History Main / PolygonCeiling

18th Jul '17 11:01:12 PM X2X
Is there an issue? Send a Message


** Then they again tried the 2.5D approach for ''KOF XIV'' with mixed reactions, more so because of aesthetics than gameplay; while ''XIV'' fully reversed the roster and moveset deficits caused by the [[ArtShift switch to hand-drawn, HD sprites]], the graphics are widely seen as underwhelming for a UsefulNotes/PlayStation4 title (comparisons to the aforementioned ''Maximum Impact'' series from the [[UsefulNotes/PlayStation2 PS2]] era were common reactions to [[TaintedByThePreview the reveal trailer]]), especially when compared to rival fighting game series in the same generation (''VideoGame/GuiltyGear Xrd'', ''VideoGame/StreetFighterV'', ''VideoGame/{{Tekken}} 7'') and even the previous one (''VideoGame/VirtuaFighter 5'', ''[[VideoGame/SoulSeries Soulcalibur]] IV'' and ''V'', ''VideoGame/DeadOrAlive4'' and ''[[VideoGame/DeadOrAlive5 5]]'').

to:

** Then they again tried the 2.5D approach for ''KOF XIV'' with mixed reactions, more so because of aesthetics than gameplay; while ''XIV'' fully reversed the roster and moveset deficits caused by the [[ArtShift switch to hand-drawn, HD sprites]], the graphics are widely seen as underwhelming for a UsefulNotes/PlayStation4 title (comparisons to the aforementioned ''Maximum Impact'' series from the [[UsefulNotes/PlayStation2 PS2]] era were common reactions to [[TaintedByThePreview the reveal trailer]]), especially when compared to pit against rival fighting game series in the same generation (''VideoGame/GuiltyGear Xrd'', ''VideoGame/StreetFighterV'', ''VideoGame/{{Tekken}} 7'') and even the previous one (''VideoGame/VirtuaFighter 5'', ''[[VideoGame/SoulSeries Soulcalibur]] IV'' and ''V'', ''VideoGame/DeadOrAlive4'' and ''[[VideoGame/DeadOrAlive5 5]]'').



* In regards to ''VideoGame/{{Darkstalkers}}'', this is the given reason why most of the characters haven't shown up in games with 3D models. The original games had sprites with cartoonish and exaggerated animations, and while this hasn't stopped some characters like Morrigan (who appeared in ''VideoGame/TatsunokoVsCapcom'', ''VideoGame/MarvelVsCapcom3'', and ''VideoGame/MarvelVsCapcomInfinite'' without any problems), it makes others such as Lord Raptor and Jedah difficult to translate into 3D.

to:

* In regards to ''VideoGame/{{Darkstalkers}}'', this is the given reason why most of the characters haven't shown up in games with 3D models. The original games had sprites with cartoonish and exaggerated animations, and while this hasn't stopped some characters like Morrigan (who appeared in ''VideoGame/TatsunokoVsCapcom'', ''VideoGame/MarvelVsCapcom3'', games such as ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcomInfinite'' ''VideoGame/MarvelVsCapcom3'' without any problems), it makes others such as Lord Raptor and Jedah difficult to translate into 3D.3D. The animators at Capcom appear to have found some sort of solution as of ''VideoGame/MarvelVsCapcomInfinite'', where Jedah was included as a combatant alongside [[WolverinePublicity series mainstay]] Morrigan for the first time in full-fledged 3D, BloodyMurder and all.



* ''VideoGame/{{Blood}}'' hit the ceiling hard with the with release of ''Blood II: The Chosen'', which traded the first game's sprite-based 3D Build Engine for the full-3D [=LithTech engine=]. The game was rushed out to compete with the likes of ''VideoGame/HalfLife1'' and ''VideoGame/{{Unreal}}'', resulting in an ObviousBeta. On top of that, many felt the second game lacked the feel that made the first game fun.
* 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.]]

to:

