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4[[quoteright:350:[[VideoGame/{{Portal 2}} https://static.tvtropes.org/pmwiki/pub/images/portal2ports.png]]]]
5%%
6->''"Coming this summer -- on every platform ever made."''
7-->-- '''[[https://youtu.be/JYFYUndt5lo?t=47 Trailer]]''' of ''VideoGame/TheSimpsonsGame''
8
9Any software program, particularly a VideoGame, that is simultaneously developed and (usually) simultaneously released for more than one system.
10
11Functionally, multi-platform games differ from ports in that the game was written with the other systems in mind even during initial development.
12
13The time and effort to make a multi-platform game is not as great as some assume. Some developers have stated that it raises the cost only about 10 percent. This can vary quite a bit depending on how differences between platforms in question are. For instance, the Xbox and PC versions of ''VideoGame/PrinceOfPersiaTheSandsOfTime'' are quite similar; the [=iPhone=] and Platform/{{PS3}} versions of ''VideoGame/TheForceUnleashed'' are quite a bit different.
14
15While multi-platform games were not uncommon during the 16-bit and 32-bit console generations, particularly among western developers, they started becoming more prevalent during the [[MediaNotes/TheSixthGenerationOfConsoleVideoGames sixth console generation]]. Even though the Platform/PlayStation2 was the biggest selling console of this era, games on the Platform/{{Xbox}} and [[Platform/NintendoGameCube GameCube]] still sold well enough to ensure an even bigger profit than on the [=PS2=] alone for very little extra development. The fact that the Xbox was a functionally small PC running an embedded version of [[Platform/MicrosoftWindows Windows]] didn't hurt either.
16
17By the [[MediaNotes/TheSeventhGenerationOfConsoleVideoGames seventh generation]] multi-platform development became the norm for most third-party developers due to the ever increasing budgets in mainstream games as a result of the standardization of HD displays. Series that used to be at least timed exclusives were now multi-platform from launch, and with the Xbox brand now selling just as well internationally as the [=PlayStation=] brand this time around, even Japanese developers began making games for both the Platform/Xbox360 and Platform/PlayStation3. Console versions of games would continue to become more and more like their [=PC=] counterparts than ever in the [[MediaNotes/TheEighthGenerationOfConsoleVideoGames eighth generation]]. The Platform/PlayStation4 and Platform/XboxOne not only adopting the X86-64 architecture used by current [=PCs=], leading to less disparities between the platforms and the rise of games that were "console" exclusive but still had PC version. This generation also saw the introduction of the high-performance [=PS4=] Pro and the Xbox One X models in the second half, meaning that console developers now found themselves allowing the lead of their PC counterparts in scaling their games to fit wider arrays of hardware specifications. Microsoft would continue with the idea of offering different levels of gaming hardware in the [[MediaNotes/TheNinthGenerationOfConsoleVideoGames ninth generation]], with the Platform/XboxSeriesXAndS being low- and high-performance models from the start, while the Platform/PlayStation5 is currently Sony's sole gaming platform.
18
19On the note of Creator/{{Nintendo}}, ever since the underwhelming sales of the Platform/NintendoGameCube, the company has tended to sacrifice hardware power in favour of unique hardware features to differentiate itself, meaning that multiplatform games for their systems often lack parity with same generation Xbox or [=PlayStation=] versions. If they receive ports at all, that is. The motion control-focused Platform/{{Wii}} still managed to receive multiplats despite being essentially a [=GameCube=] with an overclocked CPU and no HD output thanks to its popularity and low development costs, but these tended to either be [[ReformulatedGame unique versions]] and/or shared with the [=PS2=] (which itself would continue to receive games until the end of the 2000s). Their next console, the tablet-focused Platform/WiiU, had graphical capabilities that rivaled and even surpassed the Xbox 360 and [=PlayStation 3=] and shared some multi-plat games with them early in its life. However, the other 8th competitors, the Xbox One and [=PS4=] launched a year later and were far more powerful than the Wii U, which combined with its struggles to sell to either casual or hardcore gamers, led to most multiplatform third-party developers abandoning the system. Their current system, the "hybrid" Platform/NintendoSwitch, uses a mobile chipset for the sake of portability, once again putting them behind graphically, but its popularity and ease of development means that it manages to grab a fair number of multiplats (and unlike the Wii, none of them are reformulated games).
