'' ExecutiveMeddling, as Obsidian was fully willing to release the rest of the game in a free patch... patch; LucasArts said ''no'', "no", presumably because the Xbox version wasn't Live-enabled, but still.



* ''VideoGame/DragonAgeOrigins'' is rough around the edges in hindsight. First of all, the endgame (everything post-Landsmeet) is extremely bugged, failing to recognize who was made ruler of Fereldan and ''even your character's gender''. Also, the Dwarf Noble-only sidequest, "The Prodigal Son", was so bugged that it is ''literally'' {{Unwinnable}} without mods. Most of the DLC post-Warden's Keep were notoriously full of bugs and glitches upon initial release, most notable "Return to Ostagar" (which had to be delayed for ''over a month'' because it was practically unplayable), "[[VideoGame/DragonAgeOriginsAwakening Awakening]]" (which even those who liked it agreeing it was most likely rushed) and "Witch Hunt". Thankfully, the combination of patches (both Bioware and fanmade) and special mods have removed these issues, or at the very least mitigated them.
** To this day (in the Xbox 360 version, at least), "The Prodigal Son" will sometimes pop up in the "Completed Quests" folder with the notation that you failed to provide a noble home for your son... even if your character isn't a Dwarf Noble and has no son.

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* ''Franchise/DragonAge'':
**
''VideoGame/DragonAgeOrigins'' is rough around the edges in hindsight. First of all, the The endgame (everything post-Landsmeet) is extremely bugged, failing to recognize who was made ruler of Fereldan and ''even your character's gender''. Also, the The Dwarf Noble-only sidequest, "The Prodigal Son", was so bugged that it is ''literally'' {{Unwinnable}} without mods. mods (and still causes issues in the "Completed Quests" folder). Most of the DLC post-Warden's Keep were notoriously full of bugs and glitches upon initial release, most notable notably "Return to Ostagar" (which had to be delayed for ''over over a month'' month because it was practically unplayable), "[[VideoGame/DragonAgeOriginsAwakening Awakening]]" (which even those who liked it agreeing it agreed was most likely rushed) rushed), and "Witch Hunt". Thankfully, the combination of patches (both Bioware and fanmade) and special mods have removed these issues, or at the very least mitigated them.
** To this day (in the Xbox 360 version, at least), "The Prodigal Son" will sometimes pop up in the "Completed Quests" folder with the notation that you failed to provide a noble home for your son... even if your character isn't a Dwarf Noble and has no son.
these issues.



** ''VideoGame/DragonAgeInquisition'' was loaded with both major and minor bugs from the very beginning. Unparallelled among them, however, is the notorious Patch 4. Bad enough that the whole thing was nearly seven gigabytes, but an error in programming it for the Xbox One ports caused it to ''[[EpicFail automatically uninstall and reinstall the entire game.]]''

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** ''VideoGame/DragonAgeInquisition'' was loaded with both major and minor bugs from the very beginning. Unparallelled among them, however, is the notorious Patch 4. Bad enough that the whole thing was nearly seven gigabytes, but an error in programming it for the Xbox One ports caused it to ''[[EpicFail [[EpicFail automatically uninstall and reinstall the entire game.]]'']]



* DarkSun Wake of the Ravager was plagued with such issues as disappearing doors that left the player permanently stuck, [=NPCs=] who continued to speak and act after death, inability to complete quests, and best of all, enemies, allies, terrain, and even equipment vanishing permanently for no good reason. An official patch fixed only a small amount of game-breaking problems. Completing this bug-encrusted piece of shit is only possible through extreme abuse of multiple save slots.

to:

* DarkSun ''VideoGame/DarkSun: Wake of the Ravager Ravager'' was plagued with such issues as disappearing doors that left the player permanently stuck, [=NPCs=] who continued to speak and act after death, inability to complete quests, and best of all, enemies, allies, terrain, and even equipment vanishing permanently for no good reason. An official patch fixed only a small amount of game-breaking problems. Completing this bug-encrusted piece of shit game is only possible through extreme abuse of multiple save slots.



** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', of course, had a number of bugs on release but its expansions landed like a wrecking ball: ''[[ExpansionPack Tribunal]]'' had a number of elite assassins attacking you night after night regardless of level, and having the audacity to even ''install'' ''[[ExpansionPack Bloodmoon]]'' rendered both the original campaign and the ''Tribunal'' expansion unwinnable and broken. A fan patch had largely taken care of this until Bethesda released their own which just created loads of new problems and questionable design decisions (Ice Armor going from the best new light armor to a mediocre medium, among others).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' carried on the trend; however, most of the Obvious Beta was with the ''[=PS3=]'' version rather than the PC, which Bethesda is used to. A couple of patches have been released to assess bugs, but plenty of bugs remain. Some of which will intentionally never be fixed because [[RuleOfFunny they're funny]]. While still buggy (with players reporting having to console-command through quests due to broken quests), the game's the ''least'' buggy of the Elder Scrolls game next to ''Morrowind''. The [=PS3=] uses a different OS. The Xbox consoles are based on Windows, with mod support planned for ''VideoGame/{{Fallout 4}}'' for the Xbox One before the [=PlayStation=] 4 even. However, the [=PlayStation=] and Nintendo's myriad consoles are not, which often means that bugs that exist in an Xbox or PC version of a game will not be in those, or vice versa. In effect, the [=PS3=] version is a PortingDisaster. It doesn't mean Bethesda's innocent, but it's far easier to understand the issue when you understand these facts, especially since Bethesda has a small staff in comparison to the size of their games. The team that worked on Skyrim was around 100 people, their largest up to then, with only Fallout 4 topping it.
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' takes the cake, however. Even though several games were shipped with design flaws or glitches, ''Daggerfall'' was the worst. How bad was it? You could at least complete the main quest in the other games without a bug making the game {{Unwinnable}}. ''Daggerfall'' was also the game where one of the patches included an official tool entitled FIXSAVE.EXE, which [[ExactlyWhatItSaysOnTheTin as its name implies]], was meant to repair errors in saved game files because they were too common to tell all affected players to restart the game. They also ended up publicizing some cheats, such as a dungeon teleportation spell, because the glitchy collision system in the engine tended to let people slip between the world geometry and into "The Void", where they'd fall forever otherwise, and because of the game's use of randomly generated dungeons could often result in dungeons without exits.
* The PC release of ''VideoGame/{{Rampage}}: World Edition'' was a ''literal'' Obvious Beta. '''If''' you were able to get it to run at all, it had the words "Beta Release" in all four corners of the screen.
* ''VideoGame/LordsOfMagic'' remained beta for a very long time after release. The developers admitted they [[ChristmasRushed rushed it out to cash in on holiday sales]].
* While ''VideoGame/LeagueOfLegends'' went live without many hitches, Yorick the Gravedigger could be considered this. When he was released, he was considered "Worthless" because his abilities were, well, practically a beta. It also didn't help that his ult was supposedly changed from development to release and was full of bugs.

to:

** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', of course, had a number of bugs on release release, but its expansions landed like a wrecking ball: ball. ''[[ExpansionPack Tribunal]]'' had a number of elite assassins attacking you night after night regardless of level, and having the audacity to even ''install'' ''[[ExpansionPack Bloodmoon]]'' rendered both the original campaign and the ''Tribunal'' expansion unwinnable and broken. A fan patch had largely taken care of this until Bethesda released their own own, which just created loads of new problems and questionable design decisions (Ice Armor going from the best new light armor to a mediocre medium, among others).
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' carried on the trend; however, most of the Obvious Beta was with the ''[=PS3=]'' [=PS3=] version rather than the PC, which Bethesda is used to. A couple of patches have been released to assess bugs, but plenty of bugs remain. remain, like broken quests. Some of which them will intentionally never be fixed because [[RuleOfFunny they're funny]]. While still buggy (with players reporting having to console-command through quests due to broken quests), the game's the ''least'' buggy of the Elder Scrolls game next to ''Morrowind''. The [=PS3=] uses a different OS. The Xbox consoles are based on Windows, with mod support planned for ''VideoGame/{{Fallout 4}}'' for the Xbox One before the [=PlayStation=] 4 even. However, the [=PlayStation=] and Nintendo's myriad consoles are not, which often means that bugs that exist in an Xbox or PC version of a game will not be in those, or vice versa. In effect, the [=PS3=] version is a PortingDisaster. It doesn't mean Bethesda's innocent, but it's far easier to understand the issue when you understand these facts, especially since Bethesda has a small staff in comparison to the size of their games. The team that worked on Skyrim was around 100 people, their largest up to then, with only Fallout 4 topping it.
PortingDisaster considering its different OS.
** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' takes the cake, however. Even though several games were shipped with design flaws or glitches, ''Daggerfall'' was the worst. How bad was it? cake. You could at least complete the main quest in the other games without a bug making the game {{Unwinnable}}.{{Unwinnable}}, but not here. ''Daggerfall'' was also the game where one of the patches included an official tool entitled FIXSAVE.EXE, which [[ExactlyWhatItSaysOnTheTin as its name implies]], was meant to repair errors in saved game files because they were too common to tell all affected players to restart the game. They also ended up publicizing some cheats, such as a dungeon teleportation spell, because the glitchy collision system in the engine tended to let people slip between the world geometry and into "The Void", where they'd fall forever otherwise, and because of the game's use of randomly generated dungeons could often result in dungeons without exits.
* The PC release of ''VideoGame/{{Rampage}}: World Edition'' was a ''literal'' Obvious Beta. '''If''' If you were able to get it to run at all, it had the words "Beta Release" in all four corners of the screen.
* ''VideoGame/LordsOfMagic'' remained in beta for a very long time after release. The developers admitted they [[ChristmasRushed rushed it out to cash in on holiday sales]].
* While ''VideoGame/LeagueOfLegends'' went live without many hitches, Yorick the Gravedigger could be considered this. was an Obvious Beta. When he was released, he was considered "Worthless" worthless because his abilities were, well, practically a beta. It also didn't help that his His ult was also supposedly changed from development to release and was full of bugs.



* The sequel to ''VideoGame/SwordOfTheStars'', ''Lords of Winter'', was released as a ''literal'' beta in November 2011 due to an erroneous upload of a pre-release candidate to the Steam servers instead of the intended release candidate. It was successfully replaced by the release candidate 24 hours later, at which point the delighted audience discovered that the actual release candidate wasn't much of an improvement and was riddled with several bugs. Kerberos Productions have yet, as of January 2012, declared that they feel the game is at the 'release' stage and bugfixes keep coming out on a near-weekly basis.
* ''Might and Magic: Heroes VI'' is this despite testing including open beta. At the moment of this entry developer is working on a patch that should fix some issues that were known since then; fan created bug list contains over 120 issues and quite a bit of them almost game breaking.
* ''VideoGame/{{Postal}} III''. While the Postal series isn't known for its high production values, the game's initial release suffers from frequent crashing on some systems, the AI failing, broken Steam achievements, sound issues, [[http://www.youtube.com/watch?v=ZRJIXCPYY6c among other things]]. Additionally the style was quite a departure from what RWS had in mind before Akella took over production, making it much more cartoonish. Free-roam mode was cut and later put out in a patch and there is no multiplayer, despite its development being credited, as it was canned at some point. Also, the game was quite underpromoted and wasn't out on Steam until two months after its official release date, instead having to be purchased directly from RWS' website or other minor retailers. Reception (fan and critical) is mixed to negative, with one of RWS' developers saying "the whole thing was rather tragic".
* ''VideoGame/{{Magicka}}'' had numerous game-breaking or crashing bugs on release; multiplayer was especially buggy, and laggy because it used ridiculous amounts of bandwidth (far more than an average FPS game). After many of these bugs were fixed, the developers added the [[SelfDeprecation "Bug Staff" and "Crash To Desktop" spell]] to the game.