* ''VideoGame/{{Blood}}'' hit the ceiling hard with the with release of ''Blood II: The Chosen'', which traded the first game's sprite-based 3D Build Engine for the full-3D [=LithTech engine=].[=LithTech=] engine. The game was rushed out to compete with the likes of ''VideoGame/HalfLife1'' and ''VideoGame/{{Unreal}}'', resulting in an ObviousBeta. On top of that, many felt the second game lacked the feel that made the first game fun.
* 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.''[[http://www.mobygames.com/images/shots/l/3396-system-shock-dos-screenshot-a-corridor-leading-to-the-central.gif SS1]] and [[http://www.SS1]]'' to ''[[http://www.visualwalkthroughs.com/systemshock2/where/8.jpg SS2.]]]]''
18th Jun '17 11:49:26 PM AirofMystery
Is there an issue? Send a Message


Oddly enough, for [=RPGs=] and adventure games, 3D rendering once was much more limiting than 2D. Consider a set of shelves with miscellaneous bottles on it. In 2D, this is part of the background; it costs comparatively little. In 3D, each bottle must have polygons, which means the quality of that bookshelf goes way down. You only get so many polygons per frame, so they should be spent on actual characters. Some games tried to cheat by using 3D backgrounds but computationally cheap sprites for the actual objects; this seldom resulted in a pleasant experience to the eye.

to:

Oddly enough, for [=RPGs=] and adventure games, 3D rendering once was much more limiting than 2D. Consider a set of shelves with miscellaneous bottles on it. In 2D, this is part of the background; it costs comparatively little. In 3D, each bottle must have polygons, which means the quality of that bookshelf goes way down. You only get so many polygons per frame, so they should be spent on actual characters. Some games tried to cheat by [[SpritePolygonMix using 3D backgrounds but computationally cheap sprites for the actual objects; objects]]; this seldom resulted in a pleasant experience to the eye.
eye. [[VideoGame/FinalFantasyVII Others]] [[VideoGame/TheLegendOfZeldaOcarinaOfTime did the opposite]], with 3D model characters but 2D images for backgrounds.
28th Apr '17 1:15:01 AM X2X
Is there an issue? Send a Message


** Then they again tried the 2.5D approach for ''KOF XIV'' with mixed reactions, more so because of aesthetics than gameplay; while ''XIV'' fully reversed the roster and moveset deficits caused by the [[ArtShift switch to hand-drawn, HD sprites]], the graphics are widely seen as underwhelming for a UsefulNotes/PlayStation4 title (comparisons to the aforementioned ''Maximum Impact'' series from the [[UsefulNotes/PlayStation2 PS2]] era were common reactions to [[TaintedByThePreview the reveal trailer]]), especially when compared to rival fighting game series in the same generation (''VideoGame/GuiltyGear Xrd'', ''VideoGame/StreetFighterV'', ''VideoGame/{{Tekken}} 7'') and even the previous one (''VideoGame/VirtuaFighter 5'', ''[[VideoGame/SoulSeries Soulcalibur]] IV'' and ''V'', VideoGame/DeadOrAlive4'' and ''[[VideoGame/DeadOrAlive5 5]]'').
* [[http://insomnia.ac/commentary/domination_101/2d_vs_3d/ This article]] by Seth Killian, who would later become Capcom's [[PromotedFanboy adviser for all things Street Fighter]], pretty much explains why 2D has remained viable in the face of 3D.

to:

** Then they again tried the 2.5D approach for ''KOF XIV'' with mixed reactions, more so because of aesthetics than gameplay; while ''XIV'' fully reversed the roster and moveset deficits caused by the [[ArtShift switch to hand-drawn, HD sprites]], the graphics are widely seen as underwhelming for a UsefulNotes/PlayStation4 title (comparisons to the aforementioned ''Maximum Impact'' series from the [[UsefulNotes/PlayStation2 PS2]] era were common reactions to [[TaintedByThePreview the reveal trailer]]), especially when compared to rival fighting game series in the same generation (''VideoGame/GuiltyGear Xrd'', ''VideoGame/StreetFighterV'', ''VideoGame/{{Tekken}} 7'') and even the previous one (''VideoGame/VirtuaFighter 5'', ''[[VideoGame/SoulSeries Soulcalibur]] IV'' and ''V'', VideoGame/DeadOrAlive4'' ''VideoGame/DeadOrAlive4'' and ''[[VideoGame/DeadOrAlive5 5]]'').
* [[http://insomnia.ac/commentary/domination_101/2d_vs_3d/ This article]] by Seth Killian, who would later become Capcom's [[PromotedFanboy adviser for all things things]] ''[[PromotedFanboy Street Fighter]], Fighter]]'', pretty much explains why 2D has remained viable in the face of 3D.
23rd Apr '17 1:25:08 PM SunriseWarrior
Is there an issue? Send a Message


