History Main / PolygonCeiling

29th Nov '16 3:52:31 PM TheBuddy26
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* The UsefulNotes/{{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on UsefulNotes/{{Playstation 2}} and ''much'' later with the ''[[VideoGame/CastlevaniaLordsOfShadow]]'' sub-series, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight'' or possibly [[VideoGame/CastlevaniaChroniclesOfSorrow the Sorrow duology]].

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* The UsefulNotes/{{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on UsefulNotes/{{Playstation 2}} and ''much'' later with the ''[[VideoGame/CastlevaniaLordsOfShadow]]'' ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'' sub-series, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight'' or possibly [[VideoGame/CastlevaniaChroniclesOfSorrow the Sorrow duology]].
29th Nov '16 3:51:55 PM TheBuddy26
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%%* ''[[VideoGame/KingsQuestMaskOfEternity King's Quest 8]]'' was the FranchiseKiller.

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%%* * ''[[VideoGame/KingsQuestMaskOfEternity King's Quest 8]]'' 8]]'', while ambitious in its design; was both the FranchiseKiller.FranchiseKiller and a GenreKiller for adventure games for quite some time.



* The UsefulNotes/{{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on UsefulNotes/{{Playstation 2}}, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight''.

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* The UsefulNotes/{{Nintendo 64}} ''Franchise/{{Castlevania}}'' games are pretty much the poster boy of this trope for the entire series. True they did make a few more on UsefulNotes/{{Playstation 2}}, 2}} and ''much'' later with the ''[[VideoGame/CastlevaniaLordsOfShadow]]'' sub-series, but ask any fan and he'll tell you the series only truly shines in 2-D and point you in the direction of ''VideoGame/CastlevaniaSymphonyOfTheNight''.
''VideoGame/CastlevaniaSymphonyOfTheNight'' or possibly [[VideoGame/CastlevaniaChroniclesOfSorrow the Sorrow duology]].



* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'', ''{{VideoGame/Def Jam|Series}}'' and ''VideoGame/{{Tekken}}'' are almost purely physical and contact-based.

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* There are two key aspects to the Polygon Ceiling here. First, the 3-D gameplay is usually slower than its 2-D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D fighters, hardly ever work effectively in 3-D, which is why 3-D based fighters like ''VideoGame/VirtuaFighter'', ''{{VideoGame/Def Jam|Series}}'' Jam|Series}}'', ''VideoGame/DeadOrAlive'', and ''VideoGame/{{Tekken}}'' are almost purely physical and contact-based.



* ''Franchise/MortalKombat'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game.

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* ''Franchise/MortalKombat'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game.game:



** With the release of ''VideoGame/MortalKombat9'', they've gone back to the series' roots with 2.5D gameplay a la ''Street Fighter IV''.

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** With the release of ''VideoGame/MortalKombat9'', ''VideoGame/MortalKombat9'' and continuing this with ''[[VideoGame/MortalKombatX X]]'', they've gone back to the series' roots with 2.5D gameplay a la ''Street Fighter IV''.



* ''VideoGame/TheKingOfFighters'' got around this with a "2.5D" subseries a la ''SFIV'' (in fact, predating it), the ''Maximum Impact'' line. For those who still aren't comfortable with the idea, it is explicitly an AlternateContinuity; the main games still use sprites. In a strange inversion, ''KOF XII'', which is sprite-based, proceeded to bomb. One of the reasons is how they scaled back on everything - half of the roster had been cut, and the main gameplay mode was nothing more than a glorified time trial.
** Came back with a vengeance with ''KOF XIII'' which rectified the previous games shortcomings and added some new modes.

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* ''VideoGame/TheKingOfFighters'' got around this with a "2.5D" subseries a la ''SFIV'' (in fact, predating it), the ''Maximum Impact'' line. For those who still aren't comfortable with the idea, it is explicitly an AlternateContinuity; the main games still use sprites. In a strange inversion, ''KOF XII'', ''[=KOF XII=]'', which is sprite-based, proceeded to bomb. One of the reasons is how they scaled back on everything - half of the roster had been cut, and the main gameplay mode was nothing more than a glorified time trial.
** Came back with a vengeance with ''KOF XIII'' ''[=KOF XIII=]'' which rectified the previous games shortcomings and added some new modes.modes.
** Then they tried again with the 2.5D approach with ''[=KOF XIV=]'' with mixed reaction.