20
21On the PC side of things, some games are literally multi-platform, with the versions for different platforms (say, Windows, Macintosh, and Linux) all on the same physical media (sometimes called a "hybrid" release.) This is OlderThanTheNES in PC-land; in the days of 5.25" floppy disks, some games were released with a version for one computer (for example, the Platform/{{Commodore 64}}) on one side, and a version for another (Platform/AppleII, [[Platform/IBMPersonalComputer IBM PC]], or [[Platform/Atari8BitComputers Atari 8-bit]]) on the other. Obviously, this sort of thing doesn't fly in console-land, due to dictatorial fiat console companies have over developers (possibly carried over from the days of [[Platform/{{cartridge}} carts]], when it was physically impossible.)
22
23'''Keep in mind the difference between this and a port.''' If a game was made for one system first, any version past that is a port or remake, like ''VideoGame/{{Tetris}}''.
24
25'''It also doesn't count if the series has many different versions on each system''', like ''VideoGame/DanceDanceRevolution'' or the ''VideoGame/TalesSeries''.
26
27Compare CashCowFranchise. Related to ReformulatedGame, when a game is completely remade from the ground up when being released on another platform due to hardware differences.
28----
29!!Examples
30
31!!!Releases among series that usually or previously develop for one system:
32
33* ''VideoGame/DarkSouls'', the SpiritualSuccessor to the [=PS3=] exclusive ''VideoGame/DemonsSouls'', launched on both the [=PS3=] and Xbox 360 and has since been ported to the PC. It helps that the two are technically different [=IPs=], whereas ''Demon's Souls'' is owned by Sony, ''Dark Souls'' is owned by Namco-Bandai.
34* ''VideoGame/DevilMayCry'' started off as a [=PS2=]-exclusive series for its [[VideoGame/DevilMayCry1 first]] [[VideoGame/DevilMayCry2 three]] [[VideoGame/DevilMayCry3DantesAwakening games]]. However, ''VideoGame/DevilMayCry4'', which was developed on the [=MT=] Frameworks engine, debuted on both [=PS3=] and Xbox 360, and the series has been multi-platform since then.
35* ''VideoGame/DigimonWorld4'' was released for the [=PS2=], Xbox and [=GameCube=]. The earlier titles were only for the original Platform/PlayStation, and later ones were only for the Platform/NintendoDS.
36* ''Franchise/FinalFantasy'':
37** ''VideoGame/FinalFantasyXI'' is notable for being not only multi-platform, but the first MMORPG to cross the console-PC divide. It started on the [=PS2=], got a PC version, and eventually got an Platform/Xbox360 version by the third expansion, ''Treasures of Aht Urhgan''.
38** ''VideoGame/FinalFantasyXIII'' was announced for the Platform/Xbox360 midway through development after it had been originally announced for the [=PS3=]. Initially the 360 version was slated to be released only for the overseas market, but it eventually got a release in Japan as a budget-priced "Ultimate Hits International" edition a year after the [=PS3=] version.
39** ''VideoGame/FinalFantasyXIV'' was released for PC and [=PS3=] simultaneously, later getting a [=PS4=] release. No matter which version you own, it's possible to play with anyone in the game, even if everyone's on different platforms. The game was also scheduled to be released on the Xbox 360, but Microsoft [[ExecutiveMeddling refused Square-Enix the ability to let their game have cross severs with Microsoft's own servers as well as not allowing them to have their game bypass Microsoft's Xbox Live's fees.]]
40* ''VideoGame/GrandTheftAutoIV'' debuted simultaneously on the [=PS3=] and Xbox 360 in 2008, despite the fact that ''VideoGame/GrandTheftAutoIII'' and its two prequels (''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'') were all first released on the [=PS2=] and took their time to arrive on the original Xbox and PC (whereas the original top-down [=2D=] games were both originally for PC). In fact, the two [=DLC=] campaigns for the game ("The Lost and The Damned" and "The Ballad of Gay Tony") were exclusive to the 360 for a whole year before they were available in a bundle (''Episodes From Liberty City'') on the [=PS3=] and PC.