* ''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.

to:

* ''VideoGame/{{Bubsy}}'' [[FranchiseKiller utterly splattered against the Polygon Ceiling]] with the release of ''Bubsy 3D'', in which the entire game looked entirely completely 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.
4th Apr '17 12:42:05 PM X2X
Is there an issue? Send a Message


* One can say, [[BrokenBase though not without debate]], that ''Franchise/StreetFighter'' originally had stumbled into 3D gameplay with its non-canon, Arika-developed ''VideoGame/StreetFighterEX'' line (especially and most specifically ''[=EX3=]''), which had a very mixed reaction. However, as every ''EX'' installment [[TwoAndAHalfD retained the 2D gameplay mechanics even with the use of 3D graphics]] (only certain moves made use of 3D camera angles), it has been questioned if the pushback against ''EX'' can be attributed more to Creator/{{Capcom}} "abandoning" sprite-based gameplay and [[OnlyTheCreatorDoesItRight having a third-party developer work on the title]] than tangible faults. Capcom later "fixed" things with the (also) 2.5D and well-received ''VideoGame/StreetFighterIV'', [[GenreRelaunch which revived the fighting game genre in the process]]. Because of the successful 2.5D approach of ''SFIV'', Capcom later pulled the same 2.5D move when it was time to bring the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series from the SpritePolygonMix of ''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]'' and ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' to the full 3D of ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcom3''. The success of ''IV'' also led to ''EX'' [[VindicatedByHistory gaining a more favorable reputation in the ensuing years]], largely because the passage of time allowed critics to realize that many of the elements that had earned ''IV'' praise were [[OlderThanTheyThink already present]] in ''EX''.

to:

* One can say, [[BrokenBase though not without debate]], that ''Franchise/StreetFighter'' originally had stumbled into 3D gameplay with its non-canon, Arika-developed ''VideoGame/StreetFighterEX'' line (especially and most specifically ''[=EX3=]''), which had a very mixed reaction. However, as every ''EX'' installment [[TwoAndAHalfD retained the 2D gameplay mechanics even with the use of 3D graphics]] (only certain moves made use of 3D camera angles), it has been questioned if the pushback against ''EX'' can be attributed more to Creator/{{Capcom}} "abandoning" sprite-based gameplay and [[OnlyTheCreatorDoesItRight having a third-party developer work on handle the title]] work]] than tangible faults. Capcom later "fixed" things with the (also) 2.5D and well-received ''VideoGame/StreetFighterIV'', [[GenreRelaunch which revived the fighting game genre in the process]]. Because of the successful 2.5D approach of ''SFIV'', Capcom later pulled the same 2.5D move when it was time to bring the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series from the SpritePolygonMix of ''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]'' and ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' to the full 3D of ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcom3''. The success of ''IV'' also led to ''EX'' [[VindicatedByHistory gaining a more favorable reputation in the ensuing years]], largely because the passage of time allowed critics to realize that many of the elements that had earned ''IV'' praise were [[OlderThanTheyThink already present]] in ''EX''.
4th Apr '17 12:41:23 PM X2X
Is there an issue? Send a Message


* {{Adventure Game}}s, generally speaking, have not dealt with the transition to the 3D era well (Creator/TelltaleGames' games being an exception), as they usually require ''a lot'' more attention to detail than your average FPS, platformer or what have you. Rarely will players need to explore too much or pay attention to ''everything'' in a run-and-gun shooter, whereas an adventure can easily require one to, for instance, look behind furniture, under objects, or to search ''everywhere'' for that one missing piece of the puzzle. The difference in developing time and resources was rather significant - though it's gotten less so nowadays, due to procedural generation making creation easier and a much higher detail requirement in most other game types equalizing things.

to:

* {{Adventure Game}}s, generally speaking, have not dealt with the transition to the 3D era well (Creator/TelltaleGames' games being an exception), as they usually require ''a lot'' more attention to detail than your average FPS, platformer or what have you. Rarely will players need to explore too much or pay attention to ''everything'' in a run-and-gun shooter, whereas an adventure can easily require one to, for instance, look behind furniture, under objects, or to search ''everywhere'' for that one missing piece of the puzzle. The difference in developing time and resources was rather significant - -- though it's gotten less so nowadays, due to procedural generation making creation easier and a much higher detail requirement in most other game types equalizing things.