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* The sequel to ''VideoGame/SwordOfTheStars'', ''Lords of Winter'', was released as a ''literal'' beta in November 2011 due to an erroneous upload of a pre-release candidate to the Steam servers instead of the intended release candidate. It was successfully replaced by the release candidate 24 hours later, at which point the delighted audience discovered that the actual release candidate wasn't much of an improvement and was riddled with several bugs. Kerberos Productions have yet, as of January 2012, declared anyway that they feel felt the game is at the 'release' stage release stage, and bugfixes keep bug fixes kept coming out on a near-weekly basis.
* ''Might and Magic: Heroes VI'' is this has issues despite testing including open beta. At the moment of this entry developer is working on a patch that should fix some issues that were known since then; fan created A fan-created bug list contains over 120 issues issues, and quite a bit of them almost game breaking.
were {{Game Breaker}}s.
* ''VideoGame/{{Postal}} III''. While the Postal series isn't known for its high production values, the game's initial release suffers from frequent crashing on some systems, the AI failing, broken Steam achievements, and sound issues, [[http://www.youtube.com/watch?v=ZRJIXCPYY6c among other things]]. Additionally Additionally, the style was quite a departure from what RWS had in mind before Akella took over production, making it much more cartoonish. Free-roam mode was cut and later put out in a patch patch, and there is no multiplayer, despite its development being credited, as it was canned at some point. Also, the game was quite underpromoted and wasn't out on Steam until two months after its official release date, instead having to be purchased directly from RWS' website or other minor retailers. Reception (fan and critical) is mixed to negative, with one of RWS' developers saying "the whole thing was rather tragic".
* ''VideoGame/{{Magicka}}'' had numerous game-breaking or crashing bugs on release; multiplayer was especially buggy, buggy and laggy laggy, the latter because it used ridiculous amounts of bandwidth (far more than an average FPS game). After many of these bugs were fixed, the developers added the [[SelfDeprecation "Bug Staff" and "Crash To Desktop" spell]] to the game.



* Merit Software's ''Command Adventures: Starship'' can become unplayable about halfway through. When you attempt to send a team to a planet, the default action sound will 'bleep' three times and you're kicked back into space. At times, you'll find crew members vanishing and eventually it gets so bad you can't even get into the shop and other sections of the Starbases. Merit intended Starship to be the first in a series of Command Adventures games but it ended up being a StillbornFranchise instead.

to:

* Merit Software's ''Command Adventures: Starship'' can become unplayable about halfway through. When you attempt to send a team to a planet, the default action sound will 'bleep' "bleep" three times and you're kicked back into space. At times, you'll find crew members vanishing vanishing, and eventually it gets so bad you can't even get into the shop and other sections of the Starbases. Merit intended Starship ''Starship'' to be the first in a series of Command Adventures games ''Command Adventures'' games, but it ended up being a StillbornFranchise instead.



* ''VideoGame/LEGOIsland 2'' was beyond rushed in the middle of its development. Almost 50% of what was intended was cut entirely (for instance, there was going to be a cave area with many more sub-games). And the fifty percent that was done didn't even look half-complete; the physics were basic, the graphics were very texture-filled, [[GuideDangIt the instructions would barely give you a hint on what to do]], there was no replayability, [[LoadsAndLoadsOfLoading the load times were inexcusably long]] (sometimes going as long as ''two minutes''), and it was filled with various glitches, not uncommonly [[GameBreakingBug game-breaking]]. The [=PlayStation=] version was based on this one, so it too was incomplete in the same way. The Game Boy Color/Advance versions weren't, though, although opinions still tend to vary on them.

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* ''VideoGame/LEGOIsland 2'' was beyond rushed in the middle of its development. Almost 50% of what was intended was cut entirely (for -- for instance, there was going to be a cave area with many more sub-games).sub-games. And the fifty percent that was done didn't even look half-complete; the physics were basic, the graphics were very texture-filled, [[GuideDangIt the instructions would barely give you a hint on what to do]], there was no replayability, [[LoadsAndLoadsOfLoading the load times were inexcusably long]] (sometimes going as long as ''two minutes''), and it was filled with various glitches, not uncommonly [[GameBreakingBug game-breaking]]. The [=PlayStation=] version was based on this one, so it too was incomplete in the same way. The Game Boy Color/Advance versions weren't, though, although opinions still tend to vary on them.



* ''VideoGame/TheSims3'' [[http://www.thesims3.com/game/patches suffered badly]] from this. What makes it frustrating isn't just that most of the glitches come from expansion packs, but also by the patches ''themselves'', because they're designed to work with the upcoming expansion packs, which messes up your game in its own right (e.g. telescopes not working and sims being unable to marry) and if you do buy the new expansion, ''of course'' it brings in its own set of glitches, prolonging the cycle. One of the more glaring release-day bugs? If you gave your sim a unique hair colour, ''the game would glitch them bald''.
* The ''VideoGame/{{Metroid}}'' fan game ''[[http://www.newgrounds.com/portal/view/284725 Metroid; Beginings]]'' [sic], made with UsefulNotes/AdobeFlash in 2005 and [[http://www.youtube.com/watch?v=fWTWfz4-YBc discovered]] by WebVideo/{{Retsupurae}} in 2013, qualifies on a spectacular level. The collision detection is so buggy that you can often fall through the floor for no apparent reason, and it's possible early on to get stuck in a door--the twist being that ''opening the door doesn't fix it''. It also has NoEnding, in that the author simply did not program one into the game. Lest you think we're kidding, the player who recorded WebVideo/{{Retsupurae}}'s source footage confirmed this using a ''Flash decompiler''.
* ''FBI Hostage Rescue''. Full of ArtificialStupidity, NintendoHard difficulty, [[GameBreakingBug Game Breaking Bugs]], ludicrous time limits, lack of multiplayer mode, no AI squadmates/allies, and uncomfortable-to-use weapons. Even worse, the levels can be easily UnwinnableByMistake.

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* ''VideoGame/TheSims3'' [[http://www.thesims3.com/game/patches suffered badly]] from this. What makes it frustrating isn't just that most of the glitches come from expansion packs, but also by the patches ''themselves'', because they're designed to work with the upcoming expansion packs, which messes up your game in its own right (e.(''e.g. '' telescopes not working and sims being unable to marry) and if you do buy the new expansion, ''of course'' it brings in its own set of glitches, prolonging the cycle. One of the more glaring release-day bugs? If you gave your sim a unique hair colour, ''the game would glitch them bald''.
* The ''VideoGame/{{Metroid}}'' fan game ''[[http://www.newgrounds.com/portal/view/284725 Metroid; Beginings]]'' [sic], made with UsefulNotes/AdobeFlash in 2005 and [[http://www.youtube.com/watch?v=fWTWfz4-YBc discovered]] by WebVideo/{{Retsupurae}} in 2013, qualifies on a spectacular level. The collision detection is so buggy that you can often fall through the floor for no apparent reason, and it's possible early on to get stuck in a door--the door -- the twist being that ''opening the door doesn't fix it''. It also has NoEnding, in that the author simply did not program one into the game. Lest you think we're kidding, the player who recorded WebVideo/{{Retsupurae}}'s source footage confirmed this using a ''Flash decompiler''.
* ''FBI Hostage Rescue''. Full of ArtificialStupidity, NintendoHard difficulty, [[GameBreakingBug Game Breaking Bugs]], ludicrous time limits, lack of multiplayer mode, no AI squadmates/allies, and uncomfortable-to-use weapons. Even worse, the levels can be easily UnwinnableByMistake.
Flash decompiler.



* VideoGame/{{Furcadia}} is an inversion: It's a complete, working game, with no more [[{{Pun}} Bugges]] than most finished games--but has been in ''Alpha'' stage for nearly 17 years.
* The ''Extreme Paintbrawl'' series of video games. Your team had [[ArtificialStupidity no programmed AI routines]], so they would either run straight into a wall at the beginning of a match or randomly flail around like they were having epileptic seizures. You could shoot paint at the sky, and it wouldn't disappear. The "practice mode" was just an empty arena. And so on.

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* VideoGame/{{Furcadia}} is an inversion: It's a complete, working game, with no more [[{{Pun}} Bugges]] than most finished games--but has been in ''Alpha'' "Alpha" stage for nearly 17 years.
* The ''Extreme Paintbrawl'' series of video games. Your team had [[ArtificialStupidity no programmed AI routines]], so they would either run straight into a wall at the beginning of a match or randomly flail around like they were having epileptic seizures. You could shoot paint at the sky, and it wouldn't disappear. The "practice mode" was just an empty arena. And so on.



* ''VideoGame/StarTrekOnline'' launched as this basically. Almost identical to the ''Fallout: New Vegas'' example above, the team at Cryptic bought the rights after Perpetual had dicked for about [[{{Vaporware}} half a decade not making the game]]. With the license on a tight deadline for release, they got the game out in about a year, and had crappy content, crappy graphics and a buggy as hell game. The plus side is, Cryptic spent the next 4 years of the game's life burying this content (and in the last two seasons, straight up replacing the story missions from launch with remastered versions) and making actual quality content. The dev team has been on the record that they will eventually get around to replacing ''all'' of the old story missions with properly done versions [[ThatOneLevel (with a few unwanted missions torn out entirely)]].

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* ''VideoGame/StarTrekOnline'' launched as this basically.an Obvious Beta. Almost identical to the ''Fallout: New Vegas'' example above, the team at Cryptic bought the rights after Perpetual had dicked for about [[{{Vaporware}} half a decade not making the game]]. With the license on a tight deadline for release, they got the game out in about a year, and had crappy content, crappy graphics graphics, and a buggy as hell game. The plus side is, Cryptic spent the next 4 four years of the game's life burying this content (and in the last two seasons, straight up replacing the story missions from launch with remastered versions) and making actual quality content. The dev team has been on the record that they will eventually get around to replacing ''all'' of the old story missions with properly done versions [[ThatOneLevel (with a few unwanted missions torn out entirely)]].



* The ''VideoGame/{{Doom}} II'' [[GameMod PWAD]] ''[[http://doomwiki.org/wiki/NewDoom_Community_Project_II NewDoom Community Project II]]'' spent three years in development, only to be released in a terribly buggy state. How bad are we talking? Among other things, you can't finish the second level without cheating (with a code or an [[SequenceBreaking exploit]]) because you otherwise get locked in a required room with no way out. The [=NewDoom=] community died a few months later, leaving an official fixed version in limbo.

