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''Metroid Prime 4'' is an upcoming [[FirstPersonShooter FPS]]/{{Adventure|Game}} game for the UsefulNotes/NintendoSwitch, developed by Creator/RetroStudios and published by Creator/{{Nintendo}}. Serving as the 7th entry within the ''Franchise/{{Metroid}}'' franchise's ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' sub-series, the title is currently scheduled for a 2023 release.

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''Metroid Prime 4'' is an upcoming [[FirstPersonShooter FPS]]/{{Adventure|Game}} game for the UsefulNotes/NintendoSwitch, developed by Creator/RetroStudios and published by Creator/{{Nintendo}}. Serving as the 7th entry within the ''Franchise/{{Metroid}}'' franchise's ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' sub-series, the title is currently scheduled for a 2023 2024 release.
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* SugarWiki/AndTheFandomRejoiced: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* ShockingMoments: To say people were shocked at this game's announcement would be an understatement -- despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017 by gaming news sites, and was second only to ''VideoGame/AssassinsCreedOrigins'' in terms of [[https://www.brandwatch.com/blog/react-e3-live-blog-2017/ social media discussion]].

to:

* SugarWiki/AndTheFandomRejoiced: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* ShockingMoments: To say people were shocked at this game's announcement would be an understatement --
Nintendo. And despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017 by gaming news sites, and was being second only to ''VideoGame/AssassinsCreedOrigins'' in terms of [[https://www.brandwatch.com/blog/react-e3-live-blog-2017/ social media discussion]].

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_noble_girl_with_a_crush_on_a_plain_and_studious_guy.jpg]]

''Gariben Jimi Moe Reijou wa, Ore-sama Ouji nado Oyobi denai'' (or "The Noble Girl With a Crush on a Plain and Studious Guy Finds the Arrogant Prince to Be a Nuisance") is a RomanticComedy {{light novel}} by Tosaka Yūma.
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* CannotSpitItOut: Riol, once he realizes he returns Sharina's affections. He manages to say it once without thinking, before going three months without saying it again. He initially justifies it as wanting to save his proper declaration of love for another major event, such as winning a magic tournament, but when that plan falls south due to the unrelated machinations of the royal family, he admits he's just being cowardly considering that the two of them have been unofficially dating for months, and so sneaks it in when she's least expecting.
* CassandraTruth: Basically the plot of the first two arcs, especially the fist. ''Everyone'' refuses to believe the protagonists' side of things due how incomprehensible it is that someone would choose being with a poor baron's son over potentially becoming queen. Whatever Sharina says or does is regularly warped to fit the other party's preconceptions; be it her as a naive country girl who thinks life is a fairy tale or a devious manipulator jumping from man to man as she pleases. It eventually gets to the point where, in the second story arc, Sharina and Riol are legitimately impressed that the second prince bothered to listen to Tobias before dismissing everything he said, since they've both gotten used to never even getting that far.

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* CannotSpitItOut: Riol, once he realizes [[LoveEpiphany he returns Sharina's affections.affections]]. He manages to say it once without thinking, before going three months without saying it again. He initially justifies it as wanting to save his proper declaration of love for another major event, such as winning a magic tournament, but when that plan falls south due to the unrelated machinations of the royal family, he admits he's just being cowardly considering that the two of them have been unofficially dating for months, and so months. So sneaks it in when she's least expecting.
* CassandraTruth: Basically the plot of the first two arcs, especially the fist.first two arcs. ''Everyone'' refuses to believe the protagonists' side of things due how incomprehensible it is that someone would choose being with a poor baron's son over potentially becoming queen. Whatever Sharina says or does is regularly warped to fit the other party's preconceptions; be it her as a naive naïve country girl who thinks is pursuing the prince thinking that life is a fairy tale or a devious manipulator jumping from man to man man-to-man as she pleases. It eventually gets to the point where, in the second story arc, Sharina and Riol are legitimately impressed that the second prince bothered to listen to ''let Tobias talk'', much less acknowledge what he's saying before dismissing everything he said, it, since they've both gotten used to never even getting that far.



* MakeItLookLikeAnAccident: Averted. Prince Ronald attempted to invoke this when introducing himself to Sharina and Riol, trying to murder them in what he brushes off as a test of their abilities.

to:

* MakeItLookLikeAnAccident: Averted. Prince Ronald attempted to invoke this when introducing himself to Sharina and Riol, trying to murder them in what he but fails when Riol negates the attack, so his brushes it off as a test of their abilities.



* RightForTheWrongReasons: The main group rightfully deduce that the Queen is [[spoiler:making a Sharina a fiancée candidate to help her son save face]], but also believe that she's aware that Sharina does love Riol. When we get the Queen's POV a few chapters later, it's shown that she thinks Sharina is a GoldDigger who is only with Riol as a temporary boyfriend while planning to marry into the royal family, and that Sharina purposefully manipulated the situation so that she'd have no choice but to [[spoiler:make her Roland's fiancee]].
* ShowWithinAShow: Angelica is a huge fan of a series of romance novels that she, upon re-reading, realizes matches Sharina's recent romantic situation closely. Specifically, the official couple are an expy of Sharina and Leonardo and mirrors how their dynamic would have gone in most romantic comedy situations. Meanwhile, the beta couple are expies of Sharina and Riol, right down to her book equivalent finally understanding romance and falling head-over-heels in love after her love interest alerts her that she's about to touch a deadly plant.
* WrongGenreSavvy: Angelica starts out like this. She's an avid reader of romantic comedies and initially views real-life romance in the same way, so when Sharina starts sharing her gripes with the prince, she's confused that his actions would anger her; in a traditional romcom, his rude behavior would be charming and attractive. It isn't until Sharina starts contextualizing it by giving parallels to decidely non-romantic things that it clicks.

to:

* RightForTheWrongReasons: The main group rightfully correctly deduce that the Queen is [[spoiler:making a Sharina a fiancée candidate to help her son save face]], but also believe that she's aware that Sharina does love Riol. When we get the Queen's POV a few chapters later, it's shown that she thinks Sharina is a GoldDigger who is only with Riol as a temporary boyfriend while planning to marry into the royal family, and that Sharina purposefully manipulated the situation so that she'd have [[spoiler:she has no choice but to [[spoiler:make make her Roland's fiancee]].
fiancée]].
* ShowWithinAShow: Angelica is a huge fan of a series of romance novels that she, that, upon re-reading, realizes [[LeaningOnTheFourthWall matches Sharina's recent romantic situation closely. closely]]. Specifically, the official couple are an expy of Sharina and Leonardo and mirrors how their dynamic would have gone in most a traditional romantic comedy situations. situation. Meanwhile, the beta couple BetaCouple are expies of Sharina and Riol, right down to her book equivalent finally understanding being completely apathetic about the concept of romance and falling head-over-heels in love after until her love interest alerts her that she's about to touch a deadly plant.
* WrongGenreSavvy: Angelica starts out like this. She's an avid reader of romantic comedies and initially views real-life romance in the same way, so when Sharina starts sharing her gripes with the prince, she's confused that his actions would anger her; in a traditional romcom, his rude behavior would be charming and attractive. It isn't until Sharina starts contextualizing it by giving parallels to decidely decidedly non-romantic things that it clicks.

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[[folder:Misc]]
For GodNeverSaidThat, in the event that this does become an unchecked rumor.
*** Ironically, this would pop up again years after the show's conclusion, with some fans spreading the idea that the creators [[WhatCouldHaveBeen wanted Mabel to die in the second season]], but Disney vetoed it. This comes from head writer Michael Rianda discussing abandoned story ideas on Twitter after the latter stumbled upon a collection of his old ''Gravity Falls'' writing; one of them being an outline for an alternate Season 2 ColdOpen where a future Dipper warns the Pines Twins of a BadFuture where Mabel dies. Not only would the plot have focused on ''preventing'' Mabel's death, but since Hirsch and Rianda couldn't figure out how such a StoryArc would end, they scrapped it before the rest of the writing staff could see it (much less any Disney executives).
''The Noble Girl With a Crush on a Plain and Studious Guy''
* AttemptedMurder: Prince Ronald introduces himself to Sharina and Riol by attempting to murder them in what he brushes off as a test of their abilities.
* BrosBeforeHoes: Discussed. After questioning Sharina, Angelica learns that her best friend would absolutely choose love over their life-long friendship, to her mildly annoyance. Later, Angelica mentally pats herself on the back for being able to follow this trope, as she immediately decides not to even try pursuing a relationship beyond friendship with Riol when she realizes she might be developing a crush on the boy herself.

to:

\n[[folder:Misc]]\nFor GodNeverSaidThat, in the event that this does become an unchecked rumor.\n*** Ironically, this would pop up again years after the show's conclusion, with some fans spreading the idea that the creators [[WhatCouldHaveBeen wanted Mabel to die in the second season]], but Disney vetoed it. This comes from head writer Michael Rianda discussing abandoned story ideas on Twitter after the latter stumbled upon a collection of his old ''Gravity Falls'' writing; one of them being an outline for an alternate Season 2 ColdOpen where a future Dipper warns the Pines Twins of a BadFuture where Mabel dies. Not only would the plot have focused on ''preventing'' Mabel's death, but since Hirsch and Rianda couldn't figure out how such a StoryArc would end, they scrapped it before the rest of the writing staff could see it (much less any Disney executives).\n''The Noble Girl With a Crush on a Plain and Studious Guy''\n* AttemptedMurder: Prince Ronald introduces himself to Sharina and Riol by attempting to murder them in what he brushes off as a test of their abilities.\n[[folder:Gariben Jimi Moe Reijou wa, Ore-sama Ouji nado Oyobi denai]]
Literature/GaribenJimiMoeReijouWaOreSamaOujiNadoOyobiDenai

----
!!This work provides examples of:
* BrosBeforeHoes: Discussed. {{Discussed}}. After questioning Sharina, Angelica learns that her best friend would absolutely choose love over their life-long friendship, to her mildly mild annoyance. Later, Angelica mentally pats herself on the back for being able to follow this trope, as she immediately decides not to even try pursuing a relationship beyond friendship with Riol when she realizes she might be developing a crush on the boy herself.



* MakeItLookLikeAnAccident: Averted. Prince Ronald attempted to invoke this when introducing himself to Sharina and Riol, trying to murder them in what he brushes off as a test of their abilities.




OldSaveBonus
* Save data for ''VideoGame/Splatoon2'' can be transferred to ''VideoGame/Splatoon3''. Doing so will give the player three Gold Sheldon Licenses to unlock main weapons irrespective of their level; immediate access to the ranked modes (starting at Rank B- instead of C- if they reached or surpassed that rank in ''2'') and matchmaking to players of similar skill level; give the [[PreviousPlayerCharacterCameo original Agent 3]] their appearance from ''Octo Expansion'' if they'd played that campaign; and a truncated version of the [[PlayerVersusEnvironment Salmon Run]] tutorial if they'd played that mode, with Mr. Grizz acknowledging you as a returning employee.

to:

\nOldSaveBonus\n* Save data for ''VideoGame/Splatoon2'' can be transferred to ''VideoGame/Splatoon3''. Doing so will give the player three Gold Sheldon Licenses to unlock main weapons irrespective of their level; immediate access to the ranked modes (starting at Rank B- instead of C- if they reached or surpassed that rank in ''2'') and matchmaking to players of similar skill level; give the [[PreviousPlayerCharacterCameo original Agent 3]] their appearance from ''Octo Expansion'' if they'd played that campaign; and a truncated version of the [[PlayerVersusEnvironment Salmon Run]] tutorial if they'd played that mode, with Mr. Grizz acknowledging you as a returning employee.[[/folder]]



PreviousPlayerCharacterCameo
* By the time of ''VideoGame/Splatoon3'', they have ascended to the rank of the [[TheTeam New Squidbeak Splatoon]]'s new commander, complete with CommissarCap, coinciding with Cap'n Cuttlefish's retirement. Unlike last time, since ''3'' is on the same console as ''2'', if the player chose to carry over their save data and had gotten to the point where they were asked to customize Three's appearance in ''Octo Expansion'', the character will once again have that appearance here.

to:

PreviousPlayerCharacterCameo
* By

[[folder:Misc]]
For GodNeverSaidThat, in
the time event that this does become an unchecked rumor.
*** Ironically, this would pop up again years after the show's conclusion, with some fans spreading the idea that the creators [[WhatCouldHaveBeen wanted Mabel to die in the second season]], but Disney vetoed it. This comes from head writer Michael Rianda discussing abandoned story ideas on Twitter after the latter stumbled upon a collection
of ''VideoGame/Splatoon3'', his old ''Gravity Falls'' writing; one of them being an outline for an alternate Season 2 ColdOpen where a future Dipper warns the Pines Twins of a BadFuture where Mabel dies. Not only would the plot have focused on ''preventing'' Mabel's death, but since Hirsch and Rianda couldn't figure out how such a StoryArc would end, they have ascended to scrapped it before the rank rest of the [[TheTeam New Squidbeak Splatoon]]'s new commander, complete with CommissarCap, coinciding with Cap'n Cuttlefish's retirement. Unlike last time, since ''3'' is writing staff could see it (much less any Disney executives).
''The Noble Girl With a Crush
on the same console as ''2'', if the player chose to carry over their save data a Plain and had gotten to the point where they were asked to customize Three's appearance in ''Octo Expansion'', the character will once again have that appearance here.Studious Guy''

Changed: 1747

Removed: 6229

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[[folder:Steven Universe: Future (REWRITTEN)]]
Fanfic/StevenUniverseFutureRewritten

->''Threat terminated.''

''Steven Universe: Future (Rewritten)'' is a ''WesternAnimation/StevenUniverseFuture'' FixFic by [=KiwiQueen=] 13, written in order to better address plot points and ideas that the author felt were LeftHanging or resolved in an underwhelming manner in the show's actual final episodes. Instead of the Diamond essence successfully bringing Jasper back to life, the Gem remains shattered. Faced with the horrible truth of his actions, Steven's already poor mental health worsens as he finds himself spiraling further and further into self-loathing and madness. Steven Quartz Universe was the savior of the the galaxy... but who's going to save him in his darkest hour?

The fanfic takes the form of an illustrated audiobook that was released weekly on Website/YouTube beginning on August 25th, 2020, with chapters ranging in length from 15-to-30 minutes. The final chapter was released December 22nd, 2020. It was later followed by ''Steven Universe: Future (Rewritten) (Epilogue)'', a sequel series that ran from April 1st to July 21st, 2021.

The series can be listened to in the playlist [[https://www.youtube.com/playlist?list=PLLg4YlmvY4zgwFr9Vvp3Yu1jtJ6noMlu4 here]].

to:

[[folder:Steven Universe: Future (REWRITTEN)]]
Fanfic/StevenUniverseFutureRewritten

->''Threat terminated.''

''Steven Universe: Future (Rewritten)'' is
[[folder:i didnt know i was broken until i wanted a ''WesternAnimation/StevenUniverseFuture'' FixFic by [=KiwiQueen=] 13, written in order to better address plot points and ideas that change]]

''Fanfic/IDidntKnowIWasBrokenUntilIWantedAChange''

* EverybodyKnewAlready: Towards
the author felt were LeftHanging or resolved in an underwhelming manner in the show's actual final episodes. Instead end of the Diamond essence successfully bringing Jasper back fic, when helping Catra summon up enough courage to life, take on her birthright as princess, Demeter casually notes that every Magicat has probably figured out her identity as Princess Fel'cty by that point. If it wasn't the Gem remains shattered. Faced tell-tale royal bloodline-defining heterochromia, it was her other physical semblances to C'yra, her magical prowess on par with Ri'ta, and the horrible truth of his actions, Steven's already poor mental health worsens as he finds himself spiraling further and further into self-loathing and madness. Steven Quartz Universe was the savior of the the galaxy... but who's going to save him in his darkest hour?

The fanfic takes the form of an illustrated audiobook that was released weekly on Website/YouTube beginning on August 25th, 2020, with chapters ranging in length from 15-to-30 minutes. The final chapter was released December 22nd, 2020. It was later
simple fact she followed by ''Steven Universe: Future (Rewritten) (Epilogue)'', a sequel series both queens around everywhere and they clearly doted on her. As explained to [[spoiler:Thom]], who was the ''only'' Magicat who was ignorant about this until Catra formally took on her title, the general public never said anything because they respected that ran from April 1st Catra clearly wasn't ready to July 21st, 2021.

The series can be listened to in
address the playlist [[https://www.youtube.com/playlist?list=PLLg4YlmvY4zgwFr9Vvp3Yu1jtJ6noMlu4 here]]. issue.
* SecretKeeper: Among the Princess Alliance, only [[spoiler:Scorpia and Adora]] know that Catra is a princess. Catra tells the former of this newfound revelation shortly after the group arrives on Beast Island, while she tells the former a few days before she formally claims her title as heir.
[[/folder]]



!!Tropes:
* AdaptationalAngstUpgrade: In addition to some blood and gore due to the fic having far more moments of violence, events that did happen in canon are made more dramatic.
** Unlike the show, Jasper is KilledOffForReal. The Diamond Essence doesn't work, and Steven ends up having to hide the shards by burying them in a cave by the lighthouse.
** Whereas attacking White Diamond's gem during the body possession merely broke the link in the show, here it not only manages to crack the gem, but also cause White to poof for the very first time. Steven is able to heal the cracks, but White is out of commission for several chapters afterward.
* ClosestThingWeGot: When Steven passes out due to his most recent case of pink swelling closing his throat, Spinel is the only one with a solid understanding of human physiology (or any understanding, for that matter). However, since that knowledge was gained from wanting to murder Steven at the time, she never bothered to look up medical treatments. Her insight manages to be enough for the group to revive Steven, though WordOfGod notes that almost everything they did was wrong and that Steven's Gem was what actually did most of the work after Yellow reduced the swelling.
* ConditionedToAcceptHorror: Once Steven starts explaining what's been happening to him, Spinel immediately deduces that a childhood of fighting his mother's enemies and fixing her problems is the root of everything. Spinel then dismisses Steven's shock at the accurate assessment, stating that even if it wasn't obvious from context, Steven had already voiced this frustration to her in the past.
-->'''Spinel''': You kinda [[https://youtu.be/zYe0HpVWp5U?t=52 cried a lot about your whole life being just fixing stuff over and over again]] when I tried to kill you, because of Pink.
* FailedASpotCheck: In the stress and excitement of Chapter 12, [[spoiler:both Steven and Kunzite herself don't notice that Spinel and Volleyball fused to form the latter until halfway through the following chapter]].
* HeroicBSOD: Steven jumps between panic, rage, and catatonic shock for an entire night after shattering Jasper and discovering that there is no way to undo it.
* HeroicRROD: By Chapter 13, Steven hasn't eaten properly, drank much of anything, and had barely slept for a week. He's minutes away from passing out and his entire body and Gem are in utter pain, but he still insists on trying to push on. [[spoiler:Kunzite]] has to force him to take a break.
* HeroWithBadPublicity: Steven ends up becoming this on Homeworld when Bluebird manages to get a recording of him poofing White and broadcasts it all over the planet, with her claiming that it's proof he wants to shatter all the Diamonds and become sole ruler. Steven must escape back to Earth with the help of Spinel and Volleyball when immediately causes hundreds of Gems to storm the palace.
* IgnoredEpiphany: In Chapter 7, Spinel realizes from their comments towards an unconscious Steven that the Diamonds aren't calling Steven "Pink" out of stubbornness, but because they honestly believe Steven is just Pink Diamond having an extended temper tantrum and playing a role. When they continuously dismiss Spinel's arguments, Volleyball angrily steps in to call out White on the fact that ''she'' should at least be completely aware of Steven's true identity, given that she had [[Recap/StevenUniverseS5E28ChangeYourMind already tried separating him from his Gem years prior]]. White admits that she's deliberately been trying to forget.
* LastSecondWordSwap: "Oh, f-f-family-friendly."
* MoodWhiplash: The increasingly dour atmosphere of the fic plays in stark contrast to the title sequence, which is Peridot happily singing the name of the show. Especially when watched in the playlist, as chapters that end on a sullen no te (which is to say, a good majority of them) are immediately followed by ironic, uplifting melody of "Happily Ever After".
* MyGodWhatHaveIDone: Steven's reaction to... a lot of things.
** The fact he shattered Jasper, which increases tenfold when he realizes there's no fixing it.
** His reaction to Spinel's punishment, getting angry at himself for not realizing that putting a victim of abuse in the home of those who glorify and mourn the memory of said abuser was a recipe for disaster.
* TraumaButton: Spinel has been regularly punished whenever she badmouths Pink Diamond with a stay in a dark, isolated tower for days at a time. Steven is the only one who sees the problem inherent in doing this to someone with millennia-worth of abandonment issues.

