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1Even sandboxes should be organized, y'know?
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6* A common complaint about Capcom's localization of the ''Franchise/AceAttorney'' series is the claim that despite the games being centered around murder mysteries and not shy about depicting brutal killings (including one ''[[ImpaledWithExtremePrejudice impalement]]''), there are frequent references to "grape juice" which appear to be an obvious [[{{Bowdlerise}} Bowdlerization]] of [[FrothyMugsOfWater wine]]. Oddly enough, it's grape juice in the Japanese version as well.
7* Many ''VideoGame/BanjoKazooie'' fans pointed fingers at Microsoft for making the Xbox 360 installment ''VideoGame/BanjoKazooieNutsAndBolts'' vehicle-based instead of doing a CollectAThonPlatformer more in-line with the N64 entries. Rare made the decision on their own, believing that general audiences had lost interest in the genre.
8* ''VideoGame/BrutalLegend'' saw director Creator/TimSchafer be blamed for misleading consumers and reviewers into believing the title would be a single-player action game and hiding the existence of its heavy RealTimeStrategy elements and multiplayer mode. Expect Schafer did nothing ''but'' talk about those aspects of the game whenever he could. It was publisher Electronic Arts that obfuscated the nature of the gameplay when advertising it, believing the game wouldn't sell otherwise.
9* The English translation of ''VideoGame/CastlevaniaIISimonsQuest'' for the NES is infamous for its poor translation, like the [[http://www.flyingomelette.com/oddities/oddities4.html blatant in-game lies]] supposedly meant to tell you what your next goal is, how to reach that goal, and [[GuideDangIt other such game-critical information]]. Except the original Japanese version was actually just as incomprehensible, and this was deliberate: the instruction manual for both versions explicitly warns you that "a few friendly villagers are town pranksters" that will outright lie to you, and the player themselves has to gamble on what [=NPCs=] to trust.
10* ''VideoGame/DevilMayCry'':
11** Hideaki Itsuno is often blamed for the divisive ''VideoGame/DevilMayCry2'', with fans viewing it was a disappointing misstep in his career. However, while Itsuno was the director for that game, he was specifically the ''replacement'' director; he had little involvement with ''[=DMC2=]'' for most of its development, being brought in during the last six months to salvage what he could after the previous director was fired by Capcom.
12** The much reviled redesign of Dante in ''VideoGame/DMCDevilMayCry'' caused a lot fan outrage, nearly all of it directed at developer Ninja Theory. Ninja Theory had originally planned to stick closer to Dante's design from the prior games, but Capcom rejected those concepts and insisted that Ninja Theory experiment more drastically with Dante's look.
13* ''VideoGame/ETTheExtraTerrestrial'' often gets single-handedly blamed for MediaNotes/TheGreatVideoGameCrashOf1983, with people claiming that its poor quality lead to terrible sales, prompting Atari to bury the unsold cartridges in a landfill. However, this is isn't entirely the case, and just a small part of the entire story. For one, while the landfill does exist and there was mountains of unsold stock, this wasn't because the game was a failure; it was actually one of the best-selling Platform/Atari2600 titles (selling a million copies), and contemporary reviews were mixed rather than universally negative. The actual problem was that Atari vastly overestimated demand and produced more copies than the number of [=2600s=] that had been sold, resulting in retailers sending back a massive amount of unsold copies. Second, ''E.T.'' wasn't the only game to suffer from such high expectations; the prior year, the console's ''VideoGame/PacMan'' port sold a then-unheard of 7 million copies in its first year, but Atari was still stuck with dumping millions of unsold copies into the aforementioned landfill. Finally, there were other factors outside of Atari, including an over-saturation of poor titles flooding the market, competition with the growing home computer market, general inflation, and loss of publishing control due to an overwhelming number of third-party publishers being created to follow in Creator/{{Activision}}'s footsteps. To sum up: While ''E.T.'' certainly was a contributing factor to the crash, it was quite far from being ''the'' reason.
14** Nolan Bushnell, founder of Atari, often gets thrown in for blame, despite being forced out of the company and the industry as a whole in 1978, years before the crash.
15* The ''VideoGame/KinectSports'' series is commonly thought to have been a case of Microsoft forcing Creator/{{Rare}} to make games for the [[UsefulNotes/Kinect motion-tracking peripheral]] after a string of critical and commercail flops. However, it was actually Rare's own idea to focus exclusively on Kinect games in the early-mid [=2010s=], as the studio's executives were interested in the hardware.
16* Creator/LJNToys has a reputation of being a company that made nothing but [[TheProblemWithLicensedGames bad licensed games]] for the NES, thanks to the games they published frequently appearing on ''WebVideo/TheAngryVideoGameNerd''. Keyword being ''published''; though they're often mistaken for being a developer, the number of games they developed in-house can probably be counted on one hand. While they were clearly doing ''something'' wrong as a publisher, the developers behind many of their most infamous games include well-regarded studios such as Creator/{{Rare}} and Creator/{{Atlus}}. AVGN addresses this in his ''VideoGame/{{Beetlejuice}}'' episode:
17-->'''AVGN:''' Y'know, that's something everyone's always trying to correct me about (...) but it doesn't change the fact that every time [their] logo appears on a game, it's guaranteed to be ass!
18* ''VideoGame/MetalGear'':
19** ''WebVideo/TheAngryVideoGameNerd'''s review of the NES [[PortingDisaster port]] of ''VideoGame/MetalGear1'' involved him complaining about butchery of a great game. Among the features he complained about were the fact that you can't open a door and wear your gas mask at the same time, forcing you to sacrifice some health when you enter or leave a gassy room. This element is present in not only the original MSX version, but would remain a quirk of the series for several subsequent entries. He also complained about Big Boss prefacing his misleading hints with the phrase "I forgot to tell you...", claiming it was a terrible translation -- not only was this a better translation than the one in the European MSX version of the game, but Big Boss's hints really were supposed to be [[AnnoyingVideoGameHelper useless and annoying]] for plot reasons.
20** A lot of ''Metal Gear'' fans who never played the NES version of the game accuse Konami's American branch of changing the plot, with a story that (among other things) replaced the original BigBad of Big Boss (an American soldier turned renegade mercenary) with Vermon [=CaTaffy=] (a pastiche of real-life dictator Muammar al-Gaddafi). In truth, while ''Metal Gear'' wasn't exempt from Konami of America's habit of making up new storylines for the games they published, this new storyline is only present in the manual. The ''game itself'' is faithful to the original [=MSX2=] version in terms of plot aside a few minor changes. The non-canon ''Snake's Revenge'' also features a similar discrepancy between the game and its manual, with the manual identifying the bad guy as Higharolla Kockamamie (another pastiche, this time of Ayatollah Khomeini), but the actual villain of the game is revealed to be a cyborg Big Boss.
21** One of the many complaints lodged against ''VideoGame/SnakesRevenge'' is that the translation tells you the opposite of what you have to do during the train level ("THERE IS NO TRAP ON THE TRAIN"). Of course, the sequence was a deliberate callback to ''VideoGame/MetalGear1'' since it happens immediately before the person giving you the hints turns out to be [[TreacherousAdvisor a spy trying to make you fail]], who you then fight in a boss battle.
22** Many people who played the fan-translated version of ''VideoGame/MetalGear2SolidSnake'' assumed that the name of the enemy boss "Black Color", a misromanization of "Blackcollar", was a mistake by the fan translators. In reality, that's how it was spelled in the actual Japanese version (all of the bosses' names in the game were written in roman script).
23** ''VideoGame/MetalGearSolid: The Twin Snakes'' often gets a lot of scorn for its cutscenes, with the blame naturally falling to Ryuhei Kitimura, who directed said scenes. However, Kitimura himself originally intended to make a much more faithful adaptation of the source material; it was ''Creator/HideoKojima'' who requested that Kitimura redo all the cutscenes in his trademark over-the-top style as opposed to emulating that of the original [=PS1=] game.
24** ''VideoGame/MetalGearSolid2SonsOfLiberty'' gets a lot of blame for its rather absurd storyline placed on the translator/localizer, Agness Kaku. While [[https://web.archive.org/web/20120125211117/http://www.hardcoregaming101.net/metalgear/agnesskaku.htm she has her own personal gripes with the game's story and themes]], she didn't do anything to alter the original plot whatsoever in the process of localizing it into English.
25* Many people talk about the Platform/SegaDreamcast as though it single-handedly killed Creator/{{Sega}}'s console business, or at least was the biggest individual factor in them pulling out of that market. The Dreamcast actually sold respectably well, moving 11 million units in just over two years, compared to 9 million in four years for the Saturn. In actuality, the poor decisions made ''prior'' to the Dreamcast, much of them centered around the international failure of the Platform/SegaSaturn, destroyed the company financially to the point that the Dreamcast and its software would have had to sell unrealistically well if they ever wanted to get out of the red.
26* Much of what makes ''VideoGame/Superman64'' a target of ridicule, from the gameplay to the plot, weren't wholly the fault of developer Creator/{{Titus|Software}}: much of what they had planned was scrapped due to ExecutiveMeddling, with Warner Bros. and DC Comic placing many mandates and restrictions on what they were allowed to do with the property (e.g., the virtual reality world that makes up the setting was their workaround for a "Superman can't harm people" rule), and delays that resulted from trying fight and work around these demands resulted in the game being ChristmasRushed so it could even be completed before the company's license to use the character expired.
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29* Some ''VideoGame/SuperRobotWars'' fans get huffy over Atlus's translation of some OriginalGeneration pilot and unit names, specifically regarding "Zengar Zonvolt" becoming "Sanger Zonvolt" and his [[InfinityPlusOneSword Infinity Plus One Mech]] Daizengar becoming the rather silly-looking [=DyGenGuard=]. These two instances actually make sense: for Sanger's name, Atlus simply left off the umlaut on ''Sänger'', which is a German name and naturally katakana-tized as Zengar due to how it's pronounced. As for [=DyGenGuard=], it's short for Dynamic General Guardian. The whole Daizengar ("Great Sänger") bit was an intentional pun, again due to Japanese pronunciation. Atlus's only fault in this was being lazy with their accent marks.
30** "Latooni Subota", on the other hand, ''probably'' ought to be Latune Cybota to stay faithful to typical Cyrillic transliteration (she's Russian. Ish.) Basically, Atlus is perfectly faithful to Japanese. It's European languages that they half-ass.
31** Meanwhile, strange Romanizations like "Hagwane" were preserved in the official sub of the anime at Bandai's insistence, as was a lengthy joke in the game ''Original Generation 2'' that no longer makes sense when the names are pronounced in the English way. These could be considered cases of a translation being ''too'' faithful to the original work.
32* ''VideoGame/TalesSeries''
33** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' was yelled at by fans who complained about how "they took the wimpy way out with the bad ending" and instead of [[spoiler:Marta killing herself]], she [[spoiler:just writes a sad letter]]. Marta didn't [[spoiler:commit suicide]], that was a mistranslation...but the [[spoiler:HeroicSacrifice of Emil was still there, as was Marta's DisneyDeath, and her TearJerker cry of '''EEMMMMIIIIIIIIIILLLLL!!!!''']]
34** Many people blamed the translation team for ''VideoGame/TalesOfLegendia'' not having any voicing at all in the second half of the game. Actually, they were not given the money to pay the voice actors for the second half, and [[BlatantLies were told it was an optional piece of the game]].
35** When ''VideoGame/TalesOfPhantasia'' finally got an official English release, many people complained about various edits and changes made to the game script. Actually, many of the differences were a result of an earlier FanTranslation by [=DeJap=] of the SNES version being ''less'' faithful to the original than the official GBA version. Of course, there's still that thing about "Ragnarok" becoming "Kangaroo" (as well as generally being a pretty bland localization and some consistency issues with the ''VideoGame/TalesOfSymphonia'' translation), but despite what anyone says that's pretty much the ''only'' outright mistake.
36*** There was still some sexual humor in the original Japanese (like Arche's infamous sex dream about Cless -- which is still in the GBA translation, albeit in a more subtle, less blatantly obscene form -- and Arche admiring Mint's figure in the hot springs,) but [=DeJap=] was far less subtle about presenting it, as well as [[{{Flanderization}} ramping up Arche's pervertedness]] (also, Arche apparently fucks like a tiger).
37* While Creator/{{Capcom}} does have a well-earned reputation for [[BlindIdiotTranslation bad translations]] of games in the '90s, they are sometimes blamed for some they didn't do. In the case of the ''Franchise/BreathOfFire'' series, they are often accused of creating an InconsistentDub due to certain names in the first game being altered in later entries. This was actually the result of the first game being localized in the US by [[Creator/SquareEnix Squaresoft]], who changed names with little rhyme or reason. The later games were handled by Capcom and they usually reverted to the Japanese names in future titles.
