Note: This article lists examples which take place within fandoms; not TV Tropes's opinion as to whether a change is for the worse. TV Tropes doesn't have opinions about fans or works. The focus is on fans turning against a work or series as a result of changes, not on whether those changes were for the better or worse.
Gaming in general...you get fans who whine about formulaic games, not finding anything different, and crying for new things. So now games try and do something different, you know, to spice it up a bit or set it apart from other games...But guess what? Now everyone cries, They Changed It, Now It Sucks and that it's a worthless gimmick and refuse to give experiments a chance saying "But we never WANTED that kind of stuff!". Shame, because video games are very keen to asking a council of cabalists what a "game" is, and if it's not pressing buttons or killing people, it's not a game. Ironically if you ask people about the mouse, which uses similar but smaller scale technology, they won't tell you about anything "gimmicky" about that...despite that the key difference was that they actually gave the mouse a chance.
Games becoming easier to appeal more to newer fans and to dispel complaints of games having tedious elements (such as requiring the player to grind due to a lack of Leaked Experience or removing Guide Dang It moments) improved or removed entirely, or having the balance worked out has emerged. Especially with the spike of casual gaming.
Fans of point and click adventure games had whined about the emergence of adventure games where the player could not make the game unwinnable through Guide Dang It moments or even get a game over by the character being killed. This meant that a player could brute-force their way through the game via Trial and Error.
Some such fans complained that the games required less thinking since it was possible to use every single item on a plot barrier without getting a game over for getting it wrong or even saying a wrong conversational option. Despite that these were actually features of adventure games that were criticized by gaming magazines and non-fans alike.
Other fans complained about games like Torin's Passage including an in-game hint system that was entirely optional.
Some fans even complained about games like King's Quest V removing the requirement to type in commands on the keyboard, meaning that players would not have to type "Look" on every screen or know that a 2x2 pixel square on the ground was a tile that would be important for a puzzle, or even that something that looks to be part of the landscape is in fact an item you should pick up.
A similar reaction was seen with the release of Dungeons & Dragons 4th edition "oversimplifying" the game, despite that 3rd edition started off the same way compared to Dungeons & Dragons 2nd edition.
The announcement of Nintendo's "Super Guide" feature that would enable people to get a hint for puzzles or even watch the game play itself has caused an absolute bawfest amongst self-proclaimed hardcore gamers who cannot have fun experiencing the story or enjoying the gameplay unless it gives them a challenge. The feature naturally turned out to be optional, meaning players could easily just ignore the assistance, though some games indulge in Easy-Mode Mockery by taking away a Bragging Rights Reward if you are ever even given the option to get help (one example of this is Super Mario 3D Land). It is also generally faster to beat the game on your own merits than to purposely die several times at every single level to initiate the game's auto-play feature.
There is a certain type of gamer for whom these features aren't optional, as they pride themselves on using every feature, glitch, and exploit of the game to their fullest potential in order to play it in the most effective manner possible. What's more effective than having the game play itself? If they have to purposely "handicap" themselves in order to get a challenge, they consider it the game's fault, which doesn't change the fact that they are still optional.
Online games, including MMO type games, that have old content changed to become easier while newer content is released. From a business standpoint, if the game requires the player to clear current content before accessing new content, then you want as many people as possible to be able to clear said current content so that they have access to the new stuff. If too many people struggled with the old content, they can't get to the new content and they quit playing the game out of frustration. Many hardcore players scoff at the idea of making the game easier, fearing that each new patch that has new content and nerfs the old content will result in many unskilled players ruining their games.
Jagged Alliance: Back in Action. Even before it was released, fans complained that the turn based style was replaced with real-time action, that you are not bound by fields anymore and so on. Unfortunately, going by the game's mediocre Metacritic rating, the fans may have had a point.
Kid Icarus: Uprising seems to be getting this for being a "Star Fox copy" rather than the 2D platformer/shooter that the original was. People claiming this probably only watch the on-rails sky portions and comment before even seeing the ground portions (which make the game more akin to Sin and Punishment). Even then, there are people who bash on the game for deviating too much from the original, calling it a generic third-person shooter. (Never mind that not only are there melee atacks too, 1. some enemies are best taken out with them, such as one type of enemy that swarms the hero, Pit, when shots are used and 2. some weapons have poor or no ranged attacks.) Not only does the 3DS actually have the power to make something a heck of a lot better than a 2D Metroid clone, it's brought the series up to today's standards and will probably let it live on as another one of Nintendo's flagship series (however, Sakurai has no intention to make a sequel).
