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* ''VideoGame/SecretOfMana'''s development is an example that had profound ramifications for Creator/{{Nintendo}}, Creator/{{Sony}} and [[Creator/SquareEnix Squaresoft]], as its fate is closely tied to the collapse of the Platform/{{SNESCDROM}}.
** The SNES CD-ROM was a joint project between Nintendo and Sony with ''Secret of Mana'' being developed as a KillerApp for the new add-on/hybrid console, but the CD-ROM project collapsed due to a bitter falling out between Nintendo and Sony; Sony's contract terms insulted Nintendo and Nintendo publicly snubbed Sony to partner with Philips at the 1991 Consumer Electronics Show (which itself would fall through). The game fell on the brink of cancellation as a result of the drama, but ExecutiveMeddling and contractual obligations forced the developers to continue working the game as a standard title for the SNES.
** The game went through massive cuts and reworking as a result of being forced onto the limited storage space of a cartridge. Director Koichi Ishii estimated that 40 percent of the game's content was axed in the transition, though most of the content and concepts cut from the game would find use in other Square [=RPGs=] such as ''VideoGame/ChronoTrigger'' and ''VideoGame/TrialsOfMana''. While the game was ultimately a success in both reviews and sales, the SNES CD-ROM incident and its impact on the game's development was a major catalyst behind Square's decision to sever its ties with Nintendo and partner with Sony, who would [[CreateYourOwnVillain turn the CD-ROM console idea into the wildly successful]] Platform/PlayStation. To add insult to injury, many of Squaresoft's games would prove to be major hits on Sony's system, most notably ''VideoGame/FinalFantasyVII''.
** The English localization deserves special mention: [[{{Woolseyism}} Ted Woolsey]] had only one month to localize the game and was given the script out of order. Due to issues compressing the game's text space and the limited time given to localize the game, the English script was cut by about 40 percent with conversations chopped down to the base elements.

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* ''VideoGame/SecretOfMana'''s ''VideoGame/SecretOfMana''[='=]s development is an example that had profound heavy ramifications for Creator/{{Nintendo}}, Creator/{{Sony}} Creator/{{Sony}}, and its developer [[Creator/SquareEnix Squaresoft]], Square]], as its fate is closely tied to the collapse of the Platform/{{SNESCDROM}}.
** The SNES CD-ROM was a joint project between Nintendo and Sony Sony, with ''Secret of Mana'' being developed as a KillerApp for the new add-on/hybrid console, but the CD-ROM project collapsed due to a bitter falling out between Nintendo and Sony; insulted by Sony's contract terms insulted Nintendo and terms, Nintendo publicly snubbed Sony them to partner with Philips at the 1991 Consumer Electronics Show (which itself would fall through). The game fell on the brink of cancellation as a result of the drama, but ExecutiveMeddling and contractual obligations forced the developers to continue working keep making the game as a standard title for the SNES.
Platform/SuperNintendoEntertainmentSystem.
** The game went through massive cuts and reworking as Originally made for a result CD-ROM, ''Secret of being forced onto Mana'' had to be squeezed into the limited storage space of a cartridge. ROM cartridge, thus a lot of content was reworked or cut. Director Koichi Ishii estimated that 40 percent 40% of the game's content was axed in the transition, though axed, but most of the cut content and concepts cut from the game would find use were repurposed in other Square [=RPGs=] such as ''VideoGame/ChronoTrigger'' and ''VideoGame/TrialsOfMana''. While the game was ultimately a success in both reviews critical and sales, commercial success, the SNES CD-ROM incident and its impact on the game's development was a major catalyst behind Square's decision to sever its ties with Nintendo and partner with Sony, who would [[CreateYourOwnVillain turn the CD-ROM console idea into the wildly successful]] Platform/PlayStation. To add insult to injury, many of Squaresoft's Square's games would prove to be major hits on Sony's system, most notably ''VideoGame/FinalFantasyVII''.
** The English localization deserves special mention: [[{{Woolseyism}} Ted Woolsey]] had was given the script out of order, with only one month to localize the game and was given the script out of order. game. Due to issues compressing the game's text space and the limited time given to localize the game, deadline, the English script was cut by about 40 percent 40%, with conversations chopped down to the base elements.
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* The development of ''VideoGame/{{Redfall}}'' was practically a [[HistoryRepeats repeat]] of the development of ''VideoGame/Anthem2019'', with Arkane Austin being ordered by Bethesda to produce a game that could leap on the live service boom that was kicked off by ''VideoGame/{{Destiny}}'', despite the studio's experience being mostly with "immersive sim" games such as ''VideoGame/Prey2017''. Development lacked a clear goal throughout, with the game directors being accused of seeming content to make things up as they went along, and the development team was sorely under-staffed for a game of the scope that Bethesda wanted. It got to the point where the developers were actively ''hoping'' that Microsoft would order the game scrapped or development to be rebooted when they bought out Bethesda, only for them to not only not order any real course-correction on the game, but to start hyping it up as the next big exclusive for the Platform/XboxSeriesXAndS, which backfired big-time when the game released to heavily underwhelming reviews.

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* The development of ''VideoGame/{{Redfall}}'' was practically a [[HistoryRepeats repeat]] of the development of ''VideoGame/Anthem2019'', with Arkane Austin being ordered by Bethesda to produce a game that could leap on the live service boom that was kicked off by ''VideoGame/{{Destiny}}'', despite the studio's experience being mostly with "immersive sim" games such as ''VideoGame/Prey2017''. Development lacked a clear goal throughout, with the game directors being accused of seeming content to make things up as they went along, and the development team was sorely under-staffed for a game of the scope that Bethesda wanted. It got to the point where the developers were actively ''hoping'' that Microsoft would order the game scrapped or development to be rebooted when they bought out Bethesda, only for them to not only not order any real course-correction on the game, but to start hyping it up as the next big exclusive for the Platform/XboxSeriesXAndS, which backfired big-time when the game released to heavily underwhelming reviews. The final nail in the coffin came in May 2024, when Microsoft closed down Arkane Austin and cancelled all planned DLC for the game, forcing them to give out voucher codes to compensate people who had bought the game's season pass.
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* The development of ''S.T.A.L.K.E.R. 2: Heart of Chernobyl'' managed to surpass both ''Shadow of Chernobyl'' and ''Clear Sky'' in the sheer scale of troubles that the development team faced.

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* The development of ''S.T.A.L.K.E.R. 2: Heart of Chernobyl'' Chornobyl'' managed to surpass both ''Shadow of Chernobyl'' and ''Clear Sky'' in the sheer scale of troubles that the development team faced.



** Even then, it has been far from an easy road. Initially given a release date of 2021, it was pushed back to April 2022 and then [[https://www.polygon.com/22880013/stalker-2-delay-release-date-2022-xbox December 2022]]. In December 2021, GSC announced plans for in-game Non-Fungible Tokens, only to be met with such backlash that [[https://www.polygon.com/22841151/stalker-2-nft-content-canceled-reaction they retracted such plans with an apology]]. In February 2022, [[https://www.gamespot.com/articles/stalker-2-dev-based-in-ukraine-gives-an-update-amid-russia-attacks/1100-6501214/ development was suspended]] due to the UsefulNotes/{{Russia}}n military invasion of UsefulNotes/{{Ukraine}} while much of the team relocated to the UsefulNotes/CzechRepublic to resume development. One of the developers, Volodymyr Yezhov, was confirmed to have been killed in battle in December 2022. In the first half 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.

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** Even then, it has been far from an easy road. Initially given a release date of 2021, it was pushed back to April 2022 and then [[https://www.polygon.com/22880013/stalker-2-delay-release-date-2022-xbox December 2022]]. In December 2021, GSC announced plans for in-game Non-Fungible Tokens, only to be met with such backlash that [[https://www.polygon.com/22841151/stalker-2-nft-content-canceled-reaction they retracted such plans with an apology]]. In February 2022, [[https://www.gamespot.com/articles/stalker-2-dev-based-in-ukraine-gives-an-update-amid-russia-attacks/1100-6501214/ development was suspended]] due to the UsefulNotes/{{Russia}}n military invasion of UsefulNotes/{{Ukraine}} while much of the team relocated to the UsefulNotes/CzechRepublic to resume development. One of the developers, Volodymyr Yezhov, was confirmed to have been killed in battle in December 2022. In the first half of 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.
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** Even then, it has been far from an easy road. Initially given a release date of 2021, it was pushed back to April 2022 and then [[https://www.polygon.com/22880013/stalker-2-delay-release-date-2022-xbox December 2022]]. In December 2021, GSC announced plans for in-game Non-Fungible Tokens, only to be met with such backlash that [[https://www.polygon.com/22841151/stalker-2-nft-content-canceled-reaction they retracted such plans with an apology]]. In February 2022, [[https://www.gamespot.com/articles/stalker-2-dev-based-in-ukraine-gives-an-update-amid-russia-attacks/1100-6501214/ development was suspended]] due to the UsefulNotes/{{Russia}}n military invasion of UsefulNotes/{{Ukraine}} while much of the team relocated to the UsefulNotes/CzechRepublic to resume development. One of the developers, Volodymyr Yezhov, was confirmed to have been killed in battle in December 2022.