38** More specifically, Capcom USA has been the subject of a lot of heat for their English translations of the company's Japanese-developed games, which typically mangle not only the dialogue but also the canon for some games, ''Franchise/StreetFighter'' in particular. A [[http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/20130381/Seth_Skill_your_wisdom_is_needed_in_order_to_-%20resolve_a_concern_about_Capcom_USA&post_num=2#346948685 revelation]] from former Capcom USA Senior Vice President, however, reveals that ''Capcom of Japan'' is responsible for the botched English translations that made their way overseas for years. Which begs the question of [[FridgeLogic why a Japanese company would mix-up the translation of dialogue and plot written in their native language just for outsiders]].
39*** One has to consider that some of the ''Street Fighter'' games from the mid-to-late 1990s had American staff members working on them, so they had more input. However, most of the quotes and endings in the games, while a bit embellished sometimes (Guile never mentions Cambodia or Charlie in the Japanese version), had mostly accurate translations. Endings that were truly different, like Cammy's and Fei Long's, were often the exceptions rather than the rule.
40* Creator/ElectronicArts:
41** The company receives a lot of flak for their exclusive license to make games with National Football League players and teams, with many gamers believing that EA simply threw a lot of money at the NFL to get the license. In reality, [[http://money.cnn.com/2004/12/14/commentary/game_over/column_gaming/ the NFL took bids from a number of video game companies]] before ''awarding'' the contract to EA, with them renewing it periodically due to having the sales satisfactory. Gamers, however, deny this, believing that the league would never willingly enter such anti-competitive agreements -- never mind that the NFL's own actions in regards to [[http://consumerist.com/5185430/nfl-sunday-ticket-will-remain-directv-exclusive-until-2014 television distribution]] and [[http://blogs.wsj.com/law/2009/09/18/american-needle-throws-downfield-in-nfl-licensing-dispute/ apparel licensing]] indicates that they not only willingly agree to, but also ''encourage'' these kinds of licensing deals.
42** Whenever the ''VideoGame/NBA2K'' series gets bad publicity, many jump to blame EA -- even though it's Creator/TakeTwoInteractive that makes the game. EA ''does'' have a competing series in the form of ''VideoGame/NBALive'', which largely goes ignored.
43** EA was one of the major suspects to blame for ''VideoGame/MassEffect3'''s infamous ending that is almost unanimously considered to be terrible in the fandom. EA had little to do with the creative process; Bioware created the controversial ending where [[spoiler:Shepard meets the Catalyst]] on their own.
44** EA in general catches a lot of flack for "ruining" any companies they purchase, but in many cases, prior to the purchase said companies weren't all that profitable, and in some cases they couldn't do what they did without EA's money. FullMotionVideo ''VideoGame/WingCommander'' and ''VideoGame/UltimaOnline'' were feasible only with financial support from EA, as Origin prior to being bought by EA[[note]]around the time of the release of [=WC2=]: Secret Operations 1; EA involvement with Origin is, in other words, [[OlderThanTheyThink older than the fandom thinks]][[/note]] was, at best, "holding on", financially, in spite of the critical acclaim of their games.
45*** Also funny, take a look at the publisher for ''VideoGame/SystemShock 2''. Notice anything? Yep. EA. Guess whose idea it was to make it a sequel to ''System Shock''? EA. AccentuateTheNegative at its finest.
46** They are often criticized for releasing essentially the same ''VideoGame/MaddenNFL'' game with updated rosters year after year. While this is arguably true, ''football itself'' doesn't really change from year to year.
47** At a Q&A session at Dragon Con 2014, Richard Garriott went on record saying that blame for the quality of ''VideoGame/UltimaVIII'' should be spread around between himself and EA, stating that if he could go back and 'fix' just one game, that would be it. EA had been around no longer than Origin, but was far more (financially) successful, so Garriott assumed they knew what they were doing and didn't object when they insisted he cut his game to the bone (to the point where the cloth map no longer made sense) in order to make its release date. The problem was that EA had been making money by constantly updating the ''Madden'' engine (among others) and consistently releasing the latest version in time for football season, so they were anal about scheduling. This was...less than good for a complex action RPG. Of course, ''VideoGame/UltimaIX'' was the result of ExecutiveMeddling pulling much of the staff to work on ''VideoGame/UltimaOnline'' (which was dismissed as a dead concept before the paid beta). The cancelled sequel to ''Ultima Online'' was also against Garriott's wishes, who said it would be cancelled within a year and wanted to make ''VideoGame/WingCommander Online'' instead.
48** ''VideoGame/{{Anthem}}'': EA got the bulk of the blame for the maligned game, with many people accusing the publisher of forcing Creator/{{BioWare}} into creating a ''VideoGame/{{Destiny}}'' copycat. Granted, EA did cause some problems during the TroubledProduction like mandating Bioware to use the Frostbite engine, which was designed for [[FirstPersonShooter FPS]] games and not suited for [=RPGs=], and EA offered little support as they were more interested at the time in creating the FIFA games. However, the majority of ''Anthem'''s production problems came from [=BioWare=] itself. Not only did EA actually give them 6 years to make the game, later extended to 7, but EA also interfered very little with the creative process of the production. The studio itself had little idea of what they wanted to do and was constantly scrapping ideas and going back to the drawing board, stuck 5 years in pre-production, during a time of intense stress during which many people took sabbaticals for their health or just plain quit because they couldn't take it, and all the ideas of the game came from [=BioWare=] itself. Ironically, EA's real error was being ''too lenient'' towards [=BioWare=] as their ExecutiveMeddling was the reason for the game having its few saving graces, most notably the flying mechanic.
49* ''Franchise/TeenageMutantNinjaTurtles'' were angry at Creator/{{Ubisoft}} for not including any characters from the [[WesternAnimation/TeenageMutantNinjaTurtles1987 1987 animated series]] in ''VideoGame/TeenageMutantNinjaTurtlesSmashUp''. This actually wasn't Ubisoft's decision: [[http://forums.ubi.com/eve/forums/a/tpc/f/9261054957/m/9901001297 Mirage Studios specifically told]] Ubisoft to stick to [[WesternAnimation/TeenageMutantNinjaTurtles2003 the 2003 series]] as the basis for the game. In fact, Ubisoft actually ''defied'' that directive and stuck the Technodrome in as a background object in one of the stages.
50* Some people thought that ''VideoGame/{{Loom}}'' was uncompleted for several reasons...either '''a)''', because ''Franchise/StarWars'' games made more money, or '''b)''' nobody bought it. The actual reason for not finishing Loom is way different. No, Creator/LucasArts didn't abandon it in favour of ''Star Wars''...this was in the early 90s when point and click adventure games like ''Loom'' were all the rage and cash cows, especially when the NostalgiaFilter kicked in about 10 years later. And the sale figures ''certainly'' were not showing lack of public interest...Even one of the developers said it wasn't. Loom sold over 500,000 copies at the time of the interview - at a time when that was very impressive. But why was there no ''Loom 2: Forge'' despite that Lucas Arts would only benefit from another one, and fans would support it? The developers all got caught-up in different projects.
51* The Circle of Eight mod for ''VideoGame/TheTempleOfElementalEvil'' garnered complaints from fans for including a [[VideoGame/FinalFantasyVII Buster Sword]]. The sword model was actually in the core game, used by a bugged sword that [[DummiedOut can only be accessed by console]].
52* While it is true that MLB, NFL, and the other leagues forced ''VideoGame/BackyardSports'' to keep going, some reviewers put the blame on the leagues for making the series JumpTheShark by taking the games in a different direction. It wasn't even Creator/{{Atari}}, the publishing company, who did it. The real culprit is Humongous, Inc., a company formed out of the last remnants of Humongous Entertainment (who started the series); an employee said so in an interview.
53** Similarly, a lot of people like to blame Atari for the two 2003 Junior Adventures being unfaithful to the predecessors and being plagued with certain faults. The truth of the matter here is Atari was only their ''parent company'' at the time, and Humongous hadn't even gone bankrupt yet -- that happened two years later. They were actually made after half of the Humongous workforce was laid off, and they still had yet to recover from deep financial trouble, this the reason the voice acting was subpar.
54* [[WebAnimation/ZeroPunctuation Yahtzee]] is guilty of this in his review for ''VideoGame/TheConduit''. He blamed all his issues with the game, such as the default control scheme on ''Nintendo''. Nintendo had nothing to do with the game, as it was published by Creator/{{Sega}}.
55** He also made this mistake in reverse in his ''VideoGame/MetroidOtherM'' review. He blamed Team Ninja for everything he disliked, when it was actually Nintendo (specifically, series producer Yoshio Sakamoto) who were responsible for those elements.
56* Valve was complained at for breaking a promise to release something for ''VideoGame/TeamFortress2'' on November 11th, 2009, which was also Veteran's Day. Only Valve never even hinted at the possibility of anything being released anytime that week. People started thinking Valve was going to do something, and people jumped on the bandwagon.
57** The Cold Stream DLC had been delayed for several months, causing Xbox 360 players to blame Valve for delaying the DLC for so long and demand that they should be allowed to help in testing the beta for free or release the DLC for free. Valve isn't entirely without fault, but the rest of the blame falls on Microsoft. Not only Valve has to make sure Cold Stream can run on the Xbox 360 without trouble, but Microsoft's DLC policies prevent Valve from giving Xbox 360 owners constant updates for a beta product and it is Microsoft that determines the pricing for DLC, not Valve.
58* The fact that ''VideoGame/ConkersBadFurDay'' (amongst other demanded games) isn't on the Wii's Platform/VirtualConsole seems to lead to people pointing fingers at Nintendo. One would honestly think that fans would actually be bothered to ''look'' at the developer ''and'' publishers for the Nintendo 64 game... Creator/{{Rare}}. Sure, they were second-party at the time of ''Conker's Bad Fur Day'', but in 2002, they were bought out by Microsoft. Which is why there is a ''Conker'' game on the Xbox, not to mention ''VideoGame/KameoElementsOfPower'' and ''VideoGame/PerfectDark Zero'' as launch titles, and the original ''Perfect Dark'' later rereleased on Xbox Live Arcade. Nintendo had no involvement with ''Conker's Bad Fur Day''.
59** This, compounded by throwing Creator/{{Activision}} into the mix as well (as they owned the ''Film/JamesBond'' video game license throughout that console generation), is also the reason why ''VideoGame/GoldenEye1997'' was not re-released for over twenty five years. every attempt ended with one or more of the three parties refusing whatever the current plan was, [[VideoGame/GoldenEyeWii Hence Activision choosing to remake the game instead]].
60* A different company was responsible for developing ''VideoGame/JakAndDaxterTheLostFrontier'', which is why it (the plot, mostly) gained so much ire from the fans. However, if one would take time to watch the credits, one would find that those responsible for the story were the series' original creators. However, the same original creator had already worked on the title 3-4 years before its eventual release, before scrapping the project. Clearly someone realised their efforts would be best spent elsewhere.
61* Xbox Live's userbase has been misblamed for the creation of the "juvenile and unfriendly" gamer. Within Platform/XboxLiveArcade, games like ''Franchise/{{Halo}}'' and ''VideoGame/CallOfDuty'' get disproportionately blamed for this. Apparently people haven't heard of the theory of [[ForumSpeak G.I.F.T]], which has been in existence long before the Xbox. Live just brought the issue to light if anything. And when it's not Xbox Live that gets all the criticism for this, it's always something like ''VideoGame/CounterStrike'' or ''VideoGame/{{Quake}}''.
62* Whenever you mention Gold-selling in-game advertisements or gold farmers, most people will think of ''VideoGame/WorldOfWarcraft'', but the practice is not exclusive to it and certainly did not start with that game. It's been around since ''VideoGame/UltimaOnline'', and was present in the original ''VideoGame/EverQuest'' and ''VideoGame/RagnarokOnline''. The reason you hear about it in ''World of Warcraft'' so much is because the game has a huge, and unusually mainstream, playerbase. If you check some of the largest gold-selling websites you can see that they offer gold for many other games, ''VideoGame/WarhammerOnline'' had Gold spammers from day one, as did ''Aion Online''. On some servers of ''VideoGame/FinalFantasyXI'', you almost ''had'' to buy gold. Not even ''VideoGame/RuneScape'' was immune to it!