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* The ''VideoGame/{{Doom}} II'' [[GameMod PWAD]] ''[[http://doomwiki.org/wiki/NewDoom_Community_Project_II NewDoom Community Project II]]'' spent three years in development, only to be released in a terribly buggy state. How bad are we talking? Among other things, you can't finish the second level without cheating (with a code or an [[SequenceBreaking exploit]]) because you otherwise get locked in a required room with no way out. The [=NewDoom=] community died a few months later, leaving an official fixed version in limbo.



* While quest- or combat-related bugs were relatively few, ''VideoGame/WarhammerOnline'' shipped without several major features: Each racial pairing set of zones were supposed to have their own capitol cities, but only the Order/Chaos (human) ones were ready to actually be entered (and the other cities were never completed, with '''all''' characters eventually starting in the human zones); two of the classes had been going through constant rewrites and changes and weren't released (finally put out as the Dwarf Slayer and the Ork Choppa) until several patches in; instanced PVP matches were quite badly implemented and lead to interminable queuing. On top of all that, the standard "load lag" of large numbers of player characters coming on screen at once ended up being either individual floating body-parts or totally invisible. The given statements stated that "due to late-developmental issues, the team was simply unable to compensate for all issues before release," which many fans took to mean "The bigwigs at EA that bought Mythic are [[ExecutiveMeddling sticking their noses in everything]] and forcing us to release early," especially in retrospect for some of their decisions with other games. There was also a severe issue involving server stability above certain (incredibly low) population levels, despite being released with several dozen servers to log into that caused player population to always be distressingly small in any one area outside a major city.
* The PC release of ''VideoGame/DarkSouls'' was both this and a PortingDisaster. Creator/FromSoftware slapped the port together and put it on PC simply due to a fan petition (despite their admitted inexperience with PC games) and it shows. Tiny resolution, terrible controls, garbled sound, and bad graphics were only the beginning. It also had plenty of bugs before patches -- it was possible to skip everything after getting the Lordvessel by glitching through doors to get to the final boss, severals spells were so massively overtuned and/or buggy that they made the game trivial, and just hitting Black Knights with certain weapons would ''[[GameBreakingBug instantly crash the game]]''. While the major bugs were fixed very quickly, the resolution and controls were never patched, although the modding community has fixed them since release.

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* While quest- or combat-related bugs were relatively few, ''VideoGame/WarhammerOnline'' shipped without several major features: features. Each racial pairing set of zones were supposed to have their own capitol cities, but only the Order/Chaos (human) ones were ready to actually be entered (and entered; the other cities were never completed, with '''all''' all characters eventually starting in the human zones); two zones. Two of the classes had been going through constant rewrites and changes and weren't released (finally put out as the Dwarf Slayer and the Ork Choppa) until several patches in; instanced in. Instanced PVP matches were quite badly implemented and lead to interminable queuing. On top of all that, the The standard "load lag" of large numbers of player characters coming on screen at once ended up being either individual floating body-parts body parts or totally invisible. The given statements developers stated that "due to late-developmental issues, the team was simply unable to compensate for all issues before release," which many fans took to mean "The bigwigs at EA that bought Mythic are [[ExecutiveMeddling sticking their noses in everything]] and forcing us to release early," especially in retrospect for some of their decisions with other games. There was also a severe issue involving server stability above certain (incredibly low) population levels, despite being released with several dozen servers to log into that caused player population to always be distressingly small in any one area outside a major city.
* The PC release of ''VideoGame/DarkSouls'' was both this and a PortingDisaster. Creator/FromSoftware slapped the port together and put it on PC simply due to a fan petition (despite their admitted inexperience with PC games) games), and it shows. Tiny resolution, terrible controls, garbled sound, and bad graphics were only the beginning. It also had plenty of bugs before patches -- it was possible to skip everything after getting the Lordvessel by glitching through doors to get to the final boss, severals spells were so massively overtuned and/or buggy that they made the game trivial, and just hitting Black Knights with certain weapons would ''[[GameBreakingBug [[GameBreakingBug instantly crash the game]]''.game]]. While the major bugs were fixed very quickly, the resolution and controls were never patched, although the modding community has fixed them since release.



* While there aren't really any blatant gameplay bugs, the port of ''VideoGame/DarkSoulsIII'' is a technical mess filled with frequent slowdowns and crashing. One of the more crippling - and hilariously ironic - bugs causes the game to crash when using a bonfire.
* ''Battlecruiser 3000AD'' was launched far [[ExecutiveMeddling too early by its publisher]] after existing in an (apparent) state of nigh-VaporWare for years - being an "everything" simulator a la today's ''Videogame/StarCitizen'' but with a tiny fraction of the budget and employees tends to do that -- leading to the game being critically panned due to a plethora of bugs and lack of documentation. The creator sued, settled out-of-court, and released several patches and an UpdatedReRelease to address the bugs.

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* While there aren't really any blatant gameplay bugs, the port of ''VideoGame/DarkSoulsIII'' is a technical mess filled with frequent slowdowns and crashing. One of the more crippling - -- and hilariously ironic - -- bugs causes the game to crash when using a bonfire.
* ''Battlecruiser 3000AD'' was launched far [[ExecutiveMeddling too early by its publisher]] after existing in an (apparent) state of nigh-VaporWare for years - -- being an "everything" simulator a la ''a la'' today's ''Videogame/StarCitizen'' but with a tiny fraction of the budget and employees tends to do that -- leading that. This led to the game being critically panned due to a plethora of bugs and lack of documentation. The creator sued, settled out-of-court, out of court, and released several patches and an UpdatedReRelease to address the bugs.



* ''Air Control'' was a game released on Steam that has errors apparant right from the beginning of gameplay. The player character's head moves around while selecting menu options, several debug buttons appear at times, the gameplay chaotically switches from one style and storyline to another, giant green blocks presumably indicating something is clickable appears... it was eventually pulled from Steam and there is still some debate as to if this was all [[StylisticSuck an intentional attempt at making a bad game]] to show how gullible people are to buying anything without getting review info, or if it really was rushed.

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* ''Air Control'' was a game released on Steam that has errors apparant right from the beginning of gameplay. The player character's head moves around while selecting menu options, several debug buttons appear at times, the gameplay chaotically switches from one style and storyline to another, and giant green blocks presumably indicating something is clickable appears... it appears. It was eventually pulled from Steam Steam, and there is still some debate as to if this was all [[StylisticSuck an intentional attempt at making a bad game]] to show how gullible people are to buying anything without getting review info, or if it really was rushed.



** Characters that are friendly have in-game entities hostile to Caleb. If a cutscene ends too early, which is a bug of its own, they ''will'' attack you if you're close enough, and given the power of their weapons, they '''''will''''' kill you. In turn, you can slaughter them to no ill effects. Gabriella at the end of Chapter One is a notable example.

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** Characters that are friendly have in-game entities hostile to Caleb. If a cutscene ends too early, which is a bug of its own, they ''will'' will attack you if you're close enough, and given the power of their weapons, they '''''will''''' ''will'' kill you. In turn, you can slaughter them to no ill effects. Gabriella at the end of Chapter One is a notable example.



* ''[[VideoGame/RealmsOfArkania Realms of Arkania HD]]'' remake was rushed out in ''pre-alpha'' stage at best, with many obvious missing features and loads of bugs. It was vastly improved with more than 30 patches released within the year. The rush was a [[ExecutiveMeddling direct order from the publisher's order]], despite the protest from the developers.

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* ''[[VideoGame/RealmsOfArkania Realms of Arkania HD]]'' remake was rushed out in ''pre-alpha'' pre-alpha stage at best, with many obvious missing features and loads of bugs. It was vastly improved with more than 30 patches released within the year. The rush was a [[ExecutiveMeddling direct order from the publisher's order]], despite the protest from the developers.



* ''VideoGame/{{Hatred}}'' was strongly criticized for this trope on its release. Its near-lack of optimization and anemic options menu caused massive slowdowns even on powerful machines (in a ''top-down twin stick shooter'' no less). The devs later released the free ''Survival'' DLC which fixed nearly all the optimization issues, along with adding many more options and expanding the single player campaign to boot.
* The PC version of ''VideoGame/BatmanArkhamKnight'' was handled by Creator/IronGalaxyStudios and was wrought with lots of glitches and graphical issues on launch ([[http://kotaku.com/sources-warner-bros-knew-that-arkham-knight-pc-was-a-1714915219 known for months prior to release]], apparently). This was so bad that the game was almost immediately rescinded after launching from stores like Steam in order to try to suss them out. This happened in June 2015 and the game was not returned to digital distribution storefronts until the very end of October... where it was ''still'' steeped with problems (such as requiring an absurd ''12 GB'' of RAM to run on Windows 10 without issue). WB Games have, tragically, [[http://arstechnica.com/gaming/2015/11/warner-issues-refunds-for-broken-batman-arkham-knight-again/ basically washed their hands of the matter]] by offering refunds (regardless of playtime) until the end of 2015 and admitting there are things they simply ''can't'' fix (a similar story was told of the PC version of ''Arkham Origins'', which had several [[UnwinnableByMistake progression-halting issues]] and WB walked away from it in order to put their resources into DownloadableContent for the game).

to:

* ''VideoGame/{{Hatred}}'' was strongly criticized for this trope on its release. Its near-lack of optimization and anemic options menu caused massive slowdowns even on powerful machines (in a ''top-down top-down twin stick shooter'' shooter no less). The devs later released the free ''Survival'' DLC which fixed nearly all the optimization issues, along with adding many more options and expanding the single player campaign to boot.
* The PC version of ''VideoGame/BatmanArkhamKnight'' was handled by Creator/IronGalaxyStudios and was wrought with lots of glitches and graphical issues on launch ([[http://kotaku.com/sources-warner-bros-knew-that-arkham-knight-pc-was-a-1714915219 known for months prior to release]], apparently). This was so bad that the game was almost immediately rescinded after launching from stores like Steam in order to try to suss them out. This happened in June 2015 and the game was not returned to digital distribution storefronts until the very end of October... October, where it was ''still'' steeped with problems (such as requiring an absurd ''12 GB'' of RAM to run on Windows 10 without issue). WB Games have, tragically, [[http://arstechnica.com/gaming/2015/11/warner-issues-refunds-for-broken-batman-arkham-knight-again/ basically washed their hands of the matter]] by offering refunds (regardless of playtime) until the end of 2015 and admitting there are things they simply ''can't'' fix (a similar story was told of the PC version of ''Arkham Origins'', which had several [[UnwinnableByMistake progression-halting issues]] and WB walked away from it in order to put their resources into DownloadableContent for the game).



* Creator/SternPinball's ''[[Pinball/BatmanStern Batman]]'' had several truncated modes which indicate the game was unfinished before it shipped. The most prominent example is "Final Challenge", the game's WizardMode... which was completely absent until a 2010 software update added one.

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* Creator/SternPinball's ''[[Pinball/BatmanStern Batman]]'' had several truncated modes which indicate the game was unfinished before it shipped. The most prominent example is "Final Challenge", the game's WizardMode... WizardMode, which was completely absent until a 2010 software update added one.