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** Even then, it has been far from an easy road. Initially given a release date of 2021, it was pushed back to April 2022 and then [[https://www.polygon.com/22880013/stalker-2-delay-release-date-2022-xbox December 2022]]. In December 2021, GSC announced plans for in-game Non-Fungible Tokens, only to be met with such backlash that [[https://www.polygon.com/22841151/stalker-2-nft-content-canceled-reaction they retracted such plans with an apology]]. In February 2022, [[https://www.gamespot.com/articles/stalker-2-dev-based-in-ukraine-gives-an-update-amid-russia-attacks/1100-6501214/ development was suspended]] due to the UsefulNotes/{{Russia}}n military invasion of UsefulNotes/{{Ukraine}} while much of the team relocated to the UsefulNotes/CzechRepublic to resume development. One of the developers, Volodymyr Yezhov, was confirmed to have been killed in battle in December 2022. In the first half 2023, Russian hackers made threats of ContentLeak if "Russian-friendly changes" to the game were not made.
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** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft had a special arrangement with the Singaporean government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. However, this generosity would run out sometime by 2023, where the game would be finally released, and [[ObviousBeta in a state missing a substantial amount of announced features]] that Ubisoft couldn't afford to keep going. By then, Ubisoft spent around ''$200 million'' on the game's developments, and when combined with its tepid critical reception and underwhelming player numbers, [[https://insider-gaming.com/skull-and-bones-players-total/ even they don't anticipate to ever break even]].

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** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft had a special arrangement with the Singaporean government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. However, this generosity would run out sometime by 2023, where the game would be finally released, slated for release the following year, and [[ObviousBeta in a state missing a substantial amount of announced features]] that features]], seen as the result of Ubisoft couldn't being unable to afford to keep going.continue development and just releasing what they had by that point. By then, Ubisoft spent around ''$200 million'' on the game's developments, and when combined with its tepid critical reception and underwhelming player numbers, [[https://insider-gaming.com/skull-and-bones-players-total/ even they don't anticipate to ever break even]].

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** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft had a special arrangement with the Singaporean government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. However, this generosity would run out sometime by 2023, where the game would be finally released, and [[ObviousBeta in a state missing a substantial amount of announced features]] that Ubisoft couldn't afford to keep going. By then, Ubisoft spent around ''$200 million'' on the game's developments, and when combined with its tepid critical reception and underwhelming player numbers, [[https://insider-gaming.com/skull-and-bones-players-total/ even they don't anticipate to ever break even]].* ''VideoGame/{{Skullgirls}}'' was hit with a litany of production problems, mostly after its release in April 2012:

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** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft had a special arrangement with the Singaporean government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. However, this generosity would run out sometime by 2023, where the game would be finally released, and [[ObviousBeta in a state missing a substantial amount of announced features]] that Ubisoft couldn't afford to keep going. By then, Ubisoft spent around ''$200 million'' on the game's developments, and when combined with its tepid critical reception and underwhelming player numbers, [[https://insider-gaming.com/skull-and-bones-players-total/ even they don't anticipate to ever break even]].even]].
* ''VideoGame/{{Skullgirls}}'' was hit with a litany of production problems, mostly after its release in April 2012:

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Well, so much for being "too big to fail".


* According to [[https://kotaku.com/first-it-was-an-assassins-creed-expansion-now-its-ubis-1847326742 a Kotaku expose]], almost no progress has been made on the ''VideoGame/{{Skull and Bones}}'' during its eight years in development. With the core premise of the game changing at least four times and development costs stated to already have hit $120 million, it took ''eleven years'' for it to finally see its release in February of 2024.

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* According to [[https://kotaku.com/first-it-was-an-assassins-creed-expansion-now-its-ubis-1847326742 a Kotaku expose]], almost no progress has been made on the ''VideoGame/{{Skull and Bones}}'' ''VideoGame/SkullAndBones'' during its eight years in development. With the core premise of the game changing at least four times and development costs stated to already have hit $120 million, it took ''eleven years'' for it to finally see its release in February of 2024.



** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft has a special arrangement with the Singaporean Government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. In effect, ''Skull and Bones'' is too big to fail.
* ''VideoGame/{{Skullgirls}}'' was hit with a litany of production problems, mostly after its release in April 2012:

to:

** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft has had a special arrangement with the Singaporean Government government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. In effect, ''Skull However, this generosity would run out sometime by 2023, where the game would be finally released, and Bones'' is too big [[ObviousBeta in a state missing a substantial amount of announced features]] that Ubisoft couldn't afford to fail.
keep going. By then, Ubisoft spent around ''$200 million'' on the game's developments, and when combined with its tepid critical reception and underwhelming player numbers, [[https://insider-gaming.com/skull-and-bones-players-total/ even they don't anticipate to ever break even]].* ''VideoGame/{{Skullgirls}}'' was hit with a litany of production problems, mostly after its release in April 2012:

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Spelling/grammar fix(es), Fixing indentation


* Development on the Platform/SegaSaturn version of ''VideoGame/VirtuaRacing'' was somewhat difficult due to a lack of support from Sega, as chronicled in [[https://www.youtube.com/watch?v=BjhDXStrFdc a 2021 video by YouTube channel "PandaMonium Reviews Every U.S. Saturn Game"]]. Instead of developing it internally as with the previous Genesis and 32X ports, Sega outsourced the Saturn ''Virtua Racing'' to American developer [[Creator/{{Atari}} Time Warner Interactive]], who were not given the game's source code, or indeed much reference material beside model data for the tracks and a loaned cabinet of the arcade original. Despite aiming it to be a launch title for the system, Sega did not initially provide them a Saturn devkit ''either'', which means that for the first few months of development, Time Warner Interactive had neither ressources for the source game or the target hardware, and until the team received its own devkit in December 1994, one employee had to stay at Sega of America's headquarters and work overnight on their spare hardware. When they did receive one, they found that the original "Sophia" kit was an unwiedly beast that lacked a debugger, so the solution was to carefully remove the CPU from it and emulate it by placing it in an Hitachi workstation. Not all was bad, however, as Sega exerted little oversight during development, allowing the developers to add a generous amount of extra tracks, cars and modes (indeed, still the biggest of any incarnation of ''Virtua Racing''). In the end, ''Time Warner Interactive's VR Virtua Racing'' got a cool reception at release due to its controls and physics being inaccurate to the arcade game and its graphics being massively outdated compared to the likes of ''VideoGame/DaytonaUSA'', and still stands as easily the most [[ContestedSequel divisive]] release of the game.

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* Development on the Platform/SegaSaturn version of ''VideoGame/VirtuaRacing'' was somewhat difficult due to a lack of support from Sega, as chronicled in [[https://www.youtube.com/watch?v=BjhDXStrFdc a 2021 video by YouTube channel "PandaMonium Reviews Every U.S. Saturn Game"]]. Instead of developing it internally as with the previous Genesis and 32X ports, Sega outsourced the Saturn ''Virtua Racing'' to American developer [[Creator/{{Atari}} Time Warner Interactive]], who were not given the game's source code, or indeed much reference material beside model data for the tracks and a loaned cabinet of the arcade original. Despite aiming it to be a launch title for the system, Sega did not initially provide them a Saturn devkit ''either'', which means that for the first few months of development, Time Warner Interactive had neither ressources resources for the source game or the target hardware, and until the team received its own devkit in December 1994, one employee had to stay at Sega of America's headquarters and work overnight on their spare hardware. When they did receive one, they found that the original "Sophia" kit was an unwiedly unwieldly beast that lacked a debugger, so the solution was to carefully remove the CPU from it and emulate it by placing it in an Hitachi workstation. Not all was bad, however, as Sega exerted little oversight during development, allowing the developers to add a generous amount of extra tracks, cars and modes (indeed, still the biggest of any incarnation of ''Virtua Racing''). In the end, ''Time Warner Interactive's VR Virtua Racing'' got a cool reception at release due to its controls and physics being inaccurate to the arcade game and its graphics being massively outdated compared to the likes of ''VideoGame/DaytonaUSA'', and still stands as easily the most [[ContestedSequel divisive]] release of the game.



** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds, followed by substantial work being done on the second rival, which faced criticism for the high amount of corners cut due to the aforementioned loss of professional voice talent. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings from both herself and the initial victim supporting more abuse and outright rape allegations against him at the beginning of February 2024. He too would make a 3-hour long video attempting to debunk said allegations a few days later, only for it to face scrutiny over accusations of ManipulativeEditing, focusing more on [[AccentuateTheNegative negatively portraying his accusers]], and filtering comments to silence criticism. In April 2024, however, [=CameronF305=] decided to collaborate with a rival ''Yandere Simulator'' subreddit, who promptly [[https://www.reddit.com/r/Osana/comments/1c48uwv/the_truth_about_cameronf305/ cleared up and properly debunked the allegations against him]], to a cautiously optimistic response by its users... around the same time that recordings of [=YandereDev=] soliciting explicit material came to light. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations, [=YandereDev=]'s responses to them, and [=CameronF305=] getting caught in the crossfire, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

to:

** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main then-main composer [=CameronF305=].Cameron "[=CameronF305=]" Fields. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds, followed by substantial work being done on the second rival, which faced criticism for the high amount of corners cut due to the aforementioned loss of professional voice talent. Meanwhile, talent.
** Around the same time,
accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings from both herself and the initial victim supporting more abuse and outright rape allegations against him at the beginning of February 2024. He too would make a 3-hour long video attempting to debunk said allegations a few days later, only for it to face scrutiny over accusations of ManipulativeEditing, focusing more on [[AccentuateTheNegative negatively portraying his accusers]], and filtering comments to silence criticism. In April 2024, however, [=CameronF305=] decided to collaborate with a rival ''Yandere Simulator'' subreddit, who promptly [[https://www.reddit.com/r/Osana/comments/1c48uwv/the_truth_about_cameronf305/ cleared up and properly debunked the allegations against him]], to a cautiously optimistic response by its users... around the same time that recordings of [=YandereDev=] soliciting explicit material came to light. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations, [=YandereDev=]'s responses to them, and [=CameronF305=] getting caught in the crossfire, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.
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** Enter the Gem System, a [[BribingYourWayToVictory a pay-to-win powerup mechanic]]. Retailers offered their own gem packs, nearly all of them better than the subpar pack in the base edition. Players rejected the gem system outright, while tournaments banned it, leaving the system, which was expected to go on for years, to be dropped after a few months.

to:

** Enter the Gem System, a [[BribingYourWayToVictory a pay-to-win powerup mechanic]]. Retailers offered their own gem packs, nearly all of them better than the subpar pack in the base edition. Players rejected the gem system outright, while tournaments banned it, leaving the system, which was expected to go on for years, to be dropped after a few months. The game also featured another unpopular game mechanic, Pandora, in which a player would sacrifice one of their characters for a seven-second power boost but would cause them to lose the match unless they won in that timeframe. Players were also disinterested in the main gameplay, which, among other things, would cause most matches to end in time over.



