History SeinfeldIsUnfunny / VideoGames

16th Sep '17 9:05:21 PM SirBlah
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** As a demonstration of just how incredibly tame the game has become now, the 25th Anniversary Edition was downgraded to a very bog standard Teen rating, despite featuring much higher resolution video quality then the original Sega CD release.
16th Sep '17 1:42:38 PM WaterBlap
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* ''VideoGame/GrandTheftAutoIII'' was both revolutionary and hugely controversial when it came out in 2001. While games like ''VideoGame/{{Driver}}'' and ''VideoGame/BodyHarvest''[[note]]The latter of which, incidentally, was made by DMA Design, the same studio that made ''GTA III'' and later became Rockstar North.[[/note]] had done WideOpenSandbox gameplay before, none came close to the scope and production values of ''GTA III''. The game had respected Hollywood actors voicing characters both major and minor, and combined driving, exploration, and combat in a way that had no rival at the time. Players could run around an open world, steal cars and run down pedestrians with them, kill anybody they saw (including cops) with a wide array of weapons, and pick up prostitutes to get health (and then kill them to [[TheDevTeamThinksOfEverything get their money back]]), earning it the award of "Most Offensive Game of the Year" from [=GameSpy=] and other publications.\\

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* ''VideoGame/GrandTheftAutoIII'' was both revolutionary and hugely controversial when it came out in 2001. While games like ''VideoGame/{{Driver}}'' and ''VideoGame/BodyHarvest''[[note]]The latter of which, incidentally, was made by DMA Design, the same studio that made ''GTA III'' and later became Rockstar North.[[/note]] had done WideOpenSandbox gameplay before, none came close to the scope and production values of ''GTA III''. The game had respected Hollywood actors voicing characters both major and minor, and combined driving, exploration, and combat in a way that had no rival at the time. Players could run around an open world, steal cars and run down pedestrians with them, kill anybody they saw (including cops) with a wide array of weapons, and pick up prostitutes to get health (and then kill them to [[TheDevTeamThinksOfEverything get their money back]]), health, earning it the award of "Most Offensive Game of the Year" from [=GameSpy=] and other publications.\\



Nowadays, with many WideOpenSandbox games that have built upon ''GTA III''[='=]s gameplay foundation (including later installments in the ''VideoGame/GrandTheftAuto'' series itself), things like the clunky shooting mechanics, the ExcusePlot, and the long load times between areas of the city stand out more. The presence of Hollywood celebrities voicing characters isn't that impressive when nearly every AAA game released nowadays has big-name voice talent. Lastly, the edgy content seems tame in comparison to ''VideoGame/{{Manhunt}}'', ''VideoGame/SaintsRow'', ''VideoGame/GodOfWar'', and the "No Russian" mission in ''VideoGame/ModernWarfare 2'' (the F-word isn't even used in the game).

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Nowadays, with many WideOpenSandbox games that have built upon ''GTA III''[='=]s gameplay foundation (including later installments in the ''VideoGame/GrandTheftAuto'' series itself), foundation, things like the clunky shooting mechanics, the ExcusePlot, and the long load times between areas of the city stand out more. The presence of Hollywood celebrities voicing characters isn't that impressive when nearly every AAA game released nowadays has big-name voice talent. Lastly, the edgy content seems tame in comparison to ''VideoGame/{{Manhunt}}'', ''VideoGame/SaintsRow'', ''VideoGame/GodOfWar'', and the "No Russian" mission in ''VideoGame/ModernWarfare 2'' (the F-word isn't even used in the game).2''.
11th Sep '17 4:35:01 PM VictorDamazio
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** ''VideoGame/SuperMarioLand'' was hit heavy with this, when it came out in 1989, the same year as the UsefulNotes/GameBoy, it was mindblowing to play a Mario game like this on a portable device, back then, most portable games were those LCD Handhelds with calculator graphics, but as time went by, players started to realize that it looked much inferior to other Mario games at the time, even the original Super Mario Bros. looked and played better, and to make it worse, the sequel ''VideoGame/SuperMarioLand2SixGoldenCoins'' that came 3 years later was much better in every aspect, it looked much more like a proper Mario game, and it was also for the Game Boy.