Counter-Strike suffers from this in loads with fans going to obscene lengths to remain pure. Version 1.6? They ruined it compared to 1.3! Version 1.3? They ruined it compared to 1.0! Version 1.0? They ruined it compared to the beta! Not to mention Condition Zero or Source. Some extreme fans even argue that Counter-Strike can only be played in a superior fashion (yes, they do mean performance-wise) with genuine pre-millenium hardware. A Counter-Strike: Source update caused over 30,000 people to sign a petition (that was full of false and outdated information) to revert the update. Some also claimed that it was becoming "cartoonypre-school mush likeTF2." With Counter-Strike: Global Offensive's release, the fandom hate and love got divided severely, just like with Source - to the point that even some Source players vehemently refuse to touch GO.
Elite Beat Agents got a lot of this before it came out with fans complaining "It's not a Japanese setting!" (despite that it was supposed to not be this) and "Ashlee Simpson? Cher?!" Some even went as far as to call it a rip-off despite being made by the same company. When people actually got to play (and with the gameplay upgrades and still-goofy setting) this has abated significantly (and it helps that Japanese fans of the original game liked it as well).
Tomb Raider: Anniversary went a long way to satisfying those irritated by most of the above things, but causes some division over certain character design and storyline changes from the game it is based off. Plus there are certain room cuts that are near-impossible to defend as anything other than being due to time constraints; especially when they contrast with brilliantly remade sections.
While well-received Tomb Raider (2013) has it's share of detractors, who feel the change in combat and mechanics, as well as the tonal shift and changes to Lara's character are not a fit with the older games' style.
Neo Contra. Konami decided to try something new, changing the game to an Ikari Warriors style overhead run-n-gun. While not completely unredeemable like the PS1 Contra games, it was criticized for its short length and lack of difficulty compared to its Nintendo Hard predecessors. Konami saw the error of their ways, and changed back to the classic style for Contra 4 on the DS.
When Square Enix games are ported, they frequently get new translations. If the old translations were completely incompetent (like Final Fantasy IV), no one really cares much. But heaven forbid the original was halfway competent, particularly if it was written by Ted Woolsey (who had to work within time constraints and the limitations imposed by the need to fit the game into a 24 megabit cartridge and Nintendo of America's censorship policies.) The script may be an outright improvement, but fans will whine left and right.
Final Fantasy Tactics got a new translation with the PSP port, with the original script having been notorious for Engrish and riddled with translation errors and widely criticised at the time of release for how utterly inept it was in light of the serious subject matter. Fast-forward to 2007 and the new script was immediately derided for not being as "campy", and the corrections to the numerous mistranslations and language errors completely ignored. Changing the names of characters didn't go well with fans either.
Final Fantasy Tactics Advance was scorned by many Tactics fans for the art style and the story becoming "too kiddy" compared to the first Tactics that was dark and gritty. This opinion has not changed for A2.
Repeared for the new translation of Chrono Trigger. The script is a lot closer to the Japanese script now, which has led to some amusing diversions (namely that the "Good Morning, Crono!" advertising campaign is quoting a line that was changed for the new script), but also a few like Frog no longer speaking with Ye Olde Butcherede Englishe, which is a mortal sin according to some people.
Fans have been known to say that that the retranslation in the Game Boy Advance version Final Fantasy VI is "drier" and that Kefka has been made into a more serious character. This is an outright lie!! Exactly two of Kefka's one-liners were modified at all; one turned "HATE HATE HATE HATE (etc.)" into a long list of seemingly random insults, and the other is that after seeing Figaro Castle dig under the sand, he declares Edgar a "son of a submariner/sandworm" (depending on the version). What's more, Kefka gets new one liners. The apparent source of confusion over this is actually a fan-sub that was produced for the game's SNES version, which was more faithful to the original Japanese version and did remove most of Kefka's more humorous moments due to a combination of the Japanese script's jokes not translating well to English, and the translator just thinking that villains should always mean Serious Business in any event. Which really translates into the translator Completely Missing the Point about localizing the games to different audiences.
The official forums for Starcraft 2 are constantly flooded with complaints about changes being made to the graphics, army unit rosters, and interface. Most of the released changes are improvements to make the game simpler and more efficient to play, but a very vocal segment of the player base thinks of compensating for the slow, clunky interface as part of the challenge of the game, and that the changes will remove physical skill from multiplayer. Another segment thinks that strategy games should be about strategic decisions, not about who can click faster. These complaints have been around almost since the moment the game was announced to the public, and persist to this day. One of the most popular complaints among self-styled pro-gamers (opposed to actual pro-gamers, who have remained relatively quiet) is that units gather minerals and gas much more intelligently, and move in formation, which dramatically reduces the overall amount of necessary clicking. How to mine and how to move units are the very first two things players learn when making the transition from complete newbie to even the lowest tiers of casual play. Adding to the irony is that Blizzard added a multitude of activated abilities to each faction which do require skill and planning to use properly, which compensates for the loss of action in micro and macro. The game has gained a lot of post-release backlash and hate. People say that the changes Blizzard made are bad like making country music for the Terran, splitting the campaign in one third, changing the way the missions are played.