[[/folder]]

----

[[folder:i didnt know i was broken until i wanted a change]]

''Fanfic/IDidntKnowIWasBrokenUntilIWantedAChange''

* EverybodyKnewAlready: Towards the end of the fic, when helping Catra summon up enough courage to take on her birthright as princess, Demeter casually notes that every Magicat has probably figured out her identity as Princess Fel'cty by that point. If it wasn't the tell-tale royal bloodline-defining heterochromia, it was her other physical semblances to C'yra, her magical prowess on par with Ri'ta, and the simple fact she followed both queens around everywhere and they clearly doted on her. As explained to [[spoiler:Thom]], who was the ''only'' Magicat who was ignorant about this until Catra formally took on her title, the general public never said anything because they respected that Catra clearly wasn't ready to address the issue.
* SecretKeeper: Among the Princess Alliance, only [[spoiler:Scorpia and Adora]] know that Catra is a princess. Catra tells the former of this newfound revelation shortly after the group arrives on Beast Island, while she tells the former a few days before she formally claims her title as heir.
[[/folder]]
----

to:

!!Tropes:
* AdaptationalAngstUpgrade: In addition to some blood and gore due to the fic having far more moments of violence, events that did happen in canon are made more dramatic.
** Unlike the show, Jasper is KilledOffForReal. The Diamond Essence doesn't work, and Steven ends up having to hide the shards by burying them in a cave by the lighthouse.
** Whereas attacking White Diamond's gem during the body possession merely broke the link in the show, here it not only manages to crack the gem, but also cause White to poof for the very first time. Steven is able to heal the cracks, but White is out of commission for several chapters afterward.
* ClosestThingWeGot: When Steven passes out due to his most recent case of pink swelling closing his throat, Spinel is the only one with a solid understanding of human physiology (or any understanding, for that matter). However, since that knowledge was gained from wanting to murder Steven at the time, she never bothered to look up medical treatments. Her insight manages to be enough for the group to revive Steven, though WordOfGod notes that almost everything they did was wrong and that Steven's Gem was what actually did most of the work after Yellow reduced the swelling.
* ConditionedToAcceptHorror: Once Steven starts explaining what's been happening to him, Spinel immediately deduces that a childhood of fighting his mother's enemies and fixing her problems is the root of everything. Spinel then dismisses Steven's shock at the accurate assessment, stating that even if it wasn't obvious from context, Steven had already voiced this frustration to her in the past.
-->'''Spinel''': You kinda [[https://youtu.be/zYe0HpVWp5U?t=52 cried a lot about your whole life being just fixing stuff over and over again]] when I tried to kill you, because of Pink.
* FailedASpotCheck: In the stress and excitement of Chapter 12, [[spoiler:both Steven and Kunzite herself don't notice that Spinel and Volleyball fused to form the latter until halfway through the following chapter]].
* HeroicBSOD: Steven jumps between panic, rage, and catatonic shock for an entire night after shattering Jasper and discovering that there is no way to undo it.
* HeroicRROD: By Chapter 13, Steven hasn't eaten properly, drank much of anything, and had barely slept for a week. He's minutes away from passing out and his entire body and Gem are in utter pain, but he still insists on trying to push on. [[spoiler:Kunzite]] has to force him to take a break.
* HeroWithBadPublicity: Steven ends up becoming this on Homeworld when Bluebird manages to get a recording of him poofing White and broadcasts it all over the planet, with her claiming that it's proof he wants to shatter all the Diamonds and become sole ruler. Steven must escape back to Earth with the help of Spinel and Volleyball when immediately causes hundreds of Gems to storm the palace.
* IgnoredEpiphany: In Chapter 7, Spinel realizes from their comments towards an unconscious Steven that the Diamonds aren't calling Steven "Pink" out of stubbornness, but because they honestly believe Steven is just Pink Diamond having an extended temper tantrum and playing a role. When they continuously dismiss Spinel's arguments, Volleyball angrily steps in to call out White on the fact that ''she'' should at least be completely aware of Steven's true identity, given that she had [[Recap/StevenUniverseS5E28ChangeYourMind already tried separating him from his Gem years prior]]. White admits that she's deliberately been trying to forget.
* LastSecondWordSwap: "Oh, f-f-family-friendly."
* MoodWhiplash: The increasingly dour atmosphere of the fic plays in stark contrast to the title sequence, which is Peridot happily singing the name of the show. Especially when watched in the playlist, as chapters that end on a sullen no te (which is to say, a good majority of them) are immediately followed by ironic, uplifting melody of "Happily Ever After".
* MyGodWhatHaveIDone: Steven's reaction to... a lot of things.
** The fact he shattered Jasper, which increases tenfold when he realizes there's no fixing it.
** His reaction to Spinel's punishment, getting angry at himself for not realizing that putting a victim of abuse in the home of those who glorify and mourn the memory of said abuser was a recipe for disaster.
* TraumaButton: Spinel has been regularly punished whenever she badmouths Pink Diamond with a stay in a dark, isolated tower for days at a time. Steven is the only one who sees the problem inherent in doing this to someone with millennia-worth of abandonment issues.

[[/folder]]

----

[[folder:i didnt know i was broken until i wanted a change]]

''Fanfic/IDidntKnowIWasBrokenUntilIWantedAChange''

* EverybodyKnewAlready: Towards the end of the fic, when helping Catra summon up enough courage to take on her birthright as princess, Demeter casually notes that every Magicat has probably figured out her identity as Princess Fel'cty by that point. If it wasn't the tell-tale royal bloodline-defining heterochromia, it was her other physical semblances to C'yra, her magical prowess on par with Ri'ta, and the simple fact she followed both queens around everywhere and they clearly doted on her. As explained to [[spoiler:Thom]], who was the ''only'' Magicat who was ignorant about this until Catra formally took on her title, the general public never said anything because they respected that Catra clearly wasn't ready to address the issue.
* SecretKeeper: Among the Princess Alliance, only [[spoiler:Scorpia and Adora]] know that Catra is a princess. Catra tells the former of this newfound revelation shortly after the group arrives on Beast Island, while she tells the former a few days before she formally claims her title as heir.
[[/folder]]
----
Is there an issue? Send a MessageReason:
None


* AndTheFandomRejoiced: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* ShockingMoments: To say people were shocked at this game's announcement would be an understatement - despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017.

to:

* AndTheFandomRejoiced: SugarWiki/AndTheFandomRejoiced: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* ShockingMoments: To say people were shocked at this game's announcement would be an understatement - -- despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017.
2017 by gaming news sites, and was second only to ''VideoGame/AssassinsCreedOrigins'' in terms of [[https://www.brandwatch.com/blog/react-e3-live-blog-2017/ social media discussion]].
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ost famously, Creator/RetroStudios rose to fame with the smash hit ''VideoGame/MetroidPrime'' and its sequel ''VideoGame/MetroidPrime2Echoes''. Creator/{{Capcom}} was working on ''VideoGame/TheLegendOfZeldaOracleGames'' on Game Boy Color and liked the 'Cube so much they promised a few exclusive games for it, dubbed the "Capcom 5". They are, in order of release:

to:

ost Most famously, Creator/RetroStudios rose to fame with the smash hit ''VideoGame/MetroidPrime'' and its sequel ''VideoGame/MetroidPrime2Echoes''. Creator/{{Capcom}} was working on ''VideoGame/TheLegendOfZeldaOracleGames'' on Game Boy Color and liked the 'Cube so much they promised a few exclusive games for it, dubbed the "Capcom 5". They are, in order of release:



''Metroid Prime 4'' is an upcoming [[FirstPersonShooter First Person]] [[GenreBusting Adventure]] game published by Creator/{{Nintendo}} and scheduled for a 2023 release on the UsefulNotes/NintendoSwitch. The game serves as the fourth main installment within the ''Franchise/{{Metroid}}'' franchise's ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' sub-series.

Initially announced as being in development via a [[https://www.youtube.com/watch?v=nFbDmTjS_MI brief teaser trailer]] at [[UsefulNotes/ElectronicEntertainmentExpo E3 2017]], no further news was given on the game until January 2019, when Nintendo revealed that the game was [[https://www.youtube.com/watch?v=zLIv_UXI_So suffering from a troubled production]]. ''Metroid Prime 4'' would be restarting development from scratch, with production moving from an unnamed development studio to Creator/RetroStudios, which developed the prior numbered entries.

to:

''Metroid Prime 4'' is an upcoming [[FirstPersonShooter First Person]] [[GenreBusting Adventure]] FPS]]/{{Adventure|Game}} game for the UsefulNotes/NintendoSwitch, developed by Creator/RetroStudios and published by Creator/{{Nintendo}} and scheduled for a 2023 release on the UsefulNotes/NintendoSwitch. The game serves Creator/{{Nintendo}}. Serving as the fourth main installment 7th entry within the ''Franchise/{{Metroid}}'' franchise's ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' sub-series.

sub-series, the title is currently scheduled for a 2023 release.

Initially announced as being in development via a [[https://www.youtube.com/watch?v=nFbDmTjS_MI brief teaser trailer]] at [[UsefulNotes/ElectronicEntertainmentExpo E3 2017]], no further news was given on the game until January 2019, when Nintendo revealed that the game was [[https://www.youtube.com/watch?v=zLIv_UXI_So suffering from a troubled production]]. ''Metroid Prime 4'' would be restarting development from scratch, with production moving from an unnamed development studio to Creator/RetroStudios, Retro Studios, which developed the prior numbered entries.



* TroubledProduction: In 2017, ''Metroid Prime 4'' was announced as entering development under an [[BTeamSequel unknown, new development team]] before development troubles had Nintendo [[https://www.youtube.com/watch?v=zLIv_UXI_So publicly announce]] in early 2019 that they'd be restarting the project from scratch and returning the reins to Creator/RetroStudios. [[https://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4 Many sources]] claimed the original team to be Creator/BandaiNamco's Singapore branch, with one journalist elaborating that their sources said the game was being made in an "[[https://twitter.com/imranzomg/status/1088857688027480065 experimental ad-hoc development process]]."

to:

* TroubledProduction: In 2017, ''Metroid Prime 4'' was announced as entering development under an [[BTeamSequel unknown, new development team]] before development troubles had Nintendo [[https://www.youtube.com/watch?v=zLIv_UXI_So publicly announce]] in early 2019 that they'd be restarting the project from scratch and returning the reins to Creator/RetroStudios. [[https://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4 Many sources]] claimed the original team to be Creator/BandaiNamco's Singapore branch, with one journalist elaborating that their sources said the game was being made in an "[[https://twitter.com/imranzomg/status/1088857688027480065 experimental ad-hoc development process]]."
" By the time a new trailer for the game was unveiled during the February 2023 Nintendo Direct, [[VideoGame/MetroidDread a whole other]] ''Metroid'' game had been announced and released.



* AuthorsSavingThrow: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* HolyShitQuotient: To say people were shocked at this game's announcement would be an understatement - despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017.
* OnlyTheCreatorDoesItRight: Some fans had concerns about Creator/RetroStudios not returning to develop this title. On the other hand, many were just happy that series co-creator Yoshio Sakamoto will continue his non-involvement with the ''Prime'' series, considering his heavy involvement with the much maligned ''Other M''. Ultimately averted when production restarted in 2019 with Creator/RetroStudios as the lead studio.

to:

* AuthorsSavingThrow: AndTheFandomRejoiced: The game was this upon its initial announcement. After the major AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
* HolyShitQuotient: ShockingMoments: To say people were shocked at this game's announcement would be an understatement - despite the reveal teaser being under a minute long and only showing the game's logo, it was one of the most publicized games at E3 2017.
* OnlyTheCreatorDoesItRight: Some fans had concerns about Creator/RetroStudios not returning to develop this title. On the other hand, many were just happy that series co-creator Yoshio Sakamoto will continue his non-involvement with the ''Prime'' series, considering his heavy involvement with the much maligned ''Other M''. Ultimately averted when production restarted in 2019 with Creator/RetroStudios as the lead studio.

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Removed: 1862

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[[folder:AlphaDream]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alphadream_logosvg_7.png]]
%%[[caption-width-right:350:some caption text]]

[=AlphaDream=] Corporation, Ltd. was a Japanese video game developer founded in 2000 by Tetsuo Mizuno and Chihiro Fujioka, who previously worked at [[Creator/SquareEnix Square]]. Spun off from the staffing agency of a construction company, the studio was best known for its partnership with Creator/{{Nintendo}}, which included the creation of the ''VideoGame/MarioAndLuigi'' series of {{Eastern RPG}}s.

In October 1, 2019, [=AlphaDream=] declared bankruptcy, as the diminishing sales of their Nintendo 3DS titles and high costs associated with gearing up for HD game development caused them to accrue massive debt.

----
!!Games developed/co-developed by [=AlphaDream=]
* ''Koto Battle: Tengai no Moribito'' (2001; UsefulNotes/GameBoyColor)
* ''VideoGame/TomatoAdventure'' (2002; UsefulNotes/GameBoyAdvance)
* ''Anime/{{Hamtaro}}: Rainbow Rescue'' (2003; GBA)
* ''VideoGame/MarioAndLuigiSuperstarSaga'' (2003; GBA)
** ''Mario & Luigi: Superstar Saga + Bowser's Minions'' (2017; UsefulNotes/Nintendo3DS remake)
* ''Hamtaro: Ham-Ham Games'' (2004; GBA)
* ''VideoGame/MarioAndLuigiPartnersInTime'' (2005; UsefulNotes/NintendoDS)
* ''Tottoko Hamtaro Nazo Nazo Q Kumonoue no ? Jou'' (2005; NDS)
* ''Hi Hamtaro! Ham-Ham Training'' (2007; NDS)
* ''VideoGame/MarioAndLuigiBowsersInsideStory'' (2009; NDS)
** ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' (2019; 3DS remake)
* ''[=PostPet=] DS'' (2009; NDS)
* ''VideoGame/MarioAndLuigiDreamTeam'' (2013; 3DS)
* ''VideoGame/MarioAndLuigiPaperJam'' (2015; 3DS)
* ''Kedama no Gonjiro: Fit & Run'' (2019; Mobile)
* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Games Tokyo 2020]]'' [[note]]Support studio[[/note]] (2019; UsefulNotes/NintendoSwitch)
[[/folder]]

----

to:

[[folder:AlphaDream]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alphadream_logosvg_7.png]]
%%[[caption-width-right:350:some caption text]]

[=AlphaDream=] Corporation, Ltd. was a Japanese video game developer founded in 2000 by Tetsuo Mizuno and Chihiro Fujioka, who previously worked at [[Creator/SquareEnix Square]]. Spun off from the staffing agency of a construction company, the studio was best known for its partnership with Creator/{{Nintendo}}, which included the creation of the ''VideoGame/MarioAndLuigi'' series of {{Eastern RPG}}s.

In October 1, 2019, [=AlphaDream=] declared bankruptcy, as the diminishing sales of their Nintendo 3DS titles and high costs associated with gearing up for HD game development caused them to accrue massive debt.

----
!!Games developed/co-developed by [=AlphaDream=]
* ''Koto Battle: Tengai no Moribito'' (2001; UsefulNotes/GameBoyColor)
* ''VideoGame/TomatoAdventure'' (2002; UsefulNotes/GameBoyAdvance)
* ''Anime/{{Hamtaro}}: Rainbow Rescue'' (2003; GBA)
* ''VideoGame/MarioAndLuigiSuperstarSaga'' (2003; GBA)
** ''Mario & Luigi: Superstar Saga + Bowser's Minions'' (2017; UsefulNotes/Nintendo3DS remake)
* ''Hamtaro: Ham-Ham Games'' (2004; GBA)
* ''VideoGame/MarioAndLuigiPartnersInTime'' (2005; UsefulNotes/NintendoDS)
* ''Tottoko Hamtaro Nazo Nazo Q Kumonoue no ? Jou'' (2005; NDS)
* ''Hi Hamtaro! Ham-Ham Training'' (2007; NDS)
* ''VideoGame/MarioAndLuigiBowsersInsideStory'' (2009; NDS)
** ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' (2019; 3DS remake)
* ''[=PostPet=] DS'' (2009; NDS)
* ''VideoGame/MarioAndLuigiDreamTeam'' (2013; 3DS)
* ''VideoGame/MarioAndLuigiPaperJam'' (2015; 3DS)
* ''Kedama no Gonjiro: Fit & Run'' (2019; Mobile)
* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Games Tokyo 2020]]'' [[note]]Support studio[[/note]] (2019; UsefulNotes/NintendoSwitch)
[[/folder]]

----
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!!Games developed/co-developed by NST

to:

!!Games developed/co-developed by NST[=AlphaDream=]
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In October 1, 2019, [=AlphaDream=] declared bankruptcy, as the diminishing sales of their Nintendo 3DS titles and high costs associated with gearing up for HD game development caused them to accrue massive debt.
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* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Games Tokyo 2020]] (2019; UsefulNotes/NintendoSwitch)

to:

* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Games Tokyo 2020]] 2020]]'' [[note]]Support studio[[/note]] (2019; UsefulNotes/NintendoSwitch)
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* ''VideoGame/MarioAndLuigiPartnersInTime'' (2005; UsefulNotes/Nintendo DS)

to:

* ''VideoGame/MarioAndLuigiPartnersInTime'' (2005; UsefulNotes/Nintendo DS)UsefulNotes/NintendoDS)
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** ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' (2019; 3DS)

to:

** ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' (2019; 3DS)3DS remake)
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Added DiffLines:

[[folder:AlphaDream]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alphadream_logosvg_7.png]]
%%[[caption-width-right:350:some caption text]]

[=AlphaDream=] Corporation, Ltd. was a Japanese video game developer founded in 2000 by Tetsuo Mizuno and Chihiro Fujioka, who previously worked at [[Creator/SquareEnix Square]]. Spun off from the staffing agency of a construction company, the studio was best known for its partnership with Creator/{{Nintendo}}, which included the creation of the ''VideoGame/MarioAndLuigi'' series of {{Eastern RPG}}s.

----
!!Games developed/co-developed by NST
* ''Koto Battle: Tengai no Moribito'' (2001; UsefulNotes/GameBoyColor)
* ''VideoGame/TomatoAdventure'' (2002; UsefulNotes/GameBoyAdvance)
* ''Anime/{{Hamtaro}}: Rainbow Rescue'' (2003; GBA)
* ''VideoGame/MarioAndLuigiSuperstarSaga'' (2003; GBA)
** ''Mario & Luigi: Superstar Saga + Bowser's Minions'' (2017; UsefulNotes/Nintendo3DS remake)
* ''Hamtaro: Ham-Ham Games'' (2004; GBA)
* ''VideoGame/MarioAndLuigiPartnersInTime'' (2005; UsefulNotes/Nintendo DS)
* ''Tottoko Hamtaro Nazo Nazo Q Kumonoue no ? Jou'' (2005; NDS)
* ''Hi Hamtaro! Ham-Ham Training'' (2007; NDS)
* ''VideoGame/MarioAndLuigiBowsersInsideStory'' (2009; NDS)
** ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' (2019; 3DS)
* ''[=PostPet=] DS'' (2009; NDS)
* ''VideoGame/MarioAndLuigiDreamTeam'' (2013; 3DS)
* ''VideoGame/MarioAndLuigiPaperJam'' (2015; 3DS)
* ''Kedama no Gonjiro: Fit & Run'' (2019; Mobile)
* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario & Sonic at the Olympic Games Tokyo 2020]] (2019; UsefulNotes/NintendoSwitch)
[[/folder]]

----
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Anzu Hoshino, a GamerChick whose three desires are chocolate, games, and her cat Momohiki, has no desire for romance unless it's with a video game character. One day, she buys what she thinks is an action game and starts it up, only for it to turn out to be a {{Shoujo}} VisualNovel. Anzu -- slightly bewildered by being scammed -- still presses "Start" and attempts to play the game. But as she marvels over how terrible it is, a small, {{Mon}} SquishyWizard that goes by the name of Riri comes out of the screen.

Turns out that Anzu has been chosen as part of program to get romance-inept women to discover the love of their lives; naturally, Anzu declines, more than content with her single lifestlye. So Riri opts to confiscate her three greatest loves to force her to comply: she's no longer able to buy or play video games, she's barred from even ''touching'' chocolate, and her parents and the family cat are suddenly moving to the United States. If she wants all her stuff back, Anzu has no choice but to fall in love with one of the three beautiful men that he will manipulate to enter her life... but Anzu isn't going to go down without a fight. She'll get her stuff back, and she'll get it on ''her'' terms. Cue all the LoveTropes you can think of, and a teenage girl despite to avoid them.

''Romantic Killer'' is a Japanese manga series written and illustrated by Wataru Momose. It was serialized in Shueisha's ''[[Magazine/ShonenJump Shōnen Jump+]]'' website from July 2019 to June 2020, with its chapters collected into four tankōbon volumes. The license for English release is held by Creator/VizMedia, released under their Shojo Beat imprint... [[WhatDoYouMeanItsNotForLittleGirls despite being a shonen series]].

An original net animation adaptation by DOMERICA was released on Creator/{{Netflix}} in October 2022. Though unlike the manga, the final episode closed on a [[{{Cliffhanger}} very open ending]].

This series '''loves''' to flip a bunch of LoveTropes over its head and ultimately twist them. Either to make a {{Parody}} of these common tropes, or to [[{{Deconstruction}} deconstruct them entirely.]]

----
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Added DiffLines:

Anzu Hoshino, a GamerChick whose three desires are chocolate, games, and her cat Momohiki, has no desire for romance unless it's with a video game character. One day, she buys what she thinks is an action game and starts it up, only for it to turn out to be a {{Shoujo}} VisualNovel. Anzu -- slightly bewildered by being scammed -- still presses "Start" and attempts to play the game. But as she marvels over how terrible it is, a small, {{Mon}} SquishyWizard that goes by the name of Riri comes out of the screen.