* ''[[VideoGame/SonicTheHedgehog2006 Sonic the Hedgehog]]'' for UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}} (AKA ''Sonic '06'', to distinguish it from [[VideoGame/SonicTheHedgehog1 the 16-bit and 8-bit games]]) featured poor controls, poor hit detection, graphical errors, framerate problems, placeholder graphics from the old UsefulNotes/SegaDreamcast games and LoadsAndLoadsOfLoading, with a distinct possibility of spending more time loading the game than playing it. It ended up that way due to [[ChristmasRushed rushing for a Christmas release]].
** See [[http://www.youtube.com/watch?v=01mrBqkoOis this]] playtest.
** Describing this game's issues alone could take up this entire page. Numerous features that were intended to be part of the final game, including more abilities and daytime transitions were dropped/incomplete, and the physics engine is [[http://www.youtube.com/watch?v=ze582VGaAkY notoriously buggy]]. Fans eventually found out that [[ExecutiveMeddling Sega had fired its entire bug testing crew prior to the game's completion]].
* ''VideoGame/FarCry: Vengeance'' for the Wii was a mess of a game with laggy framerates, [[{{DummiedOut}} cut content]], and sloppily done visuals, obviously rushed out just to put a Far Cry game on the Wii for the sake of it.

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* ''[[VideoGame/SonicTheHedgehog2006 Sonic the Hedgehog]]'' for UsefulNotes/{{Xbox 360}} and UsefulNotes/{{PlayStation 3}} (AKA ''Sonic '06'', to distinguish it from [[VideoGame/SonicTheHedgehog1 the 16-bit and 8-bit games]]) featured poor controls, poor hit detection, graphical errors, framerate problems, placeholder graphics from the old UsefulNotes/SegaDreamcast games games, a [[http://www.youtube.com/watch?v=ze582VGaAkY notoriously buggy]] physics engine, missing content, and LoadsAndLoadsOfLoading, with a distinct possibility of spending more time loading the game than playing it. It ended up that way due to [[ChristmasRushed rushing for a Christmas release]].
** See
release]] and Sega firing its entire bug-testing crew prior to the game's release. The game's issues could take up an entire page, but we'll leave you with [[http://www.youtube.com/watch?v=01mrBqkoOis this]] playtest.
** Describing this game's issues alone could take up this entire page. Numerous features that were intended to be part of the final game, including more abilities and daytime transitions were dropped/incomplete, and the physics engine is [[http://www.youtube.com/watch?v=ze582VGaAkY notoriously buggy]]. Fans eventually found out that [[ExecutiveMeddling Sega had fired its entire bug testing crew prior to the game's completion]].
* ''VideoGame/FarCry: Vengeance'' for the Wii was a mess of a game with laggy framerates, [[{{DummiedOut}} cut content]], and sloppily done sloppy visuals, obviously rushed out just to put a Far Cry ''Far Cry'' game on the Wii for the sake of it.



* ''VideoGame/{{Haze}}'' at first was promoted as having a new task-based AI system which was licensed by Free Radical Design, then found not to work at all on the hardware they were designing for. The game slipped for over a year, with early trailers having nothing to do with the final plotline. The end result had obvious missing functions [the two rifles were clearly designed with underbarrel mounts], poor visuals, stodgy AI, ridiculously repeated samples and a disjointed, pretentious plotline. Since FRD had promoted all their other projects as using the distinctly unimpressive Haze engine, they duly lost all their custom and collapsed shortly afterwards.

to:

* ''VideoGame/{{Haze}}'' at first was promoted as having a new task-based AI system which was licensed by Free Radical Design, then found not to work at all on the hardware they were designing for. The game slipped for over a year, with early trailers having nothing to do with the final plotline. The end result had obvious missing functions [the (''e.g.'' two rifles were clearly designed with underbarrel mounts], mounts), poor visuals, stodgy AI, ridiculously repeated samples samples, and a disjointed, pretentious plotline. Since FRD had promoted all their other projects as using the distinctly unimpressive Haze engine, they duly lost all their custom customers and collapsed shortly afterwards.



* Notoriously, the XBox360 version of ''Videogame/AloneInTheDark2008''. The UsefulNotes/PlayStation3 version fared better, but still had its issues.

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%% * Notoriously, the XBox360 version of ''Videogame/AloneInTheDark2008''. The UsefulNotes/PlayStation3 version fared better, but still had its issues.



* ''Major League Baseball 2K9'' for the Xbox 360. [[http://www.youtube.com/watch?v=AbIVUgW0t0o This video sums it up pretty well]]. Not enough proof? Okay, [[http://www.youtube.com/watch?v=HN3cGmtm81g one more]].\\
\\
The developers were surprisingly upfront about this in later interviews. ExecutiveMeddling led to them having only nine months to develop the game instead of the usual (for that series) 12 months.
* The 2010 reboot of ''VideoGame/MedalOfHonor'' is a glitchfest riddled with {{Game Breaking Bug}}s. Creator/ElectronicArts doesn't usually rush out games like this. What were they thinking? One level has a huge glitch that causes an entire section of the level to go missing, leaving only the bottomless void.
* If ''VideoGame/HarryPotter and the Deathly Hallows: Part One'' was ever tested, it wasn't done very thoroughly; the game's makers and testers never picked up on the fact that the invisibility cloak (when it actually works) breaks most levels wide open, causing event triggers to fail, enemies to simply stand stock still and, hilariously, putting it on while fighting the final boss ''causes you to win the entire game almost instantly''.

to:

* ''Major League Baseball 2K9'' for the Xbox 360. [[http://www.youtube.com/watch?v=AbIVUgW0t0o This video sums it up pretty well]]. Not enough proof? Okay, [[http://www.youtube.com/watch?v=HN3cGmtm81g one more]].\\
\\
The developers were surprisingly upfront about this in later interviews. ExecutiveMeddling led to them having only nine months to develop the game instead of the usual (for that series) 12 months.
* The 2010 reboot of ''VideoGame/MedalOfHonor'' is a glitchfest riddled with {{Game Breaking Bug}}s. Creator/ElectronicArts doesn't usually rush out games like this. What were they thinking? One level has a huge glitch that causes an entire section of the level to go missing, leaving only the bottomless void.
* If ''VideoGame/HarryPotter and the Deathly Hallows: Part One'' was ever tested, it wasn't done very thoroughly; the thoroughly. The game's makers and testers never picked up on the fact that the invisibility cloak (when it actually works) breaks most levels wide open, causing event triggers to fail, enemies to simply stand stock still and, hilariously, putting it on while fighting the final boss ''causes you to win the entire game almost instantly''.



* The Wii port of ''VideoGame/SamAndMax: Season 1'' suffers from countless problems: The cursor getting permanently stuck in the lower-right corner of the screen, horrible texture compression (leaving several visual or text-based gags incomprehensible), random crashing, [[LoadsAndLoadsOfLoading long loading times]], the list goes on. Whatever you do, never, '''ever''' buy the Wii port.

to:

* The Wii port of ''VideoGame/SamAndMax: Season 1'' suffers from countless problems: The cursor getting permanently stuck in the lower-right corner of the screen, horrible texture compression (leaving several visual or text-based gags incomprehensible), random crashing, [[LoadsAndLoadsOfLoading long loading times]], the list goes on. Whatever you do, never, '''ever''' buy the Wii port.



* ''VideoGame/BatmanArkhamOrigins'' generally got good reviews but became rather famous for being '''a lot''' more buggy than the other ''VideoGame/BatmanArkhamSeries'' titles. A couple of them were {{Game Breaking Bug}}s, preventing you from progressing through a story-relevant location and leaving you stuck. Others included enemies who were obviously incapacitated but still trying to hit you, getting stuck in a landing pose with your cape expanded, and sometimes just unrefined combat controls. The game was outsourced to WB Games Montreal with all the game programming Creator/{{Rocksteady}} made for the other games, leading to a lot of OnlyTheCreatorDoesItRight. Although the management of WB Games did apologize for how glitchy it turned out, and released patches for all of the major issues.

to:

* ''VideoGame/BatmanArkhamOrigins'' generally got good reviews but became rather famous for being '''a lot''' a lot more buggy than the other ''VideoGame/BatmanArkhamSeries'' titles. A couple of them were {{Game Breaking Bug}}s, preventing you from progressing through a story-relevant location and leaving you stuck. Others included enemies who were obviously incapacitated but still trying to hit you, getting stuck in a landing pose with your cape expanded, and sometimes just unrefined combat controls. The game was outsourced to WB Games Montreal with all the game programming Creator/{{Rocksteady}} made for the other games, leading to a lot of OnlyTheCreatorDoesItRight. Although the management of WB Games did apologize for how glitchy it turned out, and released patches for all of the major issues.



* ''VideoGame/DarksidersII''. The controls randomly stop working completely (at least in the PC version) whenever you exit the Chronicle and the game randomly crashes after certain cutscenes, most infamously the ones before and after the [[spoiler:Lilith]] boss fight. In fact, that one crash can literally make the game {{Unwinnable}} since there is ''no'' solution to it other than ''completely starting the game over''. And due to THQ going under, it is ''highly'' unlikely any of this will ever be fixed.
* ''[[VideoGame/GrandTheftAutoV Grand Theft Auto Online]]'' is considered to be this by a rather large portion of those who have played it. Over a year after its initial release, it's still filled with {{Game Breaking Bug}}s and exploits that have yet to be patched, [[GameBreaker grossly overpowered]] vehicles and weapons that are still unbalanced, and the use of mods that can easily give one GodMode with no repercussions whatsoever still runs rampant. Most suspect this constant rebalancing and bug fixing is the #1 reason why heists, the most anticipated feature of Online, [[{{Vaporware}} were MIA far longer than intended]].

to:

* ''VideoGame/DarksidersII''. The controls randomly stop working completely (at least in the PC version) whenever you exit the Chronicle and the game randomly crashes after certain cutscenes, most infamously the ones before and after the [[spoiler:Lilith]] boss fight. In fact, that one crash can literally make the game {{Unwinnable}} since there is ''no'' solution to it other than ''completely completely starting the game over''. over. And due to THQ going under, it is ''highly'' highly unlikely any of this will ever be fixed.
* ''[[VideoGame/GrandTheftAutoV Grand Theft Auto Online]]'' is considered to be this by a rather large portion of those who have played it. Over Online]]'', over a year after its initial release, it's is still filled with {{Game Breaking Bug}}s and exploits that have yet to be patched, [[GameBreaker grossly overpowered]] vehicles and weapons that are still unbalanced, and the use of mods that can easily give one GodMode with no repercussions whatsoever still runs rampant. Most suspect this constant rebalancing and bug fixing is the #1 main reason why heists, the most anticipated feature of Online, [[{{Vaporware}} were MIA far longer than intended]].