63* Class nerfs are always a source of utmost ire in any MMO, but among the ''VideoGame/WorldOfWarcraft'' fanbase, most nerfs would usually be blamed on Greg "Ghostcrawler" (until he left the company) or a few other choice developers, when in fact the changes are discussed between the entire development team well in advance. The [=CMs=] (community managers) also get a ton of hate for changes; while ghostcrawler at least worked on the game, most of the [=CMs=] are just forum moderators who (try to) keep the boards a place of intelligent discussion and not constant flaming and fighting.
64* ''VideoGame/WorldOfWarcraft'''s ''Cataclysm'' expansion was plagued at the start by all sorts of bugs and glitches, among them a near ''ridiculous'' respawn rate where a mob you just killed would respawn while you were looting it or suddenly reappear attacking you while you were walking away. This was apparently Blizzard's intention; but in actuality it was a programming oversight made to avert one of the things that had happened around ''Burning Crusade'' where the mob respawn rates were actually ''too high'' and people would camp required mobs.
65* Game Masters/Moderators in almost any online game tend to get blamed for every single occurrence that rubs any player the wrong way and are expected to fix every technical problem and rectify every balance issue on their own.
66* The North American version of the ''VideoGame/DeathSmiles'' Platform/{{Xbox 360}} port got a lot of flak for [[DifficultyByRegion having less slowdown than the Japanese versions]], and some decided to point fingers at Aksys Games, who did the localization. In a [[http://www.aksysgames.com/forums/topic/732 forum post on the official Aksys website]], an Aksys employee clarified that all of the programming for the North American version--the reduced slowdown included--was Creator/{{Cave}}'s doing.
67* Richard Garriott gets Misblamed for ''a lot'' of things surrounding "Richard Garriott's ''VideoGame/TabulaRasa''", despite his role merely being Executive Producer. It's often claimed that he arrogantly decided to plaster his name on the box, when it was more likely a marketing decision to hype up a game that wasn't very famous and had been sitting in [[{{Vaporware}} Development Hell]] for some years. He's often insulted and blamed for many of game's problems due to him going to space during the game's life. Not only did he pay for the flight with his own money, but his Executive Producer role was probably hardly missed during the trip, and the trip ended up being tied into a marketing campagin anyway, which arguably ''did'' help the game (though clearly not enough). Finally, Richard Garriott ended up suing the publisher, Creator/NCSoft themselves, after a letter of resignation came out that he claimed he didn't write and was forged by them to pressure him into leaving without an investment he was due. He won the case.
68* The translators of ''VideoGame/{{Okami}}'' are often blamed for the bizarre dichotomy that the manual for the game treats Amaterasu as genderless, while the actual game makes her fairly clearly female. Apparently, this was also the case in the Japanese version.
69* ''Franchise/SonicTheHedgehog'':
70** The Creator/FourKidsEntertainment voice actors used to get blame for the writing of the ''Sonic'' games they voiced in from 2005 to 2010, to the point that some received death threats over some of the story decisions. This is despite the fact that Creator/JasonGriffith and the other actors had zero involvement in writing the stories or scripts. A key example of this the infamous line: "It looks like being a princess isn't that easy" from Sonic 2006. Jason was trashed like hell for this line. Not the script writers or the translators, but just him.
71** Creator/RogerCraigSmith tends to receive a good amount of criticism for his deeper voice for Sonic compared to the more youthful sounding performances of Ryan and Jason. However, as Roger himself states in an [[https://www.sonicstadium.org/2010/10/roger-craig-smith-sega-wanted-sonic-to-sound-older/ interview]], the older sounding performance was a deliberate move made by Sega, who wanted Sonic to sound older.
72** Sega themselves even stated once that they blame previous voice actor of Sonic, Ryan Drummond, for the fact that fans were complaining. While that is true written down, but given the context, the Sonic fanbase itself are overall the problem because of how toxic it can be to changes.
73** Another example: Now retired voice actor to Tails, Amy Palant, was reported to have been sent death threats after her role in Sonic 06. She apparently stated that the threats were based around the poor story and how Tails plays a crap role to which she stated she had no part in.
74** A non-dialogue related example is the creation of "Mobius". Many blame Sega of America for making such a place instead of staying true to the Japanese continuity, but until the 2010s, Sega's main Japanese offices were not only okay with different regions having their own lore for the characters, but they outright ''encouraged'' it as part of helping the brand more easily gain global appeal.
75** Dimps is not responsible for the odd-sounding music in the ''VideoGame/SonicTheHedgehog 4''; that would be Jun Senoue, who even then was disallowed from programming the music on an actual Genesis/Mega Drive due to ExecutiveMeddling.
76** Ken Pontiac and Warren Gruff tend to receive the blunt of criticism for the divisive shift to a DenserAndWackier tone and shift in characterization in the games throughout the 2010s. They only localized the stories written by Creator/SonicTeam. Even the game they did write, ''VideoGame/SonicLostWorld'', was done so using an outline given to them from Sega.
77* Contrary to popular belief, ''VideoGame/LeagueOfLegends'' actually ''does'' have different people working on different aspects of the game -- most notably the champion designers, maintenance people, and the map designers. Whenever Riot announces a new champion, the cries are often "Why can't you fix the lag/servers?" or "Where's the Magma Chamber?".
78* A case of a fan mis-blaming other fans, EPM's [[http://lparchive.org/Mega-Man-Battle-Network/Update%2006/ Let's Play]] of ''VideoGame/MegaManBattleNetwork 1'' criticized some players for not knowing what is a Program Advance (P.A.) on the reason that they didn't talk to [=NPCs=] who mentions about it all the time even to the point of telling them off they need to be spoonfed with P.A. tutorials. The problem is that it's not that they didn't know about ''what'' it is, [[GuideDangIt they actually didn't know]] ''[[GuideDangIt which]]'' [[GuideDangIt Battle Chip combinations form what kind of P.A. at the first place]], aside from the most basic combinations like [=ZetaCannon=] and [=LifeSword=]. To make matters worse some P.A.s might get carried over to the next game but require different chips. It's like the ''VideoGame/HarvestMoon'' recipes, except that you cannot find the specific chip combinations for most P.A.s within the games.
79* ''VideoGame/HarvestMoon'':
80** Fans often blame Natsume, who are simply the localizers and translators in the Americans, for certain problems that were present in the Japanese versions. However Natsume has such a bad rep because they've caused so many glitches with the games, they change parts of the games, and their translations are often butchered.
81** ''VideoGame/HarvestMoonLightOfHope'' received a lot of criticism for being inferior to past console ''Harvest Moon'' titles. However, much of the blame was put on Marvelous, despite the fact they have nothing to do with the title. Starting in 2014, Marvelous decided to translate the series with a different translator as ''Story of Seasons''. The last "true" ''Harvest Moon'' game at the time of ''Light of Hope'''s release was ''VideoGame/StoryOfSeasonsTrioOfTowns''. ''Light of Hope'' is done in-house by Natsume (the previous translators) and is, in essence, as much of a SpiritualSuccessor as ''VideoGame/StardewValley''.
82* ''VideoGame/TheSims'' fans generally try to avert this by referring to "[=EAxis=]", when it's not known if a problem is EA's fault or Maxis'.
83* ''VideoGame/TheElderScrollsIVOblivion'' is sometimes blamed for changing a bizarre Tamriel into a MedievalEuropeanFantasy. Much of these complaints stem from the fact that the elven provinces, as well as Cyrodiil, had quite a few non-European traits that originated in older games like ''Redguard'' or ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]''. For example, Cyrodiil was a jungle, had large rice fields, had a vaguely Tenochtitlan like capital, and had a strong tattoo culture. While those complaints may be justified, some seem to think that all of Tamriel lacked traits from MedievalEuropeanFantasy.
84** Bethesda took a bit of heat during the Nude Mod debacle... despite it being a fan-produced mod that manipulated textures rather than exploiting some hidden feature as some commentators claimed.
85** ''Morrowind'' fans tend to single out Bethesda's Todd Howard for the design choices in ''Oblivion'' and ''Skyrim'' that they don't like, even though the last game that he was in a lead design role for was... ''Morrowind''.
86** A cross-media example for the franchise - in the two tie-in novels (''The Infernal City'' and ''Lord of Souls''), it's related that a few years after the events of ''Oblivion'', the province of Morrowind was effectively obliterated. A large meteor that Vivec had frozen mid-fall had resumed its flight - without having lost any of its velocity - and struck Vivec City with enough force to cause Red Mountain to erupt, rendering vast swaths of the province (which many fans still think of fondly from the game set there) to be destroyed and rendered uninhabitable. Many fans blamed the books' author, Greg Keyes, for this change to the setting. In reality; this string of events was heavily foreshadowed within ''Morrowind'' itself by Michael Kirkbride roughly a decade before the novels were released.
87* ''VideoGame/CastleOfShikigami II'' was released in the US with notoriously bad translation. Turns out that although the translation wasn't great, the original was incomprehensible as well.
88* ''Franchise/TombRaider'' fans often blame Creator/CoreDesign for the fact that the sixth installment (and the last installment of the [[ContinuityReboot original continuity]]), ''[[VideoGame/TombRaiderAngelOfDarkness The Angel of Darkness]]'', was released in a clearly unfinished state. As it turned out, [[ExecutiveMeddling publisher Eidos]] [[http://kteb.net/wp/core-design/ pestered Core Design]] [[http://kteb.net/wp/core-design/behind-the-scenes/ to rush the game in spite of the fact that Core were unhappy with it]], and if they didn't get it out on time, they would be fired. They released the game, it failed, and Eidos fired Core anyway.
89** When the franchise was given a reboot starting with ''VideoGame/TombRaiderLegend'' and under the guide of Crystal Dynamics, Lara Croft's personality changed to be more soft and emotional while still retaining her wit and bold attitude. This didn't sit well with the fans that saw the changes as making Lara look weak, especially in ''VideoGame/TombRaiderAnniversary'' which showed Lara visibly freaking out over her very first human kill. Fans thought that Crystal Dynamics was behind the changes, but it was actually Toby Gard, the creator behind the franchise and the character, who vouched for the changes since he wanted to take Lara on a more softer change ever since the very first game.
90* While Creator/{{Konami}} has displayed their fair share of incompetence in handling VideoGame/{{Bemani}} games outside of East Asia, they also tend to get blamed for things that weren't actually their fault -- many of the screwups with ''VideoGame/DanceDanceRevolution'' series from ''DDR [=SuperNOVA=]'' onwards in the US are the fault of Betson, which Konami contracted to handle distribution of the series stateside. Others were because they were ScrewedByTheLawyers of the music industry. Then there was the disastrous attempt at a nationwide official DDR tournament in 2009, where they made the mistake of partnering with [=GameWorks=], which then proceeded to screw up the tournament in every way imaginable and then some.
91* Jack Thompson attacked Take-Two on two occasions for content in games it published. Both times he insisted that Take-Two was the company to create the content, rather than the independent publishers:
92** The first incident was the infamous "Hot Coffee" discovery in ''VideoGame/GrandTheftAutoSanAndreas''. The game was developed by Rockstar Entertainment.
93*** Rockstar itself was hit with this for the same thing - they were forced to rerelease the game with the "Hot Coffee" content completely removed (even going out of their way to make sure ''no'' mods could be installed[[note]]unsurprisingly, one of the most popular downloads for the non-Steam PC version is a down-grade patch for people who want to play ''Multi Theft Auto''[[/note]]), despite the content having already been DummiedOut and only becoming public knowledge by way of a GameMod that ''nobody would be forced to download''.
94*** The second incident was the less famous "Nude Mod" for ''VideoGame/TheElderScrollsIVOblivion''. The game was developed by Bethesda Softworks and, as mentioned previously, it was the product of a fan, not the studio.
95** On the topic of ''Grand Theft Auto'', many fans initially blame the character striping glitch in [[VideoGame/GrandTheftAutoV Grand Theft Auto Online]] on Rockstar themselves. ''It was actually caused by bugs in [=NVidia's=] drivers'', and a driver update fixed the issue (unfortunately, certain hardware configurations and cards older than the [=GTX400=] series ''cannot'' use the update...).
96** Additionally, the radio music in GTAV is often considered bland and the fans blame Rockstar again for this. No, Rockstar actually outsourced the music choices to the [=DJs=] who they hired to host the stations. Music/KennyLoggins was responsible for the choices of the songs on ''Los Santos Rock Radio'' for example.
97** Many people think that Rockstar omitted planes from ''VideoGame/GrandTheftAutoIV'' out of respect for the events of 9/11, but the real reason for doing so was that the map was simply too small and densely packed for airplane travel to be viable.
98** When GTA V's modders started getting bans, copyright strikes and even the most simplistic modding tools were pulled of the internet, many blamed Rockstar for trying to stop modding despite promising they would allow mods in single player mode, presumably to sell more microtransactions. The copyright strikes came from Take-two Interactive, Rockstar's parent company, and they had nothing to do with them.