Turns out that Anzu has been chosen as part of program to get romance-inept women to discover the love of their lives; naturally, Anzu declines, more than content with her single lifestlye. So Riri opts to confiscate her three greatest loves to force her to comply: she's no longer able to buy or play video games, she's barred from even ''touching'' chocolate, and her parents and the family cat are suddenly moving to the United States. If she wants all her stuff back, Anzu has no choice but to fall in love with one of the three beautiful men that he will manipulate to enter her life... but Anzu isn't going to go down without a fight. She'll get her stuff back, and she'll get it on ''her'' terms. Cue all the LoveTropes you can think of, and a teenage girl despite to avoid them.

''Romantic Killer'' is a Japanese manga series written and illustrated by Wataru Momose. It was serialized in Shueisha's ''[[Magazine/ShonenJump Shōnen Jump+]]'' website from July 2019 to June 2020, with its chapters collected into four tankōbon volumes. The license for English release is held by Creator/VizMedia, released under their Shojo Beat imprint... [[WhatDoYouMeanItsNotForLittleGirls despite being a shonen series]].

An original net animation adaptation by DOMERICA was released on Creator/{{Netflix}} in October 2022. Though unlike the manga, the final episode closed on a [[{{Cliffhanger}} very open ending]].

This series '''loves''' to flip a bunch of LoveTropes over its head and ultimately twist them. Either to make a {{Parody}} of these common tropes, or to [[{{Deconstruction}} deconstruct them entirely.]]

----

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Removed: 10894

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* A common complaint about Capcom's localization of the ''Franchise/AceAttorney'' series is the claim that despite the games being centered around murder mysteries and not shy about depicting brutal killings (including one ''[[ImpaledWithExtremePrejudice impalement]]''), there are frequent references to "grape juice" which appear to be an obvious [[{{Bowdlerise}} Bowdlerization]] of [[FrothyMugsOfWater wine]]. Oddly enough, it's grape juice in the Japanese version as well.
* Many ''VideoGame/BanjoKazooie'' fans pointed fingers at Microsoft for making the Xbox 360 installment ''VideoGame/BanjoKazooieNutsAndBolts'' vehicle-based instead of doing a CollectAThonPlatformer more in-line with the N64 entries. Rare made the decision on their own, believing that general audiences had lost interest in the genre.
* ''VideoGame/BrutalLegend'' saw director Creator/TimSchafer be blamed for misleading consumers and reviewers into believing the title would be a single-player action game and hiding the existence of its heavy RealTimeStrategy elements and multiplayer mode. Expect Schafer did nothing ''but'' talk about those aspects of the game whenever he could. It was publisher Electronic Arts that obfuscated the nature of the gameplay when advertising it, believing the game wouldn't sell otherwise.
* The English translation of ''VideoGame/CastlevaniaIISimonsQuest'' for the NES is infamous for its poor translation, like the [[http://www.flyingomelette.com/oddities/oddities4.html blatant in-game lies]] supposedly meant to tell you what your next goal is, how to reach that goal, and [[GuideDangIt other such game-critical information]]. Except the original Japanese version was actually just as incomprehensible, and this was deliberate: the instruction manual for both versions explicitly warns you that "a few friendly villagers are town pranksters" that will outright lie to you, and the player themselves has to gamble on what [=NPCs=] to trust.
* ''VideoGame/DevilMayCry'':
** Hideaki Itsuno is often blamed for the divisive ''VideoGame/DevilMayCry2'', with fans viewing it was a disappointing misstep in his career. However, while Itsuno was the director for that game, he was specifically the ''replacement'' director; he had little involvement with ''[=DMC2=]'' for most of its development, being brought in during the last six months to salvage what he could after the previous director was fired by Capcom.
** The much reviled redesign of Dante in ''VideoGame/DMCDevilMayCry'' caused a lot fan outrage, nearly all of it directed at developer Ninja Theory. Ninja Theory had originally planned to stick closer to Dante's design from the prior games, but Capcom rejected those concepts and insisted that Ninja Theory experiment more drastically with Dante's look.



* Much of what makes ''VideoGame/Superman64'' a target of ridicule, from the gameplay to the plot, weren't wholly the fault of developer Creator/{{Titus|Software}}: much of what they had planned was scrapped due to ExecutiveMeddling, with Warner Bros. and DC Comic placing many mandates and restrictions such as Superman not being allowed to harm real people, and delays that resulted from these required change forcing the game to be ChristmasRushed so it could even be completed before the company's license to use the character expired.
* The English translation of ''VideoGame/CastlevaniaIISimonsQuest'' for the NES is infamous for its poor translation, like the [[http://www.flyingomelette.com/oddities/oddities4.html blatant in-game lies]] supposedly meant to tell you what your next goal is, how to reach that goal, and [[GuideDangIt other such game-critical information]]. Except the original Japanese version was actually just as incomprehensible, and this was deliberate: the instruction manual for both versions explicitly warns you that "a few friendly villagers are town pranksters" that will outright lie to you, and the player themselves had to gamble on what [=NPCs=] to trust.

to:

* The ''VideoGame/KinectSports'' series is commonly thought to have been a case of Microsoft forcing Creator/{{Rare}} to make games for the [[UsefulNotes/Kinect motion-tracking peripheral]] after a string of critical and commercail flops. However, it was actually Rare's own idea to focus exclusively on Kinect games in the early-mid [=2010s=], as the studio's executives were interested in the hardware.
* Creator/LJNToys has a reputation of being a company that made nothing but [[TheProblemWithLicensedGames bad licensed games]] for the NES, thanks to the games they published frequently appearing on ''WebVideo/TheAngryVideoGameNerd''. Keyword being ''published''; though they're often mistaken for being a developer, the number of games they developed in-house can probably be counted on one hand. While they were clearly doing ''something'' wrong as a publisher, the developers behind many of their most infamous games include well-regarded studios such as Creator/{{Rare}} and Creator/{{Atlus}}. AVGN addresses this in his ''VideoGame/{{Beetlejuice}}'' episode:
-->'''AVGN:''' Y'know, that's something everyone's always trying to correct me about (...) but it doesn't change the fact that every time [their] logo appears on a game, it's guaranteed to be ass!
* ''VideoGame/MetalGear'':
** ''WebVideo/TheAngryVideoGameNerd'''s review of the NES [[PortingDisaster port]] of ''VideoGame/MetalGear1'' involved him complaining about butchery of a great game. Among the features he complained about were the fact that you can't open a door and wear your gas mask at the same time, forcing you to sacrifice some health when you enter or leave a gassy room. This element is present in not only the original MSX version, but would remain a quirk of the series for several subsequent entries. He also complained about Big Boss prefacing his misleading hints with the phrase "I forgot to tell you...", claiming it was a terrible translation -- not only was this a better translation than the one in the European MSX version of the game, but Big Boss's hints really were supposed to be [[AnnoyingVideoGameHelper useless and annoying]] for plot reasons.
** A lot of ''Metal Gear'' fans who never played the NES version of the game accuse Konami's American branch of changing the plot, with a story that (among other things) replaced the original BigBad of Big Boss (an American soldier turned renegade mercenary) with Vermon [=CaTaffy=] (a pastiche of real-life dictator Muammar al-Gaddafi). In truth, while ''Metal Gear'' wasn't exempt from Konami of America's habit of making up new storylines for the games they published, this new storyline is only present in the manual. The ''game itself'' is faithful to the original [=MSX2=] version in terms of plot aside a few minor changes. The non-canon ''Snake's Revenge'' also features a similar discrepancy between the game and its manual, with the manual identifying the bad guy as Higharolla Kockamamie (another pastiche, this time of Ayatollah Khomeini), but the actual villain of the game is revealed to be a cyborg Big Boss.
** One of the many complaints lodged against ''VideoGame/SnakesRevenge'' is that the translation tells you the opposite of what you have to do during the train level ("THERE IS NO TRAP ON THE TRAIN"). Of course, the sequence was a deliberate callback to ''VideoGame/MetalGear1'' since it happens immediately before the person giving you the hints turns out to be [[TreacherousAdvisor a spy trying to make you fail]], who you then fight in a boss battle.
** Many people who played the fan-translated version of ''VideoGame/MetalGear2SolidSnake'' assumed that the name of the enemy boss "Black Color", a misromanization of "Blackcollar", was a mistake by the fan translators. In reality, that's how it was spelled in the actual Japanese version (all of the bosses' names in the game were written in roman script).
** ''VideoGame/MetalGearSolid: The Twin Snakes'' often gets a lot of scorn for its cutscenes, with the blame naturally falling to Ryuhei Kitimura, who directed said scenes. However, Kitimura himself originally intended to make a much more faithful adaptation of the source material; it was ''Creator/HideoKojima'' who requested that Kitimura redo all the cutscenes in his trademark over-the-top style as opposed to emulating that of the original [=PS1=] game.
** ''VideoGame/MetalGearSolid2'' gets a lot of blame for its rather absurd storyline placed on the translator/localizer, Agness Kaku. While [[https://web.archive.org/web/20120125211117/http://www.hardcoregaming101.net/metalgear/agnesskaku.htm she has her own personal gripes with the game's story and themes]], she didn't do anything to alter the original plot whatsoever in the process of localizing it into English.
* Many people talk about the UsefulNotes/SegaDreamcast as though it single-handedly killed Creator/{{Sega}}'s console business, or at least was the biggest individual factor in them pulling out of that market. The Dreamcast actually sold respectably well, moving 11 million units in just over two years, compared to 9 million in four years for the Saturn. In actuality, the poor decisions made ''prior'' to the Dreamcast, much of them centered around the international failure of the UsefulNotes/SegaSaturn, destroyed the company financially to the point that the Dreamcast and its software would have had to sell unrealistically well if they ever wanted to get out of the red.
* Much of what makes ''VideoGame/Superman64'' a target of ridicule, from the gameplay to the plot, weren't wholly the fault of developer Creator/{{Titus|Software}}: much of what they had planned was scrapped due to ExecutiveMeddling, with Warner Bros. and DC Comic placing many mandates and restrictions such as Superman not being on what they were allowed to do with the property (e.g., the virtual reality world that makes up the setting was their workaround for a "Superman can't harm real people, people" rule), and delays that resulted from trying fight and work around these required change forcing demands resulted in the game to be being ChristmasRushed so it could even be completed before the company's license to use the character expired.
* The English translation of ''VideoGame/CastlevaniaIISimonsQuest'' for the NES is infamous for its poor translation, like the [[http://www.flyingomelette.com/oddities/oddities4.html blatant in-game lies]] supposedly meant to tell you what your next goal is, how to reach that goal, and [[GuideDangIt other such game-critical information]]. Except the original Japanese version was actually just as incomprehensible, and this was deliberate: the instruction manual for both versions explicitly warns you that "a few friendly villagers are town pranksters" that will outright lie to you, and the player themselves had to gamble on what [=NPCs=] to trust.
expired.




* ''WebVideo/TheAngryVideoGameNerd'''s review of the NES [[PortingDisaster port]] of ''VideoGame/MetalGear'' involved him complaining about butchery of a 'great game'. Among the features he complained about were the fact that you can't open a door and wear your gas mask at the same time, forcing you to sacrifice some health when you enter or leave a gassy room, which as an element present in the original as well. He also complained about Big Boss prefacing his misleading hints with the phrase 'I forgot to tell you...', claiming it was a terrible translation -- not only was this a better translation than the one in the European MSX version of the game, but Big Boss's hints really were supposed to be [[AnnoyingVideoGameHelper useless and annoying]] for plot reasons.
* Again, one of the many complaints lodged against ''Snake's Revenge'' is that the translation tells you the opposite of what you have to do during the train level ("THERE IS NO TRAP ON THE TRAIN" has become a semi-meme). Of course, the sequence was a deliberate callback to ''VideoGame/MetalGear'' since it happens immediately before the person giving you the hints turns out to be [[TreacherousAdvisor a spy trying to make you fail]], who you then fight in a boss battle.
** Also, a lot of ''Franchise/MetalGear'' fans who never actually play the NES version of the game accuse it of having a silly plot in comparison to the "serious" storyline in the original [=MSX2=] version, replacing the original BigBad of Big Boss, an American soldier turned renegade mercenary, with Vermon [=CaTaffy=], a pastiche of real-life dictator Muammar al-Gaddafi. In truth, Konami's American manuals back in the day tended to feature weird plot changes (as evident by the American manuals for the early ''Franchise/{{Castlevania}}'', ''VideoGame/{{Contra}}'', and ''VideoGame/{{Gradius}}'' games) that thankfully did not affect the games themselves. The NES version of ''Metal Gear'', despite its BlindIdiotTranslation quality, is almost identical to the [=MSX2=] version in terms of plot aside for a few minor differences and Big Boss is still the BigBad in the NES version. The non-canon ''Snake's Revenge'' also featured a similar discrepancy between the game and its manual, with the manual identifying the bad guy as Higharolla Kockamamie (another pastiche, this time of Ayatollah Khomeini), but the actual villain of the game is revealed to be a cyborg Big Boss.
* ''VideoGame/MetalGearSolid: The Twin Snakes'' often gets a lot of scorn for its cutscenes, most of the blame is directed towards Ryuhei Kitimura, who directed the scenes. However, Kitimura himself originally intended to make a much more faithful adaptation of the source material; it was ''Creator/HideoKojima'' who requested that Kitimura redo all the cutscenes in his trademark over-the-top style as opposed to emulate the original PS1 game.
* Many people who played the fan-translated version of ''VideoGame/MetalGear2SolidSnake'' assumed that the name of the enemy boss "Black Color", a misromanization of "Blackcollar", was a mistake by the fan translators. In reality, that's how it was spelled in the actual Japanese version (all of the bosses' names in the game were written in roman script).
** ''Metal Gear Solid 2'' also gets a lot of blame for its rather absurd storyline placed on the translator/localizer, Agness Kaku. As [[https://web.archive.org/web/20120125211117/http://www.hardcoregaming101.net/metalgear/agnesskaku.htm this interview reveals,]] saying that Konami was very unhelpful with regards to translation and localization is a ''huge understatement''.
* Creator/ElectronicArts receives a lot of flak for their exclusive license to make games with National Football League players and teams, with many gamers believing that EA simply threw a lot of money at the NFL to get the license. In fact, [[http://money.cnn.com/2004/12/14/commentary/game_over/column_gaming/ the NFL took bids from a number of video game companies]] before ''awarding'' the contract to EA. Gamers, however, deny this, believing that the league would never willingly enter such anti-competitive agreements -- never mind that the NFL's own actions in regards to [[http://consumerist.com/5185430/nfl-sunday-ticket-will-remain-directv-exclusive-until-2014 television distribution]] and [[http://blogs.wsj.com/law/2009/09/18/american-needle-throws-downfield-in-nfl-licensing-dispute/ apparel licensing]] indicates that they not only willingly agree to, but also ''encourage'' these kinds of licensing deals.
** EA still may not be totally blameless in this area, as their similarly exclusive deals with the NCAA and Arena Football League seem to indicate they have no problem pursuing exclusive rights (these and the NFL deal are all part of a California-based class action suit against the company). Of course, it may be possible that the AFL and NCAA simply follow the same hardball tactics as the NFL.
** And let's not even get started on the fans of Creator/BioWare games who are convinced that any "dumbing down" of [[RolePlayingGame RPG]] mechanics or DLC offers are all the nefarious influence of EA having bought them, and might not just be [=BioWare=] themselves trying to streamline their games and give the players more content that might not have been available otherwise.
*** Speaking of [=BioWare=], EA was one of the major suspects to blame for ''VideoGame/MassEffect3'''s infamous ending that is almost unanimously considered to be terrible in the fandom. This despite the fact that EA had little to do with the creative process and it was mostly [=BioWare=]'s work to begin with. At worst EA may have indirectly been responsible for the ''implementation'' of the ending (in particular how rushed and perfunctory it seemed prior to the Extended Cut DLC), but the fact that [[spoiler:Shepard dies in nearly every ending variation]] was entirely the choice of the lead developers.
*** Microing down even further, a self-proclaimed writer for the game came out and said that most of the writing staff were cut out of the development of the final part of the story [[spoiler: where Shepard meets the Catalyst]], with lead writer Mac Walters and executive producer Casey Hudson writing it exclusively themselves without any input from the rest of the writing staff. Whether this is true or not is up to contention, but it certainly caused a stir in an already hot topic discussion.
** EA in general catches a lot of flack for "ruining" companies they buy up, but in many cases, prior to the purchase said companies weren't all that profitable, and in some cases they couldn't do what they did without EA's money. FullMotionVideo ''VideoGame/WingCommander'' and ''VideoGame/UltimaOnline'' were feasible only with financial support from EA, as Origin prior to being bought by EA[[note]]around the time of the release of [=WC2=]: Secret Operations 1; EA involvement with Origin is, in other words, [[OlderThanTheyThink older than the fandom thinks]][[/note]] was, at best, "holding on", financially, in spite of the critical acclaim of their games.

to:

* ''WebVideo/TheAngryVideoGameNerd'''s review of the NES [[PortingDisaster port]] of ''VideoGame/MetalGear'' involved him complaining about butchery of a 'great game'. Among the features he complained about were the fact that you can't open a door and wear your gas mask at the same time, forcing you to sacrifice some health when you enter or leave a gassy room, which as an element present in the original as well. He also complained about Big Boss prefacing his misleading hints with the phrase 'I forgot to tell you...', claiming it was a terrible translation -- not only was this a better translation than the one in the European MSX version of the game, but Big Boss's hints really were supposed to be [[AnnoyingVideoGameHelper useless and annoying]] for plot reasons.
* Again, one of the many complaints lodged against ''Snake's Revenge'' is that the translation tells you the opposite of what you have to do during the train level ("THERE IS NO TRAP ON THE TRAIN" has become a semi-meme). Of course, the sequence was a deliberate callback to ''VideoGame/MetalGear'' since it happens immediately before the person giving you the hints turns out to be [[TreacherousAdvisor a spy trying to make you fail]], who you then fight in a boss battle.
Creator/ElectronicArts:
** Also, a lot of ''Franchise/MetalGear'' fans who never actually play the NES version of the game accuse it of having a silly plot in comparison to the "serious" storyline in the original [=MSX2=] version, replacing the original BigBad of Big Boss, an American soldier turned renegade mercenary, with Vermon [=CaTaffy=], a pastiche of real-life dictator Muammar al-Gaddafi. In truth, Konami's American manuals back in the day tended to feature weird plot changes (as evident by the American manuals for the early ''Franchise/{{Castlevania}}'', ''VideoGame/{{Contra}}'', and ''VideoGame/{{Gradius}}'' games) that thankfully did not affect the games themselves. The NES version of ''Metal Gear'', despite its BlindIdiotTranslation quality, is almost identical to the [=MSX2=] version in terms of plot aside for a few minor differences and Big Boss is still the BigBad in the NES version. The non-canon ''Snake's Revenge'' also featured a similar discrepancy between the game and its manual, with the manual identifying the bad guy as Higharolla Kockamamie (another pastiche, this time of Ayatollah Khomeini), but the actual villain of the game is revealed to be a cyborg Big Boss.
* ''VideoGame/MetalGearSolid: The Twin Snakes'' often gets a lot of scorn for its cutscenes, most of the blame is directed towards Ryuhei Kitimura, who directed the scenes. However, Kitimura himself originally intended to make a much more faithful adaptation of the source material; it was ''Creator/HideoKojima'' who requested that Kitimura redo all the cutscenes in his trademark over-the-top style as opposed to emulate the original PS1 game.
* Many people who played the fan-translated version of ''VideoGame/MetalGear2SolidSnake'' assumed that the name of the enemy boss "Black Color", a misromanization of "Blackcollar", was a mistake by the fan translators. In reality, that's how it was spelled in the actual Japanese version (all of the bosses' names in the game were written in roman script).
** ''Metal Gear Solid 2'' also gets a lot of blame for its rather absurd storyline placed on the translator/localizer, Agness Kaku. As [[https://web.archive.org/web/20120125211117/http://www.hardcoregaming101.net/metalgear/agnesskaku.htm this interview reveals,]] saying that Konami was very unhelpful with regards to translation and localization is a ''huge understatement''.
* Creator/ElectronicArts
company receives a lot of flak for their exclusive license to make games with National Football League players and teams, with many gamers believing that EA simply threw a lot of money at the NFL to get the license. In fact, reality, [[http://money.cnn.com/2004/12/14/commentary/game_over/column_gaming/ the NFL took bids from a number of video game companies]] before ''awarding'' the contract to EA.EA, with them renewing it periodically due to having the sales satisfactory. Gamers, however, deny this, believing that the league would never willingly enter such anti-competitive agreements -- never mind that the NFL's own actions in regards to [[http://consumerist.com/5185430/nfl-sunday-ticket-will-remain-directv-exclusive-until-2014 television distribution]] and [[http://blogs.wsj.com/law/2009/09/18/american-needle-throws-downfield-in-nfl-licensing-dispute/ apparel licensing]] indicates that they not only willingly agree to, but also ''encourage'' these kinds of licensing deals.
** EA still may not be totally blameless in this area, as their similarly exclusive deals with Whenever the NCAA and Arena Football League seem ''VideoGame/NBA2K'' series gets bad publicity, many jump to indicate they blame EA -- even though it's Creator/TakeTwoInteractive that makes the game. EA ''does'' have no problem pursuing exclusive rights (these and a competing series in the NFL deal are all part form of a California-based class action suit against the company). Of course, it may be possible that the AFL and NCAA simply follow the same hardball tactics as the NFL.
''VideoGame/NBALive'', which largely goes ignored.
** And let's not even get started on the fans of Creator/BioWare games who are convinced that any "dumbing down" of [[RolePlayingGame RPG]] mechanics or DLC offers are all the nefarious influence of EA having bought them, and might not just be [=BioWare=] themselves trying to streamline their games and give the players more content that might not have been available otherwise.
*** Speaking of [=BioWare=],
EA was one of the major suspects to blame for ''VideoGame/MassEffect3'''s infamous ending that is almost unanimously considered to be terrible in the fandom. This despite the fact that EA had little to do with the creative process and it was mostly [=BioWare=]'s work to begin with. At worst EA may have indirectly been responsible for process; Bioware created the ''implementation'' of the controversial ending (in particular how rushed and perfunctory it seemed prior to the Extended Cut DLC), but the fact that where [[spoiler:Shepard dies in nearly every ending variation]] was entirely the choice of the lead developers.
*** Microing down even further, a self-proclaimed writer for the game came out and said that most of the writing staff were cut out of the development of the final part of the story [[spoiler: where Shepard
meets the Catalyst]], with lead writer Mac Walters and executive producer Casey Hudson writing it exclusively themselves without any input from the rest of the writing staff. Whether this is true or not is up to contention, but it certainly caused a stir in an already hot topic discussion.
Catalyst]] on their own.
** EA in general catches a lot of flack for "ruining" any companies they buy up, purchase, but in many cases, prior to the purchase said companies weren't all that profitable, and in some cases they couldn't do what they did without EA's money. FullMotionVideo ''VideoGame/WingCommander'' and ''VideoGame/UltimaOnline'' were feasible only with financial support from EA, as Origin prior to being bought by EA[[note]]around the time of the release of [=WC2=]: Secret Operations 1; EA involvement with Origin is, in other words, [[OlderThanTheyThink older than the fandom thinks]][[/note]] was, at best, "holding on", financially, in spite of the critical acclaim of their games.