Diablo III gets complaints that it's too colorful. They've even started a petition wanting to replace the entirety of Diablo III with act 3 of Diablo II. Numerous counter-petitions have already been launched, and Blizzard has pointed out why Darker and Edgier graphics would be implausible or unplayable.
The series has suffered ever since the second game came out (it was dramatically different in theme and tone from the first game) and every new game in the series inspires rage in a certain segment of the fanbase. There's even a 'documentary' series called The Real Silent Hill Experience half of which talks about the first four games, the other half a non-stop series of complaints about every game in the series after the fourth. Basically, half the fanbase feels the game Jumped the Shark after it stopped being made by Team Silent.
Silent Hill 4: The Room, although a good game in its own right, had gameplay way too different from the rest of the series, partly because it wasn't originally supposed to be a SH game, and lacked much of the horror atmosphere of its predecessors (e.g. no darkness requiring a flashlight). The funny thing about this is that Wordof God stated that the game was always supposed to be a Silent Hill title.
Silent Hill 5: Homecoming is viewed this way by fans of the first three games. It changed the combat system to be less clumsy, and didn't stick precisely to the original trilogy's "mythology". Though it's still a good game and is viewed by about half the fanbase as a worthy addition to the series, the other half (rather loudly) says that the American developers just don't get the series — which is a bit odd, as Silent Hill is and always was, according to the developers, intended as an homage to American horror and was inspired by such American films as Jacob's Ladder and Eraserhead.
This seems to be the fate of the "re-imagining" of the first game on the Wii, which has changed the formula far more than either of the previous two games. Oddly, many fan complaints focus on the inclusion of a touch-screen phone rather than any of the more drastic alterations.
There's already complaining from fans of the series that since Akira Yamaoka is not composing the music for Silent Hill 8, it's "not really a Silent Hill game."
People are already screaming it's ruined with the announced ninth game Book of Memories, which is just an action-packed multiplayer game that has nothing to do with the original storyline.
Command & Conquer 3: Tiberium Wars: was critized by original Westwood fans for changing stylization for more realistic Twenty Minutes into the Future atmosphere. This was justified in-game and exotic technologies even reappeared in the datadisc. That however changed nothing, as the hate comes from that is not made by Westwood.
Devil May Cry: DMC 2's version of Dante is especially polarizing. Looks? Best in the series. Personality? Too quiet and serious. Greater exaggerated by the DMC 3 crowd. Vergil - The hate is still strong since some fans ren't receptive of the idea of Vergil actually being a good guy. Despite being a reboot and being in its own continuity, Dm C is getting the greatest amount of flak. Dante no longer has long white hair and instead has shorter black hair with a few graying areas in there, and because of his darker coat, has been mis-labeled as emo. Criticism is also directed towards his personality, with older fans being displeased at the completely different tone set by the previous games and the cursing at every opportunity the character gets. It had the typical They Changed It, Now It Sucks release. It has an overwhelmingly positive critical reception, a 4/10 user score on Metacritic due to zero bombing with most concerns from before release turning out to be true (especially when it came to the new Dante), and even the obligatory petition, although in this case it was a petition to the White House arguing that the game's mere existence infringed the author's rights. In other words, just another Monday in the modern gaming industry.
The Wii in general has been complained about that there were not enough hardcore games, despite that puzzle games and "casual games" with a staff of maybe 30-100 people can be produced for a fraction of the time and money of a "Hardcore" game with a much larger staff and budget...or that the PC actually is covered in "Casual games" like Diner Dash and Bejeweled and has been since it emerged as a gaming platform.
Most MMORPG gamers who enjoyed games like EverQuest and Ragnarok Online have been up in arms against World of Warcraft and Guild Wars's attempts to appeal to people who did not like games that required the player to grind a lot, and how many new MMORPGs were trying to reduce the amount of grinding required and to offer descriptions for spells and abilities. But despite this, Game magazines, gaming websites, and other such forms of media actually praise an MMORPG for not putting such emphasis on grinding or punishing the player for dying by removing experience or even causing a delevel. (Which would be hours upon hours of work)
Star Wars: Galaxies was once a thriving MMORPG with lots of devoted players. Right up until the Combat Upgrade and New Game Enhancements were released and almost everyone quit in disgust. The worst part being that the NGE came only a few months later, rendered most of the previous upgrade useless or replaced, and basically boiled the entire leveling system into World of Warcraft with Jedi. It didn't help that the new interface and mouse were simply dumped into the patch, without support being added for many items. They effectively changed the entire game's UI without bothering to change the game world. A great example of Nostalgia Filter as well, since Star Wars: Galaxies was considered one of the most poorly balanced, poorly implemented systems out of any MMO by the active player base prior to the combat upgrade. Both the CU and NGE systems were far better balanced and more functional, even if both had additional flaws. The problem being less than the CU and NGE made strictly worse games, but that they made significantly different games, out of one that the existing fanbase had put a lot of time and money into.