* ''VideoGame/SonicBoom: Rise of Lyric'' for the UsefulNotes/WiiU took four years to make, yet looks like a beta version rushed to release thanks to a TroubledProduction. It's possible to [[GameBreaker infinitely extend Knuckles' jump]] by ''[[https://www.youtube.com/watch?v=ZPwXKHqdXDw pausing the game mid-jump]]''; you can [[https://www.youtube.com/watch?v=D8V0vM_ra6M respawn outside arenas]] with forcefields that turn off only when you kill the enemies ''in'' them ([[GameBreakingBug making the level]] UnwinnableByMistake); and it's far too easy to go [[https://www.youtube.com/watch?v=N3gpRHPuifg out]] [[https://www.youtube.com/watch?v=iSxzOxGb_bE of]] [[http://i.imgur.com/LIzFmYC.jpg bounds]].

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* ''VideoGame/SonicBoom: Rise of Lyric'' for the UsefulNotes/WiiU took four years to make, yet looks like a beta version rushed to release thanks to a TroubledProduction. It's possible to [[GameBreaker infinitely extend Knuckles' jump]] by ''[[https://www.[[https://www.youtube.com/watch?v=ZPwXKHqdXDw pausing the game mid-jump]]''; mid-jump]]; you can [[https://www.youtube.com/watch?v=D8V0vM_ra6M respawn outside arenas]] with forcefields that turn off only when you kill the enemies ''in'' them ([[GameBreakingBug making the level]] UnwinnableByMistake); and it's far too easy to go [[https://www.youtube.com/watch?v=N3gpRHPuifg out]] [[https://www.youtube.com/watch?v=iSxzOxGb_bE of]] [[http://i.imgur.com/LIzFmYC.jpg bounds]].



* ''Franchise/{{Halo}}: The Master Chief Collection'' has been plagued with a string of matchmaking issues from the day it launched (never connecting to other players, games being unevenly divided, etc.). 343 Industries has tried to patch the game but to no real avail (in some cases with players reporting a ''drop'' in matchmaking consistency). Add to that the already protracted installation times and a significant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four existing games' matchmaking system, and was one of only three things that were "changed" about the games for the release of MCC (the other two being the audio/visual overlay for Halo 2 and the addition of 5 completely remade maps for "Halo 2 Anniversary" multiplayer). Meaning that this is a combination of Obvious Beta and PortingDisaster as they basically ported the four multiplayer systems from ''Halo PC'', ''Halo 2 Vista'', ''Halo 3'', and ''Halo 4'' and it still remains broken. Kotaku alone ran '''twelve''' separate articles on how ''The Master Chief Collection'' has tried to get itself working, yet remains buggy and broken as all hell six months after release.
* The UsefulNotes/PlayStation4 version of ''Ultra VideoGame/StreetFighterIV'' launched in a bug-ridden state. Graphical errors like invisible Sonic Booms, background sound effects triggering in time with character movements, and worst of all, behavioral glitches that do not exist on any other version of the game (such as attacks teleporting through characters when they would connect on any other port). Furthermore the game's menus and character selection screen are very slow (running at a cut frame rate) and the input lag is even ''worse'' than the already too-high [=PlayStation=] 3 port. Capcom attempting to move the community to the [=PS4=] version was stopped dead in its tracks due to these issues and major tournaments are reverting back to the already standard Xbox 360 version of the game. The bulk of the blame in this case falls to Other Ocean, a porting house Sony used to convert the game to the [=PS4=] and not known for having a good track record. Like the above ''Master Chief Collection'', ''[=USF4=]'' is simultaneously an Obvious Beta and a PortingDisaster since we're talking about a game that is based on code from more than six years ago, already exists on platforms that run the same architecture as the [=PlayStation=] 4 ([=x86=], same as the PC and arcade versions of the game and what is supposed to be an advantage of developing for the [=PS4=]), and is coming from consoles nearing a ''solid decade'' on the market and have seen numerous other remastered ports on current generation systems that show none of the bad programming that ''Ultra Street Fighter IV'' has.
* The [=PlayStation=] 4 and UsefulNotes/XboxOne versions of ''VideoGame/TonyHawksProSkater 5'' quickly became notorious for its hilariously buggy physics engine and heaping lack of polish. For starters, a day-one patch for the game that went live with the game's released was found to have a file size ''larger than the base game itself'' (vanilla game: ''4.6GB''; day-one patch: '''''7.7GB'''''). [[note]]This sparked a rumor that the patch included the majority of the game, and that people with the base game could only play the tutorial and Create-A-Skater mode, but this was later debunked.[[/note]] And when playing the game, it's not too difficult to see why. It is not uncommon for the player to see their character glitch into the walls, into the ground, or even [[UpToEleven into the air]] when grinding, using the game's "slam" mechanic (which immediately forces the player onto the ground or a rail when pressed) or even simply landing incorrectly when falling down from a ramp. A [[http://www.eurogamer.net/articles/2015-09-29-watch-tony-hawks-pro-skater-5-is-a-bit-of-a-glitchy-mess video from Eurogamer]] that showcases many glitches noted that they were found in merely ''one hour'' of gameplay time--and this was ''after'' the patch was applied. Some copies of the game also became prone to ''actually crashing'' when people tried to play them.

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* ''Franchise/{{Halo}}: The Master Chief Collection'' has been plagued with a string of matchmaking issues from the day it launched (never connecting to other players, games being unevenly divided, etc.).''etc.''). 343 Industries has tried to patch the game but to no real avail (in some cases with players reporting a ''drop'' in matchmaking consistency). Add to that the already protracted installation times times, and a significant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four existing games' matchmaking system, and was one of only three things that were "changed" about the games for the release of MCC (the other two being the audio/visual overlay for Halo 2 and the addition of 5 completely remade maps for "Halo 2 Anniversary" multiplayer). Meaning that this is a combination of Obvious Beta and PortingDisaster as they basically ported the four multiplayer systems from ''Halo PC'', ''Halo 2 Vista'', ''Halo 3'', and ''Halo 4'' and it still remains broken. Kotaku alone ran '''twelve''' ''twelve'' separate articles on how ''The Master Chief Collection'' has tried to get itself working, yet remains buggy and broken as all hell six months after release.
* The UsefulNotes/PlayStation4 version of ''Ultra VideoGame/StreetFighterIV'' launched in a bug-ridden state. Graphical errors like invisible Sonic Booms, background sound effects triggering in time with character movements, and worst of all, behavioral glitches that do not exist on any other version of the game (such as attacks teleporting through characters when they would connect on any other port). Furthermore the game's menus and character selection screen are very slow (running at a cut frame rate) and the input lag is even ''worse'' than the already too-high [=PlayStation=] 3 port. Capcom attempting to move the community to the [=PS4=] version was stopped dead in its tracks due to these issues and major tournaments are reverting back to the already standard Xbox 360 version of the game. The bulk of the blame in this case falls to Other Ocean, a porting house Sony used to convert the game to the [=PS4=] and not known for having a good track record. Like the above ''Master Chief Collection'', ''[=USF4=]'' is simultaneously an Obvious Beta and a PortingDisaster since we're talking about a game that is based on code from more than six years ago, already exists on platforms that run the same architecture as the [=PlayStation=] 4 ([=x86=], same as the PC and arcade versions of the game and what is supposed to be an advantage of developing for the [=PS4=]), and is coming from consoles nearing a ''solid decade'' on the market and have seen numerous other remastered ports on current generation systems that show none of the bad programming that ''Ultra Street Fighter IV'' has.\n
* The [=PlayStation=] 4 and UsefulNotes/XboxOne versions of ''VideoGame/TonyHawksProSkater 5'' quickly became notorious for its hilariously buggy physics engine and heaping lack of polish. For starters, a day-one patch for the game that went live with the game's released was found to have a file size ''larger than the base game itself'' (vanilla game: ''4.6GB''; 4.6GB; day-one patch: '''''7.7GB'''''). ''7.7GB'').[[note]]This sparked a rumor that the patch included the majority of the game, and that people with the base game could only play the tutorial and Create-A-Skater mode, but this was later debunked.[[/note]] And when playing the game, it's not too difficult to see why. It is not uncommon for the player to see their character glitch into the walls, into the ground, or even [[UpToEleven into the air]] when grinding, using the game's "slam" mechanic (which immediately forces the player onto the ground or a rail when pressed) or even simply landing incorrectly when falling down from a ramp. A [[http://www.eurogamer.net/articles/2015-09-29-watch-tony-hawks-pro-skater-5-is-a-bit-of-a-glitchy-mess video from Eurogamer]] that showcases many glitches noted that they were found in merely ''one hour'' of gameplay time--and this was ''after'' the patch was applied. Some copies of the game also became prone to ''actually crashing'' straight-up crashing when people tried to play them.



** [[VideoGame/PokemonRedAndBlue The original games]], especially the original ''Red'' and ''Green'', released only in Japan (after five years of development!), were notorious for this. The updated ''Blue'' engine (which was used for the games released outside of Japan), despite fixing some of the more painful bugs, was still a mess, with the infamous Mew glitch, Glitch City, the old man exploit, as well as [[TheMissingno Missingno.]], due to being a beta and because of some of the shortcuts taken to fit the game on the cartridge. Even the UpdatedRerelease ''Yellow'' didn't fix much. By Generation II, which uses an upgraded engine, most of the bugs were fixed, but exploits involving the PC boxes that had a similar effect to the Mew glitch (i.e. manipulating cloning and PC boxes to get any Pokémon) remained. Note that this isn't always a bad thing -- the games were indeed playable (and many glitches you had to actually go ''out of your way'' to exploit) but it was one of those rare instances where they released a late beta and it actually ''worked''.

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** [[VideoGame/PokemonRedAndBlue The original games]], especially the original ''Red'' and ''Green'', released only in Japan (after five years of development!), were notorious for this. The updated ''Blue'' engine (which was used for the games released outside of Japan), despite fixing some of the more painful bugs, was still a mess, with the infamous Mew glitch, Glitch City, the old man exploit, as well as [[TheMissingno Missingno.]], due to being a beta and because of some of the shortcuts taken to fit the game on the cartridge. In addition, several moves did not work as intended (''e.g.'' Focus Energy, which ''lowered'' your crit chance instead of increasing it, and and [[GameBreaker Psychic-types]] were immune to Ghost-type attacks by mistake. Even the UpdatedRerelease ''Yellow'' didn't fix much. By Generation II, which uses an upgraded engine, most of the bugs were fixed, but exploits involving the PC boxes that had a similar effect to the Mew glitch (i.(''i.e. '' manipulating cloning and PC boxes to get any Pokémon) remained. Note that this isn't always a bad thing -- the games were indeed playable (and many glitches you had to actually go ''out of your way'' to exploit) but it was one of those rare instances where they released a late beta and it actually ''worked''.