** Whenever the ''VideoGame/NBA2K'' series gets bad publicity, many jump to blame EA - even though it's Creator/TakeTwoInteractive that makes the game. EA ''does'' have a competing series in the form of ''NBA Live'', which largely goes ignored.



* A common complaint about Capcom's localization of the ''Franchise/AceAttorney'' series is the claim that despite the games being centered around murder mysteries and not shy about depicting brutal killings (including one ''[[ImpaledWithExtremePrejudice impalement]]''), there are frequent references to "grape juice" which appear to be an obvious [[{{Bowdlerise}} Bowdlerization]] of [[FrothyMugsOfWater wine]]. Oddly enough, it's grape juice in the Japanese version as well.
* Creator/LJNToys has taken a lot of bad reaction (such as from WebVideo/TheAngryVideoGameNerd) for the terrible video games that they've put their name on, but in reality the number of games they developed in-house can probably be counted on one hand. While they were clearly doing ''something'' wrong (likely forcing development schedules that were way too short) to have such a large amount of [[TheProblemWithLicensedGames bad licensed games]] in their catalogue, according to Creator/LordKat in his video on the ''Film/WhoFramedRogerRabbit'' NES game, the actual main culprit may be surprising:
-->"Now a lot of people associate these terrible movie-based licensed games with LJN, [but] ''they're'' just the publishers. The real criminals here are the beloved Rare. ''[[Videogame/ANightmareOnElmStreetNES A Nightmare on Elm Street]]'', ''Film/WhoFramedRogerRabbit'', ''Film/TheAmazingSpiderMan'', ''Beetlejuice''... In fact, if you take out the LJN component, Rare has made a lot more garbage ''without'' them. So to all you Nintendo fanboys who cream themselves over ''VideoGame/{{Battletoads}}'' and ''VideoGame/DonkeyKong64'', kiss my fat wide ass; Rare ruined my childhood."
** Some of LJN's games pre-Rare were developed in Japan by a then mostly unknown company called... Creator/{{Atlus}}.
** The ''Videogame/FridayThe13th'' game was developed by Japanese VHS distributor Pack-In Video, which also made ''Die Hard'', ''Rambo'', and ''Predator'' games.
** The WebVideo/AngryVideoGameNerd addressed the publishing issue in Episode 121: "Beetlejuice".



* Creator/TimSchafer is a Type 5 and Type 2 for ''VideoGame/BrutalLegend''. Double Fine has received nearly all the blame for "falsely advertising" Brutal Legend and hiding the hybrid of Action and RealTimeStrategy. One angry player messaged Tim Schafer directly on Twitter and called him a liar publicly. He told the complainer that was all he talked about for months. It was Electronic Arts' advertising that mislead consumers (and reviewers) to believe it was single player focused, to the point that it drowned out the voice of Double Fine. To this day, Tim Schafer says that the reviews remain high on Metacritic, and can be divided between those who ATTEMPTED multiplayer, and those who didn't even touch it.



* Hideaki Itsuno, who is credited as director in all the ''VideoGame/DevilMayCry'' sequels, is often seen as the quintessential example of a game designer redeeming himself in the eyes of his fans due to how he seemingly recovered from the failure of ''VideoGame/DevilMayCry2'' by working on its two {{Surprisingly Improved Sequel}}s. In reality, Itsuno had little involvement with ''[=DMC2=]'', as he was assigned to the project late during development to salvage what he could after the previous director was fired by Capcom.
** The much reviled redesign of Dante in ''VideoGame/DMCDevilMayCry'' has caused a lot fan outrage. Nearly all of it was directed at Ninja Theory (who Capcom handed the series for said reboot's production), but Ninja Theory is only partly responsible, as the redesign was done at Capcom's request and approval. Sadly, lead designer Tameem Antoniades' [[http://www.1up.com/do/previewPage?cId=3181535 response]] [[http://bitmob.com/articles/should-developers-listen-to-their-fans to the fans]] has done little to diffuse this situation.



* Many people talk about the UsefulNotes/SegaDreamcast as though it single-handedly killed Sega's console business, or at least was the biggest individual factor in them pulling out of that market. In actuality, the [[UsefulNotes/SegaSaturn Saturn]] was far more culpable for that, thanks to its huge production costs and abysmal first-party software sales (largely thanks to ''VideoGame/SonicXTreme'' dying in DevelopmentHell; the American launch was even worse, between both being released four months earlier than anyone expected [thus ensuring there wasn't really ''anything'' to play at launch] and hiring Bernie Stolar as head of Sega of America [thus ensuring that anything ''good'' probably wouldn't make it to America anyway). The Dreamcast, by comparison, actually sold respectably well: 11 million in just over two years, compared to 9 million in four years for the Saturn. The console's only real failing was not being able to rescue Sega from the financial hole the Saturn and their various other mid-90s blunders (including the 32X, the Nomad, the Neptune and at least two other aborted consoles) put them in.
** Speaking of ''Sonic X-treme'', there's been plenty of misblame thrown around there too, with the most common accusations being that Bernie Stolar [[ScrewedByTheNetwork killed development when the game was still viable so that he'd have an excuse to ditch the Saturn itself a few months later, or that series co-creator Yuji Naka deliberately sabotaged the American development team so that the game would fall apart and Sega would have to wait]] until Sonic Team (who at the time were working on ''VideoGame/NightsIntoDreams'') was ready to make the next ''Sonic'' game itself. In reality though, no one individual can be blamed for how things turned out; development was just a complete train-wreck from start to finish, and by the end of it all the original game director had been fired from Sega due to [[CreativeDifferences personality clashes]], his replacement had fallen severely ill, and by all accounts the development builds of the game when the plug was pulled were a barely playable mess. Stolar actually threw every possible resource at the development team in order to try and ''save'' the game (as questionable as some of his later decisions were, even he could see that a ''Sonic'' game was Sega's best hope of keeping the Saturn afloat), and while Naka didn't help things by refusing to allow the usage of the [=NiGHTS=] engine, that didn't make the difference between the game being released or not.



* Many ''VideoGame/BanjoKazooie'' fans pointed fingers at Microsoft for making the Xbox 360 installment ''Nuts & Bolts'' vehicular-based instead of doing a traditional platformer. Actually, Rare made the decision on their own.
** Similarly, it was actually Rare's own idea to focus exclusively on Kinect games in the early-mid [=2010s=], though apparently in response to fears that Microsoft were considering closing the studio down after a string of flops.
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Dork Age was renamed


* AuthorsSavingThrow: The game was this upon its initial announcement. After the major DorkAge that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.

to:

* AuthorsSavingThrow: The game was this upon its initial announcement. After the major DorkAge AudienceAlienatingEra that started with ''VideoGame/MetroidOtherM'', continued with ''VideoGame/MetroidPrimeFederationForce'', and was compounded by Creator/{{Nintendo}} taking down the FanRemake ''VideoGame/AnotherMetroid2Remake'' via DMCA claims, the mere announcement of this game and ''VideoGame/MetroidSamusReturns'' went a long way to restoring much of the fanbase's faith in the series and Nintendo.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[folder:Others]]
* ''VideoGame/ETTheExtraTerrestrial'' often gets single-handedly blamed for UsefulNotes/TheGreatVideoGameCrashOf1983, with people claiming that its poor quality lead to terrible sales, prompting Atari to bury the unsold cartridges in a landfill. However, this is isn't entirely the case, and just a small part of the entire story. For one, while the landfill does exist and there was mountains of unsold stock, this wasn't because the game was a failure; it was actually one of the best-selling UsefulNotes/Atari2600 titles (selling a million copies), and contemporary reviews were mixed rather than universally negative. The actual problem was that Atari vastly overestimated demand and produced more copies than the number of [=2600s=] that had been sold, resulting in retailers sending back a massive amount of unsold copies. Second, ''E.T.'' wasn't the only game to suffer from such high expectations; the prior year, the console's ''VideoGame/PacMan'' port sold a then-unheard of 7 million copies in its first year, but Atari was still stuck with dumping millions of unsold copies into the aforementioned landfill. Finally, there were other factors outside of Atari, including an over-saturation of poor titles flooding the market, competition with the growing home computer market, general inflation, and loss of publishing control due to an overwhelming number of third-party publishers being created to follow in Creator/{{Activision}}'s footsteps. To sum up: While ''E.T.'' certainly was a contributing factor to the crash, it was quite far from being ''the'' reason.
** Nolan Bushnell, founder of Atari, often gets thrown in for blame, despite being forced out of the company and the industry as a whole in 1978, years before the crash.
* Much of what makes ''VideoGame/Superman64'' a target of ridicule, from the gameplay to the plot, weren't wholly the fault of developer Creator/{{Titus|Software}}: much of what they had planned was scrapped due to ExecutiveMeddling, with Warner Bros. and DC Comic placing many mandates and restrictions such as Superman not being allowed to harm real people, and delays that resulted from these required change forcing the game to be ChristmasRushed so it could even be completed before the company's license to use the character expired.
* The English translation of ''VideoGame/CastlevaniaIISimonsQuest'' for the NES is infamous for its poor translation, like the [[http://www.flyingomelette.com/oddities/oddities4.html blatant in-game lies]] supposedly meant to tell you what your next goal is, how to reach that goal, and [[GuideDangIt other such game-critical information]]. Except the original Japanese version was actually just as incomprehensible, and this was deliberate: the instruction manual for both versions explicitly warns you that "a few friendly villagers are town pranksters" that will outright lie to you, and the player themselves had to gamble on what [=NPCs=] to trust.

