History ScrewedByTheNetwork / VideoGames

21st Apr '18 6:21:40 PM nombretomado
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*** The bits and bobs of what happened behind the similarly-reviled ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' imply the game's development was rushed for similar reasons (holiday release), which would most certainly explain the game's huge lack of polish-graphical glitches galore, instances where the framerate severely dropped, areas that could cause players to end up falling through the floor, and several overlooked bugs, one of which allowed characters to literally ''fly over'' (and thus skip) several segments of the game or be locked out of certain areas of the game. The situation is especially {{egregious}} as the engine the game was running on was not officially supported on the console the game was released for, which indicates the development team had to continue working on the game on a new platform that may not have been intended from the game's conception. Despite some of these bugs later being patched, it wasn't enough to save the reputation of the game and the people involved with its creation.

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*** The bits and bobs of what happened behind the similarly-reviled ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' imply the game's development was rushed for similar reasons (holiday release), which would most certainly explain the game's huge lack of polish-graphical glitches galore, instances where the framerate severely dropped, areas that could cause players to end up falling through the floor, and several overlooked bugs, one of which allowed characters to literally ''fly over'' (and thus skip) several segments of the game or be locked out of certain areas of the game. The situation is especially {{egregious}} JustForFun/{{egregious}} as the engine the game was running on was not officially supported on the console the game was released for, which indicates the development team had to continue working on the game on a new platform that may not have been intended from the game's conception. Despite some of these bugs later being patched, it wasn't enough to save the reputation of the game and the people involved with its creation.
23rd Mar '18 10:06:55 PM Steven
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* The original version of ''VideoGame/FinalFantasyXIV'' bombed hard due to Square-Enix wanting to pump out the best kinds of graphics like they usually do with every ''Final Fantasy'' title. By having the developers use the same game engine that powered ''VideoGame/FinalFantasyXIII'', the game was a massive unoptimized mess and it also didn't help that the developers had also made questionable game design during development. Reception to the game was so negative that it [[FranchiseKiller nearly killed the Final Fantasy brand.]] It took some new developers and a complete rework of the game to save it and the franchise, which it did with critical success.
20th Mar '18 12:49:22 PM BillyMT
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->''"This game's launch date was announced a week before launch. The game was unavailable in most stores in the U.S. until a week ''after'' launch, and {{Creator/Konami}} issued a press release announcing the game's availability three days ''after'' the game came out. Producer Tak Fuji, while in the States, couldn't even find a copy of his own game in the store, and called it a 'big shame' on him as a producer. THAT'S HOW MUCH KONAMI CARES!"''

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->''"This -->''"This game's launch date was announced a week before launch. The game was unavailable in most stores in the U.S. until a week ''after'' launch, and {{Creator/Konami}} issued a press release announcing the game's availability three days ''after'' the game came out. Producer Tak Fuji, while in the States, couldn't even find a copy of his own game in the store, and called it a 'big shame' on him as a producer. THAT'S HOW MUCH KONAMI CARES!"''
16th Mar '18 6:29:53 AM Koveras
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* After EA bought them, ''every'' Origin Systems game that wasn't ''VideoGame/UltimaOnline''. According to Richard Garriott, the many bugs and plot holes in ''VideoGame/UltimaVIII'' and ''[[VideoGame/UltimaIX IX]]'' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers [[WhatAnIdiot and still demanded the game be released on time]]. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.