** While not nearly as bugged as the Generation I games, ''[[VideoGame/PokemonGoldAndSilver Gold/Silver/Crystal]]'' have glitches as well, such as the Celebi egg glitch and the Johto guard glitch. Furthermore, even without the Johto guard glitch (which uses the product of another glitch to bypass the protection against bringing Generation II exclusive moves or Pokémon into the time capsule), the methods used to prevent Generation II exclusives from being sent to Generation I proved incomplete, which is likely why all future intergenerational Pokémon transfer methods have been one-way, going from the older generation to the newer one.[[note]]If a Pokémon evolves at a level at which it would normally learn a move in its evolved form, it tries to learn that move immediately upon evolution. If one were to trade a level 16 or 34 Graveler, level 13 Haunter, level 34 or 43 Machoke, or level 32 Kadabra from a Generation I game to a Generation II game, it would evolve and then try to learn Magnitude, Rollout, Mean Look, Vital Throw, Cross Chop, and Future Sight, respectively. The newly evolved Golem/Gengar/Machamp/Alakazam could then be traded back to the Generation I game, whereupon its new move would become a glitch move. Many glitch moves crash the game when used, though, and even those that don't are rarely useful. Also, where are you supposed to get a Graveler or Haunter with a level in the teens?[[/note]]

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** While not nearly as bugged as the Generation I games, ''[[VideoGame/PokemonGoldAndSilver Gold/Silver/Crystal]]'' have glitches as well, such as the Celebi egg glitch and the Johto guard glitch. Furthermore, even without the Johto guard glitch (which uses the product of another glitch to bypass the protection against bringing Generation II exclusive moves or Pokémon into the time capsule), the methods used to prevent Generation II exclusives from being sent to Generation I proved incomplete, which is likely why all future intergenerational Pokémon transfer methods have been one-way, going from the older generation to the newer one.[[note]]If a Pokémon evolves at a level at which it would normally learn a move in its evolved form, it tries to learn that move immediately upon evolution. If one were to trade a level 16 or 34 Graveler, level 13 Haunter, level 34 or 43 Machoke, or level 32 Kadabra from a Generation I game to a Generation II game, it would evolve and then try to learn Magnitude, Rollout, Mean Look, Vital Throw, Cross Chop, and Future Sight, respectively. The newly evolved Golem/Gengar/Machamp/Alakazam could then be traded back to the Generation I game, whereupon its new move would become a glitch move. Many glitch moves crash the game when used, though, and even those that don't are rarely useful. Also, where are you supposed to get a Graveler or Haunter with a level in the teens?[[/note]][[/note]]



* ''VideoGame/SoulCalibur: Broken Destiny'' for the PSP was obviously rushed out for a Summer Holiday release. It is supposed to be a port of ''Soul Calibur IV'' with extra characters and modes... but to get it out in time, there is no story mode or proper arcade mode. The options mode doesn't let you adjust the difficulty or number of rounds, the create-a-character mode is very lacking, and there is no money system or internet play. The game's makers lampshade this by saying that it's a 'simpler ''[=SoulCalibur=]'' game for novice players'. ''VideoGame/{{Tekken}}: Dark Resurrection'', which came out several years before, is not lacking in any of the modes its home version offers, and thus, Broken Destiny could have been much better.

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* ''VideoGame/SoulCalibur: Broken Destiny'' for the PSP was obviously rushed out for a Summer Holiday release. It is supposed to be a port of ''Soul Calibur IV'' with extra characters and modes... but to get it out in time, there is no story mode or proper arcade mode. The options mode doesn't let you adjust the difficulty or number of rounds, the create-a-character mode is very lacking, and there is no money system or internet play. The game's makers lampshade excuse this by saying that it's a 'simpler "simpler ''[=SoulCalibur=]'' game for novice players'. players". ''VideoGame/{{Tekken}}: Dark Resurrection'', which came out several years before, is not lacking in any of the modes its home version offers, and thus, Broken Destiny ''Broken Destiny'' could have been much better.



** The original has a few lines left in Japanese. Considering how many lines there are, it's possible that the beta testers couldn't find them all... except that one of the lines has to be seen in order to get '''five''' of the six MultipleEndings. Also, one of the skill descriptions is BlatantLies, being the exact opposite of what the skill really does.

to:

** The original has a few lines left in Japanese. Considering how many lines there are, it's possible that the beta testers couldn't find them all... all, except that one of the lines has to be seen in order to get '''five''' five of the six MultipleEndings. Also, one of the skill descriptions is BlatantLies, being the exact opposite of what the skill really does.



* ''VideoGame/{{Action 52}}'' was, at its most generous, an obvious ''alpha''. In fact, it was pure incompetence. For example, while any competent NES game would switch levels by swapping out the bank that holds the level data, ''Cheetahmen'' (and other ''Action 52'' games with more than one level) accomplished it by swapping out the entire PRG ROM. The net result is that every level is in fact a different ''game'', which is why bugs can occur in some levels but not in others, why each Cheetahman's level set has different sound effects, animations, etc., and why the end result cost $200. Some of the different levels in games have the same level number.
* ''VideoGame/FinalFantasyI'' has so many features that literally do not work (such as elemental swords that ''don't'' get any ElementalRockPaperScissors bonuses, or spells that never take effect) that it's hard to find something that ''does'' work as intended[[note]]Mercifully, every EventFlag seems to be unbugged, so as not to render the game {{Unwinnable}}[[/note]].

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* ''VideoGame/{{Action 52}}'' was, at its most generous, an obvious ''alpha''.alpha. In fact, it was pure incompetence. For example, while any competent NES game would switch levels by swapping out the bank that holds the level data, ''Cheetahmen'' (and other ''Action 52'' games with more than one level) accomplished it by swapping out the entire PRG ROM. The net result is that every level is in fact a different ''game'', which is why bugs can occur in some levels but not in others, why each Cheetahman's level set has different sound effects, effects and animations, etc., and why the end result cost $200. Some of the different levels in games have the same level number.
* ''VideoGame/FinalFantasyI'' has so many features that literally do not work (such as elemental swords that ''don't'' get any ElementalRockPaperScissors bonuses, or spells that never take effect) that it's hard to find something that ''does'' work as intended[[note]]Mercifully, intended. Mercifully, every EventFlag seems to be unbugged, so as not to render the game {{Unwinnable}}[[/note]].{{Unwinnable}}.



* ''Annet Futatabi'' (''Annet Again''): A somewhat obscure Japanese Sega Mega CD sequel to the Genesis semi-classic ''VideoGame/ElViento'' that was released in a very unfinished state. The protagonist's flashy spells are all unfinished, usually resulting in just a single animation frame blinking in and out. Basic combat controls work correctly, but enemies swarm you any time you get knocked down, effectively making getting up an impossibility. Enemies and even bosses will occasionally wander off screen and not return for anywhere between 1-5 minutes... or never, making the game randomly unwinnable. It is little surprise that the game was never released outside Japan.
* ''VideoGame/JurassicPark'': While not buggy, this game was released in a very unfinished state. Velociraptors, for instance, were the scariest and deadliest dinosaurs in the film, but here became slow, lumbering idiots who basically farted about the levels waiting to get shot, and the mighty T. rex can be thwarted as easily as chucking a single grenade at her and strolling by as she's stunned. Two things support the theory that it was a rushed project: the first being that the actual beta ROM is almost identical to the finished product, and the second is that developer Blue Sky software later released a loose sequel ''VideoGame/JurassicParkRampageEdition'' which ratcheted up the action and made all the dinosaurs significantly more dangerous enemies (for instance, Velociraptor encounters are now downright terrifying because of their aggressiveness, and the T. rex still only appears from the shoulders up, but now she ''chases you''). While the original was still an okay game, it's pretty obvious that ''Rampage Edition'' was the version Blue Sky meant to make the first time.
* ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'': The initial release, while nowhere near as bad as other examples on this page, did have a load of glitches (such as getting stuck in the walls in Carnival Night Zone), but most of these were fixed when locked onto ''Sonic & Knuckles''.
** The game, despite its excellent regard in the community, is very clearly rushed (and when the game was explicitly divided into two parts so it could meet the deadline, that should be obvious). Particularly, pairing Sonic and Tails together and then using a second controller to have Tails lift Sonic while he's looking up can cause an almost innumerable amount of glitches and odd effects (this could easily have been solved by having the screen re-center when Tails is lifting Sonic, but instead it stays in the same state as when Sonic is looking up, which can cause collision errors with things that are just offscreen).
** A number of other glitches, however, are only possible ''in'' the locked-on game--namely, those revolving around the Hyper Sonic transformation unlocked after upgrading all seven Chaos Emeralds to Super Emeralds. Hyper Sonic moves insanely fast and can do a double jump similar to that of the Lightning Shield, which put together can cause enough speed to actually briefly wind up offscreen--resulting in the same collision errors as mentioned above with Tails, especially if the offscreen barrier is to the left rather than the right. (Though it's still possible to phase past some barriers on the right side.) Generally, this means that it's usually possible for Sonic to reach parts of levels that were only meant to be accessed with Knuckles; the opposite is sometimes true, but usually more convoluted. On one particular level, however, an oversight made it possible to reach Sonic's boss arena with Knuckles without any glitching at all if you're a skilled enough gamer.

to:

* ''Annet Futatabi'' (''Annet Again''): A somewhat obscure Japanese Sega Mega CD sequel to the Genesis semi-classic ''VideoGame/ElViento'' that was released in a very unfinished state. The protagonist's flashy spells are all unfinished, usually resulting in just a single animation frame blinking in and out. Basic combat controls work correctly, but enemies swarm you any time you get knocked down, effectively making getting up an impossibility. Enemies and even bosses will occasionally wander off screen and not return for anywhere between 1-5 minutes... or a few minutes and never, making the game randomly unwinnable. It is little surprise that the game was never released outside Japan.
* ''VideoGame/JurassicPark'': While not buggy, this game was released in a very unfinished state. Velociraptors, for instance, were the scariest and deadliest dinosaurs in the film, but here became slow, lumbering idiots who basically farted about the levels waiting to get shot, and the mighty T. rex can be thwarted as easily as chucking a single grenade at her and strolling by as she's stunned. Two things support the theory that it was a rushed project: the first being is that the actual beta ROM is almost identical to the finished product, and the second is that developer Blue Sky software later released a loose sequel ''VideoGame/JurassicParkRampageEdition'' which ratcheted up the action and made all the dinosaurs significantly more dangerous enemies (for instance, Velociraptor encounters are now downright terrifying because of their aggressiveness, and the T. rex still only appears from the shoulders up, but now she ''chases you''). While the original was still an okay game, it's pretty obvious that ''Rampage Edition'' was the version Blue Sky meant to make the first time.
* ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'': The initial release, while nowhere near as bad as other examples on this page, did have a load of glitches (such as getting stuck in the walls in Carnival Night Zone), but Zone). It was very clearly rushed, as most evident because it was split into two parts to meet the deadline. Most of these were fixed when locked onto ''Sonic & Knuckles''.
** The game, despite its excellent regard in the community, is very clearly rushed (and when the game was explicitly divided into two parts so it could meet the deadline, that should be obvious). Particularly, pairing Sonic and Tails together and then using a second controller to have Tails lift Sonic while he's looking up can cause an almost innumerable amount of glitches and odd effects (this could easily have been solved by having the screen re-center when Tails is lifting Sonic,
Knuckles'', but instead it stays in the same state as when Sonic is looking up, which can cause collision errors with things that are just offscreen).
** A number of other glitches, however,
others are only possible ''in'' in the locked-on game--namely, those revolving around the game (such as being able to take Hyper Sonic transformation unlocked after upgrading all seven Chaos Emeralds to Super Emeralds. Hyper Sonic moves insanely fast off-screen and can do a double jump similar get him to that of the Lightning Shield, which put together can cause enough speed to actually briefly wind up offscreen--resulting in the same collision errors as mentioned above with Tails, especially if the offscreen barrier is to the left rather than the right. (Though it's still possible to phase past some barriers on the right side.) Generally, this means that it's usually possible for Sonic to reach parts of levels that were access areas only meant to be accessed with Knuckles; the opposite is sometimes true, but usually more convoluted. On one particular level, however, an oversight made it possible to reach Sonic's boss arena with Knuckles without any glitching at all if you're a skilled enough gamer.should be able to reach).



