History Main / PolygonCeiling

6th Feb '17 6:21:12 PM Oconway
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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 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]].




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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 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
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* 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).

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* 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
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* 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).

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* 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).
6th Jan '17 7:54:13 PM billybobfred
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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.

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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 VapourWare[[note]]Er... sort of. Just like Dwarf Fortress, it was made available during development, PerpetualBeta-style, and can even still be downloaded [[http://www.bay12games.com/armok/download.html here]], but it is ''extremely'' incomplete and there are [[http://www.bay12games.com/armok/plan.html officially]] zero plans to continue it.[[/note]] because making a game ''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.
2nd Jan '17 4:46:58 AM Dreadjaws
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* 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.
31st Dec '16 5:45:58 PM Chris
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* 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.
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]].

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]]'' ''[[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''.

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}}, 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''.
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