* {{Inverted|Trope}} with the crossover games ''VideoGame/SpyroOrangeTheCortexConspiracy'' and ''VideoGame/CrashBandicootPurpleRiptosRampage'', whose [[Franchise/SpyroTheDragon source]] [[Franchise/CrashBandicoot franchises]] were originally 3D platformers but were made 2D, resulting in a widely-disliked pair of games (moreso for ''Spyro Orange'', as Crash already had two side-scrolling forays on the GameBoyAdvance while the three other Spyro games released on the system were isometric, making a side-scrolling Spyro game even more polarizing for people who had played those games).

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* {{Inverted|Trope}} ''{{Inverted|Trope}}'' with the crossover games ''VideoGame/SpyroOrangeTheCortexConspiracy'' and ''VideoGame/CrashBandicootPurpleRiptosRampage'', whose [[Franchise/SpyroTheDragon source]] [[Franchise/CrashBandicoot franchises]] were originally 3D platformers but were made 2D, resulting in a widely-disliked pair of games (moreso for ''Spyro Orange'', as Crash already had two side-scrolling forays on the GameBoyAdvance while the three other Spyro games released on the system were isometric, making a side-scrolling Spyro game even more polarizing for people who had played those games).games). ([[{{Pun}} A Sprite Ceiling,]] if you might?)
12th Nov '16 11:28:52 AM rjd1922
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* ''VideoGame/{{Bubsy}}'' [[FranchiseKiller utterly splattered against the Polygon Ceiling]] with the release of Bubsy 3D, in which the entire game looked entirely unfinished and had a very restrictive control scheme. This was especially awkward considering the platforming success of ''VideoGame/SuperMario64'', which was released several months before.

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* ''VideoGame/{{Bubsy}}'' [[FranchiseKiller utterly splattered against the Polygon Ceiling]] with the release of Bubsy 3D, ''Bubsy 3D'', in which the entire game looked entirely unfinished and had a very restrictive control scheme. This was especially awkward considering the platforming success of ''VideoGame/SuperMario64'', which was released several months before.
24th Sep '16 12:28:27 PM nombretomado
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* ''Franchise/StreetFighter'', originally had stumbled into 3-D gameplay with its non-canon ''VideoGame/StreetFighterEX'' line (especially and most specifically ''[=EX3=]''), which had very mixed reactions. They later fixed things with the "2.5D" ''VideoGame/StreetFighterIV'', which utilizes 3-D graphics but retains the 2-D gameplay mechanics, the result being well-received, and reviving the fighting game genre in the process. Because of the successful 2.5D approach of [=SFIV=], Capcom later pulled the same 2.5-D move when it was time to bring ''CapcomVsWhatever'' from the SpritePolygonMix of ''VideoGame/MarvelVsCapcom2'' and ''[[SNKVsCapcom Capcom vs. SNK 2]]'' to the full 3-D of ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcom3''.

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* ''Franchise/StreetFighter'', originally had stumbled into 3-D gameplay with its non-canon ''VideoGame/StreetFighterEX'' line (especially and most specifically ''[=EX3=]''), which had very mixed reactions. They later fixed things with the "2.5D" ''VideoGame/StreetFighterIV'', which utilizes 3-D graphics but retains the 2-D gameplay mechanics, the result being well-received, and reviving the fighting game genre in the process. Because of the successful 2.5D approach of [=SFIV=], Capcom later pulled the same 2.5-D move when it was time to bring ''CapcomVsWhatever'' ''VideoGame/CapcomVsWhatever'' from the SpritePolygonMix of ''VideoGame/MarvelVsCapcom2'' and ''[[SNKVsCapcom Capcom vs. SNK 2]]'' to the full 3-D of ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcom3''.
24th Aug '16 7:19:55 AM Morgenthaler
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** Jane Jensen later said that they did not foresee the amount of details (and work) a full 3D game required. For her future projects she would prefer a 2D game on pre-rendered 3D backgrounds it would look good enough while being much cheaper.