The Halo series. The bitter rage and hatred the most hardcore Halo fans showed at the relatively minute changes between Halo and Halo 2 is nothing short of embarrassing. For some fans, making the Elites speak English or adjusting the graphics on the plasma pistol overcharge are unpardonable sins.
Fear not: Almighty Bungie hath heard the pleas. The Halo pistol is coming back, though only in Halo: ODST.
They got it again in Halo: Reach, but with reticule bloom, many were unhappy.
And now with Halo: Combat Evolved Anniversary coming out with everything exactly the same as the original Halo: Combat Evolved, the response has been mixed to positive.
Of course the release of Halo 4, by a different company (composed of many of Halo's original creators, and the creators of Halo Anniversary) has been wildly derided for its update of the loadout and armor ability systems from Halo: Reach, with many an ignorant fan claiming it's now "Call of Duty IN SPACE! " despite the continued existance of shields, the return of the Halo 1 pistol (though still slightly nerfed) and generally consistent gameplay with the rest of the series
Super Smash Bros. Melee is known for its fast-paced duels involving very technical combos, along with exploits such as lag-canceling and wavedashing. All of that was changed in Brawl, which was designed to be less reflex-demanding; the gameplay is slower, the physics don't allow for the combos that worked in Melee, and wavedashing and lag-canceling from were removed. Some were also disappointed at the removal of certain features or characters, like Race to the Finish and Mewtwo, although most of these had some kind of replacement (Subspace Emissary, Lucario). Granted, not everyone's happy with the replacement. It's worth noting that Lucario isn't a direct replacement. Evidence in the game's code shows that both Mewtwo and Lucario were considered for the game at some point.
The world's best Ikaruga player complained that the Xbox Live Arcade port of the game was "horrible" because it slightly altered a few of the bullet patterns and enemy placements that he had probably spent months meticulously memorising. Of course, he regained his high score and then complained.
Inverted if unbeknownst to the fanbase with the official translation of the GBA re-release of Tales of Phantasia, which is hated by the fans of the DeJap translation of the SNES version for being more accurate, and not containing a bunch of adult humor that was never in the original. Also played straight with the reaction to not use the romanization in the Japanese version There's also the whole "Ragnarok/Kangaroo" thing, but other then a couple errors it's a largely faithful translation (almost boringly so).
To accomodate gamers who typically play with the Wiimote in their right hand, the Wii version of The Legend of Zelda: Twilight Princess not only featured a right-handed Link (who, in nearly all other games, had been obviously left-handed), but flipped the entire game horizontally, geography and dungeon puzzles included. Lefties and righties alike were up in arms over this change.
Phantom Hourglass used stylus controls without the option of button or D-pad control. Immediately, there were cries of how the touch screen on the DS was useless and stupid, and that Nintendo should have made a D-pad mode available. In the game itself, there's a subtle Take That against complaining fans in the form of a ghost who laments he wouldn't have died if he could have used the D-pad.
Now that Spirit Tracks is out, fans found another (but at least slightly justified) reason to complain: The dungeon length was significantly cut down in comparison to other games, even to Phantom Hourglass. Part of the people who complain about this, claim that It's Easy, so It Sucks. Never mind that only the first dungeon is actually easy and that the rest of them in reality only differ from other game's dungeon through their shorter length. Even the bosses are surprisingly tricky for a handheld Zelda.
People had also whined about Link's starting health being at 6 hearts instead of the traditional 3 hearts. Complainers assumed the game was dumbed down for the casual crowd because of it, but people quickly saw that the damage output from enemies took a significant leap and a player new to the game wouldn't survive on 3 hearts alone.
When Miyamoto revealed that he had felt guilty for years that he had made the Water Temple in Ocarina of Time too difficult and so had taken measures to make the Water Temple easier to navigate in the Nintendo 3DS remake, some Zelda fans were angry that the Water Temple had been made slightly easier and a few claimed that it ruined the entire remake.
Those "changes" were a fancy decorative border, each a different bright vibrant color, over the doorways leading to the areas that change the water level. That's it.
The mechaics behind the various types of boots was also changed, though this impacts more then just the Water Temple. Both the Iron and Hover Boots were turned into items akin to The Wind Waker and Twlight Princess.
When it was announced that A Link Between Worlds will have the player go through dungeons in any order (by renting standard items at Ravio's shop), fanboys everywhere lost it. People forget this was possible in the original Zelda and Zelda II.
Falcom did something similar to Zelda II with Ys III: Wanderers from Ys, and mercifully changed it back afterwards. It did, much later, receive an overhead remake in the form of Ys: The Oath In Felghana for Japanese PCs, which was later ported to the PlayStation Portable, with the latter version getting an official localization by XSEED Games as part of a partnership with Falcom.