* ''VideoGame/EscapeFromMonkeyIsland'' could have easily avoided this trope by merely changing the graphic style and nothing else. But since they decided to port the game to the UsefulNotes/PlayStation2'', they changed the control scheme from point and click to one similar to ''VideoGame/{{Resident Evil|1}}'' or ''VideoGame/FinalFantasyVII'', which was [[CameraScrew ill-fitted]] for the genre.

to:

* ''VideoGame/EscapeFromMonkeyIsland'' could have easily avoided this trope by merely changing the graphic style and nothing else. But since they decided to port the game to the UsefulNotes/PlayStation2'', UsefulNotes/PlayStation2, they changed the control scheme from point and click to one similar to ''VideoGame/{{Resident Evil|1}}'' or ''VideoGame/FinalFantasyVII'', which was [[CameraScrew ill-fitted]] for the genre.
4th Apr '17 12:38:28 PM X2X
Is there an issue? Send a Message


[[folder: Action Game ]]

to:

[[folder: Action Game ]]
[[folder:Action Game]]



* ''VideoGame/{{Bomberman}}'' hit the Polygon Ceiling a bit harshly with the ''[[UsefulNotes/{{Nintendo 64}} 64]]'' series. They later tried again when the Gamecube rolled around and broke through the ceiling just fine with ''VideoGame/BombermanGeneration'' and ''VideoGame/BombermanJetters'', having made the smart move of giving only the single-player mode 3D gameplay while keeping the multiplayer the same as with the 2D games. It's a pity, though... they could have paved the way for a ''lot'' of [[{{Pun}} remarks]] about why he's called Bomberman.

to:

* ''VideoGame/{{Bomberman}}'' hit the Polygon Ceiling a bit harshly with the ''[[UsefulNotes/{{Nintendo 64}} 64]]'' series. They later tried again when the Gamecube rolled around and broke through the ceiling just fine with ''VideoGame/BombermanGeneration'' and ''VideoGame/BombermanJetters'', having made the smart move of giving only the single-player mode 3D gameplay while keeping the multiplayer the same as with the 2D games. It's a pity, though... they They could have paved the way for a ''lot'' of [[{{Pun}} remarks]] about why he's called Bomberman.
Bomberman.






** 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.

to:

** 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 � backgrounds; it would look good enough while being much cheaper.



* ''VideoGame/TheLegendOfKyrandia'' 1 and 2 were widely praised, while the 3rd got a mixed reception. Transition from painted to rendered backgrounds and objects was not the main peeve, but it definitely [[TheyChangedItNowItSucks affected the game atmosphere]]. The primitivism of models also did not help.
* Dialogs in ''VideoGame/StarControl 2'' used bright-colored low-resolution[[note]]about half of a 320x200 screen[[/note]] still pictures with a bit of animation. That seemed adequate. ''Star Control 3'' upgraded that to [[RealIsBrown dim]] higher-resolution[[note]]up to 640x480[[/note]] videos with compression artifacts. The animatronic puppets were intended to look like a more realistic 3D, but instead [[http://www.mobygames.com/game/dos/star-control-3/screenshots/gameShotId,4821/ Spathi]] looked like a flayed carcass, [[http://www.youtube.com/watch?v=RGwRDMr-IKw Pkunk]] looked like a sock puppet and [[http://mx.utabby.com/v?i=hH57VFpUGj8 humanoids]] went to UncannyValley.
* Videogame/EscapeFromMonkeyIsland could have easily avoided this trope by merely changing the graphic style and nothing else. But since they decided to port the game to the Playstation 2, they changed the control scheme from point and click to one similar to Resident Evil's or Final Fantasy VII's, which was [[CameraScrew ill-fitted]] for the genre.

to:

* ''VideoGame/TheLegendOfKyrandia'' 1 ''VideoGame/TheLegendOfKyrandia 1'' and 2 ''2'' were widely praised, while the 3rd got third game had a mixed reception. Transition from painted to rendered backgrounds and objects was not the main peeve, but it definitely [[TheyChangedItNowItSucks affected the game atmosphere]]. The primitivism of models also did not help.
* Dialogs in ''VideoGame/StarControl 2'' used bright-colored low-resolution[[note]]about half of a 320x200 screen[[/note]] still pictures with a bit of animation. That seemed adequate. ''Star Control 3'' upgraded that to [[RealIsBrown dim]] higher-resolution[[note]]up to 640x480[[/note]] videos with compression artifacts. The animatronic puppets were intended to look like a more realistic 3D, but instead [[http://www.mobygames.com/game/dos/star-control-3/screenshots/gameShotId,4821/ Spathi]] looked like a flayed carcass, [[http://www.[[https://www.youtube.com/watch?v=RGwRDMr-IKw Pkunk]] looked like a sock puppet and [[http://mx.utabby.com/v?i=hH57VFpUGj8 humanoids]] went to UncannyValley.
* Videogame/EscapeFromMonkeyIsland ''VideoGame/EscapeFromMonkeyIsland'' could have easily avoided this trope by merely changing the graphic style and nothing else. But since they decided to port the game to the Playstation 2, UsefulNotes/PlayStation2'', they changed the control scheme from point and click to one similar to Resident Evil's ''VideoGame/{{Resident Evil|1}}'' or Final Fantasy VII's, ''VideoGame/FinalFantasyVII'', which was [[CameraScrew ill-fitted]] for the genre.
genre.



[[folder: Fighting Game ]]

* 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}}'', ''VideoGame/DeadOrAlive'', and ''VideoGame/{{Tekken}}'' are almost purely physical and contact-based.
* ''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 ''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''.
* ''Franchise/MortalKombat'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game:
** ''VideoGame/MortalKombat4'' was a weird case. Even when it was fully 3-D, the gameplay was not greatly altered from the previous games (with only one limited way to move on the Z-Axis), making it very faithful to the original 2-D games.
** The following games ''Deadly Alliance'', ''Deception'' and ''Armageddon'' varied in quality but were said to be somewhat decent.
** For ''Special Forces'', it probably doesn't help that the creative team behind it (including series co-creator John Tobias) quit Midway [[{{Pun}} midway]] through development, thereafter the remaining brood rushed it to development.

to:

[[folder: Fighting Game ]]

[[folder:Fighting Game]]
* There are two key aspects to the Polygon Ceiling here. First, the 3-D 3D gameplay is usually slower than its 2-D 2D counterpart, making the games less dynamic (something required for a fighting game). Second, the projectiles, which are a key element of 2-D 2D fighters, hardly ever work effectively in 3-D, 3D, which is why 3-D based 3D-based fighters like ''VideoGame/VirtuaFighter'', ''{{VideoGame/Def Jam|Series}}'', ''VideoGame/{{Tekken}}'', ''[[VideoGame/SoulSeries Soulcalibur]]'', ''VideoGame/DeadOrAlive'', and ''VideoGame/{{Tekken}}'' ''VideoGame/{{Def Jam|Series}}'' are almost purely physical and contact-based.
* ''Franchise/StreetFighter'', One can say, [[BrokenBase though not without debate]], that ''Franchise/StreetFighter'' originally had stumbled into 3-D 3D gameplay with its non-canon non-canon, Arika-developed ''VideoGame/StreetFighterEX'' line (especially and most specifically ''[=EX3=]''), which had a very mixed reactions. They reaction. However, as every ''EX'' installment [[TwoAndAHalfD retained the 2D gameplay mechanics even with the use of 3D graphics]] (only certain moves made use of 3D camera angles), it has been questioned if the pushback against ''EX'' can be attributed more to Creator/{{Capcom}} "abandoning" sprite-based gameplay and [[OnlyTheCreatorDoesItRight having a third-party developer work on the title]] than tangible faults. Capcom later fixed "fixed" things with the "2.5D" (also) 2.5D and well-received ''VideoGame/StreetFighterIV'', [[GenreRelaunch which utilizes 3-D graphics but retains the 2-D gameplay mechanics, the result being well-received, and reviving revived the fighting game genre in the process.process]]. Because of the successful 2.5D approach of [=SFIV=], ''SFIV'', Capcom later pulled the same 2.5-D 5D move when it was time to bring ''VideoGame/CapcomVsWhatever'' the ''[[VideoGame/CapcomVsWhatever Vs.]]'' series from the SpritePolygonMix of ''VideoGame/MarvelVsCapcom2'' ''[[VideoGame/MarvelVsCapcom2 Marvel vs. Capcom 2]]'' and ''[[SNKVsCapcom ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' to the full 3-D 3D of ''VideoGame/TatsunokoVsCapcom'' and ''VideoGame/MarvelVsCapcom3''.
''VideoGame/MarvelVsCapcom3''. The success of ''IV'' also led to ''EX'' [[VindicatedByHistory gaining a more favorable reputation in the ensuing years]], largely because the passage of time allowed critics to realize that many of the elements that had earned ''IV'' praise were [[OlderThanTheyThink already present]] in ''EX''.
* ''Franchise/MortalKombat'' is particularly guilty of this, with the gameplay and fatality Fatality systems being rebuilt with almost every new game:
** ''VideoGame/MortalKombat4'' was a weird case. Even when it was fully 3-D, 3D, the gameplay was not greatly altered from the previous games (with only one limited way to move on the Z-Axis), z-axis), making it very faithful to the original 2-D 2D games.
** The following games ''Deadly Alliance'', ''Deception'' games, ''[[VideoGame/MortalKombatDeadlyAlliance Deadly Alliance]]'', ''[[VideoGame/MortalKombatDeception Deception]]'' and ''Armageddon'' ''[[VideoGame/MortalKombatArmageddon Armageddon]]'', varied in quality but were said to be somewhat decent.
** For ''Special Forces'', ''[[VideoGame/MortalKombatSpecialForces Special Forces]]'', it probably doesn't help that the creative team behind it (including series co-creator John Tobias) quit Midway Creator/{{Midway|Games}} [[{{Pun}} midway]] through development, thereafter the remaining brood rushed it to development.