99* Creator/{{SNK}} and other associated companies aren't exempt from this, either. As one of the chara designes for ''VideoGame/TheKingOfFighters'', Nona often flak for the most recent entries in the series, due to their new art designs. While he ''was'' the art director for XII (and draws for the pre-fight exchanges in XIII), it's actually Ogura Eisuke, the artist for ''VideoGame/NeoGeoBattleColiseum'', who handled the artwork. For some odd reason, Nona is also being blamed '''for the story developments''', an area that he has minimal influence in at best.
100* Overkill Software is heavily blamed for removing some musical pieces in the game ''VideoGame/PAYDAYTheHeist'' and how they should have just paid the music composer of those tracks when it came to the release of the game's soundtrack. In actuality, the 2nd music composer in question is most likely already compensated for his work and the game's main music composer himself had to step in and say that in order for him to release the soundtrack, they had to have all the music be under his name in order to simplify the legal stuff surrounding the soundtrack release since the 2nd composer is not affiliated with Overkill anymore. People still demand for the old tracks to return.
101** Playstation 3 players that own the game also blame Overkill Software for dragging their feet with updates and patches for the system. While Overkill had promised in the past to try and get the updates out, many players don't realize that Sony charges a ''lot'' of money to developers that wish to update their game on the Playstation 3 (Microsoft has a similar policy with the Xbox 360) and Overkill Software isn't a big budget developer like other game studios such as Valve. Since Overkill was also developing Payday 2 at the same time, it's easy to see where the resources went.
102*** The problem with patching for the console versions happened again when ''VideoGame/PAYDAY2'' was released. The Playstation 3 and Xbox 360 versions of the game did get patches right up to the Armored Transport DLC, but support for the console versions suddenly stopped and went nearly a year without any updates or patches while the PC version had updates every single month. Console players blamed Overkill for being lazy and slow with the updates while Overkill stated that Microsoft and Sony were to blame because their patches failed certification and had to be redone all over again (and patches in general for consoles get expensive quick) while try to stay within the size limits for patches that were enforced by Sony and Microsoft. News about console patches went quiet for months until mid 2014 when Overkill announced the console versions of PAYDAY 2 would get a major update with lots of new content and bug fixes, though it wouldn't be up to the current PC version. The long delay was also likely due to Overkill implementing a new way to roll out updates and reduce the total size of the game, which would benefit people having little free space on their hard drives and also meeting Sony and Microsoft's stingy patch size restrictions. Eventually, Overkill abandoned trying to update the Playstation 3 and Xbox 360 versions of the game and decided to bring the game to the Playstation 4 and Xbox One instead since it was easier to update the game there, which pissed off a lot of fans.
103* Both Sony and Superbot Entertainment of ''VideoGame/PlayStationAllStarsBattleRoyale'' got much ire for its roster that omits much-requested characters like [[VideoGame/MetalGear Solid Snake]] in favor of more contentious choices like [[VideoGame/DMCDevilMayCry reboot Dante/"Donte"]] and [[VideoGame/MetalGear Raiden]]. However, many of these characters are from franchises that, while almost exclusively released on the Playstation line, are owned by third party publishers. Even if Sony and Superbot wanted to add the original Dante or Solid Snake, Capcom and Konami [[ExecutiveMeddling would use copyright laws to ban their inclusion]]. In fact, the inclusion of Raiden was made by none other than Creator/HideoKojima himself.
104* ''VideoGame/{{Minecraft}}'' is widely known as Notch's creation. He did a lot of things to the game, but hasn't gotten involved with the game at all after the game went gold in 2011. Despite Jeb taking charge of the game and Notch stepping down, many people still think Notch runs the game and blame him if there's a change they don't like.
105** Speaking of Minecraft, Bethesda is ''routinely'' MisBlamed for "trying to sue Mojang for using 'Scrolls' in a title," generally with some erroneous assumption it was a financial shakedown or product of some completely irrational fear of product confusion. While it's true that there was a copyright dispute pertaining to conflict between Mojang's game "Scrolls" and the game series "The Elder Scrolls", this is incorrect on two major fronts:
106*** The legally responsible party was not Bethesda, but its parent company, Zenimax.
107*** Zenimax was often criticized for "trying to claim ownership over the word 'Scrolls'" - when the entire point of the suit was to ''prevent'' someone from doing ''exactly that''. Mojang was attempting to trademark "Scrolls" as a title, which, based on similar past situations, would have given them a potentially abuseable copyright edge over ''any'' other related products incorporating that term in their names. For precedent, look at [[https://en.wikipedia.org/wiki/Edge_Games the number of times Edge Games has legally shaken down other related entities]] for use of the word "Edge" - and that's ''without'' the trademark simply being the word on its own.
108* Many fans of ''VideoGame/ToontownOnline'', ''VideoGame/PiratesOfTheCaribbeanOnline'' and ''Pixie Hollow'' blame ''VideoGame/ClubPenguin'' for the closure of those three [=MMOs=]. Actually, Disney closed them due to financial problems.
109* Mega Man's appearance in ''VideoGame/StreetFighterXTekken'' has been blamed on Capcom's contempt for the ''Franchise/MegaMan'' franchise and its fans following how things ended between the company and Keiji Inafune. [[http://megaman.wikia.com/wiki/Bad_Box_Art_Mega_Man#Trivia In truth]], Inafune himself requested that as a joke about how the franchise had aged, also saying that the man's been in other fighting games and it would be less interesting for him to appear normally in this one.
110* After the enormous PortingDisaster that was the PC version of VideoGame/BatmanArkhamKnight, many fans and PC players blamed Rocksteady for the terrible port, but actually, they didn't work on the PC version initially, it was ported by Iron Galaxy Studios, only 12 people worked on the port and they had a two-month deadline, the real fault is that studio and the publisher, Warner Bros Interactive Entertainment.
111** Another company who caught their share of misblame was [=nVidia=], as within a matter of hours of the game's performance problems being known there were widespread accusations that the company's [=GameWorks=] technology (used in the game to provide physics and additional graphical effects) was deliberately crippling performance on all AMD hardware and even [=nVidia's=] older graphics cards, all in the name of making their then-new [=GeForce=] GTX 900 series cards look good. An accusation that might have carried a lot more weight if not for the fact that the GTX 900 cards ''also'' performed terribly, with or without the [=GameWorks=] effects enabled, and that there were other games around at the same time -- most notably ''VideoGame/TheWitcher3'' -- that managed to implement said effects without performance tanking.
112* ''VideoGame/StarTrekOnline'' has a lot of players blaming Cryptic themselves for things they have no control over. Probably the big one focusing on the company themselves is [=ARC=] game launcher, something added by their parent company Perfect World Entertainment. It wasn't uncommon in the days when [=ARC=] was really taking off to have players sit there and constantly blame Cryptic for trying to force what they thought was malware into their systems. Another more recent one was when PWE fired a number of workers, some of them from Cryptic. Players instantly jumped on Cryptic to proclaim that this was because of the ''Delta Rising'' expansion before it was revealed that half of those let go from Cryptic came from ''VideoGame/{{Neverwinter}}''.
113** Players are also happy to sit there and blame head developer Al "[=CaptainGeko=]" Rivera for anything and everything bad that happens. This descends into decisions that were made without him being around, a lot of this due to a major grudge many older players have towards him. Player gets kicked off of a player-ran podcast because of ego problems from the kicker? Geko's fault. Two developers decide to go their own ways? Geko fired them.
114* The Japanese version of ''VideoGame/DragonballZDokkanBattle'' was hit hard with the 3.8.0 release, where a bug caused the drop rates on the gasha to plummet to abysmal levels, leading to players to accuse Akatsuki of rigging it. It didn't help this happened at the same time the ''VideoGame/StarWarsBattlefrontII2017'' controversy was happening. Thankfully, Akatsuki pulled an AuthorsSavingThrow by revealing the code that caused the bug in the first place, gave everyone 300 Dragon Stones and refunded people for those who spent stones during that time.
115* Creator/MichaelBay of all people picked up a lot of heat for the less-than-stellar reception of ''VideoGame/NeedForSpeed: The Run'', despite having nothing to do with the game's development beyond directing a TV commercial for it. Admittedly, though, the game's marketing played up his name a lot, so it's not surprising that some people thought he had more involvement with the game than he actually did.
116* Fans of ''Madou Monogatari'' typically finger Sega as the reason why no rereleases or remakes will ever come out for the series, instead putting all their focus on making more ''VideoGame/PuyoPuyo'' games. In reality, the series was more or less split in half due to legal reasons: Compile eventually bought back the ''Madou Monogatari'' name, but the characters were tied to the ''Puyo Puyo'' brand, hence ''Sorcery Saga'' using an original cast.
117* Creator/{{Activision}} gets a lot of blame for the death of Troika Games, it being said they were forced to close by Activision after the initial failure of ''VideoGame/VampireTheMasqueradeBloodlines''. But in 2019 during an interview for ''VideoGame/TheOuterWorlds'', it was confirmed by the former studio heads that they survived a few more months but [[https://youtu.be/I9ptiP6SOSQ?t=3749 couldn't find a publisher for their next projects, which were mostly high concept pitches.]].
118* ''VideoGame/ScottPilgrimVsTheWorldTheGame'' is infamous for having gotten [[KeepCirculatingTheTapes delisted]] from online stores, but whose fault is it? Many will point fingers at Music/{{Anamanaguchi}}, because of music licensing issues or such, [[http://twitter.com/anamanaguchi/status/1108482067761979398 but Anamanaguchi themselves will tell you that's wrong]]. If your next instinct is to blame the author of ''ComicBook/ScottPilgrim'', Creator/BryanLeeOMalley, [[https://twitter.com/bryanleeomalley/status/1263279542262575105 he made it clear]] [[https://twitter.com/bryanleeomalley/status/1263281729638240256 that he wanted to bring it back too]]. It was most likely the fault of Creator/{{Universal}} being a distributor who for whatever reason let the license expire in 2014 -- it took until 2020 for O'Malley to be able to establish contact with them and Creator/{{Ubisoft}} to negotiate a proper re-release in 2021.
119* Multiple games (Such as a few ''VideoGame/{{Castlevania}}'' games) have listed a "Gorgon" as a rather bovine like monster that can [[TakenForGranite petrify you]]. SadlyMythtaken, as ''everyone'' knows that a "Gorgon" is Medusa, right? Actually, even ''TabletopGame/DungeonsAndDragons'' depicts a "Gorgon" as a rather bovine like monster that is closer to a [[https://en.wikipedia.org/wiki/Catoblepas Catoblepas]] than a more serpentine gorgon. Actually, this comes from a 1981 Rand [=McNally=] encyclopaedia which described a Catoblepas as an african version of the "Gorgon", along with multiple translations which compared them as similar. This also is another case of CommonKnowledge since a [[BrownNote petrifying gaze]] is something that only ''Medusa'' had - her sisters Stheno and Euryale were also gorgons but did not turn people to stone.
120* Creator/BlizzardEntertainment merged with Creator/{{Activision}} in 2008, and since the late 2010s have seen their once-stellar reputation plummet amidst multiple [[OvershadowedByControversy controversies]]. This has prompted angry former fans to lament Blizzard selling out to Activision... except it was their former parent company [[Creator/VivendiUniversalGames Vivendi Games]]--which had owned Blizzard since 1998--who agreed to and permitted the merge; Blizzard themselves had no say in the matter. The fact that the merged company is called Creator/ActivisionBlizzard rather than "Activision Vivendi" doesn't help, as the name gives the impression that Blizzard themselves directly merged with Activision rather than their former parent company.
121* Creator/SanzaruGames alone is oft solely blamed for ''VideoGame/SlyCooperThievesInTime'' being a FranchiseKiller with a DownerEnding of a cliffhanger. However, they did want to follow up on it via DLC, and it was ''Sony'' who refused to allow them to continue with the series. Additionally, the [[WesternAnimation/SlyCooper2016 planned film]] went into DevelopmentHell due to the unrelated circumstance of ''WesternAnimation/RatchetAndClank2016'' being a BoxOfficeBomb. While Sanzaru's not blameless, there were factors and decisions outside of their control that contributed to the series ending on the bad note it did.
122* One criticism that the NES game based off of ''Film/HomeAlone2LostInNewYork'' was allegedly stolen sound effects. Fans will claim Creator/{{THQ}} stole from Creator/{{Acclaim}}'s library. In reality, most of the Simpsons games at the time were developed by Creator/{{Imagineering}}, which Acclaim published most of their Simpsons games, not developed. This was not helped when WebVideo/TheAngryVideoGameNerd reviewed Home Alone 2 in late 2007.