** And then came the DLC characters. Twelve DLC characters were intended to be released for the console ports to coincide with the PS Vita port release. But hackers discovered them early. This was a concern Capcom USA's marketing team brought up with the Japanese branch, who couldn't fathom that anyone would do something as illegal as cracking the games. Their request to remove the DLC characters were also ignored. Needless to say, fan goodwill plummeted further, which resulted in the DLC characters officially being released a month early.

to:

** And then came the DLC characters. Twelve DLC characters were intended to be released for the console ports to coincide with the PS Vita port release. But hackers discovered them early.early ... directly on the disc. This was a concern Capcom USA's marketing team brought up with the Japanese branch, who couldn't fathom that anyone would do something as illegal as cracking the games. Their request to remove the DLC characters were also ignored. Needless to say, fan goodwill plummeted further, which resulted in the DLC characters officially being released a month early.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es), Updating an example.


* ''VideoGame/Uncharted4AThiefsEnd'', the second-to-final installment in the critically-acclaimed ''VideoGame/{{Uncharted}}'' series, wasn't exactly smooth sailing for developer Creator/NaughtyDog. In March 2014, it came to light that series writer and creative director Amy Henning, along with game director Justin Richmond, the who worked ''VideoGame/Uncharted3DrakesDeception'' and -- at the time -- ''Uncharted 4'', had left Naughty Dog to work at Visceral Games and Riot Games, respectively, citing CreativeDifferences with Naughty Dog. Later, Neil Druckmann and Bruce Straley, the game directors for ''VideoGame/TheLastOfUs'' , were revealed in June 2014 as taking Henning and Richmond's place. Conversely, this meant that some plot ideas and eight months of shooting were scrapped. Creator/ToddStashwick was also set to play Drake's brother Sam, but he was later replaced by Creator/TroyBaker. As a result of this, the game missed its 2015 launch to ensure extra development time, and after several small delays was finally released in May 2016.

to:

* ''VideoGame/Uncharted4AThiefsEnd'', the second-to-final installment in the critically-acclaimed ''VideoGame/{{Uncharted}}'' series, wasn't exactly smooth sailing for developer Creator/NaughtyDog. In March 2014, it came to light that series writer and creative director Amy Henning, along with game director Justin Richmond, the who worked on ''VideoGame/Uncharted3DrakesDeception'' and -- at the time -- ''Uncharted 4'', had left Naughty Dog to work at Visceral Games and Riot Games, respectively, citing CreativeDifferences with Naughty Dog. Later, Neil Druckmann and Bruce Straley, the game directors for ''VideoGame/TheLastOfUs'' , were revealed in June 2014 as taking Henning and Richmond's place. Conversely, this meant that some plot ideas and eight months of shooting were scrapped. Creator/ToddStashwick was also set to play Drake's brother Sam, but he was later replaced by Creator/TroyBaker. As a result of this, the game missed its 2015 launch to ensure extra development time, and after several small delays was finally released in May 2016.



** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings from both herself and the initial victim supporting more abuse and outright rape allegations against him at the beginning of February 2024. He too would make a 3-hour long video attempting to debunk said allegations a few days later, only for it to face scrutiny over accusations of ManipulativeEditing, focusing more on [[AccentuateTheNegative negatively portraying his accusers]], and filtering comments to silence criticism. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations and both [=YandereDev=] and [=CameronF305=]'s responses to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

to:

** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds.builds, followed by substantial work being done on the second rival, which faced criticism for the high amount of corners cut due to the aforementioned loss of professional voice talent. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings from both herself and the initial victim supporting more abuse and outright rape allegations against him at the beginning of February 2024. He too would make a 3-hour long video attempting to debunk said allegations a few days later, only for it to face scrutiny over accusations of ManipulativeEditing, focusing more on [[AccentuateTheNegative negatively portraying his accusers]], and filtering comments to silence criticism. In April 2024, however, [=CameronF305=] decided to collaborate with a rival ''Yandere Simulator'' subreddit, who promptly [[https://www.reddit.com/r/Osana/comments/1c48uwv/the_truth_about_cameronf305/ cleared up and properly debunked the allegations against him]], to a cautiously optimistic response by its users... around the same time that recordings of [=YandereDev=] soliciting explicit material came to light. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations and both [=YandereDev=] and [=CameronF305=]'s allegations, [=YandereDev=]'s responses to them, and [=CameronF305=] getting caught in the crossfire, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

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Removed: 2593

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* ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman'' encountered a multitude of issues during its development, as covered by Who Needs Normal? in this [[https://www.youtube.com/watch?v=xCECvC3iaVo this video]].
** The game was developed through the American division of French developer Kalisto Entertainment, who also developed the console video game adaptation of ''WesternAnimation/JimmyNeutronBoyGenius''. When THQ announced that they wanted a ''[=SpongeBob=]'' video game project, artists from Kalisto USA quickly created a working level prototype, using the technology given by Kalisto France, in only two weeks. The quick response time, as well as the generally impressive demo, landed Kalisto as the developer of the project.
** Things began to fall apart shortly afterwards. Alongside having to create a design document that needed to be approved by series creator Stephen Hillenburg and Nickelodeon, Kalisto USA began to run into technical problems regarding the internal engine developed by their parent company, who had to constantly update the code in order to properly do anything at all. There were points where both teams couldn't even make progress because Kalisto France never saw this as a big issue. Producer Billy Joe Cain described in a 2019 interview (around 11:43 in the video) the issues of having to wait for updates to the engine, with one notable instance where, upon calling the French office, Cain and the rest of the USA crew found out that they were taking the entirety of August off. In addition, to stay afloat, Kalisto outright ''begged'' the USA team just for a piece of the money the USA crew were making on development.
** Kalisto's shady practices soon began to show, and they would shut down in April 2002, leaving the USA team with two unfinished products that they needed and wanted to complete. Not wanting to be separated, five staff members ultimately came to deciding a new name: [=BigSky=] Interactive. Alongside this, Wendy White worked with another team to adapt Kalisto's engine into something more usable, the result being [=ToonTech=], which was used to finish ''[=SpongeBob=]'' and ''Jimmy Neutron''.
** With the deadline to finish the game approaching, certain concepts were scrapped. Notably, the [=GameCube=] version was to have functionality with the GBA version, where the Flying Dutchman's treasures would be found with the GBA serving as a radar; the final version uses the [=GameCube=]'s rumble function for this, with the remnants being left in the code.
** Things only got worse from there on out, as the relationship between THQ and [=BigSky=] became strained during development. Initally, they were kind to let them continue working on the project, since they were so deep into development they couldn't hand it off to a different developer. Later, however, THQ began to pay them less and less, to the point where it would come down to the last ''hour'' before the bank closed. This greatly stressed management to the point where they were ''begging'' THQ for funds until the ''last possible minute''. The entire development team became tense due to crunch time, and issues would rear their ugly heads. One of the lead designers lost his grandfather, who lived in Japan, and had to be gone for a whole week, a move which didn't sit well with one of the producers at THQ, who went ballistic.
** During development, [=BigSky=] realized that none of the publishers they contacted were calling back, which meant that the only way they were getting funds was when ''[=SpongeBob=]'' shipped, which was only a few weeks away. This meant that even more members were laid off, with some only working on it on an off-and-on basis.
** Problems continued to affect [=BigSky=] after release. An infamous glitch that occurred in the [=PS2=] version where the game would be stuck on the loading screen, which would lead to the game saves being corrupted or even outright deleted was a result of a soft reset tactic that they had to work around due to Sony's draconian policy about loading screens being longer than six seconds.
** What ultimately killed [=BigSky=], in addition to running out of money, was that a friend of Billy Joe Cain (a former [=BigSky=] developer) confided to him why [=BigSky=] closed down: he was in a meeting with Jeff Lapin (who at that point had transferred to Creator/TakeTwoInteractive shortly before the game was released) and he overheard that Jeff had ''blacklisted the entire company'' to spite them for rejecting THQ's offer to buy them. With [=BigSky=] no longer receiving any replying phone calls from publishers to release their future video games (such as the upcoming ''Terminal Code''), the studio would lay off its employees before closing down in March 2003.

to:

* ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman'' encountered a multitude of issues during its development, ''VideoGame/SpongeBobSquarePantsRevengeOfTheFlyingDutchman'', as covered by Who Needs Normal? in this [[https://www.youtube.com/watch?v=xCECvC3iaVo this video]].
** The game was developed through the American division of French Original developer Kalisto Entertainment, who also developed the console video game adaptation of ''WesternAnimation/JimmyNeutronBoyGenius''. When THQ announced that they wanted a ''[=SpongeBob=]'' video game project, artists from Kalisto Entertainment USA quickly created a working level prototype, using the technology given by Kalisto France, in only two weeks. The quick response time, as well as the generally impressive demo, landed Kalisto as the developer of the project.
** Things began to fall apart shortly afterwards. Alongside having to create a design document that needed to be approved by series creator Stephen Hillenburg and Nickelodeon, Kalisto USA began to
run into technical problems regarding the internal engine developed by their parent company, company in France, who had to constantly update the code in order for the American development team to properly do anything at all. There were points where both teams couldn't even make progress because The financial turmoil brought upon Kalisto France never saw this as a big issue. Producer from the failures of ''Nightmare Creatures 2'' and ''NYR: New York Race'' led to them desperatly trying every tactic to stay afloat; producer Billy Joe Cain described in a 2019 interview (around 11:43 in the video) the issues of having to wait for updates to the engine, with one notable instance instances where, upon calling the French office, Cain he and the rest of the USA crew development team found out that they were taking the entirety of August off. In addition, to stay afloat, off, and in another instance, Kalisto France outright ''begged'' the USA team just for a piece of the money the USA crew they were making on development.
** Kalisto's shady practices soon began to show, and they
development. Kalisto France would shut down in April 2002, leaving the USA team with two unfinished products that they needed and wanted to complete. Not wanting complete; they scrambled to be separated, five staff members ultimately came to deciding a new name: form [=BigSky=] Interactive. Alongside this, Wendy White worked with another team to adapt Interactive and reprogram Kalisto's engine into to something more usable, user-friendly in order to prevent publisher THQ from canceling the result being [=ToonTech=], which was used to finish ''[=SpongeBob=]'' and ''Jimmy Neutron''.
** With
project. Because of this, the deadline team had to finish scrap a number of intended features in order to get the game approaching, certain concepts were scrapped. out on time. Notably, the [=GameCube=] version was to have functionality with the GBA version, where the Flying Dutchman's treasures would be found with the GBA serving as a radar; the final version uses the [=GameCube=]'s rumble function for this, with the remnants being left in the code.
** Things only got worse from
code. Development was so rushed, there on out, as was an infamous glitch that occurred in the [=PS2=] version where the game would be stuck on the loading screen, which would lead to the game saves being corrupted or even outright deleted; the result of a soft reset tactic that [=BigSky=] had to work around due to Sony's draconian policy about loading screens being longer than six seconds.
** THQ and [=BigSky=]'s
relationship between THQ and [=BigSky=] became strained during development. Initally, they were kind to let them continue working on the project, since they were so deep into development they couldn't hand it off to a different developer. Later, however, THQ began to pay them less and less, to the point where it would come down to the last ''hour'' before the bank closed. This greatly stressed management to the point where they were ''begging'' THQ for funds until the ''last possible minute''. The entire development team became tense due to crunch time, and issues would rear their ugly heads. One of the lead designers lost his grandfather, who lived in Japan, and had to be gone for a whole week, a move which didn't sit well with one of the producers at THQ, who went ballistic.
** During development, [=BigSky=] contracted a number of publishers in order to secure funds for their future projects. Towards the end of development, they realized that none of the publishers they contacted were calling back, which meant that the only way they were getting funds was when ''[=SpongeBob=]'' shipped, which was only a few weeks away. This meant that even more members were laid off, with some only working on it on an off-and-on basis.
** Problems continued to affect [=BigSky=] after release. An infamous glitch that occurred in the [=PS2=] version where the game
back; Cain would be stuck on the loading screen, which would lead to the game saves being corrupted or even outright deleted was a result of a soft reset tactic that they had to work around due to Sony's draconian policy about loading screens being longer than six seconds.
** What ultimately killed [=BigSky=], in addition to running
find out of money, was that from a friend of Billy Joe Cain (a former [=BigSky=] developer) confided to him why [=BigSky=] closed down: he was in a meeting with that Jeff Lapin (who at that point had transferred to Creator/TakeTwoInteractive shortly before the game was released) and he overheard that Jeff had ''blacklisted the entire company'' to spite them for rejecting THQ's offer to buy them. With [=BigSky=] no longer receiving any replying phone calls from publishers to release their future video games (such as The rest of development was spent laying off most of the upcoming ''Terminal Code''), staff just to get the studio would lay off its employees before closing down in March 2003.game finished on time; what few staff remained could only work on the game on an on-and-off basis.
Is there an issue? Send a MessageReason:
No real life examples.


** But the damage had been done, as the ObviousBeta nature of the alpha build ended up with even more [[FanDisillusionment jaded fans and volunteers]] who abandoned the game's development in response to not only the botched release, but also [=YandereDev=]'s controversies being brought into the spotlight, not helped by more scandals, most surrounding his growing [[CantTakeCriticism inability to handle criticism]] and poor showings on social media piling on even after the subreddit was reclaimed (with one such scandal regarding a Discord moderator's dissociative identity disorder causing a prominent volunteer to withdraw support for the game). While [=YandereDev=] continued to implement new features and occasional bug fixes, the fear that the game will become {{Vaporware}} continued to persist.

to:

** But the damage had been done, as the ObviousBeta nature of the alpha build ended up with even more [[FanDisillusionment jaded fans and volunteers]] volunteers who abandoned the game's development in response to not only the botched release, but also [=YandereDev=]'s controversies being brought into the spotlight, not helped by more scandals, most surrounding his growing [[CantTakeCriticism inability to handle criticism]] criticism and poor showings on social media piling on even after the subreddit was reclaimed (with one such scandal regarding a Discord moderator's dissociative identity disorder causing a prominent volunteer to withdraw support for the game). While [=YandereDev=] continued to implement new features and occasional bug fixes, the fear that the game will become {{Vaporware}} continued to persist.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TombRaiderII'' had the team immediately sent back in the trenches as executives demanded yearly games to capitalize on the popularity of the franchise. Toby Gard and lead programmer Paul Douglas, already angered by the [[SexSells sexualized]] marketing of Lara Croft, balked at the deadline and left the team, turning down over a million pounds in royalties. The game was built by a mixture of old and new talent in the span of ''eight months'', with brutal crunch from the onset that saw developers sleeping under their desks and breaking relationships with their families. The first batch of demo disks sent to Sony were unplayable due to bad copy-protection, which the team hastily fixed after Sony "went nuclear" over the incident.

to:

** ''VideoGame/TombRaiderII'' had the team immediately sent back in the trenches as executives demanded yearly games to capitalize on the popularity of the franchise. Toby Gard and lead programmer Paul Douglas, already angered disgusted by the [[SexSells sexualized]] marketing of Lara Croft, balked at the deadline and left the team, turning down over a million pounds in royalties. The game was built by a mixture of old and new talent in the span of ''eight months'', with brutal crunch from the onset that saw developers sleeping under their desks and breaking relationships with their families. The first batch of demo disks sent to Sony were unplayable due to bad copy-protection, which the team hastily fixed after Sony "went nuclear" over the incident.



** ''VideoGame/TombRaiderChronicles'' continued the burnout as franchise fatigue began taking a toll, with each new game slowly declining in overall sales. Legal troubles hit when the character of Jean-Yves from ''The Last Revelation'' got the attention of real-life French archeologist [[http://en.wikipedia.org/wiki/Jean-Yves_Empereur Jean-Yves Empereur]], who found the character's resemblance to him to be more than coincidental, forcing Eidos to publicly apologize and Core to hastily cut the character out of the game. By this point, the exhausted team was simply going through the motions, with designer Andy Sandham outright calling the game "a load of old shit" that nobody at Core had passion for. The end result was the worst-selling game in franchise history at that point, and even the positive reviews voiced concerns that the series had become StrictlyFormula. Its development also cut into resources available for ''The Angel Of Darkness''.

to:

** ''VideoGame/TombRaiderChronicles'' continued the burnout as franchise fatigue began taking a toll, with each new game slowly declining in overall sales. Legal troubles hit when the character of Jean-Yves from ''The Last Revelation'' got the attention of real-life French archeologist [[http://en.wikipedia.org/wiki/Jean-Yves_Empereur Jean-Yves Empereur]], who found the character's resemblance to him to be more than coincidental, forcing Eidos to publicly apologize and Core to hastily cut the character out of the this game. By this point, the exhausted team was simply going through the motions, with designer Andy Sandham outright calling the game "a load of old shit" that [[CreatorsApathy nobody at Core had passion for.for]]. The end result was the worst-selling game in franchise history at that point, and even the positive reviews voiced concerns that the series had become StrictlyFormula. Its development also cut into resources available for ''The Angel Of Darkness''.



** The game was essentially [[TooManyCooksSpoilTheSoup made by committee]]. The senior management at Core was seeking to play FollowTheLeader with the big games of the time, and told the team to incorporate ''VideoGame/MetalGearSolid''[='=]s stealth gameplay, ''VideoGame/{{Shenmue}}''[='=]s character interaction, and RPGElements, among other features. They also commissioned a DarkerAndEdgier 'epic' story that would [[EpisodicGame span multiple games]] and take place mostly in modern city environments, as opposed to the tombs and lost civilizations that were the series' hallmark. This led to the game being essentially cut in half midway through development, leaving behind a tangle of {{plot hole}}s, inconsistencies, and characters and story elements that felt tacked-on. None of this went over well with the developers, who had enough trouble getting the game to work properly on the [=PS2=] hardware.
** The public first became aware of these problems at [=E3=] 2002, when Creator/{{Eidos}} and Core showcased 'playable' levels that were little more than tech demos, showing that the game was nowhere near a state where it could be finished by its Fall 2002 release date. Another demonstration at a buyers' conference saw Core co-founder Jeremy Heath-Smith cursing on stage over the buggy state the game was in.
** The game finally came out in June 2003, whereupon it met a scathing reception and sales numbers to match. The fiasco was a CreatorKiller for Core and a FranchiseKiller for ''Tomb Raider'', which only survived by way of [[VideoGame/TombRaiderLegend a reboot]] from Crystal Dynamics.

to:

** The game was essentially [[TooManyCooksSpoilTheSoup made by committee]]. The senior management at Core was seeking to play FollowTheLeader with the big games of the time, and told the team to incorporate ''VideoGame/MetalGearSolid''[='=]s stealth gameplay, ''VideoGame/{{Shenmue}}''[='=]s character interaction, and RPGElements, among other features. They also commissioned a DarkerAndEdgier 'epic' story that would [[EpisodicGame span multiple games]] and take place mostly in modern city environments, as opposed to the tombs and lost civilizations that were the series' hallmark. This led to the game being essentially cut in half midway through development, leaving behind a tangle of {{plot hole}}s, inconsistencies, and characters and story elements that felt tacked-on. None of this went over well with the developers, who had enough trouble getting the game to work properly on the [=PS2=] hardware.
hardware without an unreasonable list of features on top of it.
** The public first became aware of these problems at [=E3=] 2002, when Creator/{{Eidos}} and Core showcased 'playable' levels that were little more than tech demos, showing that the game was nowhere near a state where it could be finished by its Fall 2002 release date. Another demonstration at a buyers' conference saw Core co-founder Jeremy Heath-Smith cursing on stage over the buggy state the game was in.
**
in. The game finally came out in would be pushed back to June 2003, whereupon it met a scathing reception and sales numbers to match. The fiasco was a CreatorKiller for 2003 as Core cut the game to pieces to make their deadline, leaving behind a tangle of {{plot hole}}s, inconsistencies, and a FranchiseKiller unfinished game mechanics.
** The final product was strongly criticized
for being [[ObviousBeta riddled with glitches and unfinished features]]. All the involved parties wasted no time in pointing fingers at each other for the fiasco, with even Creator/{{Paramount}} blaming ''The Angel of Darkness'' for the poor box office of ''Film/LaraCroftTombRaiderTheCradleOfLife''. Jeremy Heath-Smith was ousted from the company shortly after release, while Eidos would be bought out by [=SGi=] Entertainment in 2005[[note]]Eidos had been leaning on ''Tomb Raider'', which only survived by way Raider'' to support themselves to a fault, with Eidos expecting ''The Angel of [[VideoGame/TombRaiderLegend a reboot]] Darkness'' to sell six million copies to help keep them from Crystal Dynamics.bankruptcy. The game sold less than half that number[[/note]]. Core limped onward by developing games for the Platform/PlayStationPortable, until Eidos sold off Core Design to Creator/{{Rebellion}} in 2006 and handed ''Tomb Raider'' to Creator/CrystalDynamics, who rebooted the franchise with ''VideoGame/TombRaiderLegend''. Despite its reputation, ''The Angel of Darkness'' became a CultClassic within the fandom for its dark story and ambitious design.
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** Aspyr managed to strike again with their 2024 remake of ''VideoGame/StarWarsBattlefront'', which was completely unplayable upon launch and not only because they only had three 64-player servers for a playerbase of thousands. They somehow [[DarthWiki/IdiotProgramming introduced bugs that didn't exist in the original game]], and inflated the file size to magnitudes what it should have been because of unoptimized AI upscale textures.
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** As of January 2016, Website/{{Twitch}} [[ScrewedByTheNetwork banned the game]] and threatened to immediately suspend anyone caught streaming it. [=YandereDev=] stated in [[https://www.youtube.com/watch?v=hS6GLrM0mVA a video]] that he was provided no explanation for this, arguing that the violent and questionable content in ''Yandere Simulator'' can be seen in other games allowed by Twitch. An official response ''finally'' came in February 2017, stating that things in early builds like the naked [[Manga/AttackOnTitan Titans]] and violence against minors[[note]](no peaceful executions existed at the time)[[/note]] had violated guidelines. While later versions have rectified most of the complaints, Twitch has nonetheless refused to re-review the game until it is closer to completion.

to:

** As of January 2016, Website/{{Twitch}} Platform/{{Twitch}} [[ScrewedByTheNetwork banned the game]] and threatened to immediately suspend anyone caught streaming it. [=YandereDev=] stated in [[https://www.youtube.com/watch?v=hS6GLrM0mVA a video]] that he was provided no explanation for this, arguing that the violent and questionable content in ''Yandere Simulator'' can be seen in other games allowed by Twitch. An official response ''finally'' came in February 2017, stating that things in early builds like the naked [[Manga/AttackOnTitan Titans]] and violence against minors[[note]](no peaceful executions existed at the time)[[/note]] had violated guidelines. While later versions have rectified most of the complaints, Twitch has nonetheless refused to re-review the game until it is closer to completion.
Is there an issue? Send a MessageReason:
Added examples for Tomb Raider

Added DiffLines:

* The making of Creator/CoreDesign's ''Franchise/TombRaider'' games was a chain of troubled productions, as covered by a [[https://youtu.be/hsi4Tisi2bE?si=y4ew2mfgGSmlJIWH number]] [[https://www.youtube.com/watch?v=0XbyOWe5ITU of]] [[https://www.eurogamer.net/20-years-on-the-tomb-raider-story-told-by-the-people-who-were-there retrospectives]], that turned Core's biggest success story into something many of the minds behind it grew to hate.
** ''VideoGame/TombRaiderI'' was made by a RagtagBunchOfMisfits put under the leadership of Toby Gard, most of whom lacked experience in 3D games and had to deal with a bevy of challenges, including level creation software that was prone to crashing and Creator/EidosInteractive pushing against having a female protagonist. They also had to scramble to put together a Platform/SegaSaturn port six weeks earlier than planned after Core co-founder Jeremy Heath-Smith inked a timed exclusivity deal with Creator/{{Sega}}, forcing the team to work fifteen hours a day for seven days a week to get the game done on time.
** ''VideoGame/TombRaiderII'' had the team immediately sent back in the trenches as executives demanded yearly games to capitalize on the popularity of the franchise. Toby Gard and lead programmer Paul Douglas, already angered by the [[SexSells sexualized]] marketing of Lara Croft, balked at the deadline and left the team, turning down over a million pounds in royalties. The game was built by a mixture of old and new talent in the span of ''eight months'', with brutal crunch from the onset that saw developers sleeping under their desks and breaking relationships with their families. The first batch of demo disks sent to Sony were unplayable due to bad copy-protection, which the team hastily fixed after Sony "went nuclear" over the incident.
** With ''VideoGame/TombRaiderIII'', the team wanted two years to make the game but Eidos insisted on yearly releases, which nearly caused them to walk out until a compromise was made where they would help train a new team to continue the franchise while the veterans moved on to make ''VideoGame/ProjectEden''. While the game had three more months of development compared to ''II'', it was still hectic enough that early copies had a GameBreakingBug in the Temple Ruins levels. While the PC version addressed this with a downloadable patch, new disks had to be shipped for the Platform/PlayStation version of the game.
** ''VideoGame/TombRaiderTheLastRevelation'' saw the burnout truly set in, with many who worked on the games admitting that the [[MoneyDearBoy generous royalty payments]] were the main motivator at this point. The atmosphere at Core was also growing more toxic, with Core's other games falling well behind the ''Tomb Raider'' titles in critical or commercial success, creating resentment toward the ''Tomb Raider'' developers. Fed up with the franchise, the team decided to [[TheHeroDies kill off Lara]] hoping it would get them out of making any more games. Upon seeing the ending, an irate Jeremy Heath-Smith confronted the developers but it was too late to make changes, though Eidos took the decision in stride... as long as more ''Tomb Raider'' games continued to be made.
** ''VideoGame/TombRaiderChronicles'' continued the burnout as franchise fatigue began taking a toll, with each new game slowly declining in overall sales. Legal troubles hit when the character of Jean-Yves from ''The Last Revelation'' got the attention of real-life French archeologist [[http://en.wikipedia.org/wiki/Jean-Yves_Empereur Jean-Yves Empereur]], who found the character's resemblance to him to be more than coincidental, forcing Eidos to publicly apologize and Core to hastily cut the character out of the game. By this point, the exhausted team was simply going through the motions, with designer Andy Sandham outright calling the game "a load of old shit" that nobody at Core had passion for. The end result was the worst-selling game in franchise history at that point, and even the positive reviews voiced concerns that the series had become StrictlyFormula. Its development also cut into resources available for ''The Angel Of Darkness''.
Is there an issue? Send a MessageReason:
Expanding an example.


** The hectic production resulted in a growing number of irate ex-fans who in mid-2020 responded by hacking [[Website/{{Reddit}} the game's official subreddit]], revealing extremely unsavory information about [=YandereDev=] in regards to his beliefs on sexual consent and mental illness, and endorsing the rival product ''Love Letter: My True Feelings''. The one-two-three punch convinced [=YandereDev=] that he would have to deliver fast, and so he finally officially released the first rival. The results showed clearly that it was rushed to avoid the threat of competition: [[GameBreakingBug framerate, texture and pathfinding issues were in high supply]], and bug fixes were being churned out daily. ''Love Letter'' soon crashed and burned itself in the wake of [[RoleEndingMisdemeanor sexual misconduct allegations against its project leader]], and the alpha build of ''Yandere Simulator'' eventually became stable enough to cease daily updates.

to:

** The hectic production resulted in a growing number of irate ex-fans who in mid-2020 responded by hacking [[Website/{{Reddit}} the game's official subreddit]], revealing extremely unsavory information about [=YandereDev=] in regards to his beliefs on sexual consent and mental illness, and endorsing the rival product ''Love Letter: My True Feelings''. The one-two-three punch convinced [=YandereDev=] that he would have to deliver fast, and so he finally officially released the first rival. The results showed clearly that it was rushed to avoid the threat of competition: [[GameBreakingBug framerate, texture and pathfinding issues were in high supply]], and bug fixes were being churned out daily. ''Love Letter'' soon crashed and burned itself in the wake of [[RoleEndingMisdemeanor sexual misconduct allegations against its project leader]], leader DrApeis]], and the alpha build of ''Yandere Simulator'' eventually became stable enough to cease daily updates.



** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before both the initial victim and a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings supporting more abuse and outright rape allegations against him a few days later. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations and both [=YandereDev=] and [=CameronF305=]'s responses to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

to:

** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before both the initial victim and a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings from both herself and the initial victim supporting more abuse and outright rape allegations against him at the beginning of February 2024. He too would make a 3-hour long video attempting to debunk said allegations a few days later.later, only for it to face scrutiny over accusations of ManipulativeEditing, focusing more on [[AccentuateTheNegative negatively portraying his accusers]], and filtering comments to silence criticism. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations and both [=YandereDev=] and [=CameronF305=]'s responses to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.
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* ''Creator/StevenSeagal is The Final Option'' was designed around the then-unusual conceit of creating an entirely originally game specifically to star a Hollywood actor, rather than basing a licensed game on one of their films or TV shows. And much like many of Seagal's films, the production was severely problematic; in this case, to the point where the game eventually died in DevelopmentHell.