* Some ''VideoGame/SuperRobotWars'' fans get huffy over Atlus's translation of some OriginalGeneration pilot and unit names, specifically regarding "Zengar Zonvolt" becoming "Sanger Zonvolt" and his [[InfinityPlusOneSword Infinity Plus One Mech]] Daizengar becoming the rather silly-looking [=DyGenGuard=]. These two instances actually make sense: for Sanger's name, Atlus simply left off the umlaut on ''Sänger'', which is a German name and naturally katakana-tized as Zengar due to how it's pronounced. As for [=DyGenGuard=], it's short for Dynamic General Guardian. The whole Daizengar ("Great Sänger") bit was an intentional pun, again due to Japanese pronunciation. Atlus's only fault in this was being lazy with their accent marks.
** "Latooni Subota", on the other hand, ''probably'' ought to be Latune Cybota to stay faithful to typical Cyrillic transliteration (she's Russian. Ish.) Basically, Atlus is perfectly faithful to Japanese. It's European languages that they half-ass.
** Meanwhile, strange Romanizations like "Hagwane" were preserved in the official sub of the anime at Bandai's insistence, as was a lengthy joke in the game ''Original Generation 2'' that no longer makes sense when the names are pronounced in the English way. These could be considered cases of a translation being ''too'' faithful to the original work.
* ''VideoGame/TalesSeries''
** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' was yelled at by fans who complained about how "they took the wimpy way out with the bad ending" and instead of [[spoiler:Marta killing herself]], she [[spoiler:just writes a sad letter]]. Marta didn't [[spoiler:commit suicide]], that was a mistranslation...but the [[spoiler:HeroicSacrifice of Emil was still there, as was Marta's DisneyDeath, and her TearJerker cry of '''EEMMMMIIIIIIIIIILLLLL!!!!''']]
** Many people blamed the translation team for ''VideoGame/TalesOfLegendia'' not having any voicing at all in the second half of the game. Actually, they were not given the money to pay the voice actors for the second half, and [[BlatantLies were told it was an optional piece of the game]].
** When ''VideoGame/TalesOfPhantasia'' finally got an official English release, many people complained about various edits and changes made to the game script. Actually, many of the differences were a result of an earlier FanTranslation by [=DeJap=] of the SNES version being ''less'' faithful to the original than the official GBA version. Of course, there's still that thing about "Ragnarok" becoming "Kangaroo" (as well as generally being a pretty bland localization and some consistency issues with the ''VideoGame/TalesOfSymphonia'' translation), but despite what anyone says that's pretty much the ''only'' outright mistake.
*** There was still some sexual humor in the original Japanese (like Arche's infamous sex dream about Cless -- which is still in the GBA translation, albeit in a more subtle, less blatantly obscene form -- and Arche admiring Mint's figure in the hot springs,) but [=DeJap=] was far less subtle about presenting it, as well as [[{{Flanderization}} ramping up Arche's pervertedness]] (also, Arche apparently fucks like a tiger).
* While Creator/{{Capcom}} does have a well-earned reputation for [[BlindIdiotTranslation bad translations]] of games in the '90s, they are sometimes blamed for some they didn't do. In the case of the ''Franchise/BreathOfFire'' series, they are often accused of creating an InconsistentDub due to certain names in the first game being altered in later entries. This was actually the result of the first game being localized in the US by [[Creator/SquareEnix Squaresoft]], who changed names with little rhyme or reason. The later games were handled by Capcom and they usually reverted to the Japanese names in future titles.
** More specifically, Capcom USA has been the subject of a lot of heat for their English translations of the company's Japanese-developed games, which typically mangle not only the dialogue but also the canon for some games, ''Franchise/StreetFighter'' in particular. A [[http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/20130381/Seth_Skill_your_wisdom_is_needed_in_order_to_-%20resolve_a_concern_about_Capcom_USA&post_num=2#346948685 revelation]] from former Capcom USA Senior Vice President, however, reveals that ''Capcom of Japan'' is responsible for the botched English translations that made their way overseas for years. Which begs the question of [[FridgeLogic why a Japanese company would mix-up the translation of dialogue and plot written in their native language just for outsiders]].
*** One has to consider that some of the ''Street Fighter'' games from the mid-to-late 1990s had American staff members working on them, so they had more input. However, most of the quotes and endings in the games, while a bit embellished sometimes (Guile never mentions Cambodia or Charlie in the Japanese version), had mostly accurate translations. Endings that were truly different, like Cammy's and Fei Long's, were often the exceptions rather than the rule.
* ''WebVideo/TheAngryVideoGameNerd'''s review of the NES [[PortingDisaster port]] of ''VideoGame/MetalGear'' involved him complaining about butchery of a 'great game'. Among the features he complained about were the fact that you can't open a door and wear your gas mask at the same time, forcing you to sacrifice some health when you enter or leave a gassy room, which as an element present in the original as well. He also complained about Big Boss prefacing his misleading hints with the phrase 'I forgot to tell you...', claiming it was a terrible translation -- not only was this a better translation than the one in the European MSX version of the game, but Big Boss's hints really were supposed to be [[AnnoyingVideoGameHelper useless and annoying]] for plot reasons.
* Again, one of the many complaints lodged against ''Snake's Revenge'' is that the translation tells you the opposite of what you have to do during the train level ("THERE IS NO TRAP ON THE TRAIN" has become a semi-meme). Of course, the sequence was a deliberate callback to ''VideoGame/MetalGear'' since it happens immediately before the person giving you the hints turns out to be [[TreacherousAdvisor a spy trying to make you fail]], who you then fight in a boss battle.
** Also, a lot of ''Franchise/MetalGear'' fans who never actually play the NES version of the game accuse it of having a silly plot in comparison to the "serious" storyline in the original [=MSX2=] version, replacing the original BigBad of Big Boss, an American soldier turned renegade mercenary, with Vermon [=CaTaffy=], a pastiche of real-life dictator Muammar al-Gaddafi. In truth, Konami's American manuals back in the day tended to feature weird plot changes (as evident by the American manuals for the early ''Franchise/{{Castlevania}}'', ''VideoGame/{{Contra}}'', and ''VideoGame/{{Gradius}}'' games) that thankfully did not affect the games themselves. The NES version of ''Metal Gear'', despite its BlindIdiotTranslation quality, is almost identical to the [=MSX2=] version in terms of plot aside for a few minor differences and Big Boss is still the BigBad in the NES version. The non-canon ''Snake's Revenge'' also featured a similar discrepancy between the game and its manual, with the manual identifying the bad guy as Higharolla Kockamamie (another pastiche, this time of Ayatollah Khomeini), but the actual villain of the game is revealed to be a cyborg Big Boss.
* ''VideoGame/MetalGearSolid: The Twin Snakes'' often gets a lot of scorn for its cutscenes, most of the blame is directed towards Ryuhei Kitimura, who directed the scenes. However, Kitimura himself originally intended to make a much more faithful adaptation of the source material; it was ''Creator/HideoKojima'' who requested that Kitimura redo all the cutscenes in his trademark over-the-top style as opposed to emulate the original PS1 game.
* Many people who played the fan-translated version of ''VideoGame/MetalGear2SolidSnake'' assumed that the name of the enemy boss "Black Color", a misromanization of "Blackcollar", was a mistake by the fan translators. In reality, that's how it was spelled in the actual Japanese version (all of the bosses' names in the game were written in roman script).
** ''Metal Gear Solid 2'' also gets a lot of blame for its rather absurd storyline placed on the translator/localizer, Agness Kaku. As [[https://web.archive.org/web/20120125211117/http://www.hardcoregaming101.net/metalgear/agnesskaku.htm this interview reveals,]] saying that Konami was very unhelpful with regards to translation and localization is a ''huge understatement''.
* Creator/ElectronicArts receives a lot of flak for their exclusive license to make games with National Football League players and teams, with many gamers believing that EA simply threw a lot of money at the NFL to get the license. In fact, [[http://money.cnn.com/2004/12/14/commentary/game_over/column_gaming/ the NFL took bids from a number of video game companies]] before ''awarding'' the contract to EA. Gamers, however, deny this, believing that the league would never willingly enter such anti-competitive agreements -- never mind that the NFL's own actions in regards to [[http://consumerist.com/5185430/nfl-sunday-ticket-will-remain-directv-exclusive-until-2014 television distribution]] and [[http://blogs.wsj.com/law/2009/09/18/american-needle-throws-downfield-in-nfl-licensing-dispute/ apparel licensing]] indicates that they not only willingly agree to, but also ''encourage'' these kinds of licensing deals.
** EA still may not be totally blameless in this area, as their similarly exclusive deals with the NCAA and Arena Football League seem to indicate they have no problem pursuing exclusive rights (these and the NFL deal are all part of a California-based class action suit against the company). Of course, it may be possible that the AFL and NCAA simply follow the same hardball tactics as the NFL.
** And let's not even get started on the fans of Creator/BioWare games who are convinced that any "dumbing down" of [[RolePlayingGame RPG]] mechanics or DLC offers are all the nefarious influence of EA having bought them, and might not just be [=BioWare=] themselves trying to streamline their games and give the players more content that might not have been available otherwise.
*** Speaking of [=BioWare=], EA was one of the major suspects to blame for ''VideoGame/MassEffect3'''s infamous ending that is almost unanimously considered to be terrible in the fandom. This despite the fact that EA had little to do with the creative process and it was mostly [=BioWare=]'s work to begin with. At worst EA may have indirectly been responsible for the ''implementation'' of the ending (in particular how rushed and perfunctory it seemed prior to the Extended Cut DLC), but the fact that [[spoiler:Shepard dies in nearly every ending variation]] was entirely the choice of the lead developers.
*** Microing down even further, a self-proclaimed writer for the game came out and said that most of the writing staff were cut out of the development of the final part of the story [[spoiler: where Shepard meets the Catalyst]], with lead writer Mac Walters and executive producer Casey Hudson writing it exclusively themselves without any input from the rest of the writing staff. Whether this is true or not is up to contention, but it certainly caused a stir in an already hot topic discussion.
** EA in general catches a lot of flack for "ruining" companies they buy up, but in many cases, prior to the purchase said companies weren't all that profitable, and in some cases they couldn't do what they did without EA's money. FullMotionVideo ''VideoGame/WingCommander'' and ''VideoGame/UltimaOnline'' were feasible only with financial support from EA, as Origin prior to being bought by EA[[note]]around the time of the release of [=WC2=]: Secret Operations 1; EA involvement with Origin is, in other words, [[OlderThanTheyThink older than the fandom thinks]][[/note]] was, at best, "holding on", financially, in spite of the critical acclaim of their games.
*** Also funny, take a look at the publisher for ''VideoGame/SystemShock 2''. Notice anything? Yep. EA. Guess whose idea it was to make it a sequel to ''System Shock''? EA. AccentuateTheNegative at its finest.
** They are often criticized for releasing essentially the same ''VideoGame/MaddenNFL'' game with updated rosters year after year. While this is arguably true, ''football itself'' doesn't really change from year to year.
** At a Q&A session at Dragon Con 2014, Richard Garriott went on record saying that blame for the quality of ''VideoGame/UltimaVIII'' should be spread around between himself and EA, stating that if he could go back and 'fix' just one game, that would be it. EA had been around no longer than Origin, but was far more (financially) successful, so Garriott assumed they knew what they were doing and didn't object when they insisted he cut his game to the bone (to the point where the cloth map no longer made sense) in order to make its release date. The problem was that EA had been making money by constantly updating the ''Madden'' engine (among others) and consistently releasing the latest version in time for football season, so they were anal about scheduling. This was...less than good for a complex action RPG. Of course, ''VideoGame/UltimaIX'' was the result of ExecutiveMeddling pulling much of the staff to work on ''VideoGame/UltimaOnline'' (which was dismissed as a dead concept before the paid beta). The cancelled sequel to ''Ultima Online'' was also against Garriott's wishes, who said it would be cancelled within a year and wanted to make ''VideoGame/WingCommander Online'' instead.
** Whenever the ''VideoGame/NBA2K'' series gets bad publicity, many jump to blame EA - even though it's Creator/TakeTwoInteractive that makes the game. EA ''does'' have a competing series in the form of ''NBA Live'', which largely goes ignored.
** ''VideoGame/{{Anthem}}'': EA got the bulk of the blame for the maligned game, with many people accusing the publisher of forcing Creator/{{BioWare}} into creating a ''VideoGame/{{Destiny}}'' copycat. Granted, EA did cause some problems during the TroubledProduction like mandating Bioware to use the Frostbite engine, which was designed for [[FirstPersonShooter FPS]] games and not suited for [=RPGs=], and EA offered little support as they were more interested at the time in creating the FIFA games. However, the majority of ''Anthem'''s production problems came from [=BioWare=] itself. Not only did EA actually give them 6 years to make the game, later extended to 7, but EA also interfered very little with the creative process of the production. The studio itself had little idea of what they wanted to do and was constantly scrapping ideas and going back to the drawing board, stuck 5 years in pre-production, during a time of intense stress during which many people took sabbaticals for their health or just plain quit because they couldn't take it, and all the ideas of the game came from [=BioWare=] itself. Ironically, EA's real error was being ''too lenient'' towards [=BioWare=] as their ExecutiveMeddling was the reason for the game having its few saving graces, most notably the flying mechanic.
* ''Franchise/TeenageMutantNinjaTurtles'' were angry at Creator/{{Ubisoft}} for not including any characters from the [[WesternAnimation/TeenageMutantNinjaTurtles1987 1987 animated series]] in ''VideoGame/TeenageMutantNinjaTurtlesSmashUp''. This actually wasn't Ubisoft's decision: [[http://forums.ubi.com/eve/forums/a/tpc/f/9261054957/m/9901001297 Mirage Studios specifically told]] Ubisoft to stick to [[WesternAnimation/TeenageMutantNinjaTurtles2003 the 2003 series]] as the basis for the game. In fact, Ubisoft actually ''defied'' that directive and stuck the Technodrome in as a background object in one of the stages.
* Some people thought that ''VideoGame/{{Loom}}'' was uncompleted for several reasons...either '''a)''', because ''Franchise/StarWars'' games made more money, or '''b)''' nobody bought it. The actual reason for not finishing Loom is way different. No, Creator/LucasArts didn't abandon it in favour of ''Star Wars''...this was in the early 90s when point and click adventure games like ''Loom'' were all the rage and cash cows, especially when the NostalgiaFilter kicked in about 10 years later. And the sale figures ''certainly'' were not showing lack of public interest...Even one of the developers said it wasn't. Loom sold over 500,000 copies at the time of the interview - at a time when that was very impressive. But why was there no ''Loom 2: Forge'' despite that Lucas Arts would only benefit from another one, and fans would support it? The developers all got caught-up in different projects.
* The Circle of Eight mod for ''VideoGame/TheTempleOfElementalEvil'' garnered complaints from fans for including a [[VideoGame/FinalFantasyVII Buster Sword]]. The sword model was actually in the core game, used by a bugged sword that [[DummiedOut can only be accessed by console]].
* While it is true that MLB, NFL, and the other leagues forced ''VideoGame/BackyardSports'' to keep going, some reviewers put the blame on the leagues for making the series JumpTheShark by taking the games in a different direction. It wasn't even Creator/{{Atari}}, the publishing company, who did it. The real culprit is Humongous, Inc., a company formed out of the last remnants of Humongous Entertainment (who started the series); an employee said so in an interview.
** Similarly, a lot of people like to blame Atari for the two 2003 Junior Adventures being unfaithful to the predecessors and being plagued with certain faults. The truth of the matter here is Atari was only their ''parent company'' at the time, and Humongous hadn't even gone bankrupt yet -- that happened two years later. They were actually made after half of the Humongous workforce was laid off, and they still had yet to recover from deep financial trouble, this the reason the voice acting was subpar.
* [[WebAnimation/ZeroPunctuation Yahtzee]] is guilty of this in his review for ''VideoGame/TheConduit''. He blamed all his issues with the game, such as the default control scheme on ''Nintendo''. Nintendo had nothing to do with the game, as it was published by Creator/{{Sega}}.
** He also made this mistake in reverse in his ''VideoGame/MetroidOtherM'' review. He blamed Team Ninja for everything he disliked, when it was actually Nintendo (specifically, series producer Yoshio Sakamoto) who were responsible for those elements.
* Valve was complained at for breaking a promise to release something for ''VideoGame/TeamFortress2'' on November 11th, 2009, which was also Veteran's Day. Only Valve never even hinted at the possibility of anything being released anytime that week. People started thinking Valve was going to do something, and people jumped on the bandwagon.
** The Cold Stream DLC had been delayed for several months, causing Xbox 360 players to blame Valve for delaying the DLC for so long and demand that they should be allowed to help in testing the beta for free or release the DLC for free. Valve isn't entirely without fault, but the rest of the blame falls on Microsoft. Not only Valve has to make sure Cold Stream can run on the Xbox 360 without trouble, but Microsoft's DLC policies prevent Valve from giving Xbox 360 owners constant updates for a beta product and it is Microsoft that determines the pricing for DLC, not Valve.
* The fact that ''VideoGame/ConkersBadFurDay'' (amongst other demanded games) isn't on the Wii's UsefulNotes/VirtualConsole seems to lead to people pointing fingers at Nintendo. One would honestly think that fans would actually be bothered to ''look'' at the developer ''and'' publishers for the Nintendo 64 game... Creator/{{Rare}}. Sure, they were second-party at the time of ''Conker's Bad Fur Day'', but in 2002, they were bought out by Microsoft. Which is why there is a ''Conker'' game on the Xbox, not to mention ''VideoGame/KameoElementsOfPower'' and ''VideoGame/PerfectDark Zero'' as launch titles, and the original ''Perfect Dark'' later rereleased on Xbox Live Arcade. Nintendo had no involvement with ''Conker's Bad Fur Day''.
** This, compounded by throwing Creator/{{Activision}} into the mix as well (as they owned the ''Film/JamesBond'' video game license throughout that console generation), is also the reason why ''VideoGame/GoldenEye1997'' was not re-released for over twenty five years. every attempt ended with one or more of the three parties refusing whatever the current plan was, [[VideoGame/GoldenEyeWii Hence Activision choosing to remake the game instead]].
* A different company was responsible for developing ''VideoGame/JakAndDaxterTheLostFrontier'', which is why it (the plot, mostly) gained so much ire from the fans. However, if one would take time to watch the credits, one would find that those responsible for the story were the series' original creators. However, the same original creator had already worked on the title 3-4 years before its eventual release, before scrapping the project. Clearly someone realised their efforts would be best spent elsewhere.
* A common complaint about Capcom's localization of the ''Franchise/AceAttorney'' series is the claim that despite the games being centered around murder mysteries and not shy about depicting brutal killings (including one ''[[ImpaledWithExtremePrejudice impalement]]''), there are frequent references to "grape juice" which appear to be an obvious [[{{Bowdlerise}} Bowdlerization]] of [[FrothyMugsOfWater wine]]. Oddly enough, it's grape juice in the Japanese version as well.
* Creator/LJNToys has taken a lot of bad reaction (such as from WebVideo/TheAngryVideoGameNerd) for the terrible video games that they've put their name on, but in reality the number of games they developed in-house can probably be counted on one hand. While they were clearly doing ''something'' wrong (likely forcing development schedules that were way too short) to have such a large amount of [[TheProblemWithLicensedGames bad licensed games]] in their catalogue, according to Creator/LordKat in his video on the ''Film/WhoFramedRogerRabbit'' NES game, the actual main culprit may be surprising:
-->"Now a lot of people associate these terrible movie-based licensed games with LJN, [but] ''they're'' just the publishers. The real criminals here are the beloved Rare. ''[[Videogame/ANightmareOnElmStreetNES A Nightmare on Elm Street]]'', ''Film/WhoFramedRogerRabbit'', ''Film/TheAmazingSpiderMan'', ''Beetlejuice''... In fact, if you take out the LJN component, Rare has made a lot more garbage ''without'' them. So to all you Nintendo fanboys who cream themselves over ''VideoGame/{{Battletoads}}'' and ''VideoGame/DonkeyKong64'', kiss my fat wide ass; Rare ruined my childhood."
** Some of LJN's games pre-Rare were developed in Japan by a then mostly unknown company called... Creator/{{Atlus}}.
** The ''Videogame/FridayThe13th'' game was developed by Japanese VHS distributor Pack-In Video, which also made ''Die Hard'', ''Rambo'', and ''Predator'' games.
** The WebVideo/AngryVideoGameNerd addressed the publishing issue in Episode 121: "Beetlejuice".
* Xbox Live's userbase has been misblamed for the creation of the "juvenile and unfriendly" gamer. Within UsefulNotes/XboxLiveArcade, games like ''Franchise/{{Halo}}'' and ''VideoGame/CallOfDuty'' get disproportionately blamed for this. Apparently people haven't heard of the theory of [[ForumSpeak G.I.F.T]], which has been in existence long before the Xbox. Live just brought the issue to light if anything. And when it's not Xbox Live that gets all the criticism for this, it's always something like ''VideoGame/CounterStrike'' or ''VideoGame/{{Quake}}''.
* Whenever you mention Gold-selling in-game advertisements or gold farmers, most people will think of ''VideoGame/WorldOfWarcraft'', but the practice is not exclusive to it and certainly did not start with that game. It's been around since ''VideoGame/UltimaOnline'', and was present in the original ''VideoGame/EverQuest'' and ''VideoGame/RagnarokOnline''. The reason you hear about it in ''World of Warcraft'' so much is because the game has a huge, and unusually mainstream, playerbase. If you check some of the largest gold-selling websites you can see that they offer gold for many other games, ''VideoGame/WarhammerOnline'' had Gold spammers from day one, as did ''Aion Online''. On some servers of ''VideoGame/FinalFantasyXI'', you almost ''had'' to buy gold. Not even ''VideoGame/RuneScape'' was immune to it!
* Class nerfs are always a source of utmost ire in any MMO, but among the ''VideoGame/WorldOfWarcraft'' fanbase, most nerfs would usually be blamed on Greg "Ghostcrawler" (until he left the company) or a few other choice developers, when in fact the changes are discussed between the entire development team well in advance. The [=CMs=] (community managers) also get a ton of hate for changes; while ghostcrawler at least worked on the game, most of the [=CMs=] are just forum moderators who (try to) keep the boards a place of intelligent discussion and not constant flaming and fighting.
* ''VideoGame/WorldOfWarcraft'''s ''Cataclysm'' expansion was plagued at the start by all sorts of bugs and glitches, among them a near ''ridiculous'' respawn rate where a mob you just killed would respawn while you were looting it or suddenly reappear attacking you while you were walking away. This was apparently Blizzard's intention; but in actuality it was a programming oversight made to avert one of the things that had happened around ''Burning Crusade'' where the mob respawn rates were actually ''too high'' and people would camp required mobs.
* Game Masters/Moderators in almost any online game tend to get blamed for every single occurrence that rubs any player the wrong way and are expected to fix every technical problem and rectify every balance issue on their own.
* The North American version of the ''VideoGame/DeathSmiles'' UsefulNotes/{{Xbox 360}} port got a lot of flak for [[DifficultyByRegion having less slowdown than the Japanese versions]], and some decided to point fingers at Aksys Games, who did the localization. In a [[http://www.aksysgames.com/forums/topic/732 forum post on the official Aksys website]], an Aksys employee clarified that all of the programming for the North American version--the reduced slowdown included--was Creator/{{Cave}}'s doing.
* Creator/TimSchafer is a Type 5 and Type 2 for ''VideoGame/BrutalLegend''. Double Fine has received nearly all the blame for "falsely advertising" Brutal Legend and hiding the hybrid of Action and RealTimeStrategy. One angry player messaged Tim Schafer directly on Twitter and called him a liar publicly. He told the complainer that was all he talked about for months. It was Electronic Arts' advertising that mislead consumers (and reviewers) to believe it was single player focused, to the point that it drowned out the voice of Double Fine. To this day, Tim Schafer says that the reviews remain high on Metacritic, and can be divided between those who ATTEMPTED multiplayer, and those who didn't even touch it.
* Richard Garriott gets Misblamed for ''a lot'' of things surrounding "Richard Garriott's ''VideoGame/TabulaRasa''", despite his role merely being Executive Producer. It's often claimed that he arrogantly decided to plaster his name on the box, when it was more likely a marketing decision to hype up a game that wasn't very famous and had been sitting in [[{{Vaporware}} Development Hell]] for some years. He's often insulted and blamed for many of game's problems due to him going to space during the game's life. Not only did he pay for the flight with his own money, but his Executive Producer role was probably hardly missed during the trip, and the trip ended up being tied into a marketing campagin anyway, which arguably ''did'' help the game (though clearly not enough). Finally, Richard Garriott ended up suing the publisher, Creator/NCSoft themselves, after a letter of resignation came out that he claimed he didn't write and was forged by them to pressure him into leaving without an investment he was due. He won the case.
* Hideaki Itsuno, who is credited as director in all the ''VideoGame/DevilMayCry'' sequels, is often seen as the quintessential example of a game designer redeeming himself in the eyes of his fans due to how he seemingly recovered from the failure of ''VideoGame/DevilMayCry2'' by working on its two {{Surprisingly Improved Sequel}}s. In reality, Itsuno had little involvement with ''[=DMC2=]'', as he was assigned to the project late during development to salvage what he could after the previous director was fired by Capcom.
** The much reviled redesign of Dante in ''VideoGame/DMCDevilMayCry'' has caused a lot fan outrage. Nearly all of it was directed at Ninja Theory (who Capcom handed the series for said reboot's production), but Ninja Theory is only partly responsible, as the redesign was done at Capcom's request and approval. Sadly, lead designer Tameem Antoniades' [[http://www.1up.com/do/previewPage?cId=3181535 response]] [[http://bitmob.com/articles/should-developers-listen-to-their-fans to the fans]] has done little to diffuse this situation.
* The translators of ''VideoGame/{{Okami}}'' are often blamed for the bizarre dichotomy that the manual for the game treats Amaterasu as genderless, while the actual game makes her fairly clearly female. Apparently, this was also the case in the Japanese version.
* ''Franchise/SonicTheHedgehog'':
** The Creator/FourKidsEntertainment voice actors used to get blame for the writing of the ''Sonic'' games they voiced in from 2005 to 2010, to the point that some received death threats over some of the story decisions. This is despite the fact that Creator/JasonGriffith and the other actors had zero involvement in writing the stories or scripts. A key example of this the infamous line: "It looks like being a princess isn't that easy" from Sonic 2006. Jason was trashed like hell for this line. Not the script writers or the translators, but just him.
** Creator/RogerCraigSmith tends to receive a good amount of criticism for his deeper voice for Sonic compared to the more youthful sounding performances of Ryan and Jason. However, as Roger himself states in an [[https://www.sonicstadium.org/2010/10/roger-craig-smith-sega-wanted-sonic-to-sound-older/ interview]], the older sounding performance was a deliberate move made by Sega, who wanted Sonic to sound older.
** Sega themselves even stated once that they blame previous voice actor of Sonic, Ryan Drummond, for the fact that fans were complaining. While that is true written down, but given the context, the Sonic fanbase itself are overall the problem because of how toxic it can be to changes.
** Another example: Now retired voice actor to Tails, Amy Palant, was reported to have been sent death threats after her role in Sonic 06. She apparently stated that the threats were based around the poor story and how Tails plays a crap role to which she stated she had no part in.
** A non-dialogue related example is the creation of "Mobius". Many blame Sega of America for making such a place instead of staying true to the Japanese continuity, but until the 2010s, Sega's main Japanese offices were not only okay with different regions having their own lore for the characters, but they outright ''encouraged'' it as part of helping the brand more easily gain global appeal.
** Dimps is not responsible for the odd-sounding music in the ''VideoGame/SonicTheHedgehog 4''; that would be Jun Senoue, who even then was disallowed from programming the music on an actual Genesis/Mega Drive due to ExecutiveMeddling.
** Ken Pontiac and Warren Gruff tend to receive the blunt of criticism for the divisive shift to a DenserAndWackier tone and shift in characterization in the games throughout the 2010s. They only localized the stories written by Creator/SonicTeam. Even the game they did write, ''VideoGame/SonicLostWorld'', was done so using an outline given to them from Sega.
* Contrary to popular belief, ''VideoGame/LeagueOfLegends'' actually ''does'' have different people working on different aspects of the game -- most notably the champion designers, maintenance people, and the map designers. Whenever Riot announces a new champion, the cries are often "Why can't you fix the lag/servers?" or "Where's the Magma Chamber?".
* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of ''VideoGame/MegaManBattleNetwork 1'' criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]], aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.
* ''VideoGame/HarvestMoon'':