123[[/folder]]
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127[[folder:Nintendo GameCube]]
128[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gamecube_console_set.png]]
129[[caption-width-right:350:The little lunchbox that could... [[Platform/{{Wii}} and did when you duct-taped two of them together.]]]]
130
131->''"Who Are You?"''
132
133The '''Creator/{{Nintendo}} [=GameCube=]''' (officially abbreviated as GCN) was Nintendo's entry into the [[MediaNotes/TheSixthGenerationOfConsoleVideoGames sixth generation]] of the MediaNotes/ConsoleWars, was released in late 2001.
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135The [[MediaNotes/TheFifthGenerationOfConsoleVideoGames previous generation]] of consoles was a game changer, and for Nintendo, it may have been for the worse. For the first time since they entered the gaming business, their home console wasn't number one worldwide, as they were unceremoniously dethroned by a new rival of their own making: the Platform/PlayStation, born from the ashes of a [[Platform/{{SNESCDROM}} failed SNES CD add-on]]. To call it a fight would be generous. The [=PlayStation=] outsold the Platform/Nintendo64 3:1, thanks to marketing towards a young adult audience and grabbing all the third-party developers that scoffed at the [=N64=]'s use of cartridges over [=CDs=]. Enter the new millennium: with Creator/{{Sony}} gearing up to release [[Platform/PlayStation2 a follow-up]] to that runaway success, Sega mounting [[Platform/SegaDreamcast their final stand]], and [[Platform/{{Xbox}} a new kid]] eager to prove themselves, it was time for Nintendo to prove that last time was a mere miscalculation and that they were still a major player in the industry. And the end result was that, by some metrics, this would end up being [[EndOfAnEra the last time Nintendo would compete directly]] with its competitors in the video game console market. But we're getting ahead of ourselves.
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137Recognizing where Sony went right and where they didn't, the first order of business was using optical media instead of cartridges. However, instead of using [=CDs=] and [=DVDs=] like everyone else, the [=GameCube=] would be using proprietary 8cm discs based on the [=miniDVD=] format due to a desire to [[DigitalPiracyIsEvil cut down on piracy rates]] and avoid paying licensing fees to the DVD Forum, of which Sony was a member. These mini-discs still offered less storage than other systems (1.5GB vs. 8.5GB), but this was still enough room for most games of that generation. And if a single disc wasn't enough for any of the larger titles, multi-disc games was now a possibility that third-parties could take advantage of.
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139Next was courting back their old third-party partners, and what better way to accomplish that than by giving them the keys to the castle? While Nintendo was no stranger to licensing out their IP for small edutainment games, the [=GameCube=] was the beginning of the company allowing others to develop major installments in their biggest franchises. [[note]]Under supervision, of course: no need to have a repeat of ''VideoGame/HotelMario'' or the "[[VideoGame/TheLegendOfZeldaCDiGames Unholy Triforce]]".[[/note]] And none wasted the opportunity. [[Creator/BandaiNamcoEntertainment Namco]] thought up the ''VideoGame/DonkeyKonga'' series and produced ''VideoGame/StarFoxAssault''; Creator/{{Konami}} gifted us with ''VideoGame/DanceDanceRevolutionMarioMix''; Sega (now out of the hardware game) delivered ''[[VideoGame/FZero F-Zero GX]]''; and Creator/{{Treasure}} gave us ''VideoGame/WarioWorld''. To say nothing of all the multi-platform games whose [=GameCube=] releases boasted appearances from various Nintendo characters.
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141Finally, since it didn't seem to hurt them last time, the [=GameCube=] was made the most powerful system of its generation once again. The system's graphical capabilities were more than capable of surpassing the Platform/PlayStation2, and its performance was on-par with the Platform/{{Xbox}}; ''Franchise/StarWars: VideoGame/RogueSquadron III'' actually holds the sixth-gen record for polygon count at 20 million polygons. So naturally, all of this resulted in the Nintendo [=GameCube=] coming in third place, behind the Xbox and far, ''far'' behind the [=PlayStation 2=]. Alright, what happened?
142
143By far one of the biggest difficulties Nintendo tried (and mostly failed) to surmount was their reputation as a "kiddy" company being "kiddy" games, which had solidified during [[Platform/Nintendo64 the previous generation]]. Sounds like early message board console warring, sure, but the reality was that the most profitable demographic in gaming was now teenage and young adult males who wanted "mature" games. Games that Nintendo themselves certainly didn't make, and that their overseas branches (namely Nintendo of America) had outright discouraged other publishers from releasing on their systems for well over a decade, censoring content for games on their system to make them as family-friendly as possible, even if the ESRB had already slapped an M rating on the box. In fact, [=NOA=] ''doubled-down'' on their family-friendly position during the 1993 Congressional hearings that resulted in the ESRB to begin with. In short, Nintendo trapped itself the gaming equivalent of the AnimationAgeGhetto, and releasing what looked like a purple lunchbox didn't help. Although they tried to shed that image by green-lighting more teen- and young adult-oriented games (as well as some [[https://web.archive.org/web/20130819010845/http://www.notenoughshaders.com/2013/08/15/the-struggles-of-marketing-the-gamecube/ brow-raising marketing decisions]] from NOA), these efforts were still deemed too tame to be meaningful, especially compared to the libraries of the [=PS2=] and Xbox.
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157Most famously, Creator/RetroStudios rose to fame with the smash hit ''VideoGame/MetroidPrime'' and its sequel ''VideoGame/MetroidPrime2Echoes''. Creator/{{Capcom}} was working on ''VideoGame/TheLegendOfZeldaOracleGames'' on Game Boy Color and liked the 'Cube so much they promised a few exclusive games for it, dubbed the "Capcom 5". They are, in order of release:
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159* ''VideoGame/PN03'' (the only game to stay exclusive - [[KeepCirculatingTheTapes and it still is almost two decades after release]])
160* ''VideoGame/ViewtifulJoe'' (ported to the [=PS2=])
161* ''VideoGame/ResidentEvil4'' (ported to the [=PS2=] again, [[PortOverdosed among others]])
162* ''VideoGame/{{killer7}}'' (ported to--[[RuleOfThree you guessed it]]--the [=PS2=])
163* ''Dead Phoenix'' ([[{{Vaporware}} cancelled]])
164
165had been a thing for years by this point. still just a fraction of Its The [=GameCube=] was the first Nintendo console to have fewer buttons on its controller than its predecessor; this was due to the introduction of a second analog stick to replace the N64's C buttons, though this C-stick was smaller than the primary analog stick; Nintendo wouldn't release a proper dual analog controller until the Platform/{{Wii}} Classic Controller five years later.
166
167* ''VideoGame/PN03'' (the only game to stay exclusive - [[KeepCirculatingTheTapes and it still is almost two decades after release]])
168* ''VideoGame/ViewtifulJoe'' (ported to the [=PS2=])
169* ''VideoGame/ResidentEvil4'' (ported to the [=PS2=] again, [[PortOverdosed among others]])
170* ''VideoGame/{{killer7}}'' (ported to--[[RuleOfThree you guessed it]]--the [=PS2=])
171* ''Dead Phoenix'' ([[{{Vaporware}} cancelled]])
172
173By offloading the development (and its associated costs) of some of their less iconic intellectual properties to third parties, Nintendo managed to reclaim some of the losses incurred by the N64's poor performance in the previous generation. While the [=GameCube=] ''also'' failed to meet expectations (at one point, Nintendo had to halt production of the console, as they were manufacturing them faster than they could be sold), it did ultimately manage to turn in a consistent and overall profit.
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175Additionally, by the time of the [=GameCube=]'s release, Nintendo had mostly removed its restrictions ensuring that their games met their family-friendly image (this process was in fact underway close to the end of the N64 era, with the release of ''VideoGame/ConkersBadFurDay''), and indeed Nintendo would officially publish the M-rated ''VideoGame/EternalDarkness'' to show that they were willing to break out of their "kiddie" image. This also helped encourage sales to older gamers.
176
177Oh, and this thing is ''[[MadeOfIndestructium tough]]'', as in physically. There are stories of people having dropped [=GameCubes=] off the top of tall buildings and finding them still perfectly intact. One Creator/{{G4|TV}} segment circa 2003 involved Morgan Webb abusing a [=PS2=], [=GameCube=] and Xbox, with the [=GameCube=] surviving every single bit of abuse. It's gotten a reputation for being damn near-indestructible; someone once fended off a knife-wielding mugger with his [=GameCube=] and ''it wasn't even damaged.'' Intentionally trying to break it is just about the only way to go. Considering Nintendo's history of making their products Tonka Tough, there might be a reason for that.
178
179Its code name during development was "Project Dolphin" and there are often little nods to this throughout later N64 and early [=GameCube=] games. ''VideoGame/SuperMarioSunshine'' is set on "Isle Delfino" (Italian for dolphin), Olimar's ship in ''VideoGame/Pikmin1'' is called the "Dolphin", and there's a painting of a dolphin in Donkey Kong's house in ''VideoGame/DonkeyKong64''. Additionally, the water-centric gameplay of ''Super Mario Sunshine'' and ''VideoGame/TheLegendOfZeldaTheWindWaker'' is thought by some to be a more subtle reference to Project Dolphin, for obvious reasons. All official games and products also start with DOL in their product code. An early rumored release name for the console was "Starcube", which was apparently dropped for copyright reasons (or because a Nintendo executive insisted the word "game" be in the name).
180
181Nintendo received some criticism for not featuring DVD playback in their new console, bucking the trend set by Sony and Microsoft with their respective entries in the Sixth Generation. However, there ''was'' a stylish-looking variant of the GCN that played DVD videos and contained other multimedia functionality that saw limited release. Called the Panasonic Q, it was [[NoExportForYou only sold in Japan]], and nowadays can only be bought by those who do not care about the health of their wallet[[note]]In fact, it wasn't in production very long due to its cost; it was actually cheaper to buy both a regular [=GameCube=] ''and'' a standalone DVD player than a Panasonic Q[[/note]]. There's also the fact that they're region-locked, although people have modded Qs to remove this limitation.
182
183The [=GameCube=], like the Platform/SegaDreamcast before it, is a perfect case of VindicatedByHistory. During its lifetime, the [=GameCube=] was outsold by both of its competitors, and was Nintendo's worst-performing home console until the Platform/WiiU.[[note]]This is not as bad is it sounds. The [=GameCube=] came in at a close third place, trailing only a couple million units behind the Xbox; meanwhile the [=PlayStation=] 2's [[CurbStompBattle utter dominance]] led to it outselling both systems ''combined''. The Dreamcast, for its part, sold about half of what the [=GameCube=] did, though this may be due to its limited lifespan as much as anything else. In the U.S., at least, Creator/{{Sega}}'s last hurrah had just a year and a half between its launch and its discontinuation.[[/note]] By 2004, the already comparatively low sales for the system completely imploded once people realized that Nintendo didn't have any more tricks up their sleeve in regards to their home console lineup. Up until the Platform/{{Wii}} became a record-breaking success, the idea of Nintendo exiting the home console market altogether and limiting their hardware development to handhelds (given that the Platform/GameBoyAdvance and Platform/NintendoDS were still smash successes) seemed like a realistic possibility. This is, of course, ignoring the fact that Nintendo was the only home console maker at the time to actually make a profit off of their system, but to many, the low market share alone seemed like a good enough motivator.
184
185By far one of the biggest difficulties Nintendo tried (and mostly failed) to surmount was their reputation as a company that made only children's games, which had solidified during [[Platform/Nintendo64 the previous generation]]. This image was downright lethal in the early 2000s. For one thing, the industry's demographics had shifted, and young adults now made up the bulk of gamers. In addition, developers, gamers, and the gaming press had by this point begun to advocate for video games to be taken seriously as a new art form. In other words, Nintendo was trapped in a video game equivalent of the AnimationAgeGhetto (and some consider that they still are). Although they tried to shed that image by green-lighting more teen- and young adult-oriented games (as well as some [[https://web.archive.org/web/20130819010845/http://www.notenoughshaders.com/2013/08/15/the-struggles-of-marketing-the-gamecube/ brow-raising marketing decisions]] from NOA), these efforts were still deemed too tame to be meaningful, especially compared to the libraries of the [=PS2=] and Xbox.