Mass Effect 2 was generally praised by fans and new players alike, but a decent contingent of Mass Effect 1 players decried the shift from weapons that had infinite ammunition (and used a cooldown to control rate of fire) to disposable heat sinks that act, in the view of many players, as little more than an excuse to introduce clips and ammo to the series. The shift from outfitting each member of the team fully with weapons, armor, and the like to a system of researching Shepherd-specific and squad-wide upgrades was also flamed by some as being too simple and depriving characters of similar class of uniqueness.
There was also the matter of exploration. In Mass Effect, gaining resources for improvements came in the form of driving the Mako around small planet maps. Many fans disliked these segments as both boring and hard to control. Mass Effect 2 replaced them with a planet-scanning mini-game that directly reaped resources to spend on upgrades. While possibly an improvement (at least in terms of time), general consensus still disliked it. This ended up being a case of They Changed It Now It Sucks even though the replaced element wasn't well received anyway.
The unwieldy inventory system from the first game. Fans wanted it improved, instead Bioware ripped it out completely and you only rarely stumble across new weapons (and when missed are Lost Forever). The weapons weren't clear upgrades either, while better in certain areas they were worse in others, with a common example being more powerful weapons having a much lower maximum ammo count.
Powers now only work on enemies who have been stripped of shielding and armor. This was an obvious attempt to rein in the overpowered Adepts from the first game, who got the good end of the Linear Warriors, Quadratic Wizards equation, but was ill-received because it balanced out the classes.
It even happens to the characters. While fans rejoiced at the return of some of the Mass Effect cast for the sequel, forum wars on par with a Reaper attack can start if you express like for some of the new cast members, especially if they fill roles resembling past teammates. Grunt gets this the worst, having replaced Wrex, a fan-favorite, in the role of team krogan. To a lesser extent, fans of Kaiden's unflappable niceness sometimes don't take well to Jacob filling in the role. (Samara took over the role of team asari, but is sufficiently different from Liara that few people compared the two.) Bioware seemed to have taken notes: Mass Effect 3 doesn't have a krogan teammate, just an extremely tanky human. And, amusingly enough, so many people enjoyed his character that the main complaint was about how he wasn't romanceable!
Before its release, Mass Effect 3 was criticized for being more shooty and less RPGy, especially in light of the widespread complaints about Dragon Age II's streamlining, and for the announcement that Co-Op Multiplayer would affect one's likelihood of getting the Golden Ending. It took a tour through the "Misblamed" trope as well, with EA supposedly trying to attract "the Call of Duty crowd"note which many RPG fans sneer at, despite the fact that the game has moreweapon customization than its predecessor, and it's entirely reasonable for Bioware to want to improve the "Action" part of their Action RPG even though it started out as classic RPG with the "Action" part only really being introduced in the second installment—or, for that matter, the gameplay overall, which was rocky in both titles. In the end, the complainers were disproven: ME3's combat experience was heralded as being the best of the franchise's, and people are still playing the "tacked-on" and "useless" multiplayer modes, purely for the fun of it, two years after release.
Warhammer Online: Age of Reckoning has already begun to receive vast amounts of flak from various elements of the fandom for making alterations to the plot of Warhammer Fantasy, ostensibly to facilitate gameplay. In all fairness, Warhammer Fantasy/40K players are possibly the whiniest anywhere, complaining when any change is or isn't made (the Rhino Rush was a huge example of this. Players didn't like the fact that it was possible in 3rd Edition, and then when 4th Edition came around and removed it, the very God Damned same players complained at its removal).
Never mind that all but one of these male-only classes are for the Greenskins, who have never been shown to have females outside of the gag Spin-OffBlood Bowl. However, if they had made female Greenskin classes, they would probably have gotten complaints from the same people who complain that the Dwarf classes aren't male-only because of some lore issue. Most complaints are aimed at the Choas male-only (the Choosen and Murader) because they were planned to have female versions but cut due too time reasons and were paised for being not very fan servicey.
Resident Evil fans were outraged when Resident Evil 4 didn't have ink cartridges, obscure camera angles, Umbrella, or difficult controls. Resident Evil 5 kept the same gameplay style and kept some old wounds open, but changed back to the earlier games' inventory style, which has opened a whole new can of worms.
Don't even get started with the 6th game, which is deemed by majority of the fans as the worst RE in the series.
To keep with the whole Magic to Steam Punk shift in the game's background, Thief II: The Metal Age replaced the scary zombies of Thief Dark Project with extremely creepy automatons. Gameplay-wise, they fit the exact same niche: both made a lot of creepy noise, both were very hard to kill, and both were very slow (to be fair, the automatons managed to be a real danger since some were fitted with cannons, while zombies only had creepiness to their name and could be outwalked). Then the game was released. Then the forums started spewing toxic ash and lava. Also, they completely removed the Burricks (cute little acid-spitting dinos), but that's a goddamn crime.