** Fans often blame Natsume, who are simply the localizers and translators in the Americans, for certain problems that were present in the Japanese versions. However Natsume has such a bad rep because they've caused so many glitches with the games, they change parts of the games, and their translations are often butchered.
** ''VideoGame/HarvestMoonLightOfHope'' received a lot of criticism for being inferior to past console ''Harvest Moon'' titles. However, much of the blame was put on Marvelous, despite the fact they have nothing to do with the title. Starting in 2014, Marvelous decided to translate the series with a different translator as ''Story of Seasons''. The last "true" ''Harvest Moon'' game at the time of ''Light of Hope'''s release was ''VideoGame/StoryOfSeasonsTrioOfTowns''. ''Light of Hope'' is done in-house by Natsume (the previous translators) and is, in essence, as much of a SpiritualSuccessor as ''VideoGame/StardewValley''.
* ''VideoGame/TheSims'' fans generally try to avert this by referring to "[=EAxis=]", when it's not known if a problem is EA's fault or Maxis'.
* ''VideoGame/TheElderScrollsIVOblivion'' is sometimes blamed for changing a bizarre Tamriel into a MedievalEuropeanFantasy. Much of these complaints stem from the fact that the elven provinces, as well as Cyrodiil, had quite a few non-European traits that originated in older games like ''Redguard'' or ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. For example, Cyrodiil was a jungle, had large rice fields, had a vaguely Tenochtitlan like capital, and had a strong tattoo culture. While those complaints may be justified, some seem to think that all of Tamriel lacked traits from MedievalEuropeanFantasy.
** Bethesda took a bit of heat during the Nude Mod debacle... despite it being a fan-produced mod that manipulated textures rather than exploiting some hidden feature as some commentators claimed.
** ''Morrowind'' fans tend to single out Bethesda's Todd Howard for the design choices in ''Oblivion'' and ''Skyrim'' that they don't like, even though the last game that he was in a lead design role for was... ''Morrowind''.
** A cross-media example for the franchise - in the two tie-in novels (''The Infernal City'' and ''Lord of Souls''), it's related that a few years after the events of ''Oblivion'', the province of Morrowind was effectively obliterated. A large meteor that Vivec had frozen mid-fall had resumed its flight - without having lost any of its velocity - and struck Vivec City with enough force to cause Red Mountain to erupt, rendering vast swaths of the province (which many fans still think of fondly from the game set there) to be destroyed and rendered uninhabitable. Many fans blamed the books' author, Greg Keyes, for this change to the setting. In reality; this string of events was heavily foreshadowed within ''Morrowind'' itself by Michael Kirkbride roughly a decade before the novels were released.
* ''VideoGame/CastleOfShikigami II'' was released in the US with notoriously bad translation. Turns out that although the translation wasn't great, the original was incomprehensible as well.
* ''Franchise/TombRaider'' fans often blame Creator/CoreDesign for the fact that the sixth installment (and the last installment of the [[ContinuityReboot original continuity]]), ''[[VideoGame/TombRaiderAngelOfDarkness The Angel of Darkness]]'', was released in a clearly unfinished state. As it turned out, [[ExecutiveMeddling publisher Eidos]] [[http://kteb.net/wp/core-design/ pestered Core Design]] [[http://kteb.net/wp/core-design/behind-the-scenes/ to rush the game in spite of the fact that Core were unhappy with it]], and if they didn't get it out on time, they would be fired. They released the game, it failed, and Eidos fired Core anyway.
** When the franchise was given a reboot starting with ''VideoGame/TombRaiderLegend'' and under the guide of Crystal Dynamics, Lara Croft's personality changed to be more soft and emotional while still retaining her wit and bold attitude. This didn't sit well with the fans that saw the changes as making Lara look weak, especially in ''VideoGame/TombRaiderAnniversary'' which showed Lara visibly freaking out over her very first human kill. Fans thought that Crystal Dynamics was behind the changes, but it was actually Toby Gard, the creator behind the franchise and the character, who vouched for the changes since he wanted to take Lara on a more softer change ever since the very first game.
* While Creator/{{Konami}} has displayed their fair share of incompetence in handling VideoGame/{{Bemani}} games outside of East Asia, they also tend to get blamed for things that weren't actually their fault -- many of the screwups with ''VideoGame/DanceDanceRevolution'' series from ''DDR [=SuperNOVA=]'' onwards in the US are the fault of Betson, which Konami contracted to handle distribution of the series stateside. Others were because they were ScrewedByTheLawyers of the music industry. Then there was the disastrous attempt at a nationwide official DDR tournament in 2009, where they made the mistake of partnering with [=GameWorks=], which then proceeded to screw up the tournament in every way imaginable and then some.
* Jack Thompson attacked Take-Two on two occasions for content in games it published. Both times he insisted that Take-Two was the company to create the content, rather than the independent publishers:
** The first incident was the infamous "Hot Coffee" discovery in ''VideoGame/GrandTheftAutoSanAndreas''. The game was developed by Rockstar Entertainment.
*** Rockstar itself was hit with this for the same thing - they were forced to rerelease the game with the "Hot Coffee" content completely removed (even going out of their way to make sure ''no'' mods could be installed[[note]]unsurprisingly, one of the most popular downloads for the non-Steam PC version is a down-grade patch for people who want to play ''Multi Theft Auto''[[/note]]), despite the content having already been DummiedOut and only becoming public knowledge by way of a GameMod that ''nobody would be forced to download''.
*** The second incident was the less famous "Nude Mod" for ''VideoGame/TheElderScrollsIVOblivion''. The game was developed by Bethesda Softworks and, as mentioned previously, it was the product of a fan, not the studio.
** On the topic of ''Grand Theft Auto'', many fans initially blame the character striping glitch in [[VideoGame/GrandTheftAutoV Grand Theft Auto Online]] on Rockstar themselves. ''It was actually caused by bugs in [=NVidia's=] drivers'', and a driver update fixed the issue (unfortunately, certain hardware configurations and cards older than the [=GTX400=] series ''cannot'' use the update...).
** Additionally, the radio music in GTAV is often considered bland and the fans blame Rockstar again for this. No, Rockstar actually outsourced the music choices to the [=DJs=] who they hired to host the stations. Music/KennyLoggins was responsible for the choices of the songs on ''Los Santos Rock Radio'' for example.
** Many people think that Rockstar omitted planes from ''VideoGame/GrandTheftAutoIV'' out of respect for the events of 9/11, but the real reason for doing so was that the map was simply too small and densely packed for airplane travel to be viable.
** When GTA V's modders started getting bans, copyright strikes and even the most simplistic modding tools were pulled of the internet, many blamed Rockstar for trying to stop modding despite promising they would allow mods in single player mode, presumably to sell more microtransactions. The copyright strikes came from Take-two Interactive, Rockstar's parent company, and they had nothing to do with them.
* Creator/{{SNK}} and other associated companies aren't exempt from this, either. As one of the chara designes for ''VideoGame/TheKingOfFighters'', Nona often flak for the most recent entries in the series, due to their new art designs. While he ''was'' the art director for XII (and draws for the pre-fight exchanges in XIII), it's actually Ogura Eisuke, the artist for ''VideoGame/NeoGeoBattleColiseum'', who handled the artwork. For some odd reason, Nona is also being blamed '''for the story developments''', an area that he has minimal influence in at best.
* Overkill Software is heavily blamed for removing some musical pieces in the game ''VideoGame/PAYDAYTheHeist'' and how they should have just paid the music composer of those tracks when it came to the release of the game's soundtrack. In actuality, the 2nd music composer in question is most likely already compensated for his work and the game's main music composer himself had to step in and say that in order for him to release the soundtrack, they had to have all the music be under his name in order to simplify the legal stuff surrounding the soundtrack release since the 2nd composer is not affiliated with Overkill anymore. People still demand for the old tracks to return.
** Playstation 3 players that own the game also blame Overkill Software for dragging their feet with updates and patches for the system. While Overkill had promised in the past to try and get the updates out, many players don't realize that Sony charges a ''lot'' of money to developers that wish to update their game on the Playstation 3 (Microsoft has a similar policy with the Xbox 360) and Overkill Software isn't a big budget developer like other game studios such as Valve. Since Overkill was also developing Payday 2 at the same time, it's easy to see where the resources went.
*** The problem with patching for the console versions happened again when ''VideoGame/PAYDAY2'' was released. The Playstation 3 and Xbox 360 versions of the game did get patches right up to the Armored Transport DLC, but support for the console versions suddenly stopped and went nearly a year without any updates or patches while the PC version had updates every single month. Console players blamed Overkill for being lazy and slow with the updates while Overkill stated that Microsoft and Sony were to blame because their patches failed certification and had to be redone all over again (and patches in general for consoles get expensive quick) while try to stay within the size limits for patches that were enforced by Sony and Microsoft. News about console patches went quiet for months until mid 2014 when Overkill announced the console versions of PAYDAY 2 would get a major update with lots of new content and bug fixes, though it wouldn't be up to the current PC version. The long delay was also likely due to Overkill implementing a new way to roll out updates and reduce the total size of the game, which would benefit people having little free space on their hard drives and also meeting Sony and Microsoft's stingy patch size restrictions. Eventually, Overkill abandoned trying to update the Playstation 3 and Xbox 360 versions of the game and decided to bring the game to the Playstation 4 and Xbox One instead since it was easier to update the game there, which pissed off a lot of fans.
* Both Sony and Superbot Entertainment of ''VideoGame/PlayStationAllStarsBattleRoyale'' got much ire for its roster that omits much-requested characters like [[Franchise/MetalGear Solid Snake]] in favor of more contentious choices like [[VideoGame/DMCDevilMayCry reboot Dante/"Donte"]] and [[Franchise/MetalGear Raiden]]. However, many of these characters are from franchises that, while almost exclusively released on the Playstation line, are owned by third party publishers. Even if Sony and Superbot wanted to add the original Dante or Solid Snake, Capcom and Konami [[ExecutiveMeddling would use copyright laws to ban their inclusion]]. In fact, the inclusion of Raiden was made by none other than Creator/HideoKojima himself.
* ''VideoGame/{{Minecraft}}'' is widely known as Notch's creation. He did a lot of things to the game, but hasn't gotten involved with the game at all after the game went gold in 2011. Despite Jeb taking charge of the game and Notch stepping down, many people still think Notch runs the game and blame him if there's a change they don't like.
** Speaking of Minecraft, Bethesda is ''routinely'' MisBlamed for "trying to sue Mojang for using 'Scrolls' in a title," generally with some erroneous assumption it was a financial shakedown or product of some completely irrational fear of product confusion. While it's true that there was a copyright dispute pertaining to conflict between Mojang's game "Scrolls" and the game series "The Elder Scrolls", this is incorrect on two major fronts:
*** The legally responsible party was not Bethesda, but its parent company, Zenimax.
*** Zenimax was often criticized for "trying to claim ownership over the word 'Scrolls'" - when the entire point of the suit was to ''prevent'' someone from doing ''exactly that''. Mojang was attempting to trademark "Scrolls" as a title, which, based on similar past situations, would have given them a potentially abuseable copyright edge over ''any'' other related products incorporating that term in their names. For precedent, look at [[https://en.wikipedia.org/wiki/Edge_Games the number of times Edge Games has legally shaken down other related entities]] for use of the word "Edge" - and that's ''without'' the trademark simply being the word on its own.
* Many people talk about the UsefulNotes/SegaDreamcast as though it single-handedly killed Sega's console business, or at least was the biggest individual factor in them pulling out of that market. In actuality, the [[UsefulNotes/SegaSaturn Saturn]] was far more culpable for that, thanks to its huge production costs and abysmal first-party software sales (largely thanks to ''VideoGame/SonicXTreme'' dying in DevelopmentHell; the American launch was even worse, between both being released four months earlier than anyone expected [thus ensuring there wasn't really ''anything'' to play at launch] and hiring Bernie Stolar as head of Sega of America [thus ensuring that anything ''good'' probably wouldn't make it to America anyway). The Dreamcast, by comparison, actually sold respectably well: 11 million in just over two years, compared to 9 million in four years for the Saturn. The console's only real failing was not being able to rescue Sega from the financial hole the Saturn and their various other mid-90s blunders (including the 32X, the Nomad, the Neptune and at least two other aborted consoles) put them in.
** Speaking of ''Sonic X-treme'', there's been plenty of misblame thrown around there too, with the most common accusations being that Bernie Stolar [[ScrewedByTheNetwork killed development when the game was still viable so that he'd have an excuse to ditch the Saturn itself a few months later, or that series co-creator Yuji Naka deliberately sabotaged the American development team so that the game would fall apart and Sega would have to wait]] until Sonic Team (who at the time were working on ''VideoGame/NightsIntoDreams'') was ready to make the next ''Sonic'' game itself. In reality though, no one individual can be blamed for how things turned out; development was just a complete train-wreck from start to finish, and by the end of it all the original game director had been fired from Sega due to [[CreativeDifferences personality clashes]], his replacement had fallen severely ill, and by all accounts the development builds of the game when the plug was pulled were a barely playable mess. Stolar actually threw every possible resource at the development team in order to try and ''save'' the game (as questionable as some of his later decisions were, even he could see that a ''Sonic'' game was Sega's best hope of keeping the Saturn afloat), and while Naka didn't help things by refusing to allow the usage of the [=NiGHTS=] engine, that didn't make the difference between the game being released or not.
* Many fans of ''VideoGame/ToontownOnline'', ''VideoGame/PiratesOfTheCaribbeanOnline'' and ''Pixie Hollow'' blame ''VideoGame/ClubPenguin'' for the closure of those three [=MMOs=]. Actually, Disney closed them due to financial problems.
* Mega Man's appearance in ''VideoGame/StreetFighterXTekken'' has been blamed on Capcom's contempt for the ''Franchise/MegaMan'' franchise and its fans following how things ended between the company and Keiji Inafune. [[http://megaman.wikia.com/wiki/Bad_Box_Art_Mega_Man#Trivia In truth]], Inafune himself requested that as a joke about how the franchise had aged, also saying that the man's been in other fighting games and it would be less interesting for him to appear normally in this one.
* After the enormous PortingDisaster that was the PC version of VideoGame/BatmanArkhamKnight, many fans and PC players blamed Rocksteady for the terrible port, but actually, they didn't work on the PC version initially, it was ported by Iron Galaxy Studios, only 12 people worked on the port and they had a two-month deadline, the real fault is that studio and the publisher, Warner Bros Interactive Entertainment.
** Another company who caught their share of misblame was [=nVidia=], as within a matter of hours of the game's performance problems being known there were widespread accusations that the company's [=GameWorks=] technology (used in the game to provide physics and additional graphical effects) was deliberately crippling performance on all AMD hardware and even [=nVidia's=] older graphics cards, all in the name of making their then-new [=GeForce=] GTX 900 series cards look good. An accusation that might have carried a lot more weight if not for the fact that the GTX 900 cards ''also'' performed terribly, with or without the [=GameWorks=] effects enabled, and that there were other games around at the same time -- most notably ''VideoGame/TheWitcher3'' -- that managed to implement said effects without performance tanking.
* ''VideoGame/StarTrekOnline'' has a lot of players blaming Cryptic themselves for things they have no control over. Probably the big one focusing on the company themselves is [=ARC=] game launcher, something added by their parent company Perfect World Entertainment. It wasn't uncommon in the days when [=ARC=] was really taking off to have players sit there and constantly blame Cryptic for trying to force what they thought was malware into their systems. Another more recent one was when PWE fired a number of workers, some of them from Cryptic. Players instantly jumped on Cryptic to proclaim that this was because of the ''Delta Rising'' expansion before it was revealed that half of those let go from Cryptic came from ''VideoGame/{{Neverwinter}}''.
** Players are also happy to sit there and blame head developer Al "[=CaptainGeko=]" Rivera for anything and everything bad that happens. This descends into decisions that were made without him being around, a lot of this due to a major grudge many older players have towards him. Player gets kicked off of a player-ran podcast because of ego problems from the kicker? Geko's fault. Two developers decide to go their own ways? Geko fired them.
* Many ''VideoGame/BanjoKazooie'' fans pointed fingers at Microsoft for making the Xbox 360 installment ''Nuts & Bolts'' vehicular-based instead of doing a traditional platformer. Actually, Rare made the decision on their own.
** Similarly, it was actually Rare's own idea to focus exclusively on Kinect games in the early-mid [=2010s=], though apparently in response to fears that Microsoft were considering closing the studio down after a string of flops.
* The Japanese version of ''VideoGame/DragonballZDokkanBattle'' was hit hard with the 3.8.0 release, where a bug caused the drop rates on the gasha to plummet to abysmal levels, leading to players to accuse Akatsuki of rigging it. It didn't help this happened at the same time the ''VideoGame/StarWarsBattlefrontII2017'' controversy was happening. Thankfully, Akatsuki pulled an AuthorsSavingThrow by revealing the code that caused the bug in the first place, gave everyone 300 Dragon Stones and refunded people for those who spent stones during that time.
* Creator/MichaelBay of all people picked up a lot of heat for the less-than-stellar reception of ''VideoGame/NeedForSpeed: The Run'', despite having nothing to do with the game's development beyond directing a TV commercial for it. Admittedly, though, the game's marketing played up his name a lot, so it's not surprising that some people thought he had more involvement with the game than he actually did.
* Fans of ''Madou Monogatari'' typically finger Sega as the reason why no rereleases or remakes will ever come out for the series, instead putting all their focus on making more ''VideoGame/PuyoPuyo'' games. In reality, the series was more or less split in half due to legal reasons: Compile eventually bought back the ''Madou Monogatari'' name, but the characters were tied to the ''Puyo Puyo'' brand, hence ''Sorcery Saga'' using an original cast.
* Creator/{{Activision}} gets a lot of blame for the death of Troika Games, it being said they were forced to close by Activision after the initial failure of ''VideoGame/VampireTheMasqueradeBloodlines''. But in 2019 during an interview for ''VideoGame/TheOuterWorlds'', it was confirmed by the former studio heads that they survived a few more months but [[https://youtu.be/I9ptiP6SOSQ?t=3749 couldn't find a publisher for their next projects, which were mostly high concept pitches.]].
* ''VideoGame/ScottPilgrimVsTheWorldTheGame'' is infamous for having gotten [[KeepCirculatingTheTapes delisted]] from online stores, but whose fault is it? Many will point fingers at Music/{{Anamanaguchi}}, because of music licensing issues or such, [[http://twitter.com/anamanaguchi/status/1108482067761979398 but Anamanaguchi themselves will tell you that's wrong]]. If your next instinct is to blame the author of ''ComicBook/ScottPilgrim'', Creator/BryanLeeOMalley, [[https://twitter.com/bryanleeomalley/status/1263279542262575105 he made it clear]] [[https://twitter.com/bryanleeomalley/status/1263281729638240256 that he wanted to bring it back too]]. It was most likely the fault of Creator/{{Universal}} being a distributor who for whatever reason let the license expire in 2014 -- it took until 2020 for O'Malley to be able to establish contact with them and Creator/{{Ubisoft}} to negotiate a proper re-release in 2021.
* Multiple games (Such as a few ''VideoGame/{{Castlevania}}'' games) have listed a "Gorgon" as a rather bovine like monster that can [[TakenForGranite petrify you]]. SadlyMythtaken, as ''everyone'' knows that a "Gorgon" is Medusa, right? Actually, even ''TabletopGame/DungeonsAndDragons'' depicts a "Gorgon" as a rather bovine like monster that is closer to a [[https://en.wikipedia.org/wiki/Catoblepas Catoblepas]] than a more serpentine gorgon. Actually, this comes from a 1981 Rand [=McNally=] encyclopaedia which described a Catoblepas as an african version of the "Gorgon", along with multiple translations which compared them as similar. This also is another case of CommonKnowledge since a [[BrownNote petrifying gaze]] is something that only ''Medusa'' had - her sisters Stheno and Euryale were also gorgons but did not turn people to stone.
* Creator/BlizzardEntertainment merged with Creator/{{Activision}} in 2008, and since the late 2010s have seen their once-stellar reputation plummet amidst multiple [[OvershadowedByControversy controversies]]. This has prompted angry former fans to lament Blizzard selling out to Activision... except it was their former parent company [[Creator/VivendiUniversalGames Vivendi Games]]--which had owned Blizzard since 1998--who agreed to and permitted the merge; Blizzard themselves had no say in the matter. The fact that the merged company is called Creator/ActivisionBlizzard rather than "Activision Vivendi" doesn't help, as the name gives the impression that Blizzard themselves directly merged with Activision rather than their former parent company.
* Creator/SanzaruGames alone is oft solely blamed for ''VideoGame/SlyCooperThievesInTime'' being a FranchiseKiller with a DownerEnding of a cliffhanger. However, they did want to follow up on it via DLC, and it was ''Sony'' who refused to allow them to continue with the series. Additionally, the [[WesternAnimation/SlyCooper2016 planned film]] went into DevelopmentHell due to the unrelated circumstance of ''WesternAnimation/RatchetAndClank2016'' being a BoxOfficeBomb. While Sanzaru's not blameless, there were factors and decisions outside of their control that contributed to the series ending on the bad note it did.
* One criticism that the NES game based off of ''Film/HomeAlone2LostInNewYork'' was allegedly stolen sound effects. Fans will claim Creator/{{THQ}} stole from Creator/{{Acclaim}}'s library. In reality, most of the Simpsons games at the time were developed by Creator/{{Imagineering}}, which Acclaim published most of their Simpsons games, not developed. This was not helped when WebVideo/TheAngryVideoGameNerd reviewed Home Alone 2 in late 2007.
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[[folder:Nintendo]]
* UsefulNotes/NintendoEntertainmentSystem:
** Sharp released a series of officially licensed Famicom-compatible devices in Japan, such as the Sharp [=C1=] in 1983 (a TV monitor with a built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that featured composite video output via RCA jacks), and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with a built-in NES control deck for the US market, known as the Game Television, in 1989.
** The page image is the NES-101, released in 1993 (a few years after the Super NES was already launched), which converted the console from its front-loading, VCR-esque design to a more conventional top-loading design -- hence it's nickname as the "NES top loader" -- and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart, known as "the dogbone". The top-loading design was done to address the issue of the previous VCR design, cutting down on the old "flashing light" problem caused by bent connector pins. This new unit only accepted video output via RF modulation, lacking the RCA output jacks from the original NES-001 model; there existed a revised version of the top-loader that replaced the RF output with the same multi-AV port used by the SNES, but they were only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs.[[note]]Most units of the remodeled NES originally shipped with a faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen.[[/note]]
** Shortly after its release in North America, the top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom, with some slight changes to make room for the Disk System's RAM Adapter. Nicknamed the AV Famicom due to its selling point of supporting composite AV output (the original Famicom only supported RF), the system also swapped out the hardwired controller of the original Famicom for a pair of NES-style controller ports. The two included controllers lacked the built-in microphone of the original Famicom's second controller, but a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
* UsefulNotes/GameBoy:
** The original "brick" system was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones (giving it 10 hours of gameplay versus the original's 30 hours), and replaced the greenscale screen with a grayscale one.
** In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. The handheld required two AA batteries rather than two AAA ones, which give it approximately 12 gameplay hours with the backlight on and 20 hours with the light off.
** The UsefulNotes/GameBoyColor released in 1998 as well, and shared most of its hardware specifications with the Pocket. The main differences were a slightly smaller screen and (most importantly) colored graphics on par with the original NES/Famicom. It also developed a substantial library of exclusive GBC titles and "Color-enhanced" Game Boy games, resulting in a large number of fans considering it to be its own handheld rather than a revision.
* UsefulNotes/SuperNintendoEntertainmentSystem:
** The SNS-101 model released in 1997, also referred to as the "New-Style Super NES" in the West and the "Super Famicom Jr." in Japan. Besides its smaller design, the main differences between it and the original SNS-001 model were the removal of the expansion dock at the bottom of the console (which only the Japan-only UsefulNotes/{{Satellaview}} add-on ended up supporting) and the lack of support for S-Video and RGB output. This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). The revised console also came with a new version of the controller that removed the console's logo on the front in favor of a plain Nintendo logo.
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14-inch and 21-inch sizes, though the exorbitant price of these [=TVs=] meant few were sold.
* UsefulNotes/GameBoyAdvance:
** In 2003, the system was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=], and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS and 3DS families. The SP also added a frontlight that could be toggled on and off with a button; using the frontlight would shorten the SP's runtime from 18 hours to a mere 10 hours, and the later AGS-101 revision would swap it out for a backlight. The cartridge slot was moved to the bottom of the device -- which made playing motion control games such as ''VideoGame/WarioWare Twisted'' difficult due to them being built for earlier top-loading models -- and the headphone jack was removed entirely (prompting the release of an adapter).
** In 2005, the Game Boy Micro would come out a few months after the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked {{UsefulNotes/BackwardsCompatibility}} for original Game Boy and Game Boy Color cartridges. As the name implies, it was also significantly smaller than all previous Game Boy models, returning to a bar design and being smaller than even an NES controller.
* UsefulNotes/{{Nintendo GameCube}} saw a licensed third-person revision from Panasonic known as the "Q", released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful and never left Japan.
* UsefulNotes/NintendoDS:
** In 2006, the original "phat" model was followed by the Nintendo DS Lite, which boasted a smaller and more sleek appearance, a longer-lasting battery, and brighter screens.
** The Nintendo [=DSi=] released in 2008, showcasing more RAM and a faster CPU. It also added both an internal and external 0.3-megapixel camera, and an SD slot for expanded storage and Wi-Fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit). However, the GBA cartridge slot was removed. A year later, the [=DSi=] XL released, which (as the name implies), was a larger variant with bigger screens, originally intended for use by [[CoolOldGuy seniors who could benefit from a bigger screen]] (hence why they came with an extra, larger pen-like stylus).
* UsefulNotes/{{Wii}}:
** A budget variant of the Wii (model number RVL-101), sometimes known as the "Family Edition", was released in 2011. The revision removed all [=GameCube=] functionality, including the [=GameCube=] controller ports and memory card slots, and doesn't include a stand (the system is intended to be positioned horizontally, with the Wii logo re-positioned to match).
** Nintendo released the Wii Mini (model number RVL-201), a compact, budget redesign that was initially available exclusively in Canada in 2012 before getting a wide release in the United States and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray, and in addition to removing [=GameCube=] functionality, it removed the SD card slot, support for component cables and all online connectivity (preventing access to UsefulNotes/WiiWare, UsefulNotes/VirtualConsole, and online multiplayer).
* UsefulNotes/Nintendo3DS:
** The Nintendo [=3DS=] XL released in 2012, with the screens being 90% larger than the original 3DS.
** In 2013, a revision called the Nintendo 2DS released. Billed as an "entry-level" budget system for children, it used a hinge-less slate design and removes the stereoscopic [=3D=] capabilities of the handheld.
** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some Virtual Console SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').
** The New Nintendo [=2DS=] XL released in 2017, a few months after the Nintendo Switch. The revision ditched the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=], minus the 3D display.
* The UsefulNotes/NintendoSwitch:
** The Nintendo Switch Lite released in 2019. Serving as a budget model, it abandoned the hybrid format of the original Switch to become a pure handheld device; the controllers were built into the system with features like rumble and the infrared camera removed, and it cannot be placed in a Dock for TV output. The Lite also released alongside the more energy-efficient HAC-001 variant of original.
** The Nintendo Switch OLED released in 2021, and as the name implies, featured an OLED display. Additionally, it had 64GB of internal storage versus the 32GB of the other versions, enhanced audio, a magnesium alloy body instead of plastic, and a wider adjustable stand for tabletop mode. The OLED also came with a new dock that included a wired LAN port.
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[[folder:Nintendo (home consoles)]][[folder:Nintendo]]