* ''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.
** Then they tried again with the 2.5D approach with ''[=KOF XIV=]'' with mixed reaction.

to:

* ''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 main 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 [[AuthorsSavingThrow rectified]] the previous games shortcomings and game's shortcomings, added some new modes.
modes, and wrapped up the StoryArc that began with ''KOF 2003''.
** Then they again tried again with the 2.5D approach with ''[=KOF XIV=]'' for ''KOF XIV'' with mixed reaction.reactions, more so because of aesthetics than gameplay; while ''XIV'' fully reversed the roster and moveset deficits caused by the [[ArtShift switch to hand-drawn, HD sprites]], the graphics are widely seen as underwhelming for a UsefulNotes/PlayStation4 title (comparisons to the aforementioned ''Maximum Impact'' series from the [[UsefulNotes/PlayStation2 PS2]] era were common reactions to [[TaintedByThePreview the reveal trailer]]), especially when compared to rival fighting game series in the same generation (''VideoGame/GuiltyGear Xrd'', ''VideoGame/StreetFighterV'', ''VideoGame/{{Tekken}} 7'') and even the previous one (''VideoGame/VirtuaFighter 5'', ''[[VideoGame/SoulSeries Soulcalibur]] IV'' and ''V'', VideoGame/DeadOrAlive4'' and ''[[VideoGame/DeadOrAlive5 5]]'').






[[folder: First Person Shooter ]]

to:

[[folder: First Person Shooter ]]
[[folder:First-Person Shooter]]






[[folder: Platform Game ]]

* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom'', [[ObviousBeta Especially Sonic 2006 and Sonic Boom]]). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).
* ''VideoGame/EarthwormJim'' fell victim to this trope heavily, as it abandoned almost all of the gameplay elements (not to mention many of the series' characters) in its jump to 3-D. It also didn't help that the series creator, DougTennapel, was completely excluded from its development.

to:

[[folder: Platform Game ]]

[[folder:Platform Game]]
* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom'', [[ObviousBeta Especially Sonic 2006 especially]] ''Sonic 2006'' and Sonic Boom]]).''Sonic Boom''). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).
* ''VideoGame/EarthwormJim'' fell victim to this trope heavily, as it abandoned almost all of the gameplay elements (not to mention many of the series' characters) in its jump to 3-D. 3D. It also didn't help that the series creator, DougTennapel, Creator/DougTennapel, was completely excluded from its development.