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** ''VideoGame/SuperMarioLand'' was hit heavy with this, when it came out in 1989, the same year as the UsefulNotes/GameBoy, it was mindblowing to play a Mario game like this this, or any game like this, on a portable device, back then, most portable games were those LCD Handhelds with calculator graphics, but as time went by, players started to realize that it looked much inferior to other Mario games at the time, even the original Super Mario Bros. looked and played better, and to make it worse, the sequel ''VideoGame/SuperMarioLand2SixGoldenCoins'' that came 3 years later was much better in every aspect, it looked much more like a proper Mario game, and it was also for the Game Boy.
10th Sep '17 11:41:38 PM MBG
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** ''Mortal Kombat'''s digitized graphics were widely touted as unprecedentedly realistic (contributing further to the above), and a major selling point over ''Street Fighter II.'' Characters had realistic proportions and looked like real people, which was still incredibly uncommon at the time. Show them to someone today, and they'd be less likely to point out the realism and more likely to point out the low resolution, the choppy animation, and the fact that the characters look like gymnasts in Halloween costumes. Though the debate on [[DuelingShows which has the better gameplay]] will probably last forever, it's hard for anyone to argue today that ''Street Fighter II'' looks worse.
10th Sep '17 12:51:57 PM VictorDamazio
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** ''VideoGame/SuperMarioLand'' was hit heavy with this, when it came out in 1989, the same year as the UsefulNotes/GameBoy, it was mindblowing to play a Mario game like this on a portable device, back then, most portable games were those LCD Handhelds with calculator graphics, but as time went by, players started to realize that it looked much inferior to other Mario games at the time, even the original Super Mario Bros. looked and played better, and to make it worse, the sequel ''VideoGame/SuperMarioLand2SixGoldenCoins'' that came 3 years later was much better in every aspect, it looked much more like a proper Mario game, and it was also for the Game Boy.
4th Sep '17 12:55:47 PM HalcyonDayz
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** The early ''Ultima'' games were often described as "[=RPG=]/adventure hybrids" at the time, because they brought into [=RPG=]s such revolutionary elements as ''[[RPGsEqualCombat talking to NPCs]]'' and ''[[RPGsEqualCombat solving puzzles]]'' beyond "use key on door".

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** The early ''Ultima'' games were often described as "[=RPG=]/adventure hybrids" at the time, because they brought into [=RPG=]s such revolutionary elements as ''[[RPGsEqualCombat talking to NPCs]]'' [=NPCs=]]]'' and ''[[RPGsEqualCombat solving puzzles]]'' beyond "use key on door".



** Even ''Knights of the Old Republic'' was revolutionary at its release. It was the first RPG out there in which literally '''every''' line of dialogue (other than the lines chosen by the protagonist) was fully voice acted. While voice acting was common in [=RPGs=] by that point, it was usually reserved for narrative-focused scenes with text boxes sufficing for non-critical interactions. [=KotOR=] did a lot to drive the immersion in its universe by giving even minor characters a literal voice.[[note]]Granted, they used alien languages with a canned number of set lines, particularly Huttese and Manaanese, to add "voice" to a lot of minor NPCs, but even so, at the time that was an extremely clever solution.[[/note]] Most [=RPGs=] that came after would reach for the same bar so often it became ubiquitous.

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** Even ''Knights of the Old Republic'' was revolutionary at its release. It was the first RPG out there in which literally '''every''' line of dialogue (other than the lines chosen by the protagonist) was fully voice acted. While voice acting was common in [=RPGs=] by that point, it was usually reserved for narrative-focused scenes with text boxes sufficing for non-critical interactions. [=KotOR=] did a lot to drive the immersion in its universe by giving even minor characters a literal voice.[[note]]Granted, they used alien languages with a canned number of set lines, particularly Huttese and Manaanese, to add "voice" to a lot of minor NPCs, {{Non Player Character}}s, but even so, at the time that was an extremely clever solution.[[/note]] Most [=RPGs=] that came after would reach for the same bar so often it became ubiquitous.
29th Aug '17 12:55:22 PM HalcyonDayz
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* ''VideoGame/Bioshock1'' was one of the first mainstream games of its era (bar RPGs, which have had them for a while) to have a morality based ending. It also stood out in the fact that the ending is based largely on actions the player took over the course of the game, instead of a single decision made toward the end. Now MultipleEndings based on morality are, if not standard, then a common modern selling point, as RPG elements have extensively crept into mainstream games, and ''Bioshock'''s take on it is mostly remembered for how [[BlackAndWhiteMorality simplistic and binary it comes out being]] (with the good ending showing the protagonist adopting and raising all the Little Sisters and the bad ending showing the protagonist inexplicably deciding to TakeOverTheWorld).

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* ''VideoGame/Bioshock1'' was one of the first mainstream games of its era (bar RPGs, [=RPGs=], which have had them for a while) to have a morality based ending. It also stood out in the fact that the ending is based largely on actions the player took over the course of the game, instead of a single decision made toward the end. Now MultipleEndings based on morality are, if not standard, then a common modern selling point, as RPG elements have extensively crept into mainstream games, and ''Bioshock'''s take on it is mostly remembered for how [[BlackAndWhiteMorality simplistic and binary it comes out being]] (with the good ending showing the protagonist adopting and raising all the Little Sisters and the bad ending showing the protagonist inexplicably deciding to TakeOverTheWorld).
27th Aug '17 1:23:48 PM nombretomado
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* ''Franchise/{{Atelier}} Iris'' got this, in an odd combination of SeinfeldIsUnfunny and NoExportForYou, when it ''finally'' came over to the U.S. in 2005. "So it's a standard JRPG with "alchemy crafting"?" While the "standard JRPG" bit is, well, [[ClicheStorm not exactly false]] for ''Iris'', what a lot of Western consumers fail to understand in shrugging off the crafting system is that the progenitor of the ''Atelier'' series, ''Atelier Marie'', was the first JRPG to not only feature a very robust (in the case of ''Marie'', absurdly robust) crafting system, but was the first JRPG to feature alchemy heavily. After ''Marie'' and its sequel sold a quarter million copies each, you suddenly had alchemy coming out of the woodwork in Japanese pop culture and nearly every JRPG in the wake of ''Marie'' has featured some kind of crafting system. The problem is, due to some [[ScrewedByTheNetwork poor business decisions]] on the part of multiple parties, practically '''everything else''' that was influenced by ''Atelier'' crossed the Pacific before it did, and the original games never came over at all. So the ''Atelier'' series is regarded as punctuation in the story of RPG history in the West, when in fact it seems to have had nearly as much influence on game design in Japan as other staple series.