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* ''Creator/StevenSeagal is The Final Option'' was designed around the then-unusual conceit of creating an entirely originally original game specifically to star starring a big-name Hollywood actor, rather than basing a licensed game on one of their films or TV shows. And much like many of Seagal's films, the production was severely problematic; in this case, to the point where the game eventually died in DevelopmentHell.



** Seagal's management did point them in the direction of some of his regular stunt doubles for the live-action shoot (the game would use the same digitized actor technique made popular by ''VideoGame/MortalKombat1992''), but [=TecMagik=] thought even ''that'' would be too expensive, and they ended up hiring a martial artist named Greg Goldsholl, who bore a passing at best resemblance to Seagal (though at the resolution the game operated at, this wasn't massively noticeable).
** RSP were given the source code and assets that a previous developer had been working on -- which turned out to be useless as it was for a ''driving'' game, much to the RSP team's bewilderment as Seagal's films were known for their martial arts, not vehicle chases. This forced them to junk everything and start over.

to:

** Seagal's management did point them in the direction of some of his regular stunt doubles as casting choices for the live-action shoot (the game would use have used the same digitized actor technique made popular by ''VideoGame/MortalKombat1992''), but [=TecMagik=] thought even ''that'' would be too expensive, and they ended up hiring a martial artist named Greg Goldsholl, who bore a passing at best resemblance to Seagal (though at the resolution the game operated at, this wasn't massively noticeable).
noticeable), and had to shoot all his scenes separately from the rest of the cast because he was scheduled to teach a martial arts class on the day of the main shoot, and the publisher wasn't willing to compensate him for the loss of earnings that would have been caused by cancelling the class. As the kicker, when Goldsholl did meet Seagal in-person a few years later, it turned out that for all of [=TecMagik's=] claims about hands-on involvement from Seagal, his management didn't even consult him when they licensed out the rights to his image for the game, and that he had tried to have it cancelled when he found out on returning from the location shooot for ''On Deadly Ground'', but discovered that his hands were tied.
** RSP were given the source code and assets that a previous developer had been working on -- which turned out to be useless as it was for a ''driving'' game, much to the RSP team's bewilderment as Seagal's films were known for their martial arts, arts sequences, not vehicle chases. This forced them to junk everything and start over.



** The final nail in the coffin came when ''On Deadly Ground'' proved a major critical and commercial bomb, and sent Seagal's career into a major downward spiral. Between the money they had already wasted on the second live-action shoot and the Genesis "port", [=TecMagik=] decided to cut their losses and abandoned the project, with the staff at RSP viewing the decision as a MercyKill. The game's troublesome development would ultimately prove a CreatorKiller for [=TecMagik's=] US branch, who went out of business not long afterwards; their UK branch remains in operation to this day, but purely as a consulting business for developers and publishers.

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** The final nail in the coffin came when ''On Deadly Ground'' proved a major critical and commercial bomb, and sent Seagal's career into a major severe downward spiral. Between the money they had already wasted on the second live-action shoot and the Genesis "port", [=TecMagik=] decided to cut their losses and abandoned the project, with the staff at RSP viewing the decision as a MercyKill. By some accounts the publisher tried to revive the project for the original [=PlayStation=], but gave up due to a combination of financial problems and Seagal's star status having waned even further in the intervening years. The game's troublesome development would ultimately prove a CreatorKiller for [=TecMagik's=] US branch, who went out of business not long afterwards; their UK branch remains in operation to this day, but purely as a consulting business for developers and publishers.
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* ''Creator/StevenSeagal is The Final Option'' was designed around the then-unusual conceit of creating an entirely originally game specifically to star a Hollywood actor, rather than basing a licensed game on one of their films or TV shows. And much like many of Seagal's films, the production was severely problematic; in this case, to the point where the game eventually died in DevelopmentHell.
** Publishers [=TecMagik=] hired Riedel Software Productions to develop the game, promising them collaboration and oversight from Seagal himself. As the team at RSP soon discovered however, Seagal wasn't really involved in any capacity -- partly because at the time he was on location in Alaska working on his directorial debut, ''Film/OnDeadlyGround'', but also because actually hiring him would have cost far beyond what [=TecMagik=] were willing or able to afford -- and the publishers had merely paid for his name and likeness to be used in the game.
** Seagal's management did point them in the direction of some of his regular stunt doubles for the live-action shoot (the game would use the same digitized actor technique made popular by ''VideoGame/MortalKombat1992''), but [=TecMagik=] thought even ''that'' would be too expensive, and they ended up hiring a martial artist named Greg Goldsholl, who bore a passing at best resemblance to Seagal (though at the resolution the game operated at, this wasn't massively noticeable).
** RSP were given the source code and assets that a previous developer had been working on -- which turned out to be useless as it was for a ''driving'' game, much to the RSP team's bewilderment as Seagal's films were known for their martial arts, not vehicle chases. This forced them to junk everything and start over.
** The producer that [=TecMagik=] initially asssigned to the game freely admitted to never having played a game in her life -- her previous job had been as a bank manager -- and she kept pressuring the developers to simplify the gameplay and just copy ''VideoGame/StreetsOfRage''. Eventually she got booted off the project... and was replaced by someone who somehow knew ''even less'' about game development, despite his having previously designed a strip poker game for the PC.
** No sooner had he been installed than the new producer did something that would help send the game's development down in flames -- he authorized another, highly costly live-action shoot, thinking that the characters from the original shoot looked too generic and the game needed more outlandish character designs. Unfortunately, no-one involved in this new shoot had any idea what they were doing, resulting in the footage being totally unusable. Though considering how ridiculous the characters ended up looking, with one of them being described as "Bart Simpson wearing Freddy Krueger's glove", this may have been for the best.
** After an initial prototype of the game -- which until this point had been intended as a SNES exclusive -- was up and running, [=TecMagik=] realized that it would probably be a good idea to have a Genesis port, seeing how the system's target audience was older and likely to be more interested in Seagal's films. Since RSP only had experience developing for Nintendo platforms, [=TecMagik=] hired another studio to work on a Genesis port. Instead of porting RSP's code to the Genesis, however, the other studio used the live-action footage to produce a bunch of programming demos that were arcade-quality in terms of visuals, but bore zero resemblance to any actual game that could be run on the system.
** The final nail in the coffin came when ''On Deadly Ground'' proved a major critical and commercial bomb, and sent Seagal's career into a major downward spiral. Between the money they had already wasted on the second live-action shoot and the Genesis "port", [=TecMagik=] decided to cut their losses and abandoned the project, with the staff at RSP viewing the decision as a MercyKill. The game's troublesome development would ultimately prove a CreatorKiller for [=TecMagik's=] US branch, who went out of business not long afterwards; their UK branch remains in operation to this day, but purely as a consulting business for developers and publishers.
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** They were rejected by every publisher they sent it to, and had to [[{{Doujinshi}} self-publish]]. The game was initially made in UsefulNotes/{{Unity}}, but halfway through development the decision was made to scrap the whole thing and remake it in UsefulNotes/UnrealEngine. At one point when they were low on manpower, Takuro pulled an [[Creator/SatoruIwata Iwata]] and started optimizing memory bottlenecks ''himself'' despite having never touched Unreal before.

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** They were rejected by every publisher they sent it to, and had to [[{{Doujinshi}} self-publish]]. The game was initially made in UsefulNotes/{{Unity}}, MediaNotes/{{Unity}}, but halfway through development the decision was made to scrap the whole thing and remake it in UsefulNotes/UnrealEngine.MediaNotes/UnrealEngine. At one point when they were low on manpower, Takuro pulled an [[Creator/SatoruIwata Iwata]] and started optimizing memory bottlenecks ''himself'' despite having never touched Unreal before.



* ''VideoGame/SoulSaga'', which was initially pitched as a classic turn-based JRPG, had a very difficult development. Originally conceived in 2008 with 2D graphics, Mike "Disastercake" Gale was dissatisfied with what he had and made a Website/{{Kickstarter}} campaign in 2013 to make the game 3D, which raised over 3 times its 60k goal. Intended for a 2014 release, it faced several delays due to Mike's ever-changing vision of what the game should be like, leading to things like his wife divorcing him due to [[{{Workaholic}} his obsession with working on the game]] and him becoming homeless and having to work from his car. Not helping was a GameBreakingBug that was completely the fault of the UsefulNotes/{{Unity}} game engine, meaning Mike could do nothing but wait until a new version of the engine came out without that issue. [[EpisodicGame Episode 1]] of ''Soul Saga'' would only see release (in Early Access form) in 2020, where it ended up getting negative reviews, mainly due to being too different from what was initially promised, and eventually stopped getting any updates, seemingly being abandoned.

to:

* ''VideoGame/SoulSaga'', which was initially pitched as a classic turn-based JRPG, had a very difficult development. Originally conceived in 2008 with 2D graphics, Mike "Disastercake" Gale was dissatisfied with what he had and made a Website/{{Kickstarter}} campaign in 2013 to make the game 3D, which raised over 3 times its 60k goal. Intended for a 2014 release, it faced several delays due to Mike's ever-changing vision of what the game should be like, leading to things like his wife divorcing him due to [[{{Workaholic}} his obsession with working on the game]] and him becoming homeless and having to work from his car. Not helping was a GameBreakingBug that was completely the fault of the UsefulNotes/{{Unity}} MediaNotes/{{Unity}} game engine, meaning Mike could do nothing but wait until a new version of the engine came out without that issue. [[EpisodicGame Episode 1]] of ''Soul Saga'' would only see release (in Early Access form) in 2020, where it ended up getting negative reviews, mainly due to being too different from what was initially promised, and eventually stopped getting any updates, seemingly being abandoned.
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game eventually came out
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game eventually came out


* According to [[https://kotaku.com/first-it-was-an-assassins-creed-expansion-now-its-ubis-1847326742 a Kotaku expose]], almost no progress has been made on the ''VideoGame/{{Skull and Bones}}'' during its eight years in development. With the core premise of the game changing at least four times and development costs stated to already have hit $120 million, the end is still considered to be nowhere in sight.