* ''{{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). ([[{{Pun}} A Sprite Ceiling,]] if you might?)
* The ''Franchise/MegaMan'' franchise has made two runs at the Polygon Ceiling so far. The ''VideoGame/MegaManLegends'' series was 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.
* ''BionicCommando'' ran into this with the 2009 reboot. The following game, ''Rearmed 2'' (itself an original sequel to a slightly earlier HD 2.5D remake of the original NES game), returned to 2D gameplay.
* 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 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]].

to:

* ''{{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 (more so for ''Spyro Orange'', as Crash already had two side-scrolling forays on the GameBoyAdvance UsefulNotes/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). ([[{{Pun}} A Sprite Ceiling,]] Ceiling]], if you might?)
* The ''Franchise/MegaMan'' franchise has made two runs at the Polygon Ceiling so far.
**
The ''VideoGame/MegaManLegends'' series was divisive, looking clunky and featuring gameplay that was Mega Man InNameOnly. ''Mega Man'' InNameOnly, though it was later VindicatedByHistory when Creator/KeijiInafune expressed his love for the duology and fans realized that having a ''[[Franchise/TheLegendOfZelda Zelda]]''-style exploration/adventure game instead of the usual side-scrolling shooter wasn't as bad as they initially thought. [[note]]''Legends'' was not the only ''Mega Man'' sub-series to [[TheyChangedItNowItSuck receive flak]] for branching out into different genres of gameplay, as ''VideoGame/MegaManBattleNetwork'' and ''VideoGame/MegaManStarForce'' will attest.[[/note]]
**
''VideoGame/MegaManX7'' looked gorgeous and played closer to Mega Man previous ''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 (mostly) dropped the 3D segments for ''[[VideoGame/MegaManX8 X8]]'', leaving ''X7'' an OddballInTheSeries.
* ''BionicCommando'' ''VideoGame/BionicCommando'' ran into this with the 2009 reboot. The following game, ''Rearmed 2'' (itself an original sequel to a slightly earlier HD 2.5D remake of the original NES game), returned to 2D gameplay.
* 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}} UsefulNotes/PlayStation2 and ''much'' later with the ''[[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]].
the]] ''[[VideoGame/CastlevaniaChroniclesOfSorrow Sorrow]]'' [[VideoGame/CastlevaniaChroniclesOfSorrow duology]].



[[folder: Puzzle Game ]]

to:

[[folder: Puzzle Game ]]
[[folder:Puzzle Game]]






[[folder: Real Time Strategy ]]

* Poor {{Stronghold}}, once Firefly had to start making 3D RTS games, it started to show very obvious problems that had gone worse with each sequel.

to:

[[folder: Real Time Strategy ]]

[[folder:Real-Time Strategy]]
* Poor {{Stronghold}}, once ''VideoGame/{{Stronghold}}''. Once Firefly had to start making 3D RTS games, it started to show very obvious problems that had gone worse with each sequel.
sequel.



[[folder: Role Playing Game ]]

* ''DawnOfMana'' already deviated from formula by turning a successful 2-D action-RPG into an 3-D action-platformer with minimal RPGElements. It went on to have [[CameraScrew one of the worst camera systems]] for a [=PS2=] platformer, and mission-objective arrows that pointed directly at solid walls. It also [[LevelDrain stripped you of all your upgrades at the end of a level]], making what few RPGElements it had entirely pointless.
* The first eight ''VideoGame/MightAndMagic'' games used sprites for NPC's, monsters, trees, etc (in a 3D world in 6 thru 8) and were quite good. ''M&M 9'' was fully rendered. It was also full of bugs, had ridiculous looking characters with flat faces, trees with a few 'blades' of leaves, and a UI with a fraction of the functions of its predecessors.

to:

[[folder: Role Playing Game ]]

[[folder:Role-Playing Game]]
* ''DawnOfMana'' ''VideoGame/DawnOfMana'' already deviated from formula by turning a successful 2-D 2D action-RPG into an 3-D 3D action-platformer with minimal RPGElements. It went on to have [[CameraScrew one of the worst camera systems]] for a [=PS2=] platformer, and mission-objective arrows that pointed directly at solid walls. It also [[LevelDrain stripped you of all your upgrades at the end of a level]], making what few RPGElements it had entirely pointless.
* The first eight ''VideoGame/MightAndMagic'' games used sprites for NPC's, [=NPCs=], monsters, trees, etc (in a 3D world in 6 thru 8) and were quite good. ''M&M 9'' ''[=M&M9=]'' was fully rendered. It was also full of bugs, had ridiculous looking characters with flat faces, trees with a few 'blades' "blades" of leaves, and a UI with a fraction of the functions of its predecessors.
predecessors.