** A budget variant of the Wii (model number RVL-101), sometimes known as the "Family Edition", was released in 2011. The revision removed all [=GameCube=] functionality, including the GameCube controller ports and memory card slots, and doesn't include a stand (the system is intended to be positioned horizontally, with the Wii logo re-positioned to match).

to:

** A budget variant of the Wii (model number RVL-101), sometimes known as the "Family Edition", was released in 2011. The revision removed all [=GameCube=] functionality, including the GameCube [=GameCube=] controller ports and memory card slots, and doesn't include a stand (the system is intended to be positioned horizontally, with the Wii logo re-positioned to match).



** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some UsefulNotes/VirtualConsole SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').

to:

** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some UsefulNotes/VirtualConsole Virtual Console SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').

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* [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]]:

to:

* [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]]:UsefulNotes/GameBoy:
** The original "brick" system was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones (giving it 10 hours of gameplay versus the original's 30 hours), and replaced the greenscale screen with a grayscale one.
** In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. The handheld required two AA batteries rather than two AAA ones, which give it approximately 12 gameplay hours with the backlight on and 20 hours with the light off.
** The UsefulNotes/GameBoyColor released in 1998 as well, and shared most of its hardware specifications with the Pocket. The main differences were a slightly smaller screen and (most importantly) colored graphics on par with the original NES/Famicom. It also developed a substantial library of exclusive GBC titles and "Color-enhanced" Game Boy games, resulting in a large number of fans considering it to be its own handheld rather than a revision.
* UsefulNotes/SuperNintendoEntertainmentSystem:



* UsefulNotes/GameBoyAdvance:
** In 2003, the system was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=], and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS and 3DS families. The SP also added a frontlight that could be toggled on and off with a button; using the frontlight would shorten the SP's runtime from 18 hours to a mere 10 hours, and the later AGS-101 revision would swap it out for a backlight. The cartridge slot was moved to the bottom of the device -- which made playing motion control games such as ''VideoGame/WarioWare Twisted'' difficult due to them being built for earlier top-loading models -- and the headphone jack was removed entirely (prompting the release of an adapter).
** In 2005, the Game Boy Micro would come out a few months after the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked {{UsefulNotes/BackwardsCompatibility}} for original Game Boy and Game Boy Color cartridges. As the name implies, it was also significantly smaller than all previous Game Boy models, returning to a bar design and being smaller than even an NES controller.



* UsefulNotes/NintendoDS:
** In 2006, the original "phat" model was followed by the Nintendo DS Lite, which boasted a smaller and more sleek appearance, a longer-lasting battery, and brighter screens.
** The Nintendo [=DSi=] released in 2008, showcasing more RAM and a faster CPU. It also added both an internal and external 0.3-megapixel camera, and an SD slot for expanded storage and Wi-Fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit). However, the GBA cartridge slot was removed. A year later, the [=DSi=] XL released, which (as the name implies), was a larger variant with bigger screens, originally intended for use by [[CoolOldGuy seniors who could benefit from a bigger screen]] (hence why they came with an extra, larger pen-like stylus).



* The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality and make it a pure handheld, calling it the Nintendo Switch Lite. By not having to include the components for the detachable Joy-cons (such as rumble and an infrared camera) and the Dock for TV output, the Switch Lite was able to shave off a decent amount of size and weight -- and $100 off its sale price.

to:

* UsefulNotes/Nintendo3DS:
**
The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality [=3DS=] XL released in 2012, with the screens being 90% larger than the original 3DS.
** In 2013, a revision called the Nintendo 2DS released. Billed as an "entry-level" budget system for children, it used a hinge-less slate design
and make it a pure handheld, calling it removes the stereoscopic [=3D=] capabilities of the handheld.
** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some UsefulNotes/VirtualConsole SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').
** The New Nintendo [=2DS=] XL released in 2017, a few months after the Nintendo Switch. The revision ditched the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=], minus the 3D display.
* The UsefulNotes/NintendoSwitch:
** The
Nintendo Switch Lite. By not having to include Lite released in 2019. Serving as a budget model, it abandoned the components for hybrid format of the detachable Joy-cons (such as original Switch to become a pure handheld device; the controllers were built into the system with features like rumble and an the infrared camera) camera removed, and the it cannot be placed in a Dock for TV output, output. The Lite also released alongside the more energy-efficient HAC-001 variant of original.
** The Nintendo
Switch Lite was able to shave off a decent amount of size OLED released in 2021, and weight -- as the name implies, featured an OLED display. Additionally, it had 64GB of internal storage versus the 32GB of the other versions, enhanced audio, a magnesium alloy body instead of plastic, and $100 off its sale price.a wider adjustable stand for tabletop mode. The OLED also came with a new dock that included a wired LAN port.



[[folder:Nintendo (handhelds)]]
* UsefulNotes/GameBoy:
** The original "brick" system was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones (giving it 10 hours of gameplay versus the original's 30 hours), and replaced the greenscale screen with a grayscale one.
** In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. The handheld required two AA batteries rather than two AAA ones, which give it approximately 12 gameplay hours with the backlight on and 20 hours with the light off.
** The UsefulNotes/GameBoyColor released in 1998 as well, and shared most of its hardware specifications with the Pocket. The main differences were a slightly smaller screen and (most importantly) colored graphics on par with the original NES/Famicom. It also developed a substantial library of exclusive GBC titles and "Color-enhanced" Game Boy games, resulting in a large number of fans considering it to be its own handheld rather than a revision.
* UsefulNotes/GameBoyAdvance:
** In 2003, the system was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=], and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS and 3DS families. The SP also added a frontlight that could be toggled on and off with a button; using the frontlight would shorten the SP's runtime from 18 hours to a mere 10 hours, and the later AGS-101 revision would swap it out for a backlight. The cartridge slot was moved to the bottom of the device -- which made playing motion control games such as ''VideoGame/WarioWare Twisted'' difficult due to them being built for earlier top-loading models -- and the headphone jack was removed entirely (prompting the release of an adapter).
** In 2005, the Game Boy Micro would come out a few months after the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked {{UsefulNotes/BackwardsCompatibility}} for original Game Boy and Game Boy Color cartridges. As the name implies, it was also significantly smaller than all previous Game Boy models, returning to a bar design and being smaller than even an NES controller.
* UsefulNotes/NintendoDS:
** In 2006, the original "phat" model was followed by the Nintendo DS Lite, which boasted a smaller and more sleek appearance, a longer-lasting battery, and brighter screens.
** The Nintendo [=DSi=] released in 2008, showcasing more RAM and a faster CPU. It also added both an internal and external 0.3-megapixel camera, and an SD slot for expanded storage and Wi-Fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit). However, the GBA cartridge slot was removed. A year later, the [=DSi=] XL released, which (as the name implies), was a larger variant with bigger screens, originally intended for use by [[CoolOldGuy seniors who could benefit from a bigger screen]] (hence why they came with an extra, larger pen-like stylus).
* UsefulNotes/Nintendo3DS:
** The Nintendo [=3DS=] XL released in 2012, with the screens being 90% larger than the original 3DS.
** In 2013, a revision called the Nintendo 2DS released. Billed as an "entry-level" budget system for children, it used a hinge-less slate design and removes the stereoscopic [=3D=] capabilities of the handheld.
** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some UsefulNotes/VirtualConsole SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').
** The New Nintendo [=2DS=] XL released in 2017, a few months after the Nintendo Switch. The revision ditched the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=], minus the 3D display.
[[/folder]]

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** The page image is the NES-101, released in 1993 (a few years after the Super NES was already launched), which converted the console from its front-loading, VCR-esque design to a more conventional top-loading design -- hence it's nickname as the "top loader" -- and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart, known as "the dogbone". The top-loading design was done to address the issue of the previous VCR design, cutting down on the old "flashing light" problem caused by bent connector pins. This new unit only accepted video output via RF modulation, lacking the RCA output jacks from the original NES-001 model; there existed a revised version of the top-loader that replaced the RF output with the same multi-AV port used by the SNES, but they were only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs.[[note]]Most units of the remodeled NES originally shipped with a faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen.[[/note]]

to:

** The page image is the NES-101, released in 1993 (a few years after the Super NES was already launched), which converted the console from its front-loading, VCR-esque design to a more conventional top-loading design -- hence it's nickname as the "top "NES top loader" -- and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart, known as "the dogbone". The top-loading design was done to address the issue of the previous VCR design, cutting down on the old "flashing light" problem caused by bent connector pins. This new unit only accepted video output via RF modulation, lacking the RCA output jacks from the original NES-001 model; there existed a revised version of the top-loader that replaced the RF output with the same multi-AV port used by the SNES, but they were only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs.[[note]]Most units of the remodeled NES originally shipped with a faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen.[[/note]]



* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997, known as the SNS-101 model (also referred to as the "New-Style Super NES"). Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite this, the shapes and colors of the ABXY buttons still differed with the US controllers).
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 and 21 inch sizes. Unlike the [=C1=] before it, only a few units were sold due to its price that time, making it sought after by collectors like the NES-101's AV-only version.
* A third-party version of the UsefulNotes/{{Nintendo GameCube}} by Panasonic, known as the Q, was released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful due to it costing more than the combined price of a regular [=GameCube=] console and a separate DVD player together. The DVD playback functioned separately from the [=GameCube=] functionality, despite using the same disc drive.
* Nintendo released the Wii Mini (the RVL-201 model), a compact redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray and lacked backwards compatibility with [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), the SD card slot, support for component cables and all online connectivity (which meant no way to download [=WiiWare=] and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).

to:

* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997, known as the NES]]:
** The
SNS-101 model (also released in 1997, also referred to as the "New-Style Super NES"). NES" in the West and the "Super Famicom Jr." in Japan. Besides its smaller design, the main differences between it and the original SNS-001 model was were the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview UsefulNotes/{{Satellaview}} add-on ended up supporting) and the fact that the SNS-101 has no lack of support for S-Video and RGB output (at least not without internal modding).output. This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the The revised console also came with a slightly revised new version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite this, the shapes and colors of the ABXY buttons still differed with the US controllers).
logo.
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 14-inch and 21 inch sizes. Unlike 21-inch sizes, though the [=C1=] before it, only a few units were sold due to its exorbitant price that time, making it sought after by collectors like the NES-101's AV-only version.
* A third-party version
of the these [=TVs=] meant few were sold.
*
UsefulNotes/{{Nintendo GameCube}} by Panasonic, saw a licensed third-person revision from Panasonic known as the Q, was "Q", released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful due to it costing more than and never left Japan.
* UsefulNotes/{{Wii}}:
** A budget variant of
the combined price of a regular [=GameCube=] console and a separate DVD player together. Wii (model number RVL-101), sometimes known as the "Family Edition", was released in 2011. The DVD playback functioned separately from the revision removed all [=GameCube=] functionality, despite using including the same disc drive.
*
GameCube controller ports and memory card slots, and doesn't include a stand (the system is intended to be positioned horizontally, with the Wii logo re-positioned to match).
**
Nintendo released the Wii Mini (the RVL-201 model), (model number RVL-201), a compact compact, budget redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. United States and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray tray, and lacked backwards compatibility with in addition to removing [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), functionality, it removed the SD card slot, support for component cables and all online connectivity (which meant no way (preventing access to download [=WiiWare=] UsefulNotes/WiiWare, UsefulNotes/VirtualConsole, and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).multiplayer).

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* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES top loader]] (aka the NES-101 model), released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading, VCR-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion more robust, cutting down on the old "flashing light" problem caused by bent connector pins. However, a manufacturing error caused most units of the remodeled NES to ship with faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen. On top of that, this new unit only accepted video output via RF modulation, as it lacked the RCA output jacks from the original NES-001 model. Nintendo produced a revised version of the top-loader that fixed the jailbar effect with a new motherboard and replaced the RF output with the same multi-AV port used by the Super NES (and later by the N64 and [=GameCube=]), but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs, making it sought-after among collectors.
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** Years before the release of the New Famicom in 1993, Sharp released a series of officially licensed Famicom-compatible devices in Japan, such as the Sharp [=C1=], in 1983 (a TV monitor with built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that already featured composite video output via RCA jacks), and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with built-in NES control deck for the US market, known as the Game Television, in 1989.

to:

* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES top loader]] (aka the NES-101 model), released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading, VCR-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion more robust, cutting down on the old "flashing light" problem caused by bent connector pins. However, a manufacturing error caused most units of the remodeled NES to ship with faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen. On top of that, this new unit only accepted video output via RF modulation, as it lacked the RCA output jacks from the original NES-001 model. Nintendo produced a revised version of the top-loader that fixed the jailbar effect with a new motherboard and replaced the RF output with the same multi-AV port used by the Super NES (and later by the N64 and [=GameCube=]), but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs, making it sought-after among collectors.
UsefulNotes/NintendoEntertainmentSystem:
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** Years before the release of the New Famicom in 1993,
Sharp released a series of officially licensed Famicom-compatible devices in Japan, such as the Sharp [=C1=], [=C1=] in 1983 (a TV monitor with a built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that already featured composite video output via RCA jacks), and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with a built-in NES control deck for the US market, known as the Game Television, in 1989.1989.
** The page image is the NES-101, released in 1993 (a few years after the Super NES was already launched), which converted the console from its front-loading, VCR-esque design to a more conventional top-loading design -- hence it's nickname as the "top loader" -- and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart, known as "the dogbone". The top-loading design was done to address the issue of the previous VCR design, cutting down on the old "flashing light" problem caused by bent connector pins. This new unit only accepted video output via RF modulation, lacking the RCA output jacks from the original NES-001 model; there existed a revised version of the top-loader that replaced the RF output with the same multi-AV port used by the SNES, but they were only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs.[[note]]Most units of the remodeled NES originally shipped with a faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen.[[/note]]
** Shortly after its release in North America, the top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom, with some slight changes to make room for the Disk System's RAM Adapter. Nicknamed the AV Famicom due to its selling point of supporting composite AV output (the original Famicom only supported RF), the system also swapped out the hardwired controller of the original Famicom for a pair of NES-style controller ports. The two included controllers lacked the built-in microphone of the original Famicom's second controller, but a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).

