History SeinfeldIsUnfunny / VideoGames

23rd May '17 6:24:33 PM Nicoaln
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* ''VideoGame/BreathOfFireII'', for the Super NES. Compared to today's games, its mild swearing (a single "damn" and "hell"), explicit references to death, and religious themes (including a CorruptChurch and explicit references to gods) may seem tame; nonetheless, it was definitely DarkerAndEdgier than anything ever before seen on a Nintendo system.


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** ''VideoGame/BreathOfFireII'', for the Super NES. Compared to today's games, its mild swearing (a single "damn" and "hell"), explicit references to death, and religious themes (including a CorruptChurch and explicit references to gods) may seem tame; nonetheless, it was definitely DarkerAndEdgier than anything ever before seen on a Nintendo system. The same can also be said about a game released only 20 days after, ''VideoGame/LunarBlue''. While Sega's censorship policies weren't nearly as bad as Nintendo's, both games that had a CorruptChurch was rather edgy, and Lunar had a surprisingly CrapSaccharineWorld, something that wasn't very common at the time.
23rd May '17 5:52:08 PM Nicoaln
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** One of the criticisms levied at ''VideoGame/FireEmblemGaiden'''s remake, ''Echoes: Shadows of Valentia'' was that the map design is a little ''too'' "NES-Era", featuring larger maps but with enemies that are sometimes even ''less'' in number than your playable characters available. (And with only two or three types, sometimes.) Coming fresh off of ''Fates'', which featured plenty of maps that left you outnumbered and outgunned and some truly unique gimmicks, it felt a little simplistic. The game is still much more polished of a remake than ''Shadow Dragon'' was.
20th May '17 12:10:44 PM nombretomado
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* ''Franchise/{{Ultima}}'' was once described by [[Creator/BenCroshaw Yahtzee]] as "needlessly obtuse", which would make sense if there was anything better available at the time the games were released (which is only true for ''VideoGame/UltimaIX'' and perhaps ''VideoGame/UltimaVIII'').

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* ''Franchise/{{Ultima}}'' ''VideoGame/{{Ultima}}'' was once described by [[Creator/BenCroshaw Yahtzee]] as "needlessly obtuse", which would make sense if there was anything better available at the time the games were released (which is only true for ''VideoGame/UltimaIX'' and perhaps ''VideoGame/UltimaVIII'').
18th May '17 11:46:02 AM TheWarlocke
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* The ''VideoGame/CallOfDuty: VideoGame/ModernWarfare'' series is a microcosm of this trope. When the Marine player character in the first game [[spoiler:is permanently killed by the nuke]] in "Aftermath", it was a huge break from other FPS games of the era. The fact that you [[spoiler:controlled a dying character in the middle of a nuclear blast zone (and had no say over whether he lived or died), and that all your efforts in the American campaign were for naught]] was a ''huge'' deal then, and flew in the face of conventional video game tropes. The two sequels, however, doe the same thing [[spoiler:5]] times combined, not to mention the slew of ''other'' post-''[=CoD4=]'' FPS games that also do it at least once, and for players who played ''[=MW2=]'' or ''3'' before the original, the effect of the "Aftermath" level is lost.

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* The ''VideoGame/CallOfDuty: VideoGame/ModernWarfare'' series is a microcosm of this trope. When the Marine player character in the first game [[spoiler:is permanently killed by the nuke]] in "Aftermath", it was a huge break from other FPS games of the era. The fact that you [[spoiler:controlled a dying character in the middle of a nuclear blast zone (and had no say over whether he lived or died), and that all your efforts in the American campaign were for naught]] was a ''huge'' deal then, and flew in the face of conventional video game tropes. The two sequels, however, doe do the same thing [[spoiler:5]] times combined, not to mention the slew of ''other'' post-''[=CoD4=]'' FPS games that also do it at least once, and for players who played ''[=MW2=]'' or ''3'' before the original, the effect of the "Aftermath" level is lost.
18th May '17 11:41:36 AM TheWarlocke
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* The ''VideoGame/SystemShock'' games, ''VideoGame/SystemShock2'' in particular. Despite being one of the most undersold games ever, never really moving beyond CultClassic, ''System Shock 2'' was a very well put together and innovative PC game. It was so good it has at least two [[SpiritualSuccessor Spiritual Successors]]. Both ''VideoGame/BioShock'' and ''Franchise/DeadSpace'' copy its sold blend of SurvivalHorror/shooter in a SciFi environment with vending machines, upgrade stations allowing for a good deal of customization, and special powers (often used in puzzle solving), and a plot where everyone's turned into monsters and the only normal people are either on the other end of the radio, die five seconds after you meet them, or are the villains. However, improved graphics and gameplay, combined with the fact that not as many people played ''VideoGame/SystemShock'' create such moments as ''VideoGame/DeadSpace'' being described as "like ''VideoGame/BioShock'', but [[RecycledInSpace on a spaceship]]."