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* After EA bought them, ''every'' Origin Systems Creator/OriginSystems game that wasn't ''VideoGame/UltimaOnline''. According to Richard Garriott, the many bugs and plot holes in ''VideoGame/UltimaVIII'' and ''[[VideoGame/UltimaIX IX]]'' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers [[WhatAnIdiot and still demanded the game be released on time]]. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.
6th Mar '18 2:35:21 PM Dribbleondo
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* ''VideoGame/Hitman2016'''s critical and commercial success made IO Interactive fairly happy, until May 2017, when Square Enix [[http://kotaku.com/square-enix-splits-with-hitman-creators-io-interactive-1795115574 decided to abruptly cut all business ties with IO.]] A month later, an surprisingly happy agreement was crafted up between Square Enix and IO, which allowed IO to keep the rights to the Hitman franchise, meaning that newer games, as well as ''VideoGame/Hitman2016'' are now published by the now-independent IO Interactive. While Square Enix Cut ties with IO for undisclosed reasons, It's unusual for a game publisher studio to allow such a happy ending for a former game developer.
5th Mar '18 3:04:53 PM patriciovalencia117
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** ''Blades of Time'', a personal pet project of Tak Fuji, was ignored completely by Komani as if it never existed.
-->''"This game's launch date was announced a week before launch. The game was unavailable in most stores in the U.S. until a week ''after'' launch, and {{Creator/Konami}} issued a press release announcing the game's availability three days ''after'' the game came out. Producer Tak Fuji, while in the States, couldn't even find a copy of his own game in the store, and called it a 'big shame' on him as a producer. THAT'S HOW MUCH KONAMI CARES!"''
---> '''Creator/JimSterling''', [[https://www.youtube.com/watch?v=ynl4sIFazmM#t=153 "Konami is Konami"]], discussing ''Blades of Time''

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** * ''Blades of Time'', a personal pet project of Tak Fuji, was ignored completely by Komani as if it never existed.
-->''"This ->''"This game's launch date was announced a week before launch. The game was unavailable in most stores in the U.S. until a week ''after'' launch, and {{Creator/Konami}} issued a press release announcing the game's availability three days ''after'' the game came out. Producer Tak Fuji, while in the States, couldn't even find a copy of his own game in the store, and called it a 'big shame' on him as a producer. THAT'S HOW MUCH KONAMI CARES!"''
---> --> '''Creator/JimSterling''', [[https://www.youtube.com/watch?v=ynl4sIFazmM#t=153 "Konami is Konami"]], discussing ''Blades of Time''
25th Feb '18 5:27:24 PM nombretomado
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** Sony managed to play at the screwing of Bethesda by canceling mod support for ''VideoGame/Fallout4'' and the UpdatedReRelease of ''VideoGame/TheElderScrollsVSkyrim'', making the former's PS4 release the worst by default and making one of the latter's key selling points false advertising, ''[[WhatWereYouThinking even on the PSN store description.]]'' Even after Sony and Bethesda reached an agreement on the situation to allow mods, it's still an example of this trope due to Sony only allowing use of in-game files, presumably for security reasons.

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** Sony managed to play at the screwing of Bethesda by canceling mod support for ''VideoGame/Fallout4'' and the UpdatedReRelease of ''VideoGame/TheElderScrollsVSkyrim'', making the former's PS4 [=PS4=] release the worst by default and making one of the latter's key selling points false advertising, ''[[WhatWereYouThinking even on the PSN store description.]]'' Even after Sony and Bethesda reached an agreement on the situation to allow mods, it's still an example of this trope due to Sony only allowing use of in-game files, presumably for security reasons.
25th Feb '18 5:27:17 PM nombretomado
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*** Continuing series tradition, the fourth game and spinoff, ''VideoGame/ValkyriaRevolution'', had a public demo pushed out hastily while development was still in a pre-Alpha stage in order to push copies of Valkyria Chronicles Remastered using the Azure Revolution demo as a pack-in similar to Crackdown's Halo 3 beta, despite the game clearly not being ready for primetime. [[TaintedByThePreview Fan reactions to the demo in the state it released in were... Adverse at best.]] Rather than salvage the situation, the game's budget was slashed and the target platform of the game was shifted to the UsefulNotes/PlaystationVita, with the final retail product on PS4 being visually downgraded compared to what was initially playable, and gameplay that was little better, if not worse than the initial demo, topped off with the majority of the game's cutscene direction being generally lifeless scenes of characters standing in place motionless reading off lines of dialog for minutes on end with nothing in the way of expression or animations beyond their idle breathing.