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* According to [[https://kotaku.com/first-it-was-an-assassins-creed-expansion-now-its-ubis-1847326742 a Kotaku expose]], almost no progress has been made on the ''VideoGame/{{Skull and Bones}}'' during its eight years in development. With the core premise of the game changing at least four times and development costs stated to already have hit $120 million, the end is still considered it took ''eleven years'' for it to be nowhere finally see its release in sight.February of 2024.



** The central reason as to why development has taken so long is that beyond being a multiplayer pirate game with ships, the developers cannot decide what kind of game Skull and Bones is meant to be. Does the player play as an individual pirate captain; or as the entire ship? Is there a large overworld similar to the Assassins Creed games; or does the game use individual sessions? Can the player do missions on land? Are crafting mechanics involved? Fundamental and foundational design like these were constantly being opened, closed and reopened, with no end in sight.

to:

** The central reason as to why development has taken so long is that beyond being a multiplayer pirate game with ships, the developers cannot decide what kind of game Skull ''Skull and Bones Bones'' is meant to be. Does the player play as an individual pirate captain; or as the entire ship? Is there a large overworld similar to the Assassins Creed ''Assassin's Creed'' games; or does the game use individual sessions? Can the player do missions on land? Are crafting mechanics involved? Fundamental and foundational design like these were constantly being opened, closed and reopened, with no end in sight.



** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft has a special arrangement with the Singaporean Government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. In effect, Skull and Bones is too big to fail.

to:

** In normal circumstances, the game would have been cancelled outright long ago. However, Ubisoft has a special arrangement with the Singaporean Government in which the studio would have significant tax credits in the country, so long as original IP games are being made there. In effect, Skull ''Skull and Bones Bones'' is too big to fail.
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* Even well before Richard Garriott was ScrewedByTheNetwork, ''VideoGame/TabulaRasa'' was beyond just troubled. The game began its creation as a SpiritualSuccessor to the ''VideoGame/{{Ultima}}'' series after EA's own failures led to Origin's functional demise. Set in a variant of eastern Asia, though, test audiences quickly explained that it didn't track due to the UncannyValley -- so the project began anew, this time with more familiar (to the devs) Western fare. This, too, eventually had to be scrapped because the situation didn't quite pan out. Finally, under mantle-dense pressures, the sci-fi incarnation of Tabula Rasa was unveiled, but with Creator/NCSoft breathing down Destination Games' necks all the way, a comparatively meager reception, ''quite'' a lot of bugs in beta and at launch (in fairness, they only had two years worth of crunch to produce the last variant) and the publisher rapidly becoming known for providing developers with just enough rope to hang themselves, NC finally took it upon themselves to fire Lord British and kill the servers in the most ignominous possible manner, leading to him winning a $28 million lawsuit -- and the rest of the world losing out on a promising, if flawed, sci-fi MMORPG.
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Expanding an example.


** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. With the game still nowhere near complete and the massive controversy regarding the sexual misconduct allegations and [=YandereDev=]'s response to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

to:

** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. Meanwhile, accusations were made of [=CameronF305=] making legal threats towards people attempting to create videos documenting the existing allegations, before both the initial victim and a former voice actress for ''Yandere Simulator'' provided screenshots and audio recordings supporting more abuse and outright rape allegations against him a few days later. With the game still nowhere near complete and the massive controversy regarding the persistent sexual misconduct allegations and [=YandereDev=]'s response both [=YandereDev=] and [=CameronF305=]'s responses to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.
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** Furthermore, the game was slated to come out on the Platform/NintendoGameCube, but publisher Creator/{{Vivendi}} didn't want to spend much money on porting the game to a system with a limited install base, so they gave the job to just one person, lead programmer Cary Brisebois. Amazingly, he managed to convert all of the game's code to work on the [=GameCube=] in the few weeks he was given to port the game, though the fact that the port was entirely the work of one man shows in its ObviousBeta nature compared to the v/PlayStation2 and Platform/{{Xbox}} versions.

to:

** Furthermore, the game was slated to come out on the Platform/NintendoGameCube, but publisher Creator/{{Vivendi}} didn't want to spend much money on porting the game to a system with a limited install base, so they gave the job to just one person, lead programmer Cary Brisebois. Amazingly, he managed to convert all of the game's code to work on the [=GameCube=] in the few weeks he was given to port the game, though the fact that the port was entirely the work of one man shows in its ObviousBeta nature compared to the v/PlayStation2 Platform/PlayStation2 and Platform/{{Xbox}} versions.
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* Given the history of its predecessors, production on the reboot of ''Perfect Dark'' being just as troubled was only appropriate. [[https://www.ign.com/articles/xboxs-perfect-dark-reboot-is-still-years-away This article]] by Rebekah Valentine goes into more detail on a game that, several years after its announcement, still remains far from the light of day with little information released.

to:

* Given the history of its predecessors, production on the reboot of ''Perfect Dark'' being just as troubled was only appropriate. [[https://www.ign.com/articles/xboxs-perfect-dark-reboot-is-still-years-away This article]] by Rebekah Valentine for IGN goes into more detail on a game that, several years after its announcement, still remains far from the light of day with little information released.

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** Wanting to make the game a SpiritualSuccessor to their previous ''VideoGame/{{Goldeneye}}'', Rare quickly encountered troubles as their ambitions ran into the limitations of the hardware of the Nintendo 64, which eventually necessitated the usage of the Expansion Pack and shipping the game on a 32 megabyte cartridge. Fourteen months in to the nearly three year long development cycle, with the development team growing frustrated at the lack of progress, workplace atmosphere and their increasingly stressed relationship with Nintendo, Lead Designer Martin Hollis left the company and was followed by a number of ''Goldeneye'' veterans to form Free Radical.
** Despite this setback, the remaining team was able to continue on, bolstered by members from other Rare teams joining the project. Late in development, real-world events also impacted the game as the Columbine High School massacre forced Rare to cut some minor content from the game, but its violent content attached to the family-friendly image of Nintendo still [[https://archive.org/details/newsweek-2000-06-12-rethinking-the-death-penalty-red/page/n25/mode/2up caused some controversy]]. The game was released in 2000 to critical acclaim, but only sold roughly one quarter as many copies as ''Goldeneye'' due to being one of the last games released on the Nintendo 64.

to:

** Wanting to make the game a SpiritualSuccessor to their previous ''VideoGame/{{Goldeneye}}'', hit ''VideoGame/GoldenEye1997'', Rare quickly encountered troubles as their ambitions ran into the limitations of the hardware of the Nintendo 64, Platform/Nintendo64, which eventually necessitated the usage of the Expansion Pack and shipping the game on a 32 megabyte cartridge. Fourteen months in to the nearly three year long three-year-long development cycle, with the development team growing frustrated at the lack of progress, workplace atmosphere atmosphere, and their increasingly stressed relationship with Nintendo, Lead Designer Creator/{{Nintendo}}, lead designer Martin Hollis left the company and was followed by a number of ''Goldeneye'' ''[=GoldenEye=]'' veterans to form Free Radical.
Radical Design.
** Despite this setback, the remaining team was able to continue on, bolstered by members from other Rare teams joining the project. Late in development, real-world events also impacted the game game, as the [[UsefulNotes/{{Columbine}} Columbine High School massacre forced Rare to cut some minor content from the game, but its violent content attached to the family-friendly image of Nintendo still massacre]] drew [[https://archive.org/details/newsweek-2000-06-12-rethinking-the-death-penalty-red/page/n25/mode/2up caused unwanted attention]] to the family-friendly image of Nintendo and the violent, M-rated shooter that was to be released as a heavily-hyped Nintendo 64 exclusive. This forced Rare to cut some controversy]]. minor content from the game, most notably a feature that would have let players upload pictures of people's faces from the VideoGame/GameBoyCamera to put on enemies in the game, which Rare quickly realized would lead to no shortage of salacious headlines about teenagers giving enemies the faces of their classmates, teachers, and parents in order to [[MurderSimulators kill them in-game]].
**
The game was released in 2000 to critical acclaim, but only sold roughly one quarter as many copies as ''Goldeneye'' ''[=GoldenEye=]'' due to being one of the last games released on the Nintendo 64. Moreover, one of the most common criticisms concerned the game's sluggish framerate, a sign that Rare had pushed the Nintendo 64 to its limits. Tellingly, when the game received an HD remaster for the Platform/Xbox360, it was hailed as a PolishedPort that fixed the original's biggest problem.