If you are to believe the forums, there are only three groups of Total War players: those who played the first two games and don't like the new engine because they're anal-retentive wrinkled tossers who can't deal with change; those who discovered the series with Rome and are therefore brain-dead console jocks and SEGA fanboys who wouldn't know bad design if it shat in their eyes from a great height and should therefore go back to Counter-Strike; and those who are adamant that only Shogunexists and anyone who disagrees with them most probably walks on their knuckles.
NS13 in Kingdom of Loathing was disliked by many players because, despite adding content, it basically nerfed every efficient (perhaps too efficient) strategy people were using as well as one or two that weren't actually that efficient. Most people have gotten over it, however. Some of the success of the "Hobopolis" content dump was in fact attributed to it not "pissing in anyone's bowl of Cheerios", to quote Jick.
It's almost a given that any time a new update is made to Urban Dead, any of three groups (the pro-survivor faction, the pro-zombie faction, and the P Ker faction) will complain about game balance. Of course, given the high regard most players hold the game's creator in, they'll instead tear into one another for having made "bad suggestions."
Burnout Paradise. Circuit racing was replaced with an "open world" city layout, races were point-to-point affairs that required an in-depth knowledge of the city layout just to give you an idea of which road to take, and the fan-favorite Crash Mode was replaced with the compromise "Showtime" Mode that didn't feature the exact same kind of fun puzzle mechanics as the previous games. Oh, and you can't restart a race you just lost; instead you have to drive all the way back to the starting point, which is miles away. Sure, the car selection may be the best the series has ever had, Stunt Runs are enjoyable, the open world lends itself to lots of wicked jumps and fun secrets, and there's the promise of (rumored to be free) updates, including new sections of the city, a day-night cycle, motorcycles and even airplanes — but enough longtime fans of the series were angered by this shift in gameplay focus to swear off the series entirely.
As well as the dropping of local multiplayer, which to a lot of gamers was probably the series best feature, as the game was perfect for a group of friends getting together wanting to see fast cars shoulder check each other off the road. Tropes Are Not Bad, after all.
Team Fortress 2 is in an interesting position: Valve constantly adds content to the game, which ships automatically with regular updates and cannot be opted out of. The addition of unlockable weapons that sometimes function very differently from the defaults and gave experienced players more gameplay options was the big one. Every new set of unlockables deviates further from the defaults ("items" in place of weapons, multiple options for the same slot, etc.), giving players a new reason to complain every time. They also tweak the game's mechanics from time to time, presumably to fix balance issues; players who favored a suddenly-nerfed or otherwise altered weapon will inevitably be upset.
Let's not forget all of the hat drama with the halo. Heck, some players wouldn't even help out teammates because they had the halo and vice versa!
Also, fans of the original Team Fortress mod and Team Fortress Classic HATE Team Fortress 2, ever since its final graphic style and game design decisions were unveiled — namely the new cartoony graphical look (to draw attention away from the game's less realistic aspects) and removal of grenades (to emphasize individual class abilities and make it easier for new players to get into the game). Luckily, the Half-Life 2 mod Fortress Forever exists for people who want to play the original, or something very close to it, with more modern graphics.
High-level TFC play relied on exploiting physics and mechanics. In the early days, TFC was fairly close to the game's intended design. However, as time went on, more and more exploits were found. For example, the "Medic" class was more likely to be found flying around the map running the flag than actually healing people. Valve's Team Fortress 2 is essentially an attempt to recreate Team Fortress Classic as it was originally designed, not as the game became after exploiters ran rampant. Having played TFC in the days before bunny hopping and the like took over, TF2 is more like TFC than Fortress Forever or any other attempt by the old guard to recreate Team Fortress.
There's a mod being worked on for TF2 that re-adds grenades into the game.
When the Mac update went through they changed the layout of the front page, I'm sure you can guess what everyone said about it.
The June 2011 'Uber Update' added a pile of new weapons and gear and made the game Free-to-Play with any financial investment being purely optional. While the game had been inexpensive (retailing on Steam for around 10 USD) for a long time, the free-line brought in a deluge of new players. Many veterans complained about the sudden influx of incompetent, novice players undermining the teamwork aspects of the game or crowding up the max headcount on beloved servers. Others felt the opposite way, reveling in the herds of inept novices running around ripe for the slaughter. Interestingly, the update also revived many of the long-since-forgotten They Changed it Now it Sucks! comments from when TF2 first came out, as hardened TFC players come see what the game is all about now that it's free and feel out of place. Some people were simply mad that the game they had paid for was now free, denouncing this as a dirty and underhanded tactic by Valve to steal their money. They demanded refunds, and claimed they never would have paid for the game in the first place if they had known it would be free eventually. This includes people who had been playing since the game released four years earlier.