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*** Continuing series tradition, the fourth game and spinoff, ''VideoGame/ValkyriaRevolution'', had a public demo pushed out hastily while development was still in a pre-Alpha stage in order to push copies of Valkyria Chronicles Remastered using the Azure Revolution demo as a pack-in similar to Crackdown's Halo 3 beta, despite the game clearly not being ready for primetime. [[TaintedByThePreview Fan reactions to the demo in the state it released in were... Adverse at best.]] Rather than salvage the situation, the game's budget was slashed and the target platform of the game was shifted to the UsefulNotes/PlaystationVita, with the final retail product on PS4 [=PS4=] being visually downgraded compared to what was initially playable, and gameplay that was little better, if not worse than the initial demo, topped off with the majority of the game's cutscene direction being generally lifeless scenes of characters standing in place motionless reading off lines of dialog for minutes on end with nothing in the way of expression or animations beyond their idle breathing.
30th Jan '18 3:59:23 AM Willbyr
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19th Jan '18 4:48:10 AM Cryoclaste
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* ''[[VideoGame/KnightsOfTheOldRepublicIITheSithLords The Sith Lords]]'', the highly-awaited sequel to the critically acclaimed ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublic'', was completely screwed over courtesy of Creator/LucasArts pushing its [[ChristmasRushed release date to Christmas]], giving Obsidian barely a SINGLE YEAR to develop the game after Bioware handed it to them. Or, alternately, Obsidian tried to greatly expand the game after receiving tenative verbal permission from [=LucasArts=], only for higher-ups in the company to later insist on the original release date. As a result, the game was heavily unfinished, suffering from unresolved plotlines to noticeable chunks of the game missing outright. While this may be chalked up to standard ExecutiveMeddling, what happened next was what shot this into here: When Obsidian desired to release a whole patch that would, essentially, finish the game and fill in everything that was missing, [=LucasArts=] [[WhatAnIdiot promptly denied that notion]] and, therefore, only fan efforts have been able to attempt to fill in the blanks. Since the original release wasn't XBox Live-enabled, any patch would have been PC-only. The modding community eventually stepped in and restored most of the cut content; the mod in question is available [[http://knightsoftheoldrepublic.filefront.com/file/TSL_Restored_Content_Mod;111657 here]]. In 2015, however, the Steam version of the game was patched with controller and Steam Workshop support explicitly for the sake of this mod.

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* ''[[VideoGame/KnightsOfTheOldRepublicIITheSithLords The Sith Lords]]'', the highly-awaited sequel to the critically acclaimed ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublic'', was completely screwed over courtesy of Creator/LucasArts pushing its [[ChristmasRushed release date to Christmas]], giving Obsidian barely a SINGLE YEAR to develop the game after Bioware handed it to them. Or, alternately, Obsidian tried to greatly expand the game after receiving tenative verbal permission from [=LucasArts=], only for higher-ups in the company to later insist on the original release date. As a result, the game was heavily unfinished, suffering from unresolved plotlines to noticeable chunks of the game missing outright. While this may be chalked up to standard ExecutiveMeddling, what happened next was what shot this into here: When Obsidian desired to release a whole patch that would, essentially, finish the game and fill in everything that was missing, [=LucasArts=] [[WhatAnIdiot promptly denied that notion]] and, therefore, only fan efforts have been able to attempt to fill in the blanks. Since the original release wasn't XBox Xbox Live-enabled, any patch would have been PC-only. The modding community eventually stepped in and restored most of the cut content; the mod in question is available [[http://knightsoftheoldrepublic.filefront.com/file/TSL_Restored_Content_Mod;111657 here]]. In 2015, however, the Steam version of the game was patched with controller and Steam Workshop support explicitly for the sake of this mod.
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