41* The ''VideoGame/{{Hitman}}'' games were multi-platform since the second entry (''VideoGame/Hitman2SilentAssassin''), but the original (''VideoGame/HitmanCodename47'') was and still remains a PC-exclusive.
42* ''VideoGame/KingdomHeartsIII'' was released on the Xbox One, as well as the [=PS4=], despite none of the previous games in the series ever being released on an Xbox console before. Not even the first two mainline games, which were originally released on the [=PS2=], remastered on [=PS3=] along with some of the spinoffs (as ''HD 1.5 Remix'' and ''HD 2.5 Remix'' respectively), ported to the [=PS4=] in a two-in-one compilation and eventually reissued in a bundle with ''Kingdom Hearts 2.8: Final Chapter Prologue'' (another compilation of spinoffs) titled ''Kingdom Hearts: The Story Thus Far''. Whereas [=PS4=] owners have access to practically the whole saga (or at least the essential ones), Xbox One owners are given no such luxury and are still forced to own at least one other console if they wish to experience everything that happened before ''III''. Luckily, at X019, Square Enix announced the rest of the series was finally going to hit the Xbox One in 2020, solving this issue.
43* ''Franchise/TheLegendOfZelda'':
44** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was developed for the [=GameCube=], but the game was delayed to the point where Nintendo realized they could release it on the Platform/{{Wii}} at the same time and have a launch game for that system. This succeeded, as the combined sales of both versions have made it the second best-selling game in the series.[[note]]The two versions of ''Twilight Princess'' have one very noticeable difference: they're mirrored. In previous titles, Link wielded his sword with his left-hand, which was carried over to the [=GameCube=] version, but because more people are right-handed than left-, Nintendo flipped the Wii version to make it easier for people to control. That means they flipped '''the entire game''', so maps have to be flipped if you want to use them between versions.[[/note]]
45** ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' was taking too much time in development than expected, and since the Platform/WiiU was not selling well anyway, the decision was made to delay the game even further and simultaneously release it on their next platform, the Platform/NintendoSwitch. This left the Wii U in the position of being the only Nintendo home console without a unique Zelda game of its own, since its only other Zelda games were remastered ports of the two [=GameCube=] games (''[[VideoGame/TheLegendOfZeldaTheWindWaker Wind Waker]]'' and ''Twilight Princess'').
46* ''[[VideoGame/MassEffect1 Mass Effect]]'' was originally released as an Xbox 360 exclusive in 2007, with a PC port following year. [[VideoGame/MassEffect2 The sequel]] followed suit with a simultaneous Xbox 360 and PC launch in 2010, only to get a [=PS3=] version the year after with some of the downloadable content from the previous versions already included on-disc. [[VideoGame/MassEffect3 The third game]] would debut on all three aforementioned platforms (and the Wii U) in 2012, which led to the original game finally getting a [=PS3=] port as part of a bundle with the sequels, as well as a digital download on PSN.
47* ''Franchise/MegaMan''
48** ''VideoGame/MegaMan8'' and ''VideoGame/MegaManX4'' were both released on the [=PlayStation=] and Sega Saturn after all the prior numbered entries in both series were released on the NES and Super NES.[[note]]However, ''VideoGame/MegaManX3'' was released for the PS and Saturn ([[NoExportForYou at least in Japan and Europe]]) following its debut on the Super NES.[[/note]] ''[=X5=]'' and ''[=X6=]'' on the other hand, were strictly [=PlayStation=] games, with ''[=X7=]'' and ''[=X8=]'' being released on the [=PS2=].
49** ''VideoGame/MegaMan9'' was initially announced as a [=Wii=]-exclusive and while this was true for a while in Japan, the [=PS3=] and Xbox 360 versions were released shortly after the Wii version in North America and Europe. ''VideoGame/MegaMan10'' on the other hand, was available on all three platforms at the same time in each region.
50** The ''Legacy Collections'' of the classic and ''VideoGame/MegaManX'' series saw a release on [=PlayStation=] 4, Xbox One, and PC through Steam. The classic series' ''Legacy Collection'' also later got released on the [=3DS=] for the first one while both games were re-released on the Nintendo Switch with added amiibo support.