The Mv M Update brought about a whole slew of new complaints despite it not affecting any part of the existing game. Most notably, several people complained that Valve finally made a game mode where you had to pay to play; Mann Up. What makes this one particularly head-bashing-in-y is the fact that Valve released a FAQ along with the update to specifically state that the Boot Camp version was every way identical, gameplay wise, to Mann Up. The only difference was that in Mann Up you got a item drop at the end of it for having paid, as well as having a tick mark next to a special badge you got. It didn't help matters that two achievements were mislabeled as needing Mann Up to achieve (they have since been changed).
The Free to Play update caused a lot of backlash with many people saying that it was a slap in the face to anyone who paid for the game and demanding refunds because they "never would have paid for the game if they knew it was going to be free". This would be understandable if they had only bought the game a short while before the update, but most of these people had owned the game for years.
Gears of War 2 has had some changes from the original which made the Shotgun a less desirable weapon, notably the general gameplay addition 'stopping power', which slows you down from being continuously shot from the direction you're running at, making flat-out charging at your opponent a disastrous idea. This was on account of how people were often quite content to practically only use it for an entire match, completely ignoring their other standard weapons. Some people weren't happy. Even when it turned out the shotgun was made to be better and more consistent within the close ranges it was supposed to specialize in.
The Gears 2 shotgun was initially bugged (eventually fixed), and blindfired shots would usually go straight into the ground. Although thought to be a purposeful and welcome change by some, most of the community went into an outrage because they actually had to aim the weapon to fire it accurately (OH NOES!!).
Initial D (Arcade Stage) 4 is a matter of debate among fans. Some welcome it as a fresh reboot of the series, but many others find it a pain in the exhaust pipe to get used to the weird physics. Worse yet, the game punishes high-speed cornering by "locking" the player's steering and making his or her car crash into the wall and suffer an acceleration penalty, and to fix this one must perform a "Penalty Cancel", which consists of releasing the gas, tapping the brake, and pressing the gas. Many players think of Penalty Cancel as a stupid technique—who the heck brakes on a straightaway?
As if that isn't enough, the "Version 1.5" patch of the game almost makes a new game out of an existing one by removing said exploit and steering lock, and replacing it with oversteer.
Purists of Puzzle League/Panel de Pon/Tetris Attack should stay very far away from Planet Puzzle League, which, in addition to providing the tried-and-true directional-pad-and-buttons gameplay, also offers the much easier stylus control. Though, when there's an online mode and no mode that restricts gameplay to the D-pad and buttons.
Planet Puzzle League also received this reaction for its choice to axe the use of its original cute fairy characters (Dr. Mario & Puzzle League for the Game Boy Advance was first in this regard, but PPL has a higher profile). Kawaisa being what it is, this led to no small amount of negative fan backlash over in Japan. Lip's stage is unlockable with enough time (but only if you live in Japan) as a sort of consolation prize, but that didn't help much.
Some of the series' Western fans have this reaction to Nintendo's continuedrefusal to showcase any of the original Panel de Pon characters outside of Super Smash Bros. despite the growing popularity of moe in the western world.
The citybuilder series that started with Caesar has about 10 titles, all similar in theme. Ever since the release of Pharaoh in 1999, each and every new release has elicited cries of They Changed It, Now It Sucks from the community.
The Sonic the Hedgehog fandom has expressed this frequently, often over changes that only mildly affect gameplay:
One of the loudest criticisms of the franchise was the relevance of other characters prior to Sonic Unleashed—some people hate everyone but Sonic, to the point that some fans even hate everything in the series but the first game, onlybecause of the presence of other characters. It ultimately came to a head in the Milestone Celebration titleSonic Generations, where fans and even some critics whined about the presence of other characters, and in the case of the latter viewed it as a flaw that justified docking points from the game's review score as a result, despite said characters not having any major impact on the game whatsoever-aside from some missions, a cutscene of a few lines of dialogue between them and one of the two Sonics, they are otherwise just imprisoned characters for Sonic to rescue. A lot of these complainers also ignore the fact that there were plenty of characters before the game went 3D with the Adventure series, and rival franchise Mario had certainly a heck of a lot more characters prior to that point. It's worth pointing out that Mario started out with more characters in its first few games! From this logic, Sonic Underground would be a faithful adaptation.
When it was first revealed, Sonic the Hedgehog 4 was the tip of the mountaintop in terms of trivial complaints. Among the loudest complaints of the three seconds of gameplay footage were "plastic graphics," "horrible running animation," and, of course, the presence of "green eyed-Sonic"note which was essentially complaints about the Adventure-era designs being used instead of the Genesis-era designs.. The critique over time did grow more legitimate though-the gameplay felt nothing like the Genesis games, a lot of features and gameplay advancements made over the past games were stripped out, the music sounded different, among others. The second episode did not help to alleviate those problems, thanks to the reveal of Tails being demoted down to a required co-op character compared to the past Genesis titles. Sonic 4 is also a special case of the game being this andIt's the Same, so It Sucks.