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* The ''VideoGame/SystemShock'' games, ''VideoGame/SystemShock2'' in particular. Despite being one of the most undersold games ever, never really moving beyond CultClassic, ''System Shock 2'' was a very well put together and innovative PC game. It was so good it has at least two [[SpiritualSuccessor Spiritual Successors]]. Both ''VideoGame/BioShock'' and ''Franchise/DeadSpace'' copy its sold solid blend of SurvivalHorror/shooter in a SciFi environment with vending machines, upgrade stations allowing for a good deal of customization, and special powers (often used in puzzle solving), and a plot where everyone's turned into monsters and the only normal people are either on the other end of the radio, die five seconds after you meet them, or are the villains. However, improved graphics and gameplay, combined with the fact that not as many people played ''VideoGame/SystemShock'' create such moments as ''VideoGame/DeadSpace'' being described as "like ''VideoGame/BioShock'', but [[RecycledInSpace on a spaceship]]."
17th May '17 1:49:07 PM KamenRiderOokalf
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* The effect of fog in ''VideoGame/SilentHill'' was used to mask the Playstation's poor draw distance, but it also created a side effect of making the atmosphere really creepy and adding to the immersion. Nowadays the use of fog is much better done on modern games and people who didn't grow up with ''Silent Hill'' don't see what the fuss is all about, but the game helped jumpstart the use of atmospheric effects to make believable and scary settings.

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* The effect of fog in ''VideoGame/SilentHill'' ''VideoGame/SilentHill1'' was used to mask the Playstation's poor draw distance, but it also created a side effect of making the atmosphere really creepy and adding to the immersion. Nowadays the use of fog is much better done on modern games and people who didn't grow up with ''Silent Hill'' don't see what the fuss is all about, but the game helped jumpstart the use of atmospheric effects to make believable and scary settings.
13th May '17 5:36:48 PM Steven
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* The effect of fog in ''VideoGame/SilentHill'' was used to mask the Playstation's poor draw distance, but it also created a side effect of making the atmosphere really creepy and adding to the immersion. Nowadays the use of fog is much better done on modern games and people who didn't grow up with ''Silent Hill'' don't see what the fuss is all about, but the game helped jumpstart the use of atmospheric effects to make believable and scary settings.
* Scaling and rotating sprites. The Super Nintendo allowed sprites to be rotated in any direction and scale them up or down without having to redraw the sprite. Of course, such feats are a standard in many sprite based games today and aren't that mind blowing, but the SNES using such features was a huge leap from the NES where sprites on the NES platform couldn't rotate or change size.
12th May '17 2:09:09 PM CyberController
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* ''VideoGame/Bioshock1'' was one of the first mainstreem games to have a morality based ending, simplistic at the time as it was. Now that is, if not standard, a modern selling point.

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* ''VideoGame/Bioshock1'' was one of the first mainstreem 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.
12th May '17 1:41:20 PM DivineFlame100
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* At the time of its release in 2007, ''VideoGame/TeamFortress2'' was seen as a breath of fresh air to the FPS genre which was dominated by gritty and realistic military-style shooters. With its Pixar-esque look, teamwork-based gameplay, and each class being distinct characters with individual personalities, as well as the variety of game modes available[[note]]which would later be expanded when [=TF2=] went free-to-play in 2011[[/note]], ''Team Fortress 2'' quickly became a very unique game in its own right and was praised by a lot of gamers for how much it deviated from the standard FPS trend. Nowadays, with games like ''VideoGame/{{Overwatch}}'', ''VideoGame/{{Battleborn}}'', and ''VideoGame/{{Paladins}}'' making Pixar-esque team-based FPS gameplay the norm, ''Team Fortress 2'' is no longer seen as a unique game that it used to be, and newer players find it difficult to understand just how influential [=TF2=] was for many gamers back in the day. Especially considering that the latter games were in large part inspired by [=TF2=] in the first place.
30th Apr '17 7:38:45 PM DivineFlame100
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* At the time of its release in 2007, ''VideoGame/TeamFortress2'' was seen as a breath of fresh air to the FPS genre which was dominated by gritty and realistic military-style shooters. With its Pixar-esque look, teamwork-based gameplay, and each class being distinct characters with individual personalities, as well as the variety of game modes available[[note]]which would later be expanded when [=TF2=] went free-to-play in 2011[[/note]], ''Team Fortress 2'' quickly became a very unique game in its own right and was praised by a lot of gamers for how much it deviated from the standard FPS trend. Nowadays, with games like ''VideoGame/{{Overwatch}}'', ''VideoGame/{{Battleborn}}'', and ''VideoGame/{{Paladins}}'' making Pixar-esque team-based FPS gameplay the norm, ''Team Fortress 2'' is no longer seen as a unique game that it used to be, and newer players find it difficult to understand just how influential [=TF2=] was for many gamers back in the day.

to:

* At the time of its release in 2007, ''VideoGame/TeamFortress2'' was seen as a breath of fresh air to the FPS genre which was dominated by gritty and realistic military-style shooters. With its Pixar-esque look, teamwork-based gameplay, and each class being distinct characters with individual personalities, as well as the variety of game modes available[[note]]which would later be expanded when [=TF2=] went free-to-play in 2011[[/note]], ''Team Fortress 2'' quickly became a very unique game in its own right and was praised by a lot of gamers for how much it deviated from the standard FPS trend. Nowadays, with games like ''VideoGame/{{Overwatch}}'', ''VideoGame/{{Battleborn}}'', and ''VideoGame/{{Paladins}}'' making Pixar-esque team-based FPS gameplay the norm, ''Team Fortress 2'' is no longer seen as a unique game that it used to be, and newer players find it difficult to understand just how influential [=TF2=] was for many gamers back in the day. Especially considering that the latter games were in large part inspired by [=TF2=] in the first place.
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