51** ''VideoGame/MegaMan11'' was released on all four of the current home platforms ([=PS4=], Xbox One, Nintendo Switch and PC via Steam).
52* ''VideoGame/MetalGear''
53** ''VideoGame/MetalGearSolidV'' was the first mainline entry in the ''Metal Gear'' franchise that was developed with multiple platforms in mind, which was the main drive behind the creation of the FOX Engine that the game was made with. Prior to this, ''Substance'' (the [[UpdatedRerelease expanded edition]] of ''VideoGame/MetalGearSolid2SonsOfLiberty'') was initially a timed-exclusive for the original Xbox before it was released on [=PS2=] and PC, while the ''HD Collection'' (a [[CompilationRerelease compilation]] that contains remastered ports of ''Sons of Liberty'', ''[[VideoGame/MetalGearSolid3SnakeEater Snake Eater]]'' and ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'') was released simultaneously on the [=PS3=] and Xbox 360, but these were ports of games that were originally on the [=PS2=] (or in case of ''Peace Walker'', the PSP). ''Metal Gear Solid V'' was not only a multi-platform project from the get-go, but it was even released across two console generations, being announced initially for the [=PS3=] and Xbox 360, but ultimately coming out on the [=PS4=] and Xbox One as well. The Steam version of the stand-alone prologue (''[[VideoGame/MetalGearSolidVGroundZeroes Ground Zeroes]]'') was released several months after the console versions had already come out, but the main game (''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'') launched on all five platforms upon its release date.
54** Prior to ''Metal Gear Solid V'', Kojima Productions was developing a spinoff titled ''Metal Gear Solid: Rising'' in-house for both, the [=PS3=] and Xbox 360, shortly after the [=PS3=]-exclusive ''VideoGame/MetalGearSolid4GunsOfThePatriots'' finished development. However, a troubled development resulted in the project being outsourced to Creator/{{PlatinumGames}}, who ended up retitling the game ''VideoGame/MetalGearRisingRevengeance'' and developing it on their own engine.
55* ''VideoGame/MetalWolfChaos'' was originally an Xbox exclusive title that never left the shores of Japan due to various factors that kept from seeing a release overseas. It's remastered ''XD'' version, however, will not only be available to international audiences, but [=FromSoftware=] wanted to give newcomers that were never able to experience the game outside of various gameplay videos floating around the web, so they elected to release the game on [=PlayStation=] 4, Xbox One, and Windows PC (through Steam and GOG.com) for the remastered version.
56* The ''Manga/{{Naruto}}: Ultimate Ninja'' series was exclusive to [=PlayStation=] brand platforms for the longest time... until ''VideoGame/NarutoShippudenUltimateNinjaStorm2'', which was released for the Xbox 360 in addition to the [=PS3=]. Every new entry in the series since then had been released for both platforms.
57** In 2017, the first game in this series was ported to [=PS4=], Xbox One, and PC, then to the Nintendo Switch in 2018 with ''2'' and ''3''.
58* ''VideoGame/OnimushaWarlords'' was initially a [=PS2=]-exclusive (as were the sequels), but it did get a port for the original Xbox titled ''Genma Onimusha'', which added some exclusive content. The 2019 remaster was released for Steam, [=PS4=], Xbox One and Switch, but is based strictly on the [=PS2=] original, lacking any of the ''Genma'' additions.
59* ''Franchise/{{Persona}}'':
60** ''VideoGame/Persona4Arena'' and its sequel, ''VideoGame/Persona4ArenaUltimax'', both came out on the Platform/Xbox360 as well as the Platform/PlayStation3, making them the only games in the series to have their home-console launch include a Microsoft system. %% Worded as "home-console launch" because it launched in arcades first.
61** ''VideoGame/Persona5'' was released simultaneously for the [=PS4=] and [=PS3=], having originally been developed as a [=PS3=] game but later [[MovedToTheNextConsole moved to the PS4 as well]].
62** ''VideoGame/Persona5Strikers'' released on both [=PS4=] and Platform/NintendoSwitch. The international release saw the addition of a PC release.