[[folder: Shoot Em Up ]]

to:

[[folder: Shoot Em Up ]]
[[folder:Shoot 'Em Up]]






[[folder: Sports Game ]]

* ''BackyardSports'' in 3D has downright ''blocky'' models.
* After a licensing dispute, ''Acclaim'' grabbed the ''NBAJam'' name from MidwayGames and made ''NBA Jam Extreme''. ''Extreme'' suffered from long load times, blocky character models, and painful overuse of the word "extreme." It added two changes to the formula established by the original ''Jam'': First of all, players no longer caught fire, but became "Smokin'", which could be achieved either by scoring three straight baskets without the opponent scoring or blocking three straight baskets. If the player did both, he became "Unstoppable." The second change was the addition of an "Extreme" button, which was even stronger than Turbo, but drained the Turbo meter twice as fast. Neither did much to change the gameplay. Now, ''Extreme'' is barely remembered, if at all.

to:

[[folder: Sports Game ]]

[[folder:Sports Game]]
* ''BackyardSports'' ''VideoGame/BackyardSports'' in 3D has downright ''blocky'' models.
* After a licensing dispute, ''Acclaim'' grabbed the ''NBAJam'' ''VideoGame/NBAJam'' name from MidwayGames Creator/MidwayGames and made ''NBA Jam Extreme''. ''Extreme'' suffered from long load times, blocky character models, and painful overuse of the word "extreme." It added two changes to the formula established by the original ''Jam'': First of all, players no longer caught fire, but became "Smokin'", which could be achieved either by scoring three straight baskets without the opponent scoring or blocking three straight baskets. If the player did both, he became "Unstoppable." The second change was the addition of an "Extreme" button, which was even stronger than Turbo, but drained the Turbo meter twice as fast. Neither did much to change the gameplay. Now, ''Extreme'' is barely remembered, if at all.
all.



[[folder: Turn Based Strategy ]]

* While the 3D ''VideoGame/{{Worms}}'' games definitely have their fans, general consensus is that they were inferior to the originals, and Team 17 responded in kind by returning to 2D only after Worms Mayhem.

to:

[[folder: Turn Based [[folder:Turn-Based Strategy ]]

]]
* While the 3D ''VideoGame/{{Worms}}'' games definitely have their fans, general consensus is that they were inferior to the originals, and Team 17 responded in kind by returning to 2D only after Worms Mayhem.
''Worms Mayhem''.



[[folder: Other ]]

to:

[[folder: Other ]]
[[folder:Other]]



6th Feb '17 6:21:12 PM Oconway
Is there an issue? Send a Message


* 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 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]].




to:

* 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 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]].
21st Jan '17 1:42:45 PM Clegginator
Is there an issue? Send a Message


* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom'', [[Obvious Beta Especially Sonic 2006 and Sonic Boom]]). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).

to:

* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom'', [[Obvious Beta [[ObviousBeta Especially Sonic 2006 and Sonic Boom]]). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).
21st Jan '17 1:40:49 PM Clegginator
Is there an issue? Send a Message


* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom''). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).

to:

* 3D ''Franchise/SonicTheHedgehog'' games are typically accused of suffering from UnexpectedGameplayChange syndrome (''VideoGame/SonicAdventure'', ''VideoGame/SonicAdventure2'', ''VideoGame/SonicUnleashed'') and/or being too unpolished (''VideoGame/SonicHeroes'', ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]'', ''VideoGame/SonicLostWorld'', ''VideoGame/SonicBoom'').''VideoGame/SonicBoom'', [[Obvious Beta Especially Sonic 2006 and Sonic Boom]]). In 2010 and 2011 respectively, Creator/{{SEGA}} released what ''most'' consider to be successful 3D Sonic games in ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', both of which kept the well-received daytime stages from ''Unleashed'' (though both games featured large amounts of 2D stages).
This list shows the last 10 events of 234. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.PolygonCeiling