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to:

[[folder:Nintendo (home consoles)]]
* Pictured above is the [[UsefulNotes/NintendoEntertainmentSystem NES top loader]] (aka the NES-101 model), released in 1993 (a few years after the Super NES was already launched), which converted the console from a front-loading, VCR-esque design to a more conventional top-loading design, and came packaged with a redesigned controller (NES-039) that more closely resembles its Super NES counterpart (hence the dogbone nickname). The top-loading design made the cartridge insertion more robust, cutting down on the old "flashing light" problem caused by bent connector pins. However, a manufacturing error caused most units of the remodeled NES to ship with faulty video output that caused faint vertical lines (or jailbars) to always appear on-screen. On top of that, this new unit only accepted video output via RF modulation, as it lacked the RCA output jacks from the original NES-001 model. Nintendo produced a revised version of the top-loader that fixed the jailbar effect with a new motherboard and replaced the RF output with the same multi-AV port used by the Super NES (and later by the N64 and [=GameCube=]), but this revision was only distributed as a replacement unit to consumers who shipped their faulty top loaders for repairs, making it sought-after among collectors.
** Shortly after its release in North America, the NES top-loader was brought into Japan as a redesigned version of its Japanese counterpart, the Famicom. Sold simply as the Family Computer (the same official name as the original HVC-001 model) and nicknamed the AV Famicom or New Famicom, the HVC-101 model of the Famicom has a similar design to its US counterpart, with the biggest difference being the flatter surface around the cartridge slot in order to make room for the Disk System's RAM Adapter. Unlike the remodeled NES, the remodeled Famicom supported composite AV output from the outset (Albeit only in mono sound unlike the original NES), which was also its big selling point (hence the AV Famicom nickname), as the original Famicom only supported RF output. The remodeled Famicom has both: a pair of NES-style controller ports (as opposed to hardwired controllers of the orginal Famicom) and a dedicated port for peripherals like the original Famicom. However, the two included controllers lacked the built-in microphone of the original Famicom's second controller, although a workaround was included for games that required it in order to progress (simply press Down+A on controller #2 and the console will emulate any microphone input).
** Years before the release of the New Famicom in 1993, Sharp released a series of officially licensed Famicom-compatible devices in Japan, such as the Sharp [=C1=], in 1983 (a TV monitor with built-in Famicom console), the Twin Famicom in 1986 (a Famicom console with a built-in Disk System that already featured composite video output via RCA jacks), and the Famicom Titler in 1989 (a Famicom console designed specifically for editing gameplay footage and offered S-video output). Sharp also a released a TV set with built-in NES control deck for the US market, known as the Game Television, in 1989.
* The [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] would get a compact redesign of its own in 1997, known as the SNS-101 model (also referred to as the "New-Style Super NES"). Besides its smaller design, the main differences between it and the original SNS-001 model was the removal of the expansion dock at the bottom of the console (which only the Japan-only BS-X Satellaview add-on ended up supporting) and the fact that the SNS-101 has no support for S-Video and RGB output (at least not without internal modding). This model was released as the Super Famicom Jr. in Japan (or model number SHVC-101). Both versions of the console came with a slightly revised version of the SFC/SNES controller that removed the console's logo on the front in favor of a plain Nintendo logo in an attempt to give the controller a more region-neutral design (despite this, the shapes and colors of the ABXY buttons still differed with the US controllers).
** Just like with its Famicom brothers a decade ago, Sharp also released the [=SF1=], a TV and a Super Famicom in one, in 14 and 21 inch sizes. Unlike the [=C1=] before it, only a few units were sold due to its price that time, making it sought after by collectors like the NES-101's AV-only version.
* A third-party version of the UsefulNotes/{{Nintendo GameCube}} by Panasonic, known as the Q, was released exclusively in Japan several months after the original console, with the ability to play both [=GameCube=] discs and video [=DVDs=]. However, it was commercially unsuccessful due to it costing more than the combined price of a regular [=GameCube=] console and a separate DVD player together. The DVD playback functioned separately from the [=GameCube=] functionality, despite using the same disc drive.
* Nintendo released the Wii Mini (the RVL-201 model), a compact redesign of the UsefulNotes/{{Wii}} that was initially available exclusively in Canada in 2012 before getting a wide release in the U.S. and Europe in 2013 (around the same time the UsefulNotes/WiiU came out). The Wii Mini replaced the front-loading disc mechanism with a top-loading tray and lacked backwards compatibility with [=GameCube=] discs and peripherals (which admittedly the later RVL-101 revision of the original Wii already omitted), the SD card slot, support for component cables and all online connectivity (which meant no way to download [=WiiWare=] and Virtual Console games and no online multiplayer for games that supported it). The Wii Mini came bundled with a single Wii Remote Plus controller (a facelifted Wii Remote controller that also includes an integrated Wii Motion Plus sensor) and a copy of ''VideoGame/MarioKartWii'' and was sold at a retail price of $99.99, which was considered a bargain at the time (as buying the game and controller separately at the time cost almost as much as the bundle itself).
* The UsefulNotes/NintendoSwitch's big selling point was that it could be used as either a home console or a handheld. When it came time to make a second model, Nintendo decided to drop this functionality and make it a pure handheld, calling it the Nintendo Switch Lite. By not having to include the components for the detachable Joy-cons (such as rumble and an infrared camera) and the Dock for TV output, the Switch Lite was able to shave off a decent amount of size and weight -- and $100 off its sale price.
[[/folder]]

[[folder:Nintendo (handhelds)]]
* UsefulNotes/GameBoy:
** The original "brick" system was succeeded by the Game Boy Pocket in 1996, which was smaller and proportionally thinner (allowing it to more easily fit in pants pockets, hence the name), required two AAA batteries rather than four AA ones (giving it 10 hours of gameplay versus the original's 30 hours), and replaced the greenscale screen with a grayscale one.
** In 1998, the Game Boy Light came out [[NoExportForYou only in Japan]]; similar in design to the Pocket, this model featured a backlight for the first time. The handheld required two AA batteries rather than two AAA ones, which give it approximately 12 gameplay hours with the backlight on and 20 hours with the light off.
** The UsefulNotes/GameBoyColor released in 1998 as well, and shared most of its hardware specifications with the Pocket. The main differences were a slightly smaller screen and (most importantly) colored graphics on par with the original NES/Famicom. It also developed a substantial library of exclusive GBC titles and "Color-enhanced" Game Boy games, resulting in a large number of fans considering it to be its own handheld rather than a revision.
* UsefulNotes/GameBoyAdvance:
** In 2003, the system was succeeded by the Game Boy Advance SP, which utilized a rechargeable 700[=mAh=] Lithium Ion battery rather than requiring 2 [=AAs=], and featured a clamshell design similar to dual-screen Game & Watch titles and the later Nintendo DS and 3DS families. The SP also added a frontlight that could be toggled on and off with a button; using the frontlight would shorten the SP's runtime from 18 hours to a mere 10 hours, and the later AGS-101 revision would swap it out for a backlight. The cartridge slot was moved to the bottom of the device -- which made playing motion control games such as ''VideoGame/WarioWare Twisted'' difficult due to them being built for earlier top-loading models -- and the headphone jack was removed entirely (prompting the release of an adapter).
** In 2005, the Game Boy Micro would come out a few months after the original Nintendo DS. It utilized a 460 [=mAh=] Lithium Ion battery that ran for 10 hours, and featured a backlight that could be toggled between five different brightness levels, but lacked {{UsefulNotes/BackwardsCompatibility}} for original Game Boy and Game Boy Color cartridges. As the name implies, it was also significantly smaller than all previous Game Boy models, returning to a bar design and being smaller than even an NES controller.
* UsefulNotes/NintendoDS:
** In 2006, the original "phat" model was followed by the Nintendo DS Lite, which boasted a smaller and more sleek appearance, a longer-lasting battery, and brighter screens.
** The Nintendo [=DSi=] released in 2008, showcasing more RAM and a faster CPU. It also added both an internal and external 0.3-megapixel camera, and an SD slot for expanded storage and Wi-Fi support (allowing for exclusive [=DSiware=] games to be downloaded to the unit). However, the GBA cartridge slot was removed. A year later, the [=DSi=] XL released, which (as the name implies), was a larger variant with bigger screens, originally intended for use by [[CoolOldGuy seniors who could benefit from a bigger screen]] (hence why they came with an extra, larger pen-like stylus).
* UsefulNotes/Nintendo3DS:
** The Nintendo [=3DS=] XL released in 2012, with the screens being 90% larger than the original 3DS.
** In 2013, a revision called the Nintendo 2DS released. Billed as an "entry-level" budget system for children, it used a hinge-less slate design and removes the stereoscopic [=3D=] capabilities of the handheld.
** In 2014 and 2015, the New Nintendo [=3DS=] and the New Nintendo [=3DS=] XL released. Both offered better tech under the hood, specifically a faster processor (which helps cut down on load times), face-tracking stereoscopic [=3D=] that can be viewed at a wider amount of angles, a C-stick to accompany the circle pad, and ZL & ZR triggers. Because of the New 3DS's faster CPU, a handful of games were only made available for the "New" revisions (including ''VideoGame/XenobladeChronicles1 [=3D=]'' and some UsefulNotes/VirtualConsole SNES titles) or had New 3DS exclusive features (such as the [=3D=] display mode in ''VideoGame/HyruleWarriors Legends'').
** The New Nintendo [=2DS=] XL released in 2017, a few months after the Nintendo Switch. The revision ditched the hingeless design of the original [=2DS=] and adds all the enhancements from the New [=3DS=], minus the 3D display.
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[[folder:YMMV Federation Force]]
YMMV.MetroidPrimeFederationForce

* AntiClimaxBoss: The final boss battle has been heavily criticized for being a lot more tedious than challenging, [[spoiler:and the fact that the final boss is a BrainwashedAndCrazy Samus, which sounded like it could make for an ''amazing'' FinalExamBoss fight where she uses all of her arsenal against your team... but instead she's [[ModeLock locked into her Morph Ball form]]]], and the final battle ends up being a glorified Blast Ball match except as a boss battle.
* AudienceAlienatingPremise: Most fans of ''Metroid'' generally point to the exploration and sense of isolation as the series' hallmarks, so an installment that ditches all of that for a more action-oriented, CoOpMultiplayer installment that doesn't even star the main character became a hard sell for them. It being five years since the last installment in the franchise, which itself was widely regarded as the worst entry in the entire series, only aggravated the issue. Even among those who didn't mind the idea of a spin-off game and weren't part of the intense backlash were apathetic to it and criticized the timing, feeling the premise would've been harmless at worst otherwise. Upon release, the game received mixed to poor reviews, and became the worst-selling game in the series by a wide margin.
* CharacterRerailment: Although her appearance is brief, there's no trace of Samus Aran's controversial characterization in ''VideoGame/MetroidOtherM''. It also helps that the Galactic Federation defers to her intel and treats her with respect like in ''VideoGame/MetroidPrime3Corruption'', instead of coldly treating her like an outsider like Adam and the Colonel in ''Other M''.
* CriticalBacklash: Whilst it is agreed the game could have been released at a better time, a lot of fans consider the game's initial overwhelming negative reception to be unfair and outright ridiculous. Though just ''mentioning'' the game still garners knee-jerk hate and ridicule even years after its release from the fanbase, general consensus is that the game is actually SoOkayItsAverage, and that most of the anger directed towards the game was excessive at best.
* FanNickname: ''VideoGame/MetroidPrime: [[VideoGame/StarWarsRepublicCommando Federation Commando]]'', because [[SpiritualAdaptation it's the closest there is]] to a sequel to ''VideoGame/StarWarsRepublicCommando''. %%Do not add derisive nicknames from detractors, please. The page Detractor Nickname was excised for a good reason.
* GameBreaker:
** The humble Ice Beam is effective on virtually every enemy in the game, including bosses, which makes it the perfect tool for getting an enemy to stand still while their weak point is exposed and doubling the damage of your regular shots. This is especially effective on the final boss. Combining the Ice Beam with a missile will also help gain a high score on missions thanks to a whopping 300 point bonus for LiterallyShatteredLives.
** The Samus amiibo skin makes all Missile ammo packs contain 10 missiles each, and since missiles only take up one unit of weight, it's possible to carry nearly a hundred missiles into a mission.
* HilariousInHindsight:
** Due to [[spoiler:Samus herself]] being the final boss, some people have joked about how the game has you [[spoiler:kill Metroid (in reference to [[IAmNotShazam people who think that Metroid is the name of the main character]]), despite Samus not dying in the game]].
** Due to the backlash and low interest the game got, many people assumed that the series was going back into hibernation or might even be dead for good, despite Tanabe teasing another mainline ''Prime'' game during this game's press cycle. With ''VideoGame/MetroidSamusReturns'' releasing the following year, with its reveal being preceded by the official announcement of that aforementioned ''Metroid Prime 4'', statements that the series is dead and Nintendo no longer cared about it now look more like fan overreaction than anything else.
* MisBlamed:
** From the moment of its reveal, the game received immense criticism and the assumption that it was [[DolledUpInstallment an original concept with the Metroid name slapped onto it]] to drum up sales. However, the game's own producer first got the idea to explore the Federation side of the ''VideoGame/{{Metroid Prime|Trilogy}}'' universe during the production of ''Corruption''.
** Some fans blame Creator/YoshioSakamoto for the reason Samus isn't the protagonist of the game, citing his supposed possessiveness of the character, "hatred" of the ''Prime'' series, and overall questionable decisions during the development of ''Other M''. In reality, not only did he have no involvement with the game at all, but he also has no hate for the ''Prime'' series, viewing them as perfectly valid side-stories. He would even go on to reference the ''Prime'' series in [[VideoGame/MetroidSamusReturns his next game]]. The real reason given for Samus not being playable is because producer Kensuke Tanabe had wanted to do a game focused on the Galactic Federation and, as a multiplayer game, it wouldn't make sense for ''four'' Samuses to be running around anyway.
* OlderThanTheyThink:
** The SuperDeformed art style featured here didn't start with this game; the [[VideoGame/{{Metroid 1}} original NES game]] had a chibi style ([[GraphicsInducedSuperDeformed though mainly due to graphical restrictions]]) and the official art reflected this. [[https://www.youtube.com/watch?v=RExHUXbFt5E An early version]] of ''[[VideoGame/MetroidZeroMission Zero Mission]]'' would have used a similar style, but this got changed to a more realistic style in the final release.
** This isn't the first use of the ''Prime'' title that makes it an ArtifactTitle nor the first shooting-focused spin-off of ''Metroid''; ''VideoGame/MetroidPrimeHunters'', released between ''Echoes'' and ''Corruption'', had no appearance from the eponymous creature (except in the ''First Hunt'' demo for some reason) or Phazon, and it even had a greater focus on shooting rather than exploration and puzzle solving.
** Kensuke Tanabe had wanted to make this game since 2009. He didn't do it then because the UsefulNotes/{{Nintendo DS}}i didn't have the graphical power he needed.
* OvershadowedByControversy: This game is almost never mentioned without talking about the firestorm it caused upon its announcement. It had the misfortune of being a spin-off announced on the franchise's 30th anniversary, at a time when the franchise's future seemed uncertain and fans were demanding a new game starring Samus to fix the franchise after ''Other M'' left it in bad shape. Even its defenders only acknowledge it for the timing of its release tanking an otherwise okay game.
* ScrappyMechanic: The Blast Ball game mode. It's essentially [[JustForFun/RecycledInSpace soccer in space]], requires 6 players to play, and can be played on a friend's 3DS through Download Play... but due to the game's poor reception, and even worse sales, there's little opportunity to actually play it. It doesn't help that the main game practically forces it down your throat in the tutorial and boss fight [[spoiler:against Samus]] and, unlike the main game, you can only have 3 people to a team instead of 4.
* SoOkayItsAverage: After all the aforementioned controversy surrounding the game's very existence, the general consensus is that ''Federation Force'' amounts to little more than a mediocre spin-off with a handful of decent concepts.
* SpiritualLicensee:
** The main missions are the closest players will get to a sequel to ''VideoGame/StarWarsRepublicCommando''.
** Blast Ball is like a first-person, mech-based ''VideoGame/RocketLeague''.
* TaintedByThePreview: With ''Metroid''[='s=] [[MilestoneCelebration 30th anniversary]] on the horizon, and [[SequelGap 6 years]] having passed since ''Other M'', fans were hoping for another classic {{Metroidvania}} to undo the controversial gameplay and characterization choices of that title. So when the next game of the franchise to be announced was ''Federation Force'', a cartoony GaidenGame SpinOff with Samus in a supporting role while [[ADayInTheLimelight the main focus is placed on the Galactic Federation army]], the backlash was swift and furious. Additionally, the game's Blast Ball mode was shown during Nintendo World Championships before the game's official reveal, which had the unintended effect of making the game look too generic to pass for a ''Metroid'' title. It reached the point that the trailer on Website/YouTube received over 34,000 dislikes in only ''24 hours'', and a petition was drafted to cancel the game.
* TheyWastedAPerfectlyGoodCharacter: [[spoiler:The final boss of the game is a BrainwashedAndCrazy Samus [[AttackOfThe50FootWhatever who has been enlarged to giant-size]], but absolutely nothing interesting is done with the concept. What could have been an exciting fight with several distinct phases where a giant Samus unleashes her entire arsenal upon the Galactic Federation Marines, reminiscent of the SA-X encounters from ''[[VideoGame/MetroidFusion Fusion]]'', only on a, well, larger scale, is immediately thrown out of the window as Samus is {{Mode Lock}}ed into her Morph Ball for the entire fight, making the whole final boss battle into a glorified round of Blast Ball.]]
* TheyWastedAPerfectlyGoodPlot: A spin-off starring [[BadassNormal normal Federation troops]] without OP [[AppliedPhlebotinum Bird Magic]] could've been the most intense and gritty Metroid game to date. Imagine playing the final days of [[VideoGame/MetroidPrime2Echoes the Tyr's crew on Aether]], or having a more intimate look at the Space Pirates' effects on galactic civilization akin to what ''VideoGame/RepublicCommando'' was to ''Franchise/StarWars''. What fans got were chibi-style soldiers in mechs fighting cartoonish incarnations of the Space Pirates, complete with a very basic evil plan premise.
* VindicatedByHistory: From the time of its announcement to the months after its eventual release, this game was viciously torn apart by fans and critics for being an action-based CoOpMultiplayer spinoff with a goofy-looking art style that didn't focus on Samus, but on these seemingly completely unrelated troopers instead. In short, it was basically everything the fans didn't want, coming off the polarizing ''Other M'' and during a time fans were sure Nintendo would put the franchise on ice. After ''Samus Returns'' was released to warm reception in 2017, with it only becoming more clear that the ''Metroid'' series would continue going strong in the years following, the game is looked back upon much more kindly than it was at release. It is now acknowledged and treated by fans as the worldbuilding side-story that the creators intended it to be, rather than a cruel insult, and -- even if it wasn't a great game -- an interesting attempt to experiment with the franchise.
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[[folder:i didnt know i was broken until i wanted a change]]

''Fanfic/IDidntKnowIWasBrokenUntilIWantedAChange''

* EverybodyKnewAlready: Towards the end of the fic, when helping Catra summon up enough courage to take on her birthright as princess, Demeter casually notes that every Magicat has probably figured out her identity as Princess Fel'cty by that point. If it wasn't the tell-tale royal bloodline-defining heterochromia, it was her other physical semblances to C'yra, her magical prowess on par with Ri'ta, and the simple fact she followed both queens around everywhere and they clearly doted on her. As explained to [[spoiler:Thom]], who was the ''only'' Magicat who was ignorant about this until Catra formally took on her title, the general public never said anything because they respected that Catra clearly wasn't ready to address the issue.
* SecretKeeper: Among the Princess Alliance, only [[spoiler:Scorpia and Adora]] know that Catra is a princess. Catra tells the former of this newfound revelation shortly after the group arrives on Beast Island, while she tells the former a few days before she formally claims her title as heir.
[[/folder]]
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ThatOneLevel/SplatoonSalmonRun

Shortly after [[Franchise/{{Splatoon}} the Squid Sisters]] stopped hosting Inkopolis News, a mysterious individual by the name of Mr. Grizz set up shop in a shady corner of [[VideoGame/Splatoon2 Inkopolis Square]]. Grizzco Industries probably isn't the most legal of businesses, but he's nonetheless opened his doors to proven Turf Warriors to assist him with the dangerous job of collecting Golden Eggs. It's dangerous work, and no one really knows why he wants so many of the things, but all the fresh clothing and doodads he offers alongside the usual pay definitely helps ensure a steady stream of workers who are content to fight Salmonids without asking too many questions. Heck, operations in Inkopolis Square were so good, he was even able to open up a second, around-the-clock office in [[VideoGame/Splatoon3 the city of Splatsville]].

While there is much profit to be had working part-time for Mr. Grizz, many Inklings and Octolings[[note]](while the Salmonids do have a trade agreement with the greater Octarian race for their military technology, they will attack Octolings on sight all the same)[[/note]] consider [[ThatOneLevel the trends and conditions exemplified on this page]] to fall under "diminishing returns" at best, and an exercise in masochism at worst. In short, these combinations of Salmonids and natural phenomena are why hazard pay is (well, [[BadBoss should be]]) a part of Grizzco.

Click [[YMMV/Splatoon2 here]] to return to the ''Splatoon 2'' YMMV page, and [[YMMV/Splatoon3 here]] to return to the ''Splatoon 3'' YMMV page.
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ThatOneLevel/SplatoonSalmonRun

Shortly after [[Franchise/{{Splatoon}} the Squid Sisters]] stopped hosting Inkopolis News, a mysterious individual by the name of Mr. Grizz set up shop in a shady corner of [[VideoGame/Splatoon2 Inkopolis Square]]. Grizzco Industries probably isn't the most legal of businesses, but he's nonetheless opened his doors to proven Turf Warriors to assist him with the dangerous job of collecting Golden Eggs. It's dangerous work, and no one really knows why he wants so many of the things, but all the fresh clothing and doodads he offers alongside the usual pay definitely helps ensure a steady stream of workers who are content to fight Salmonids without asking too many questions. Heck, operations in Inkopolis Square were so good, he was even able to open up a second, around-the-clock office in [[VideoGame/Splatoon3 the city of Splatsville]].

While there is much profit to be had working part-time for Mr. Grizz, many Inklings and Octolings[[note]](while the Salmonids do have a trade agreement with the greater Octarian race for their military technology, they will attack Octolings on sight all the same)[[/note]] consider [[ThatOneLevel the trends and conditions exemplified on this page]] to fall under "diminishing returns" at best, and an exercise in masochism at worst. In short, these combinations of Salmonids and natural phenomena are why hazard pay is (well, [[BadBoss should be]]) a part of Grizzco.

Click [[YMMV/Splatoon2 here]] to return to the ''Splatoon 2'' YMMV page, and [[YMMV/Splatoon3 here]] to return to the ''Splatoon 3'' YMMV page.
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PreviousPlayerCharacterCameo
* By the time of ''VideoGame/Splatoon3'', they have ascended to the rank of the [[TheTeam New Squidbeak Splatoon]]'s new commander, complete with CommissarCap, coinciding with Cap'n Cuttlefish's retirement. Unlike last time, since ''3'' is on the same console as ''2'', if the player chose to carry over their save data and had gotten to the point where they were asked to customize Three's appearance in ''Octo Expansion'', the character will once again have that appearance here.

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