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* ''Franchise/{{Atelier}} Iris'' ''VideoGame/AtelierIris'' got this, in an odd combination of SeinfeldIsUnfunny and NoExportForYou, when it ''finally'' came over to the U.S. in 2005. "So it's a standard JRPG with "alchemy crafting"?" While the "standard JRPG" bit is, well, [[ClicheStorm not exactly false]] for ''Iris'', what a lot of Western consumers fail to understand in shrugging off the crafting system is that the progenitor of the ''Atelier'' series, ''Atelier Marie'', was the first JRPG to not only feature a very robust (in the case of ''Marie'', absurdly robust) crafting system, but was the first JRPG to feature alchemy heavily. After ''Marie'' and its sequel sold a quarter million copies each, you suddenly had alchemy coming out of the woodwork in Japanese pop culture and nearly every JRPG in the wake of ''Marie'' has featured some kind of crafting system. The problem is, due to some [[ScrewedByTheNetwork poor business decisions]] on the part of multiple parties, practically '''everything else''' that was influenced by ''Atelier'' crossed the Pacific before it did, and the original games never came over at all. So the ''Atelier'' series is regarded as punctuation in the story of RPG history in the West, when in fact it seems to have had nearly as much influence on game design in Japan as other staple series.
27th Aug '17 9:43:41 AM TheWarioBros
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** Super Mario 64 ROM hacks fell victim to this about as much as their Super Mario World counterparts. Most notably, ''[[http://sm64hacks.com/pages.php?page=themissingstars Super Mario 64 The Missing Stars]]'' was revolutionary upon release, being the first completely new game based on Mario 64's engine with levels made from scratch rather than modified from the existing ones. Nowadays though, the rise of ''VideoGame/SuperMarioStarRoad'' and ''VideoGame/SuperMario64LastImpact''(as well as the numerous other full mods on SM64 Central) have rendered it obsolete, with its flat empty levels filled with random objects feeling outdated compared to the fully designed 3D worlds of those that came after it.
25th Aug '17 7:35:31 PM MBG
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* ''VideoGame/Bioshock1'' was one of the first mainstream games to have a morality based ending, simplistic at the time as it was. Now that is, if not standard, a modern selling point.
* The voice acting and visuals of ''VideoGame/HearthstoneHeroesOfWarcraft'' were outright revolutionary. Each individual minion has some kind of personality to them because of their voice acting, and the detailed battlegrounds and artwork made the game feel very much ''alive''. It was the first card game to be ''immersive'', which was quite the draw. Every CardBattleGame since then has included these in the hopes of taking ''Hearthstone's'' crown, and among the fanbase they're mostly taken for granted nowadays.

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* ''VideoGame/Bioshock1'' was one of the first mainstream games of its era (bar RPGs, which have had them for a while) to have a morality based ending, simplistic at ending. It also stood out in the time as it was. Now fact that is, the ending is based largely on actions the player took over the course of the game, instead of a single decision made toward the end. Now MultipleEndings based on morality are, if not standard, then a common modern selling point.
point, as RPG elements have extensively crept into mainstream games, and ''Bioshock'''s take on it is mostly remembered for how [[BlackAndWhiteMorality simplistic and binary it comes out being]] (with the good ending showing the protagonist adopting and raising all the Little Sisters and the bad ending showing the protagonist inexplicably deciding to TakeOverTheWorld).
* The voice acting and visuals of ''VideoGame/HearthstoneHeroesOfWarcraft'' were outright revolutionary. Each individual minion has some kind of personality to them because of their voice acting, and the detailed battlegrounds and artwork made the game feel very much ''alive''. It was the first card game to be ''immersive'', which was quite the draw. Every CardBattleGame since then has included these in the hopes of taking ''Hearthstone's'' crown, and among the fanbase they're mostly taken for granted nowadays.nowadays, to the point of many asking for an option to turn them off.
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http://tvtropes.org/pmwiki/article_history.php?article=SeinfeldIsUnfunny.VideoGames