63** In 2022, Atlus announced that ''VideoGame/Persona3 Portable'', ''VideoGame/Persona4 Golden'' and ''VideoGame/Persona5 Royal'' would finally launch on Platform/NintendoSwitch, PC, and Xbox consoles, in addition to their prior [=PlayStation=] releases.
64* The first two ''VideoGame/PokemonMysteryDungeon'' games (though technically different games, were the same in almost every way) were released for the {{Platform/GBA}} and the [[Platform/NintendoDS DS]].
65* ''VideoGame/ResidentEvil5'' was developed and released for both, the Platform/{{Xbox 360}} and Platform/{{PlayStation 3}}, from the get-go, being the first game in the series developed on Capcom's in-house MT Framework cross-platform engine. However, the first three numbered entries, while originally [=PlayStation=] games, were not necessarily made with exclusivity in mind and were subsequently ported to a variety of platforms as a result. ''VideoGame/ResidentEvil4'' on the other hand, was intended to be a [=GameCube=]-exclusive, but the underwhelming sales of the console resulted in the game being a timed-exclusive instead, getting a [=PS2=] port with added content less than a year after the [=GameCube=] original (before ultimately becoming the most ported game in the series).
66** ''VideoGame/ResidentEvilCodeVeronica'' was developed with the intention of being a [=Dreamcast=]-exclusive, which is part of the reason why it was not a numbered entry. However, when Sega announced the discontinuation of the Dreamcast, Capcom developed an expanded edition of the game titled ''Code: Veronica X'', which was released on both, the [=PS2=] and Dreamcast in Japan. Only the [=PS2=] version of ''Code: Veronica X'' was released overseas and the game was later ported to the [=GameCube=] and eventually got a remastered release on the [=PS3=] and Xbox 360 alongside the aforementioned ''[=RE4=]''.
67** The ''VideoGame/ResidentEvil'' remake, along with its prequel ''VideoGame/ResidentEvil0'', actually kept their exclusivity status for quite a while, with the only versions of both games that were available for more than a decade were the [=GameCube=] originals and the later Wii ports. It wasn't until the ''HD Remaster'' editions of both games, released in 2014 and 2016 respectively, that they were made available across several non-Nintendo platforms (namely the [=PS3=] and Xbox 360, as well as the [=PS4=], Xbox One and Steam).
68* ''[[VideoGame/RuneFactoryOceans Rune Factory: Tides of Destiny]]'' is the only ''VideoGame/RuneFactory'' game to be multi-platform (on the Wii and the [=PS3=]; previous titles had been for the DS or Wii only) and the first ''VideoGame/HarvestMoon'' ''or'' ''Rune Factory'' to have a simultaneous multi-platform release.
69* ''VideoGame/ShadowComplex'' was originally an Xbox 360-exclusive download title, but its remastered re-release is available for Xbox One, [=PS4=], and PC.
70* ''VideoGame/SilentHill4TheRoom'' was the first game in the series to be released on both, the [=PS2=] and Xbox, at the same time. ''VideoGame/SilentHill2'' had an Xbox port as well, but it was released a bit later than the [=PS2=] version and had an additional scenario, which were ported back to the [=PS2=] version for the budget reprints. ''Silent Hill 2'' and ''4'' (as well as ''3'') were all ported to the PC as well. Later western-developed entries (namely ''Homecoming'', ''Shattered Memories'' and ''Downpour'') were made as multi-platform releases as well.
71* Franchise/StreetFighter has gone back and forth between platform-specific ports and multi-platform releases depending on the console generation.
72** ''[[VideoGame/StreetFighterII Super Street Fighter II]]'' was technically the first ''Street Fighter'' game that was ported to multiple platforms at the same time, being released on both, the Super NES and Sega Genesis. Originally ''Street Fighter II'' and ''Street Fighter II Turbo'' were released exclusively on the SNES. Sega, who were already working with Capcom on getting a port of ''Champion Edition'' (which was previously ported to the PC Engine in Japan) released on the Genesis, had their version of the game delayed in order to bring in more features when they learned about the ''Turbo'' version that was coming out on the SNES. The resulting Genesis version ended up being retitled ''Street Fighter II: Special Champion Edition'' and is almost identical to ''Turbo'' in terms of content, the main difference between the two being the default game mode (both versions allow you to choose between ''Champion Edition'' and ''Hyper Fighting'' rules from the main menu).