186
187Thus, the console received lots of undeserved hate due to its toy-like design and moves like ''VideoGame/TheLegendOfZeldaTheWindWaker'' changing the semi-realistic and comparatively darker atmospheres of its [[VideoGame/TheLegendOfZeldaOcarinaOfTime two]] [[VideoGame/TheLegendOfZeldaMajorasMask predecessors]] for a cartoony cel-shading art style. This decision prompted what was among the first (possibly ''the'' first), and probably biggest, examples of video game backlash on the Internet in the days before social media (in fact, it could even easily give many social media-driven backlashes a run for their money).
188
189While the [=GameCube=] was capable of online like its rivals, it was extremely underutilized. Only 5 games with online support were ever created, only one of which was first-party, and an adaptor was required to hook up to the internet. The only online games to be released internationally (and take up most of the list) are the 3 versions of ''VideoGame/PhantasyStarOnline'', which were ported from the Platform/SegaDreamcast with extra content. ''Phantasy Star Online'' on the Gamecube were also infamous for having an exploit which, by setting the port into a locally connected and specially configured PC, one can access homebrew and eventually offload dumped disc images. ''Homeland'' is also notable for being the only [=GameCube=] game to ever receive [[DownloadableContent DLC]]. Online was rapidly gaining traction during this generation, which made the [=GameCube=] and its borderline nonexistent online less appealing, especially when compared to the newcomer Xbox and its robust Xbox Live online service.
190
191Another major issue was third-party support. Nintendo managed to get a lot of companies on board for developing for the system, and it surely received many more third-party titles than the [=N64=] ever did. However, the vast majority of these titles were multi-platform games. Very few companies dared to develop any ''exclusives'' for it, and most of the few that did were only because Nintendo struck deals with them by publishing the games or even partially producing them. On top of that, ''almost all'' of these multi-platform titles performed worse on the [=GameCube=] than on its two competitors, often ''significantly'' worse, so this support started to dwindle after the first couple of years; exactly why they performed so poorly on the [=GameCube=] is hard to pin down, but given that the system was more powerful and much easier to develop for than the far more successful [=PS2=], the limited capacity of the [=GameCube's=] proprietary discs and/or developer underestimation of them in the wake of the [=N64=]'s hugely limited cartridges may have been a leading factor. Couple this with the aforementioned "kiddie" reputation, and many T- and M-rated titles wound up getting released on the [=PS2=] and Xbox, but not the [=GameCube=]. Probably the most iconic example of this was the fact that the [=GameCube=] was the only 6th Generation home console that never received a ''VideoGame/GrandTheftAuto'' game (it got both ''VideoGame/TrueCrime'' games[[note]]in which you play as cops rather than criminals[[/note]], but between the two properties, ''GTA'' was a far bigger name and had a much more rebellious image that appealed to older gamers).
192
193It didn't help that many of Nintendo's first-party titles for the console were considered divisive when they first came out. ''VideoGame/SuperMario64'' and ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' one generation prior were considered absolutely groundbreaking in their day, transitioning gracefully from 2D to 3D. Meanwhile, ''VideoGame/SuperMarioSunshine'' and ''VideoGame/TheLegendOfZeldaTheWindWaker'' (even leaving aside the aforementioned backlash) were less impressive transitions to the newer technology, and left some fans cold, with their new mechanics (e.g. the water jetpack/squirt gun FLUDD in ''Sunshine'' and the sailing mechanics in ''Wind Waker'') being seen as clumsy and ill-conceived, among other criticisms; ''Sunshine'' would see its mechanics VindicatedByHistory later on, though with ''Wind Waker'' it'd still be regarded as so big of a ScrappyMechanic that the remake 11 years later would go out of its way to address the issue. Other games like ''VideoGame/MarioKartDoubleDash'', ''VideoGame/StarFoxAdventures'', ''VideoGame/StarFoxAssault'', ''[[VideoGame/WaveRace Wave Race: Blue Storm]]'' and ''[[VideoGame/TenEightySnowboarding 1080º Avalanche]]'' were also contested, with ''Adventures'' having the added baggage of being a heavy ExecutiveMeddling-induced retool of what was supposed to be a new IP in ''VideoGame/DinosaurPlanet''. More damning still, while games like ''VideoGame/LuigisMansion'' and ''VideoGame/Pikmin1'' received overall ''critical'' acclaim, ''popular'' enthusiasm for them is largely a matter of hindsight.
194
195However, several of these games and others have become {{cult classic}}s over time, or have simply been given their deserved accolades retroactively. It helps that the much more successful Wii was fully compatible with [=GameCube=] games until later in its life, making it easier for people to play games for the 'Cube without actually having to buy one. With critics putting increased emphasis on the importance of [[LoadsAndLoadsOfLoading loading times]] in the modern age, the [=GameCube=]'s design towards faster loads (in the form of smaller discs and special RAM caches) is also becoming more appreciated.
196
197And of course, there are those titles that were absolute hits among gamers from day one. The clearest example of this would be ''VideoGame/MetroidPrime'' and (to a lesser degree) its sequel ''VideoGame/MetroidPrime2Echoes''. While the first game's first-person perspective was initially met with a very cold reception upon teaser reveal (being yet another controversy Nintendo had to deal with during the first year of the console's lifespan), upon ''release'' it and the sequel brought back the ''Franchise/{{Metroid}}'' series after skipping the [=N64=] altogether. Many people consider these the best titles on the console, even to this day, a title only contested by ''VideoGame/SuperSmashBrosMelee'', a game that was not only the biggest seller on the console, but also single-handedly created one of the biggest and most devoted fan communities in video game history and - much like ''VideoGame/MarvelVsCapcom2'' used to be to the Dreamcast - maintains a thriving [[TournamentPlay competitive scene]] two decades after its release, giving the [=GameCube=] a reason to live outside of the usual {{retrogaming}} circles way past its expiration date. The absolute masterful remake of ''VideoGame/ResidentEvil1'', ''[[VideoGame/FZero F-Zero GX]]'', ''[[VideoGame/RogueSquadron Star Wars Rogue Squadron II: Rogue Leader]]'' and ''VideoGame/TalesOfSymphonia'' are other examples of exclusive titles that had a really warm reception even back in the day (though ''Symphonia'' did appear on the [=PS2=] eventually). Then there's the [=GameCube=] version of ''[[VideoGame/SoulSeries Soul Calibur II]]'', which was considered the best out of the three versions, in no small part due to [[Franchise/TheLegendOfZelda Link]] appearing as a guest character (a practice that has become a staple of the fighting genre ever since).
198
199Additionally, the [=GameCube=]'s controller was also a case of VindicatedByHistory. The unorthodox layout of the face buttons, and the fact that it had two fewer buttons than the controllers from its competitors, (to be precise, it was one shoulder button and one "Select"-type button less) were common criticisms during its day, to the point that many third party developers considered it a liability for porting some of their titles. However, it has been consistently praised from day one for its comfortable design, which was ergonomically friendly for nearly all demographics. As with many other aspects of the console, the controller is now deemed one of the most, if not ''the'' most comfortable game controller ever designed (its limited versatility though is still a point of contention). The enduring popularity of the [=GameCube=] controller among ''VideoGame/SuperSmashBros'' players eventually led to Nintendo re-releasing the controller specifically for ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U]]'' and ''VideoGame/SuperSmashBrosUltimate'', complete with a [=GameCube=] controller adapter for the Platform/WiiU and Platform/NintendoSwitch (compatible with only ''Smash'' on the Wii U but with considerably more games on the Switch including ''VideoGame/MarioKart8'').
200
201One of the biggest reasons of the growing appreciation for the system is the people who played with it when they were children reaching adulthood. Although the industry as a whole was fully focused on teenagers and young adults during the early 2000s, that's not to say that kids had become irrelevant. Even the [=PS2=] and Xbox had their fair share of family friendly titles. However, kids were no longer the ones driving the market, not only because they had become a smaller demographic, but also because the discourse surrounding it had fully transitioned from the schoolyard to the Internet, where their voices were collectively all but silenced next to their older counterparts. But now that the children who played with the [=GameCube=] have entered their 20s, they've taken the opportunity to voice their appreciation for the console that marked their childhoods, turning it into probably the biggest "nostalgic" home console of the 2010s.
202
203Oh, and the [[https://www.youtube.com/watch?v=OUHJUJkbv-k slow, haunting theme]] that plays when you turn the thing on and go into the menu? It's the [[https://www.youtube.com/watch?v=7F_vTOZQLxY start-up theme]] ''(EpilepticFlashingLights warning)'' for the old [[Platform/NintendoEntertainmentSystem Famicom Disk System]], slowed down a whole bunch. [[https://www.youtube.com/watch?v=u1m6j38CDOc Pretty neat]].
204[[/folder]]
205
206
207----
208[[folder:VideoGame/MetroidPrime4]]
209''VideoGame/MetroidPrime4''
210
211[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/screenshot_2017_06_14_11_14_01_kindlephoto_35870315_1.jpg]]
212
213''Metroid Prime 4'' is an upcoming [[FirstPersonShooter FPS]]/{{Adventure|Game}} game for the Platform/NintendoSwitch, developed by Creator/RetroStudios and published by Creator/{{Nintendo}}. Serving as the 7th entry within the ''Franchise/{{Metroid}}'' franchise's ''[[VideoGame/MetroidPrimeTrilogy Prime]]'' sub-series (and the 15th overall), the title is currently scheduled for a 2024 release.
214
215Initially revealed as being in development via a [[https://www.youtube.com/watch?v=nFbDmTjS_MI teaser trailer]] at [[UsefulNotes/ElectronicEntertainmentExpo E3 2017]], Nintendo later announced in January 2019 that the game was [[https://www.youtube.com/watch?v=zLIv_UXI_So suffering from a troubled production]] and would be restarting development from scratch. The title would be re-revealed in June 2024.
216----
217
218* TrilogyCreep: ''[[VideoGame/MetroidPrime3Corruption Prime 3]]'' was advertised as the final chapter of the ''Prime'' series upon its release in 2007, fifteen years prior. With that in mind, the sub-series already had two spin-offs in ''[[VideoGame/MetroidPrimeHunters Hunters]]'' and ''[[VideoGame/MetroidPrimePinball Pinball]]'' during the original trilogy, as well as ''[[VideoGame/MetroidPrimeFederationForce Federation Force]]'' years later. In addition, both ''Prime 3'' and ''Federation Force'' had {{sequel hook}}s in their post-credits scenes alluding to another major installment.
219
220Trivia.MetroidPrime4 Page
221* TroubledProduction: In 2017, ''Metroid Prime 4'' was announced as entering development under an [[BTeamSequel unknown, new development team]] before development troubles had Nintendo [[https://www.youtube.com/watch?v=zLIv_UXI_So publicly announce]] in early 2019 that they'd be restarting the project from scratch and returning the reins to Creator/RetroStudios. [[https://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4 Many sources]] claimed the original team to be Creator/BandaiNamco's Singapore branch, with one journalist elaborating that their sources said the game was being made in an "[[https://twitter.com/imranzomg/status/1088857688027480065 experimental ad-hoc development process]]." In the time between ''Prime 4'''s original announcement and its eventual release, the franchise had seen a [[VideoGame/MetroidSamusReturns remake of a 2D entry]], a [[VideoGame/MetroidDread brand-new 2D entry]] and an {{updated rerelease}} of the first ''VideoGame/MetroidPrime''.
222
223
224WMG.MetroidPrime4 page
225
226!Pre-Development Reboot [=WMGs=]
227
228[[WMG: Metroid Prime is still alive.]]
229When all the Phazon was destroyed Dark Samus was turned back into Metroid Prime.
230* This doesn't seem terribly likely, given that [[spoiler:Metroid Prime carapaces can be found on Phaaze, suggesting that they only exist because of Phazon corruption. The design of Hopping Metroids also seems to allude to this, since they explicitly only take that form due to exposure to Phazon]].
231** Whatever the Metroid Prime started out as, she seemed to ditch her metroid characteristics when she jacked the phazon suit as a body, and by the time of Corruption, the game was very clear that she was more phazon shaped like a power suit than anything else.
232
233[[WMG: Metroid Prime 4 will have a Sequel Hook.]]
234It will lead into ''Metroid Prime 5'', or ''VideoGame/MetroidSamusReturns'', or ''VideoGame/SuperMetroid''.
235* Possible, given that the Prime series has been stated to be an interquel between ''Metroid'' and ''Metroid II''.
236
237[[WMG: Meta Kraid will be a boss battle.]]
238We have had Meta Ridley, so why not Meta Kraid? There is concept art for Meta Kraid for Metroid Prime 1.
239
240[[WMG: Somehow, Phazon will return.]]
241Possibly, given how massive the galaxy is, Phaaze will be revealed to not be [[ThereIsAnother the only planet that naturally produces Phazon]].
242* A planet such as the [[VideoGame/MetroidPrime3Corruption Pirate Homeworld]]?