* ''[[VideoGame/{{Bubsy}} Bubsy 3D]]'' for the PS1 hit the PolygonCeiling hard because of this; it was given [[ChristmasRushed such a rushed development cycle]], that it only got a barely finished ''alpha'' done that was shoved out the door in order [[FollowTheLeader to play catch up to]] VideoGame/SuperMario64. The result was a clunky to play, sloppy looking and all around embarrassing rush job that was critically panned, tanked at retail, [[FranchiseKiller and killed the franchise dead.]]
* ''VideoGame/MegaManX6'' isn't glitchy or unplayable, but it's painfully obvious during a playthrough that the game was rushed out in ten months. Many enemy sprites and music tracks are lazily recycled from previous entries (curiously, the latter tracks are missing from the sound test), and the newer sprites are much choppier in motion than previous games. The level design ranges from barren and bland to very sloppy and uneven, and the games main source of challenge is [[FakeDifficulty cheap difficulty tricks]]--Blaze Heatnik's stage is most notorious for it, since it's almost impossible to hit certain weak points of the Nightmare Snakes except in very awkward spots and times, and enemy and reploid placements tend to be just as sloppy (and in some cases, unfairly difficult to avoid or reach). Plus, it's extremely hard to play through the game as unarmored X, because the game is practically designed to be played with the Falcon Armor and the upgrades. On top of all that, there are parts of the game that are even harder or ''literally impossible'' to complete without finding a specific part or armor (e.g. the Dash part which makes it possible to dodge the Nightmare Mothers attacks, the armor you need to build to even get past the first part of Gate's Lab), the former of which can be permanently lost if you don't rescue its specific reploid, and [[GuideDangIt the game never instructs you to find them beforehand]]--It's clear that the game wasn't even properly playtested! On top of that, the English localization was rushed out so fast, that the translation is extremely sloppy, and the original Japanese voice tracks were left intact.

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* ''[[VideoGame/{{Bubsy}} Bubsy 3D]]'' for the PS1 hit the PolygonCeiling hard because of this; it was given [[ChristmasRushed such a rushed development cycle]], that it only got a barely finished ''alpha'' alpha done that was shoved out the door in order [[FollowTheLeader to play catch up catch-up to]] VideoGame/SuperMario64. The result was a clunky to play, sloppy looking sloppy, and all around embarrassing rush job that was critically panned, tanked at retail, [[FranchiseKiller and killed the franchise dead.]]
* ''VideoGame/MegaManX6'' isn't glitchy or unplayable, but it's painfully obvious during a playthrough that the game was rushed out in ten months. Many enemy sprites and music tracks are lazily recycled from previous entries (curiously, the latter tracks are missing from the sound test), and the newer sprites are much choppier in motion than previous games. The level design ranges from barren and bland to very sloppy and uneven, and the games main source of challenge is [[FakeDifficulty cheap difficulty tricks]]--Blaze Heatnik's stage is most notorious for it, since it's almost impossible to hit certain weak points of the Nightmare Snakes except in very awkward spots and times, and enemy and reploid placements tend to be just as sloppy (and in some cases, unfairly difficult to avoid or reach).tricks]]. Plus, it's extremely hard to play through the game as unarmored X, because the game is practically designed to be played with the Falcon Armor and the upgrades. On top of all that, there are parts Parts of the game that are even harder or ''literally impossible'' to complete straight-up {{Unwinnable}} without finding a specific part or armor (e.g. the Dash part which makes it possible to dodge the Nightmare Mothers attacks, the armor you need to build to even get past the first part of Gate's Lab), armor, the former of which can be permanently lost if you don't rescue its specific reploid, and [[GuideDangIt the game never instructs you to find them beforehand]]--It's clear that the game wasn't even properly playtested! On top of that, beforehand]]. Also, the English localization was rushed out so fast, that the translation is extremely sloppy, and the original Japanese voice tracks were left intact.



* The North American release of ''VideoGame/SuikodenII'' has several places where dialogue simply ''wasn't translated at all''. And because Konami also removed the Japanese font, the result is characters who speak [[http://www.rpgamer.com/games/suiko/suik2/reviews/suik2strev1.html indecipherable gibberish]] (see the second screenshot), not unlike the ''Lufia II'' example in the SNES section. The German version also has untranslated dialogue, like Lorelei, Gordon, and almost the entire Rokkaku Village speaking French.

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* The North American release of ''VideoGame/SuikodenII'' has several places where dialogue simply ''wasn't wasn't translated at all''.all. And because Konami also removed the Japanese font, the result is characters who speak [[http://www.rpgamer.com/games/suiko/suik2/reviews/suik2strev1.html indecipherable gibberish]] (see the second screenshot), not unlike the ''Lufia II'' example in the SNES section. The German version also has untranslated dialogue, like Lorelei, Gordon, and almost the entire Rokkaku Village speaking French.



* ''VideoGame/{{Superman 64}}'' has insane glitches, horrible controls, awkward animations, a very short draw distance, largely nondescript textures, a telling lack of content (well, unless overuse of PassThroughTheRings counts as content), [[DevelopmentHell two years in development and not much to show for it]]... it's basically unrefined in nearly every aspect. Where it gets ''really'' interesting is the actual beta release was '''better''' than the finished product... apparently due to ExecutiveMeddling, the company was forced to change a lot, as they began to run out of time....

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* ''VideoGame/{{Superman 64}}'' has insane glitches, horrible controls, awkward animations, a very short draw distance, largely nondescript textures, a telling lack of content (well, unless overuse of PassThroughTheRings counts as content), [[DevelopmentHell two years in development and not much to show for it]]... it]]; it's basically unrefined in nearly every aspect. Where it gets ''really'' interesting is the actual beta release was '''better''' ''better'' than the finished product... product; apparently due to ExecutiveMeddling, the company was forced to change a lot, as and they began to run just out of time....time.



** The menu descriptions are written in sloppy English, including a Create a PPV mode called 'Match Making'.

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** The menu descriptions are written in sloppy English, including a Create a PPV mode called 'Match Making'."Match Making".



** The create a character mode is limited with the only parts you can select being head, upper body and lower body. In the sequel, the same parts return as 'standard' parts, individual parts now are under 'advanced'.

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** The create a character mode is limited with the only parts you can select being head, upper body and lower body. In the sequel, the same parts return as 'standard' "standard" parts, individual parts now are under 'advanced'."advanced".



** There is also a bug in the Saturn version of the game that got corrected in later releases that creates an odd example of FakeLongevity: if you complete a course with the Chaos Emeralds, all the Sonic medallions, ''and'' finish first (which is required to hold onto the Chaos Emeralds after the race ends), you go onto fight the course boss as usual but when that race is over, it negates the first place victory you won in the original race and you can't keep the Chaos Emerald(s) you collected. Thus you have to redo the course to get the Emeralds (meaning there's no point in trying to do both things because they're mutually exclusive). The PC version of the game rectified this and since the ''Gems Collection'' version is an emulation of that one, it doesn't have the problem either (the PC version also adds seasonal effects to the tracks that aren't present in the Saturn version).



* The Japanese release for ''VideoGame/TalesOfTheAbyss'' was actually an Obvious Beta. There were several items that were DummiedOut (Mystic Artes and cut-ins that weren't accessible in-game, a potential part in which '''Van''' was playable) as well as several bad bugs (Tear and Jade freezing while casting in overlimit) and plenty of {{Good Bad Bug}}s (being able to go ''anywhere'' on the world map, perfect because there are parts that can be LostForever). What appears to be a RegionalBonus for North America was actually more of a completion, despite several bugs that weren't removed (Luke has an extension to his Mystic Arte if Ion is in the party; Guy and Natalia have two Mystic Artes; Fortunes Arc has an extension; the final boss has a second Mystic Arte; Nebilim had around '''seven''' Mystic Artes added; the cameo bosses not only have their cut-ins, but Philia and Reid actually had two).

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* The Japanese release for ''VideoGame/TalesOfTheAbyss'' was actually an Obvious Beta. There were several items that were DummiedOut (Mystic Artes and cut-ins that weren't accessible in-game, a potential part in which '''Van''' Van was playable) as well as several bad bugs (Tear and Jade freezing while casting in overlimit) and plenty of {{Good Bad Bug}}s (being able to go ''anywhere'' on the world map, perfect because there are parts that can be LostForever). What appears to be a RegionalBonus for North America was actually more of a completion, despite several bugs that weren't removed (Luke has an extension to his Mystic Arte if Ion is in the party; Guy and Natalia have two Mystic Artes; Fortunes Arc has an extension; the final boss has a second Mystic Arte; Nebilim had around '''seven''' ''seven'' Mystic Artes added; the cameo bosses not only have their cut-ins, but Philia and Reid actually had two).
18th May '16 7:34:06 PM rjd1922
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* ''VideoGame/SonicChronicles'' was released in the late beta phase. It's not unplayable by any means, and most of the fans enjoyed it, but it had an abnormal amount of cut content (including the ''soundtrack'', which was just fan remixes downloaded from the internet in MIDI format). What evidently happened was that Creator/BioWare was acquired by EA and decided to work on ''Franchise/DragonAge'', since they had already fulfilled their contract to Sega. This isn't so much of a case of "poorly released game" as it is "game could have been ''much'' better than it actually was."

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* ''VideoGame/SonicChronicles'' was released in the late beta phase. It's not unplayable by any means, and most of the fans enjoyed it, but it had an abnormal amount of cut content (including the ''soundtrack'', which was allegedly just fan remixes downloaded from the internet in MIDI format). What evidently happened was that Creator/BioWare was acquired by EA and decided to work on ''Franchise/DragonAge'', since they had already fulfilled their contract to Sega. This isn't so much of a case of "poorly released game" as it is "game could have been ''much'' better than it actually was."
13th May '16 3:49:04 AM Sammettik
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* ''Franchise/{{Halo}}: The Master Chief Collection'' has been plagued with a string of matchmaking issues from the day it launched (never connecting to other players, games being unevenly divided, etc.). 343 Industries has tried to patch the game but to no real avail (in some cases with players reporting a ''drop'' in matchmaking consistency). Add to that the already protracted installation times and a significant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four existing games' matchmaking system, and was one of only three things that were "changed" about the games for the release of MCC (the other two being the audio/visual overlay for Halo 2 and the addition of 5 completely remade maps for "Halo 2 Anniversary" multiplayer). Meaning that this is a combination of Obvious Beta and PortingDisaster as they basically ported the four multiplayer systems from ''Halo PC'', ''Halo 2 Vista'', ''Halo 3'', and ''Halo 4'' and it still remains broken. Kotaku alone ran '''twelve''' separate articles on how ''The Master Chief Collection'' has tried to get itself working, yet remains buggy and broken as all hell six months after release. All of them can be linked from a post in [[http://kotaku.com/the-splatoon-demo-is-very-limited-1702814575 this]] ''VideoGame/{{Splatoon}}'' article. Clearly, Creator/{{Nintendo}} is ''not'' keen on repeating that whopper.