** With initial development starting on the Nintendo Gamecube, the incresingly fractured relationship between Rare and Nintendo along with the stresses of making ''VideoGame/StarFoxAdventures'' kept Rare from making much progress. With Rare bought out by Microsoft and made a first-party developer for the Xbox in 2002, development on ''Zero'' picked up, now on the Xbox platform. Despite plans for an {{Anime}}-like art style being scuttled after fan backlash proved too intense, development on the Xbox was fairly smooth until 2004.
** With the Xbox 360 launching next year and the expected KillerApp titles like ''VideoGame/Halo3'' and ''VideoGame/GearsOfWar'' unable to make the launch window, Microsoft pivoted ''Zero'' to be an Xbox 360 launch title, giving Rare a year to rework the game to be a showcase for the new hardware. This required brutal crunch development that forced several features to be cut from the game, and development was so rushed that Microsoft waived the final certification requirements for ''Zero'', a move that could have been disastrous had a GameBreakingBug been discovered in the final build. The game was released along with the Xbox 360 in November of 2005 to good reviews and profitable sales, although the later runaway successes of ''Halo 3'' and ''Gears of War'' painted ''Zero'' in a more negative light in retrospect.

to:

** With initial development starting on the Nintendo Gamecube, Platform/NintendoGameCube, the incresingly increasingly fractured relationship between Rare and Nintendo along with the stresses of making ''VideoGame/StarFoxAdventures'' kept Rare from making much progress. With Rare bought out by Microsoft Creator/{{Microsoft}} and made a first-party developer for the Xbox Platform/{{Xbox}} in 2002, development on ''Zero'' picked up, now on the Xbox platform. Despite plans for an {{Anime}}-like {{Animesque}} art style being scuttled after fan backlash proved too intense, development on the Xbox was fairly smooth until 2004.
** With the Xbox 360 launching next year and the expected KillerApp titles like ''VideoGame/Halo3'' and ''VideoGame/GearsOfWar'' unable to make the launch window, Microsoft pivoted ''Zero'' to be an Xbox 360 launch title, giving Rare a year to rework the game to be a showcase for the new hardware. This required brutal crunch development that forced several features to be cut from the game, and development was so rushed that Microsoft waived the final certification requirements for ''Zero'', a move that could have been disastrous had a GameBreakingBug been discovered in the final build. The game was released along with the Xbox 360 in November of 2005 to good reviews and profitable sales, although the later runaway successes of ''Halo 3'' and ''Gears of War'' painted ''Zero'' in a more negative light in retrospect. retrospect.
* Given the history of its predecessors, production on the reboot of ''Perfect Dark'' being just as troubled was only appropriate. [[https://www.ign.com/articles/xboxs-perfect-dark-reboot-is-still-years-away This article]] by Rebekah Valentine goes into more detail on a game that, several years after its announcement, still remains far from the light of day with little information released.
** In 2018, Microsoft Studios (now Creator/XboxGameStudios) sought to beef up their lineup of exclusive first-party games in the face of stiffening competition from Creator/SonyInteractiveEntertainment, whose acclaimed titles for the Platform/PlayStation4 played a key role in that console decisively beating the Platform/XboxOne. As such, not only did they purchase a number of third-party developers, they created a new in-house developer called Creator/TheInitiative, founded by veteran employees of Creator/CrystalDynamics, Creator/NaughtyDog, [[Creator/TakeTwoInteractive Rockstar Games]], and [[Creator/SCESantaMonicaStudio Sony's Santa Monica Studio]], among others. Studio head Darrell Gallagher and game director Dan Neuburger (both formerly of Crystal Dynamics) decided that their first game at The Initiative would be a reboot of ''Perfect Dark'', a famed IP that Microsoft owned which had laid fallow for over a decade, and they were not shy about their ambitions with the project. In a [[https://www.youtube.com/watch?v=Iy3VdNSMk7Q development video]] released alongside the first teaser trailer at The Game Awards in 2020, they said that they wanted to make the ultimate SpyFiction game, set in a FalseUtopia where a PostCyberpunk veneer masks an underworld of CorporateWarfare with action gameplay that would feel more like playing as a secret agent than a soldier like in other shooters. The term "AAAA" (in reference to big-budget "AAA" game development) and comparisons to ''Series/GameOfThrones'' and ''Series/{{Westworld}}'' were thrown around to describe just how big the game would be.
** Preproduction, where ideas are thrown around as to what kind of game The Initiative would actually be making, started optimistically. The problem was that this process, which normally takes about a year for games of this size, kept going into the second year of development... and the third. Ideas were constantly pitched, scrapped, and changed with little to show for them beyond gameplay prototypes and builds that never went anywhere, and employees at both The Initiative and Creator/CertainAffinity, their partner on development, grew frustrated by Gallagher and Neuburger's refusal to commit to a firm vision for the game. What's more, the two studios themselves also saw clashes between them on the game's direction, with The Initiative seeing Certain Affinity as a creative partner to bounce ideas off of but Certain Affinity seeing itself as a studio that made games to specific instructions. The UsefulNotes/COVID19Pandemic only made matters worse as both studios went remote. One former Initiative employee compared communications within the project to a game of telephone.
** In early 2021, design director Drew Murray left The Initiative to return to Creator/InsomniacGames, the start of a flood of talent leaving the studio, with some estimates claiming that half their employees quit. More importantly, Certain Affinity, growing increasingly frustrated working with The Initiative, also pulled out of development that year. Many former Initiative employees cited a frustration with the studio's culture and development's lack of progress, especially as the departures both sapped morale and left growing holes in the development team, with one estimating that development was stalled for nine months as a result of a lack of people in key departments. One female employee also felt that the studio was male-dominated to the point that ideas for the game that she felt were sexist were routinely discussed with little pushback.
** September 2021 saw Gallagher and Neuburger's old studio Crystal Dynamics step in to replace Certain Affinity. While they were initially hired to merely support development, they quickly realized that The Initiative was in over its head and started taking a far greater creative role, especially after they saw the vertical slice of gameplay that The Initiative and Certain Affinity had put together before they came aboard, which they decided needed to be completely reworked. With that, in 2022 production restarted from scratch in Unreal Engine 5, this time with Crystal Dynamics increasingly taking a leadership role, much to the frustration of some veteran Initiative employees who felt that Crystal Dynamics was stepping on their turf. By the end of the year, it was generally agreed that the reboot of ''Perfect Dark'' was a Crystal Dynamics game in all but name, with half the studio working on it.
** The fact that the game had been in development for four years and had so little to show for it left both studios' management deeply skeptical, leading to a push for deadlines and progress that led to significant stress on the team even if the project never faced serious crunch. While Crystal Dynamics hired many people to work on the game, development was still frequently understaffed. That said, their involvement saw actual progress made on the game, and while, as of this writing, it is still far away from completion, they actually have an end goal in sight.

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** The game cost almost seven million dollars to develop, with no budget planning whatsoever. Takuro preferred the IgnoranceIsBliss approach and actively avoided looking at the development costs, while being completely willing to risk bankruptcy. A week before the game's Early Access release they realized that they were finally out of money.
** Many praised the game's high level of polish by Early Access standards, which made it all the more shocking that the programmers [[GeniusDitz basically had no idea what they were doing]]. Their code had no naming conventions or version control, relying on "buckets of flash drives" to keep it all straight.

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** The game cost almost seven million dollars to develop, with no budget planning whatsoever. Takuro preferred the IgnoranceIsBliss approach and actively avoided looking at the development costs, while being completely willing to risk bankruptcy. When he finally saw near the release date that they were running low on funds but morale around the office was high, he doubled down and hired even ''more'' people to help finish it in time. A week before the game's Early Access release they realized that they were finally out of money.
** Many praised the game's high level of polish by Early Access standards, which made it all the more shocking that the programmers entire team was a RagtagBunchOfMisfits with [[GeniusDitz basically had no idea what they were doing]]. Their code had no naming conventions or version control, relying on "buckets of flash drives" to keep it all straight. The models had no rigs, and no one knew how to CG model or animate as their previous games used bought assets. The lead engineer didn't know how to use git, the lead artist was a new graduate who was rejected by many other companies for having NoSocialSkills, and the lead weapon animator was a dropout who was completely self-taught through [[UnconventionalLearningExperience YouTube tutorials and playing FPS games]]. All their network infrastructure was designed by one 24-year-old, and many new recruits were {{Game Mod}}ders Takuro messaged through Website/{{Twitter}}.
** They were rejected by every publisher they sent it to, and had to [[{{Doujinshi}} self-publish]]. The game was initially made in UsefulNotes/{{Unity}}, but halfway through development the decision was made to scrap the whole thing and remake it in UsefulNotes/UnrealEngine. At one point when they were low on manpower, Takuro pulled an [[Creator/SatoruIwata Iwata]] and started optimizing memory bottlenecks ''himself'' despite having never touched Unreal before.
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* ''VideoGame/{{Palworld}}'' was an AffectionateParody of ''Franchise/{{Pokemon}}'' fueled by RefugeInAudacity that became a [[AndYouThoughtItWouldFail smash hit]] ''literally'' overnight, selling a million copies in eight hours and eventually six million in four days. When people questioned the dev company Pocketpair's founder & CEO Takuro Mizobe the secret to their success, in his own words it was nothing short of a miracle that the game even came to exist as it was "the antithesis of proper game development".
** The game cost almost seven million dollars to develop, with no budget planning whatsoever. Takuro preferred the IgnoranceIsBliss approach and actively avoided looking at the development costs, while being completely willing to risk bankruptcy. A week before the game's Early Access release they realized that they were finally out of money.
** Many praised the game's high level of polish by Early Access standards, which made it all the more shocking that the programmers [[GeniusDitz basically had no idea what they were doing]]. Their code had no naming conventions or version control, relying on "buckets of flash drives" to keep it all straight.
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** During the final days of December 2023, things went even more downhill once a victim statement purportedly denying the September 2023 allegations was posted -- only for evidence to surface that portions of it had been written by both [=YandereDev=] and his main composer [=CameronF305=]. This led to a second round of grooming allegations against both of them, including but not limited to the latter sending the victim explicit imagery, and the former having knowledge of her address and making plans to meet her. On New Year's Day 2024, [=YandereDev=] would attempt to dispel the controversy with a video in which his key piece of evidence was the aforementioned victim statement, which met a mixed to negative reception which resulted in him rendering it private a few days later, and the victim statement being outright deleted. Occurring around the same time was the release of the custom mode -- [[RuleOfThree which yet again]] had numerous glitches requiring daily bug-fixing builds. With the game still nowhere near complete and the massive controversy regarding the sexual misconduct allegations and [=YandereDev=]'s response to them, outside of its remaining diehard fanbase, ''Yandere Simulator'''s cancellation has become not a matter of if, but when.

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