243
244[[WMG: Ridley will be a big antagonist.]]
245Much like how he was a overarching antagonist in the original Metroid Prime game he will again be a looming threat that you will have to face in the end to make it to the last boss.
246* This game may also explain how Ridley was able to shed his metal plating and become fully organic again for his appearance in Super Metroid.
247** This is at least partly explained in the semi-canonical manga, where he could eat any form of biomass to facilitate regeneration. He recovers from near-fatal injury this way, so it's likely the same ability that allows him to survive both the horrific experiments and the removal of his cybernetics.
248
249[[WMG: The aftereffects of ''VideoGame/MetroidPrimeFederationForce'' will be an important part of the plot.]]
250Apart from the obvious [[spoiler:Sylux stealing the Metroid]] thing from The Stinger to that game, there's also the matter of Samus recovering from [[spoiler:being captured and mind-controlled by the Space Pirates]], as well as how the Mechs will contribute now that they're no longer the main characters.
251* Don't forget The Stinger from [=MP3=], where [[spoiler: Sylux follows after Samus]].
252
253[[WMG: The game will have a multiplayer mode]]
254There will be options for splitscreen, LAN, and [=WiFi=], and in addition to Samus herself (with multiple skins based on other games in the series) you can also play as any of the previously seen Hunters, Dark Samus, and Anthony from ''VideoGame/MetroidOtherM''.
255
256[[WMG: To add to the above, there will be a ''VideoGame/{{Evolve}} style multiplayer mode where four players compete against one lone player taking control of a boss monster]]
257One of the playable boss monsters will be Ridley, even if he doesn't make an appearance in single player.
258* Nah, [[MemeticMutation he's too big]].
259
260[[WMG: Metroid Prime 4 will explain how Ridley returned from his death in Corruption]]
261The game will start off with Samus investigating rumors of a space pirate complex trying to resurrect Ridley, kicking the whole plot off. Bonus points if the subtitle is ''Resurrection''.
262
263[[WMG: Sylux, when he shows up in Prime 4, will come with a larger arsenal of weaponry and abilities to make him a more competent threat]]
264At least one of Sylux's new weapons will be an energy-based whip with the power to tear enemies and buildings asunder. His Shock Coil will also be upgraded to fire powerful ball lightnings. New abilities will include the capability to propel himself into the air with an electric blast, as well as the power to cause an explosive burst when he lands from sufficient height.
265* so [[VideoGame/{{Infamous}} Cole MacGrath]]?
266
267[[WMG: There will be a Raid Mode inspired minigame called Bounty Hunter Mode]]
268In this mode you play as Samus (and perhaps others) on different maps based on locations from throughout the series, taking on waves of enemies and earning points. With these points you can purchase upgrades, as well as cosmetic rewards (some of which may carry over to the main game). Some maps will have branching paths to accommodate different locomotive abilities. Co-op will also be supported.
269
270[[WMG: Sylux's reasons for opposing the Galactic Federation will be revealed]]
271Sylux's status as a self-made enemy of the Federation has always been one of the character's few defining traits. [[VideoGame/MetroidOtherM Later]] [[VideoGame/MetroidFusion games]] in the timeline reveal a dark side of the Galactic Federation, a side whose quest to weaponize practically everything could make [[Franchise/ResidentEvil Umbrella]] envious. The top-secret technology that Sylux stole, the Shock Coil, is even stated to bear a suspicious similarity to a Metroid's energy siphon.\
272Could Sylux be aware of this darker side of the organization, and is motivated out of civic responsibility to stop it? Could Sylux have even been a former Federation employee who left out of disgust, possibly explaining how Sylux keeps managing to slip through all these darn GF facilities so well?
273
274[[WMG: Ridley will finally be the BigBad.]]
275With the Metroid Prime/Dark Samus and Phazon as a whole dead and gone, Ridley could have ADayInTheLimelight and become the BigBad for the first time - and considering the last time he was seen in the ''Prime'' trilogy, he'll probably be in a new form while recovering from ''Corruption'''s events.
276
277[[WMG: Sylux will turn out to oppose the Federation, but as an unsung hero and not a villain]]
278Knowing in hindsight that the Federation does some extremely shady crap, with Metroids to boot(like the one Sylux stole at the end of Federation Force) it's not unreasonable to suggest that Sylux is someone opposing them in order to expose the more corrupt factions, and Samus is simply [[NothingPersonal an obstacle]]. Hell, it could probably lead to an EnemyMine with Samus.
279
280[[WMG: The other [[VideoGame/MetroidPrimeHunters Hunters]] will appear.]]
281Sure, Sylux is the one with it out for the Galactic Federation and Samus, but the other Hunters potentially have reasons to get involved. Including reasons as straightforward as being paid.
282* In ''Hunters'', they were in the Amblic Cluster looking for "The Ultimate Power". If they all survived that (or NegativeContinuity is in play), they could be motivated by {{revenge}} (especially so for Weavel and Trace), the existence of TheCorruption (a good reason for Noxus or Kanden to show up), other hints on Spire's past, or just because the Federation is involved (hence Sylux).
283** Pretty sure that the other 6 Hunters all survived the ending of Hunters. Right before the Oubliette explodes, 6 colored lights, seemingly the ships of the other Hunters, can be seen departing before Samus herself does.
284* Although, if they do show up, how cool would it be for at least a few to be Samus's allies?
285** If a few were to be Samus's allies, it would make the most sense for Noxus and/or Spire, since those two were the only ones who would likely not have come into conflict with Samus had the events of Hunters not happened. [[note]]Noxus wanted to make sure no one would get the Omega Cannon, and Spire wanted to use it to find out what happened to his people.[[/note]]
286
287[[WMG: Mother Brain will make an appearance.]]
288Why should Ridley have all the fun? Let's have the mind behind the monsters show up and cause havoc.
289
290[[WMG: The Metroid Sylux hatched will parallel Samus' relationship with the Baby Metroid.]]
291Sylux being the first thing that hatchling saw will likely mean it imprinted on him, like the Baby Metroid did with Samus. This could be used to draw parallels or contrasts between him and Samus as characters.
292
293[[WMG: The game will end with Samus accepting a [[VideoGame/MetroidIIReturnOfSamus mission]] to [[Videogame/MetroidSamusReturns SR388]].]]
294Hey, she's gotta go there sometime.
295
296[[WMG: Predictions for new possible weapons]]
297It's normal for each Metroid game to introduce new weapons/powers, and considering that Other M had no new powerups, it's likely that they'll introduce something new to make up for this. Possibilities include[[note]]feel free to add your own suggestions here[[/note]]:
298* The [[GatlingGood Gatling Beam]], a beam designed for rapid fire, which when charged, would fire a long burst of beams, much like the [[VideoGame/MetroidPrime3Corruption Hyper Mode's Phazon Beam]].
299* The [[GrapplingHookPistol Combat Grapple]], a pair of twin grappling beams that would allow Samus to slam her opponents together similar to [[Anime/MobileSuitGundamSEEDCE73Stargazer the Strike Noir's rocket arrows]]. [[RuleOfCool Could be combined with the Grapple Voltage to allow Samus to drain the energy from one enemy and then redirect said energy into another opponent]].
300* The Remote EMP Mines, which can attach to most surfaces and detonate when an enemy closes in on them. In the case of any invisible enemies (like a certain drone from the first game), this has the added effect of temporarily disabling their cloaking abilities.
301* The Anti-Phazon Device, or APD (only applicable if there's more Phazon in this game), which launches a crystalline structure that causes Phazon to rapidly degrade, doing heavy damage to any Phazon-based enemies and destroying Phazite objects. However, as a safety measure, the compound does virtually nothing to organic material or machinery.
302
303[[WMG: The game will be set after ''Fusion'']]
304And the Federation will be the main antagonist.
305
306[[WMG: Metroid Prime/Dark Samus will be the first boss.]]
307After the battle she will turn out to be a robot designed to look like Dark Samus, build by the Space Pirates' Science Team to scare Samus.
308* It'll be half-dysfunctional, pretty obviously a fake as the battle goes on and ultimately ineffective. After all, [[MemeticMutation the Science Team has vapor for brains]].
309
310[[WMG: The game is being developed by Creator/NextLevelGames]]
311Assuming the theory that this is a sequel to ''VideoGame/MetroidPrimeFederationForce'' is true.
312** '''{{Jossed}}.''' It was originally developed by Creator/BandaiNamco, before development got rebooted and the game given to Creator/RetroStudios instead.
313
314[[WMG: If Ridley is in the game...]]
315He will be so horribly wounded from ''Corruption'' to the point where he becomes a full on DarkLordOnLifeSupport - his entire body is covered or implanted with mechanical parts, with cables and anesthetic tubes and all, therefore becoming a NonActionBigBad. He orders the Space Pirates around until the end of the game, where he recovers just enough to be able to fight Samus himself. Since ''Samus Returns'' is likely to take place after this, he won't have recovered fully until ''Super Metroid''.
316
317[[WMG: If this game does take place after Metroid Fusion, the ultimate suit upgrade will be Samus regaining her proper Varia Suit.]]
318The Varia Suit is just way too iconic to be replaced by the Fusion suit. In addition, it's been established several times that the Fusion suit is far weaker than Samus' Varia Suit proper. It'd be fitting that the ultimate suit upgrade for her in the game after Fusion would be regaining her original power armor.
319
320[[WMG: Samus will have to fight against [[spoiler:Chozo]]]]
321[[spoiler:The 11th Chozo Memory from ''VideoGame/MetroidSamusReturns'' features a rogue group of Chozo who have killed some of their own brethren.]]
322
323[[WMG: If set before her mission to [=SR388=]...]]
324This game will feature the Gravity Suit, initially as a Varia Suit PaletteSwap before Samus — as in ''VideoGame/MetroidZeroMission'' — has to get a more powerful Power Suit, explaining its redesigned appearance in ''Samus Returns''.
325
326[[WMG: The game is being developed by Armature Studio.]]
327They're comprised by a good deal of former Retro Studios employees that worked on the original Prime trilogy, so why not bring them back?
328** '''{{Jossed}}.''' Bandai Namco started it, before their stuff was scrapped. ''Retro'' is doing it now.
329
330[[WMG: The game will contain between 200 and 1000 suit upgrades.]]
331After the large numbers of [[VideoGame/TheLegendOfZeldaBreathOfTheWild koroks]] and [[VideoGame/SuperMarioOdyssey moons]] in recent Nintendo games, it seems like they wouldn't stop at 100 collectibles.
332
333[[WMG: The four will be removed from the title]]
334This would allow the game to remain outside the trilogy, and the number is just to signify that its a fourth Metroid Prime game on a console until they can come up with a better name, or they just want to keep the name a secret for now.
335
336[[WMG: This game will use Proteus Ridley instead of Meta Ridley]]
337A lot of people have speculated that Ridley's Phazon intake as a leviathan guardian overclocked his healing factor and eventually let him regain his biological form. Proteus Ridley will be used to illustrate him getting more of his original body back.
338
339!Post-2023 Re-Reveal
340[[/folder]]
341
342----
343
344[[folder:i didnt know i was broken until i wanted a change]]
345
346''Fanfic/IDidntKnowIWasBrokenUntilIWantedAChange''
347
348* EverybodyKnewAlready: Towards the end of the fic, when helping Catra summon up enough courage to take on her birthright as princess, Demeter casually notes that every Magicat has probably figured out her identity as Princess Fel'cty by that point. If it wasn't the tell-tale royal bloodline-defining heterochromia, it was her other physical semblances to C'yra, her magical prowess on par with Ri'ta, and the simple fact she followed both queens around everywhere and they clearly doted on her. As explained to [[spoiler:Thom]], who was the ''only'' Magicat who was ignorant about this until Catra formally took on her title, the general public never said anything because they respected that Catra clearly wasn't ready to address the issue.
349* SecretKeeper: Among the Princess Alliance, only [[spoiler:Scorpia and Adora]] know that Catra is a princess. Catra tells the former of this newfound revelation shortly after the group arrives on Beast Island, while she tells the former a few days before she formally claims her title as heir.
350[[/folder]]
351----
352[[folder:Gariben Jimi Moe Reijou wa, Ore-sama Ouji nado Oyobi denai]]
353Literature/GaribenJimiMoeReijouWaOreSamaOujiNadoOyobiDenai
354[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_noble_girl_with_a_crush_on_a_plain_and_studious_guy.jpg]]
355
356''Gariben Jimi Moe Reijou wa, Ore-sama Ouji nado Oyobi denai'' (or "The Noble Girl With a Crush on a Plain and Studious Guy Finds the Arrogant Prince to Be a Nuisance") is a RomanticComedy {{light novel}} by Tosaka Yūma.