73** The first two ''VideoGame/StreetFighterAlpha'' games got near-simultaneous releases on the [=PlayStation=] and Sega Saturn (with ''Alpha 2'' in particular also getting an SNES release). ''Alpha 3'' also came out on the Sega Saturn, but only after it was released on the [=PlayStation=] and Dreamcast and only in Japan (since the Saturn was considered a dead platform in the west by that point).
74** ''VideoGame/StreetFighterIII'' took a while to be ported to consoles and when it was, it was only available on the Dreamcast in a two-in-one compilation that also included the second iteration, ''[=2nd=] Impact''. ''[=3rd=] Strike'' was also ported to the Dreamcast at first, but came out a bit later on the [=PS2=] and the original Xbox.
75** ''VideoGame/StreetFighterIV'' was released simultaneously on the [=PS3=] and Xbox 360 a few months after the arcade release. ''Super Street Fighter IV'', the second iteration, actually got a console release before the aptly-named ''Arcade Edition'' update.
76** ''VideoGame/StreetFighterV'' is a [=PS4=]-console exclusive with a release on PC as well. This is due Capcom needing financing and Sony being willing to help.
77** ''VideoGame/StreetFighter6'' is confirmed to come out for [=PCs=], [=PS4=], [=PS5=], and the Xbox Series consoles.
78* ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU'' became the first installment in the ''Smash'' series to be released for two different systems, namely the Platform/Nintendo3DS and the Platform/WiiU.
79* ''VideoGame/TalesOfArise'' is the first game in the ''VideoGame/TalesSeries'' to be truly multi-platform day and date, being on [=PS4=], [=PS5=], Xbox One, Xbox Series, and PC.
80* [[Creator/{{Tecmo}} Team Ninja]] is an example of a developer making exclusives for a specific console brand before going multi-platform. They started off as an arcade developer, with the first two ''VideoGame/DeadOrAlive'' games being ported to the Sega and [=PlayStation=] consoles available at the time, but when they started making their games directly for consoles, they initially favored the Xbox over the other sixth-gen platforms. ''Dead or Alive 3'', ''Xtreme Beach Volleyball'' and the ''VideoGame/NinjaGaiden'' reboot were all exclusives to the original Xbox, while ''Dead or Alive 4'', ''[=Xtreme=] 2'' and ''Ninja Gaiden II'' were released for the Xbox 360. While the [=PS3=] did get ports of the two ''Ninja Gaiden'' games in the form of the ''Sigma'' series, these were drastically altered from the Xbox originals. After director Tom Itagaki departed from Tecmo, Team Ninja started to make their games multi-platform again, with ''Dead or Alive 5'' and ''Ninja Gaiden III'' being released on both, the [=PS3=] and Xbox 360.
81* ''VideoGame/{{Tekken}} 6'' was exempt from the series' Sony leash and allowed to be released on the Xbox 360 as well as the [=PS3=].
82* ''VideoGame/TheWitcher3'' launched simultaneously on PC, [=PS4=] and Xbox One, despite the first two [[Franchise/TheWitcher Witcher]] games being strictly for PC (although ''VideoGame/TheWitcher2'' did saw an Xbox 360 port a year after its release).
83* VideoGame/{{Yakuza}}
84** ''[[VideoGame/{{Yakuza}} Ryu Ga Gotoku Ishin]]'', ''0'' and ''Kiwami'' were all cross-gen titles in Japan, being released on both, [=PS3=] and [=PS4=]. But when Sega decided to bring over ''0'' and ''Kiwami'' to the west (skipping over ''Ishin''), they decided to localize only the [=PS4=] versions. Both games were later ported to Steam and later on the Xbox One (via Game Pass) alongside ''Kiwami 2'' (which was originally a [=PS4=]-exclusive, even in Japan), eventually leading to Xbox and Steam ports of the remastered versions of ''Yakuza 3'' through ''5'' that were available on [=PS4=], as well as ''Yakuza 6'', making then entire series (at least the mainline entries) available on all the main platforms.