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** Jane Jensen later said that they did not foresee the amount of details (and work) a full 3D game required. For her future projects she would prefer a 2D game on pre-rendered 3D backgrounds it would look good enough while being much cheaper.



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5th Aug '16 1:01:00 PM rjd1922
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** With the release of ''MortalKombat 9'', they've gone back to the series' roots with 2.5D gameplay a la ''Street Fighter IV''.
* ''OneMustFall Battlegrounds'' attempted to do jump to 3D but failed due to many functionality problems. It was one of the most promising games ever made, but the bugs, lack of pilot/robot progress, inability to go through the arenas fast and awkward controls made for a big disappointment.

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** With the release of ''MortalKombat 9'', ''VideoGame/MortalKombat9'', they've gone back to the series' roots with 2.5D gameplay a la ''Street Fighter IV''.
* ''OneMustFall ''VideoGame/OneMustFall Battlegrounds'' attempted to do jump to 3D but failed due to many functionality problems. It was one of the most promising games ever made, but the bugs, lack of pilot/robot progress, inability to go through the arenas fast and awkward controls made for a big disappointment.
1st Jul '16 12:22:09 PM Anddrix
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* The ''Franchise/MegaMan'' franchise has made two runs at the Polygon Ceiling so far. The ''VideoGame/MegaManLegends'' series was a BaseBreaker, looking clunky and featuring gameplay that was Mega Man InNameOnly. ''VideoGame/MegaManX7'' looked gorgeous and played closer to Mega Man games, but sorta screwed up the gameplay; levels switched between true 3D and a more familiar 2.5D, and both had their own set of odd perspective and balance issues. Capcom dropped the 3D segments for ''[[VideoGame/MegaManX8 X8]]'', leaving ''X7'' an OddballInTheSeries.

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* The ''Franchise/MegaMan'' franchise has made two runs at the Polygon Ceiling so far. The ''VideoGame/MegaManLegends'' series was a BaseBreaker, divisive, looking clunky and featuring gameplay that was Mega Man InNameOnly. ''VideoGame/MegaManX7'' looked gorgeous and played closer to Mega Man games, but sorta screwed up the gameplay; levels switched between true 3D and a more familiar 2.5D, and both had their own set of odd perspective and balance issues. Capcom dropped the 3D segments for ''[[VideoGame/MegaManX8 X8]]'', leaving ''X7'' an OddballInTheSeries.
29th May '16 1:44:18 PM eroock
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* After an extremely successful run with ''VideoGame/GabrielKnight'', the series went through two separate clashes with this trope. The first sequel had full-motion-video ''gameplay'' in a 2D environment, while ''VideoGame/GabrielKnight 3'' went into 3D. While both sequels had strong storylines, they were very difficult to play.

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* After an extremely successful run with ''VideoGame/GabrielKnight'', the series went through two separate clashes with this trope. The first sequel had full-motion-video FullMotionVideo ''gameplay'' in a 2D environment, while ''VideoGame/GabrielKnight 3'' went into 3D. While both sequels had strong storylines, they were very difficult to play.
30th Apr '16 11:09:32 PM Jake
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* ''VideoGame/DwarfFortress'' is an inverted, or rather ''reversed'' example. Its creator initially attempted to combine his vision for immensely detailed ProceduralGeneration and deep simulation with 3D graphics, and the result was ''Slaves To Armok: God of Blood''... Which ended up becoming VapourWare because making ''look'' good as well as play good is really hard when you have NoBudget and [[IWorkAlone a noted aversion to hiring extra coders]]. Eventually he gave up the 3D aspect as more trouble than it was worth and switched to the faux-ASCII we know and love.
17th Mar '16 6:00:03 PM WillKeaton
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* The ''VideoGame/SystemShock'' games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].

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* The ''VideoGame/SystemShock'' games hit this ceiling in regards to the visuals. The original used a 2D "pseudo-3D" engine that was so advanced for 1994 that a major reason the game bombed was because most people couldn't run it at a playable framerate. The sequel went the opposite way (due to both rushed development and an attempt to make it playable for everybody) and used the dated Dark Engine, resulting in the game looking notoriously ugly, with its blocky polygons and blurry textures occasionally managing to get beat out by the original's crisp, detailed 2D environment despite coming out ''five years later''. Compare them: [[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2]].SS2.]]
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