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* ''Franchise/{{Halo}}: The Master Chief Collection'' has been plagued with a string of matchmaking issues from the day it launched (never connecting to other players, games being unevenly divided, etc.). 343 Industries has tried to patch the game but to no real avail (in some cases with players reporting a ''drop'' in matchmaking consistency). Add to that the already protracted installation times and a significant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four existing games' matchmaking system, and was one of only three things that were "changed" about the games for the release of MCC (the other two being the audio/visual overlay for Halo 2 and the addition of 5 completely remade maps for "Halo 2 Anniversary" multiplayer). Meaning that this is a combination of Obvious Beta and PortingDisaster as they basically ported the four multiplayer systems from ''Halo PC'', ''Halo 2 Vista'', ''Halo 3'', and ''Halo 4'' and it still remains broken. Kotaku alone ran '''twelve''' separate articles on how ''The Master Chief Collection'' has tried to get itself working, yet remains buggy and broken as all hell six months after release. All of them can be linked from a post in [[http://kotaku.com/the-splatoon-demo-is-very-limited-1702814575 this]] ''VideoGame/{{Splatoon}}'' article. Clearly, Creator/{{Nintendo}} is ''not'' keen on repeating that whopper.
12th May '16 7:27:23 PM MyFinalEdits
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** While not nearly as bad as the original, the PC version of ''VideoGame/DarkSoulsII'' also shipped with technical issues on release, including unresponsive controls and a scaled-back graphics engine completely different than the one used in promotional materials. It also had many GoodBadBugs, such as the famous binocular speed glitch and the ability to glitch out of a roll and fly through the air. These were eventually fixed.
** While there aren't really any blatant gameplay bugs, the port of ''DarkSoulsIII'' is a technical mess filled with frequent slowdowns and crashing. One of the more crippling - and hilariously ironic - bugs causes the game to crash when using a bonfire.

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** * While not nearly as bad as the original, the PC version of ''VideoGame/DarkSoulsII'' also shipped with technical issues on release, including unresponsive controls and a scaled-back graphics engine completely different than the one used in promotional materials. It also had many GoodBadBugs, such as the famous binocular speed glitch and the ability to glitch out of a roll and fly through the air. These were eventually fixed.
** * While there aren't really any blatant gameplay bugs, the port of ''DarkSoulsIII'' ''VideoGame/DarkSoulsIII'' is a technical mess filled with frequent slowdowns and crashing. One of the more crippling - and hilariously ironic - bugs causes the game to crash when using a bonfire.
12th May '16 10:35:17 AM Prinzenick
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Added DiffLines:

** One of the developers of the ''Highlander'' tie-in game for the Jaguar CD revealed why; when they were making the game for it, they found out the hard way that add-on was clearly rushed out the door and was buggy and resource constrained, to the extent that everything for it had to be coded by hand from scratch just to make a game on it.
7th May '16 3:22:51 AM xenol
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* When NVIDIA released the [=GeForce 8=] series and [=ATi=] released the Radeon X2000 series, there was some excitement over the new architecture topology. Except in both cases, only the flagship, high-end card and the one below it performed convincingly well against the previous generation. Everything below it couldn't really perform any better than previous generation cards that dropped to a similar price value. It took another spin of the GPU to get it right, which NVIDIA did at least with the well remembered G92 GPU debuted as the [=GeForce=] 8800GT and 8800GTS 512MB. [=ATi's=] next generation, the HD 3000 series, also pulled off a similar feat.
** When the [=GeForce=] 400 series was released, the high end card, the GTX 480, ran really hot, loud, and it was actually defective from a manufacturing standpoint, containing about 15 of the 16 shader clusters from the original design. In the next generation, the GTX 580 was a fully implemented version of the GPU design and this time had a better cooling solution.
** While not as bad, NVIDIA's [=GeForce=] 600 series was also "release defective chip first, release fully implemented when refined later". The GTX 680 (which was a good performer in its own right) is a defective version of the later released GTX Titan.
** [[InvokedTrope Invoked]] with the [=GeForce GTX 750 Ti=], which is based on NVIDIA's upcoming Maxwell architecture. Rather than wait for the new 22 nm process to be refined for full scale production, NVIDIA built the GPU using the tried and true 28 nm process. This way, any design issues either on the hardware or software side can be stamped out when the 22 nm version (and presumably the [=GeForce 800=] series) is ready to go.

to:

* Happened a few times in the video card industry:
** NVIDIA had a rocky start with the [=GeForce=] FX series, particularly with the [=GeForce=] 5800 card. It introduced the idea that a video card needed two expansion slots to cool. However, they didn't get the implementation down right as the affectionately named "dust buster" or "leaf blower" had a fan run very loud for marginal gains. It also didn't help the architecture of the FX series was a core problem that didn't perform so well against [=ATi=]'s Radeon 9000 series.
**
When NVIDIA released the [=GeForce 8=] series and [=ATi=] released the Radeon X2000 HD 2000 series, there was some excitement over the new architecture topology. Except in both cases, only the flagship, high-end card and the one below it performed convincingly well against the previous generation. Everything below it couldn't really perform any better than previous generation cards that dropped to a similar price value. It took another spin of the GPU to get it right, which NVIDIA did at least with the well remembered G92 GPU debuted as the [=GeForce=] 8800GT and 8800GTS 512MB. [=ATi's=] next generation, the HD 3000 series, also pulled off a similar feat.
** When the [=GeForce=] 400 series was released, the high end card, the GTX 480, ran really hot, loud, and it was actually defective from a manufacturing standpoint, containing about 15 of the 16 shader clusters from the original design. In the next generation, the GTX 580 was a fully implemented version of the GPU design and this time had a better cooling solution.
** While not as bad, NVIDIA's [=GeForce=] 600 series was also "release defective chip first, release fully implemented when refined later". The GTX 680 (which was a good performer in its own right) is a defective version of the later released GTX Titan.
** [[InvokedTrope Invoked]] with the [=GeForce GTX 750 Ti=], which is based on NVIDIA's upcoming Maxwell architecture. Rather than wait for the new 22 nm process to be refined for full scale production, NVIDIA built the GPU using the tried and true 28 nm process. This way, any design issues either on the hardware or software side can be stamped out when out. Improvements were made, sans the move to 22 nm version (and presumably due to manufacturing issues, in the [=GeForce 800=] series) is ready to go.[=GeForce=] 900 series under the Maxwell 2.0 moniker.
29th Apr '16 1:27:55 PM DavidDelony
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However, sometimes, this isn't the case. Software may be rushed for any number of reasons, which may include: [[ChristmasRushed A holiday release]], desire to compete with another company's product, a [[OrphanedSeries studio's closing]], or [[TheyJustDidntCare outright laziness]]. When this happens testing can be shortened or outright skipped. This results in buggy, unstable programs that no one likes.

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However, sometimes, this isn't the case. Software may be rushed for any number of reasons, which may include: [[ChristmasRushed A holiday release]], [[FollowTheLeader desire to compete with another company's product, product]], a [[OrphanedSeries studio's closing]], or [[TheyJustDidntCare outright laziness]]. When this happens testing can be shortened or outright skipped. This results in buggy, unstable programs that no one likes.
29th Apr '16 1:27:22 PM DavidDelony
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Companies take note: Spending time fixing any errors ''before'' releasing a program is a lot easier than trying to fix them ''after'' it's released. It results in fewer complaints, too! One of the problems is that marketing and development are done by different people and sometimes even different companies. Once the publisher starts to nag the developer, rushed games happen....

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Companies take note: Spending time fixing any errors ''before'' releasing a program is a lot easier than trying to fix them ''after'' it's released. It results in fewer complaints, too! One of the problems is that marketing and development are done by different people and sometimes even different companies. [[ExecutiveMeddling Once the publisher starts to nag the developer, developer]], rushed games happen....
17th Apr '16 1:27:35 PM multibrawlr
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* Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' has some clearly incomplete software features, most notably some missing bonuses and the absent {{Wizard Mode}}s. Various software updates have addressed the issues, however.
* This has become such an issue regarding Stern releases, as not only did the aforementioned ''Batman'' succumb to this, but so did ''Pinball/SpiderManStern'', ''Pinball/TheWalkingDead'', ''Pinball/{{Metallica}}'', and especially ''WWE Wrestlemania'', that a movement built up on the Pinside Forums and Facebook called Where's My Code? This was significant enough for Stern to reply within hours. (Stern is fairly notorious for not replying to anything on social media.) In the case of ''WWE Wrestlemania'', the only parts of the game that were available at launch were multiballs and modes pertaining to the tiny wrestling ring near the top, which meant that gameplay was extremely centralized in an area that doesn't even take up one-tenth of the playfield.

to:

* Jersey Jack Pinball's ''Pinball/TheWizardOfOz'' has had some clearly incomplete software features, most notably some missing bonuses and the absent {{Wizard Mode}}s. Various software updates have addressed the issues, however.
* This has become such an issue regarding Stern releases, as not only did the aforementioned ''Batman'' succumb to this, but so did ''Pinball/SpiderManStern'', ''Pinball/TheWalkingDead'', ''Pinball/{{Metallica}}'', and especially ''WWE Wrestlemania'', that a movement built up on the Pinside Forums and Facebook called Where's My Code? [[https://creditdotpinball.com/2015/03/05/feature-code-breaker-the-rise-of-wheresthecode/ "Where's the Code?"]] This was significant enough for Stern to reply within hours. (Stern -- who is fairly notorious for not replying to anything on social media.) media -- to respond within hours. Over the course of months, several highly-requested updates would then be released for these machines. However, the "Where's the Code" people are still keeping an eye on Stern to step in on behalf of customers if more new machines get depraved of much-needed polish in the software department.
*
In the case of ''WWE Wrestlemania'', the only parts of the game that were available at launch were multiballs and modes pertaining to the tiny wrestling ring near the top, which meant that gameplay was extremely centralized in an area that doesn't even take up one-tenth of the playfield.
15th Apr '16 4:01:09 AM aye_amber
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* The ''VideoGame/LEGORockRaiders'' PC game featured rampant ArtificialStupidity and literally impossible requirements for OneHundredPercentCompletion.

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* The ''VideoGame/LEGORockRaiders'' ''Franchise/RockRaiders'' PC game featured rampant ArtificialStupidity and literally impossible requirements for OneHundredPercentCompletion.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.Obviousbeta