85** The western-localized versions of ''VideoGame/YakuzaLikeADragon'' was released on the Xbox One (with Xbox Series X support) and on PC (via Steam) in addition to the [=PS4=]. This version was re-localized for the Japanese market as ''Ryu Ga Gotoku 7 International''.
86* Various crowd-funded video games from sites such as Website/{{Kickstarter}} and [=IndieGoGo=] sometimes offer multi-platform releases as stretch goals on said projects.
87
88!!!Titles or series notable for being multi-platform:
89
90* Most {{licensed game}}s
91* ''VideoGame/AnotherWorld''
92* ''VideoGame/AnarchyReigns''
93* ''VideoGame/AsurasWrath''
94* ''VideoGame/{{Bayonetta}}''
95* ''VideoGame/{{Burnout}}''
96* ''VideoGame/CallOfDuty''
97* ''VideoGame/Code7'' is available for Windows, Mac and Linux.
98* ''Franchise/DragonAge''
99* ''Franchise/TheElderScrolls'', starting with ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''
100* ''VideoGame/TheEscapists2'' is available for Windows, Mac, Linux, PS 4, Xbox One, Switch, IOS and Android.
101* ''VideoGame/GuitarHero''
102* ''VideoGame/LEGOAdaptationGame''
103* ''VideoGame/LollipopChainsaw''
104* ''VideoGame/MaddenNFL''
105* ''VideoGame/MedalOfHonor''
106* ''Franchise/MortalKombat''
107* ''VideoGame/{{Naev}}'', an open-source {{freeware game}} available for PC, Mac, and most Linux distros.
108* ''VideoGame/NBAJam''
109* ''VideoGame/NeedForSpeed''
110* ''VideoGame/NobunagasAmbition'' (but [[NoExportForYou only in Japan]])
111* ''VideoGame/RockBand''
112* ''VideoGame/RomanceOfTheThreeKingdomsKoei'' (but sometimes [[NoExportForYou only in Japan]])
113* ''Franchise/SonicTheHedgehog'', after Sega's hardware division imploded.
114* ''VideoGame/PillarsOfEternity'', a Website/{{Kickstarter}}-funded RPG by Creator/{{Obsidian|Entertainment}} that will be compatible with PC, Mac, and Linux, and released on both [[Platform/GOGDotCom GOG]] and {{Platform/Steam}}.
115* ''VideoGame/PuyoPuyo'', even before Sega's hardware division imploded.
116* ''VideoGame/RickDangerous'' was developed concurrently for all major British computers (except for the Platform/AcornArchimedes, which received a port several years later), as well as its sequel. Though the Platform/AtariST and Platform/{{Amiga}} were the lead platforms, the screen width was deliberately limited the Platform/ZXSpectrum's lower resolution and the character sprites were sized to fit the Platform/{{Commodore 64}}.
117* ''VideoGame/RiseOfTheRobots''
118* ''VideoGame/{{Spore}}''
119* ''VideoGame/TempleOfApshai''
120* ''VideoGame/TimeShift''
121* ''VideoGame/TimeSplitters''
122* ''Franchise/TombRaider''
123* Many Creator/{{Ubisoft}} properties:
124** ''Franchise/AssassinsCreed''
125** ''VideoGame/BeyondGoodAndEvil''
126** ''VideoGame/PrinceOfPersia''
127** ''VideoGame/{{Rayman}}''
128** Creator/TomClancy games like ''VideoGame/SplinterCell'' and ''VideoGame/RainbowSix''. Some from around the turn of MediaNotes/{{the seventh generation|OfConsoleVideoGames}} were notable for having one version for the next-gen consoles and a different one for the previous-gen. Particularly ''Splinter Cell: Double Agent'', which had "Version One" for the next-gen consoles and PC, and a "Version Two" for previous-gen consoles.
129* Most Creator/{{Blizzard|Entertainment}} titles.
130* The [[Creator/HumbleBundle Humble Indie Bundle]] releases have all been on Mac, PC, and Linux, and later Bundles added Android to the list.
131

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