357
358----
359!!This work provides examples of:
360* BrosBeforeHoes: {{Discussed}}. After questioning Sharina, Angelica learns that her best friend would absolutely choose love over their life-long friendship, to her mild annoyance. Later, Angelica mentally pats herself on the back for being able to follow this trope, as she immediately decides not to even try pursuing a relationship beyond friendship with Riol when she realizes she might be developing a crush on the boy herself.
361* BystanderSyndrome: Outside Sharina, Riol, and Angelica, there are two other students during the first story arc who were fully aware that the prince's attention was unwanted. However, they didn't say anything publicly until after the duel, where they back up Riol with their own testimonies. They stayed quiet when the duel was first announced because they feared backlash from going against the official story being painted by the prince and because no one would have believed them anyway.
362* CannotSpitItOut: Riol, once he realizes [[LoveEpiphany he returns Sharina's affections]]. He manages to say it once without thinking, before going three months without saying it again. He initially justifies it as wanting to save his proper declaration of love for another major event, such as winning a magic tournament, but when that plan falls south due to the unrelated machinations of the royal family, he admits he's just being cowardly considering that the two of them have been unofficially dating for months. So sneaks it in when she's least expecting.
363* CassandraTruth: Basically the plot of the first two arcs, especially the first two arcs. ''Everyone'' refuses to believe the protagonists' side of things due how incomprehensible it is that someone would choose being with a poor baron's son over potentially becoming queen. Whatever Sharina says or does is regularly warped to fit the other party's preconceptions; be it her as a naïve country girl who is pursuing the prince thinking that life is a fairy tale or a devious manipulator jumping from man-to-man as she pleases. It eventually gets to the point where, in the second story arc, Sharina and Riol are legitimately impressed that the second prince bothered to ''let Tobias talk'', much less acknowledge what he's saying before dismissing it, since they've both gotten used to never even getting that far.
364* ExplainExplainOhCrap: Several characters do this whenever they finally realize that Sharina really does love Riol, mentally or verbally going through a checklist of all the things that should be prove that the former has been aiming to become queen only to realize to their horror that everything that was supposedly her PlayingHardToGet or putting together a complex scheme to get riches and power was just a frustrated teenager who is happily enamored with her boyfriend and wanted nothing to do with any of them.
365* IShouldWriteABookAboutThis: Angelica wrote a book based on the events of the first story arc for her own personal enjoyment after burning/giving away most of her romance collection. However it quickly got plagiarized by the bookbinder, who sold their copy of the manuscript to a traveling playwright, and within a few months the play is a national hit in a nearby kingdom. Sharina and Riol are impressed when they learn her role in this, while Angelica is deeply embarrassed that her private writing is now public knowledge.
366* MakeItLookLikeAnAccident: Averted. Prince Ronald attempted to invoke this when introducing himself to Sharina and Riol, but fails when Riol negates the attack, so his brushes it off as a test of their abilities.
367* PrinceCharmingWannabe: Prince Leonardo to Sharina, made worse by the fact that everyone assumes that the feeling is mutual. It takes [[spoiler:Riol beating him in a duel and removing his right to the throne]] for it to finally click that Leonardo was chasing her, not the other way around.
368* RescueRomance: In the most mundane way possible. Riol simply warns her not to touch a plant in the school garden, noting that someone accidentally planted dangerous flora there. She immediately goes from barely grasping the concept of love to seeing this gloomy honors student as her soulmate.
369* RightForTheWrongReasons: The main group correctly deduce that the Queen is [[spoiler:making a Sharina a fiancée candidate to help her son save face]], but also believe that she's aware that Sharina does love Riol. When we get the Queen's POV a few chapters later, it's shown that she thinks Sharina is a GoldDigger who is only with Riol as a temporary boyfriend while planning to marry into the royal family, and that Sharina purposefully manipulated the situation so that [[spoiler:she has no choice but to make her Roland's fiancée]].
370* ShowWithinAShow: Angelica is a huge fan of a series of romance novels that, upon re-reading, realizes [[LeaningOnTheFourthWall matches Sharina's recent romantic situation closely]]. Specifically, the official couple are an expy of Sharina and Leonardo and mirrors how their dynamic would have gone in a traditional romantic comedy situation. Meanwhile, the BetaCouple are expies of Sharina and Riol, right down to her book equivalent being completely apathetic about the concept of romance until her love interest alerts her that she's about to touch a deadly plant.
371* WrongGenreSavvy: Angelica starts out like this. She's an avid reader of romantic comedies and initially views real-life romance in the same way, so when Sharina starts sharing her gripes with the prince, she's confused that his actions would anger her; in a traditional romcom, his rude behavior would be charming and attractive. It isn't until Sharina starts contextualizing it by giving parallels to decidedly non-romantic things that it clicks.
372----
373[[/folder]]
374
375[[folder:Misc]]
376
377SiblingSwitchSquick
378
379A form of AdaptationRelationshipOverhaul in which two characters that were siblings or otherwise family in the source material or in early versions of a work are overhauled to not just be [[UnrelatedInTheAdaptation unrelated]], but now romantically involved (or [[RelatedInTheAdaptation vice versa]]). The {{squick}} part comes in the fact that long-time fans who are aware of the change may find it difficult to let go of this previous knowledge, causing a sense of dissonance whenever the two characters interact.
380[[/folder]]
381
382[[folder:Another Code - Adaptation Deviation]]
383''Another Code: Recollection'' saw the original creative leads for ''Another Code: Two Memories'' and ''Another Code R: A Journey into Lost Memories'' return to these Creator/{{Cing}} adventure titles to create a remake that, in addition to a new visual style, voice acting, music, introduces several major narrative changes in the service of [[AdaptationDistillation streamlining the story]].
384----
385!!Gameplay Changes
386* All the puzzles in both games have been completely replaced. While the puzzles in the original releases acted akin to {{tech demo game}}s in making heavy use of the hardware gimmicks of their respective Creator/{{Nintendo}} console -- the touch screen and clamshell design of the Platform/NintendoDS and the motion controls of the Platform/{{Wii}} -- few of the new puzzles in ''Recollection'' use the unique features Platform/NintendoSwitch.
387* ''Recollection'' completely overhauls the gameplay to be a third-person adventure title, as opposed to the top-down and TwoAndAHalfD side-scroller presentations of the original DS and Wii games. As part of this, the game is fully voiced, with conversations outside of cutscenes being presented in a two-panel comic book style.
388* The mansion's layout is redone, now boasting multiple floors and a courtyard.
389*
390
391!!Character Changes
392* Several characters have completely different outfits. 13-year-old Ashley now wears a hoodie and has a pouch on her jeans, while 16-year-old Ashley now boasts a flannel button-up, T-shirt, and a pair of mid-rise denim shorts.
393* Ashley's interest in music is established in ''Two Memories', rather than being introduced in the sequel, by way of Ashley noting that she and Frannie are into piano.
394* BIll appears much earlier in ''Two Memories'' and now has moments of losing his composure while [[spoiler:impersonating Richard, resulting in a brief story thread of Ashley disliking her "father" and wanting nothing to do with him.]]
395* Richard is fair-haired in the original games, but has brown hair in ''Recollection''.
396* Dan Maxwell and Janet Rice are race-swapped from Caucasian to African-American.
397* Janet was originally a classmate of Ashley's who also ended up vacationing in Lake Juliet during the summer. Here, she's a local resident who Ashley has never met before. She was also Elizabeth's cousin, whereas they have no such relation in ''Recollection'' (though she [[HonoraryUncle still calls Rex "Uncle" in the Japanese version]]).
398* Sam Hillman and Lucy Graham were removed, with their roles [[CompositeCharacter integrated into other characters]]; the former has their role as the band's drummer taken over by Janet, while the latter has what little importance they did serve (explaining how to interact with Charlotte) taken over by Bob Fox.
399* The motive for the main antagonist in ''Two Memories'' is now financial gain, wishing to sell the ANOTHER technology to various militiaries and governments, rather than desiring revenge towards Sayoko and her family.
400* The main antagonist's backstory, motivations, and even actions in ''Journey into Lost Memories'' are completely overhauled from the Wii game. In ''Recollection'', [[spoiler:being the first test subject of a prototype ANOTHER caused Ryan to die, rather than become [[LackOfEmpathy completely emotionless]]; the Ryan that Ashley interacts with throughout ''Recollection'' is a LivingMemory clone born from the memory backup stored in liquid memory, interacting with the world by using the lab's technology to affect people's perceptions. He never manipulated Bill to kill Sayoko as he does in the Wii game, instead being horrified and saddened when he learns about it after the fact, and he certainly never attempts to kill Richard or delete his memories (he doesn't even know Richard, as Ashley's father had nothing to do with that original experiment). His desire to overwrite Ashley's memories are purely motivated by a desire to see Sayoko one more time before he passes on, rather than revenge over what her parents did to him. And rather than an attempted suicide and going to jail, deemed an unquestionable villain, ''Recollection'' [[AlasPoorVillain dies a sympathetic death]] from the lake itself diluting his being, after having a heart-to-heart with Ashley over his existence as a LivingMemory and their shared love for her mother.]]
401
402!!Story Changes
403!!! ''Two Memories''
404* The game now starts InMediasRes, with Ashley in the forest walking towards the graveyard, before cutting to the boat ride from earlier in the day.
405* In the DS version, Jessica seems to just ''guess'' that the DAS is coded to Ashley's biometric data, apropos of nothing. The remake explains that she discovered this by trying out the device after it arrived, and has her explain it when Ashley asks her to take a photo of her.
406* The Captain's boat is named the Rosa, after his wife Rosa Fox, instead of the Martina. The island's dock is also now at the base of a cliff, instead of across a drawbridge.
407* Captain no longer gives Ashley candy as a treat.
408* Ashley only hears Jessica's scream after she approaches the gate of the Edwards' Mansion, having followed due to seeing her walk out of sight, as opposed to hearing her scream from the docks.
409* In the remake, D outright explains that he is unable to consciously phase through walls and other solid objects, helping explain why he's been unable to extensively explore the interior of the mansion for so many years.
410* In the original games, helping D recover his memories is a subplot that can be left uncompleted by the end of the game. ''Recollection'' ties it into the main plot, with the paper unable to progress without learning details about the mansion's former residents.
411* While the story still makes sense without it, ''Recollection'' removes one of the details explaining why D's father was desperate enough to [[spoiler:rewrite his father's will and attempt to kill his own brother; that being that D had a heart condition that required expensive treatment]].
412* Ashley's father [[spoiler:or, rather, Bill Edward posing as him]] appears earlier in the story and has her search for the ANOTHER keys.
413* After entering the lab, [[spoiler:Ashley doesn't assume Richard is Bill and interrogate him, as just seeing him allows her to recall that he looks far more like what she actually remembers her dad to appear]].
414* There is now foreshadowing for the plot of ''Journey into Lost Memories'' in the form of Bill's laptop having an open chat window with someone at JC Valley.
415* Since ''Recollection'' restructures the duology into one long story, the ending of this game seesa short interlude that segues into the beginning of the sequel.
416
417!!!''Journey into Lost Memories''
418* The name is shortened to ''Journey into Lost Memories''.
419* ''Recollection'' introduces Matt into the plot earlier than the original game by having him be the one who steals Ashley's bag when she arrives at Lake Juliet, rather than [[spoiler:Sofia]].
420* In the original Wii game, Matthew's subplot is LeftHanging, to be completed in a spin-off title that never happened. Here, it's resolved by the end of Chapter 6, with it being revealed that [[spoiler:Matt's father is alive. He had spent the past few years trying to rebuild his life before attempting to request custody of Matthew back, while his friend Greg continued work on the Lake Juliet pollution story in order to clear his name. After a work accident, he had recently been left in a coma, but manages to recover just as Greg is explaining all of this (presumably thanks to the intervention of his late wife and daughter's spirits). At the end of the chapter, Ashley and Matthew part ways, with Greg taking Matt to see his dad]].
421* When the ANOTHER is used on [[spoiler:Ashley, in the Wii original, she rejects the overwriting of her memories purely through her own willpower. In ''Recollection'', the RAS activates, allowing her meet the liquid memory version of her mother, who guides and encourages her throughout the process]].
422* The end of the game following [[spoiler:your final confrontation/conversation with Ryan]]. In the Wii game, this is a long cutscene depicting Ashley walking to the bus stop and various characters meeting her on the way to say goodbye. In ''Recollection'', this is a playable segment where Ashley can explore the town one last time and say goodbye to everyone themselves.
423[[/folder]]

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