Some people slammed Sonic Lost World for overhauling a few staple aspects of the franchise, most notably the artstyle, which quickly became a favorite target. It didn't help that word-of-mouth from people with early access to the game, and subsequent lackluster reviews proved their criticisms valid that the game was essentially riding thecoattails ofSuper Mario Galaxy.
Sonic Boom has been met with complaints on the day the trailer was revealed. People complained not about the game itself, but the character redesigns; Sonic, Tails, Knuckles, and Amy have been tweaked to look older (around the ages of 14-18) and Knuckles had the biggest change by becoming taller and gaining a lot of muscle mass in his upper body. Sonic's arms was also changed from flesh colored to blue fur so it would match the rest of his blue body. There are now also complaints about the change up in gameplay, with the game taking on some Rachet and Clank styled beat'em up portions. Despite the fact that they still included trade-mark speed-sections, where the aim is to speed along them, fans aren't taking kindly to these new elements. All this, despite the game being a westernized spin-off.
Game & Wario Many people have complained about this game no longer relying on microgames like the WarioWare titles used to, and instead using full-fledged minigames. It's called Game & Wario for a reason, in case you haven't noticed. Never mind that WarioWare games have always had minigames like these. Pyoro, for example.
However, 9-Volt and 18-Volt's stage, Gamer, is focused on playing microgames. Watch out when you're playing as 9-Volt, though...
But 18-Volt can still play them regularly, so let's not act like all is lost.
Some character designs, namely Mona, are getting slammed for being a "de-evolution" of the art style.
One major flip side of this is that it actually does more with the other characters in the series. Too bad most of the same people who complained are also the ones who claim to be fans of the characters. (If anyone actually cared about Ashley, they'd play her stage in this game all the time)
Not only that, but even the original WarioWare title for GBA had a few character-centric minigames. Even from the beginning, they were always good for something.
Above all else, the Iwata Asks has confirmed that this was not even trying to be a WarioWare game at first. Almost a new IP where every level was connected with a story, but that didn't work for them and they decided to put the Wario characters on it instead.
Heroes of Might and Magic IV made several changes to the format of the series. You could now have armies without heroes, you could have multiple heroes in one army, heroes were actually vulnerable to damage within a battle and could directly enter combat, towns now had multiple choices between different soldiers to hire, soldiers appeared in their dwellings daily instead of once-a-week and the highly useful caravan structure was introduced, allowing you to hire minions from across the map without running a hero there and back. This was not uncontroversial in the fanbase, and HOMMV reversed many of the changes. In turn, the sixth game made a large number of changes which, again, have been... contested (except for the removal of town screens, which was nigh-universally regarded as a bad change. They returned in a later patch).
Both the fifth and sixth games were lamented (quite rightly) for being bug-ridden, and the DRM of the sixth game didn't help. The new writing style was also unpopular.
Metroid Prime: Hunters focused on multiplayer. Even now, go onto an average forum and say anything remotely positive and prepare to get numerous rants about how this violates the heart and soul of Metroid and never can be erased from its history.
Metroid: Other M fell into this weeks before it was even released due to trailers and gameplay footage. Then the game came out, and most of the anger about it centres around what is perceived as railroaded gameplay by detractors, but more divisive is the storyline, particularly the characterization of main character Samus Aran. Do not start conversations about how Other M handled Samus lightly, no matter what side you're on.
Mario Kart has this trope for nearly everything the series did after Mario Kart 64. Double Dash!! was blasted for having a gimmicky two player per kart system, Super Circuit was blasted for not fully retaining the features of the retro tracks. and Mario Kart Wii was blasted for including bikes in a go kart game plus having 12 racers instead of the usual 8.
Mario Kart 7 was met with general positive reception, but many people trashed the game for removing Waluigi.
Since bikes were overpowered to the point of karts being nearly worthless to use, expect any future game without bikes to get blasted by the invoked"Stop Having Fun" Guys for not including them.
When Golden Eye 1997 was revealed to have a remake for the Wii, everyone started to cheer, but then the cheers changed to boos and hisses, saying the game was ruined because Daniel Craig was used as the model for James Bond instead of Pierce Brosnan.
A lot of the boos and hisses came from the fact that the remake was nothing like the original, at all. The only real similarity was that both games were called GoldenEye and both games were First-Person Shooters.
Come to a Pokémon forum just after the release of a new generation, and you'll see this yelled a lot. New mon designs are the biggest cause, but a lot of things seem to dredge it up, like gameplay changes, changes in how moves and natures work and how various mechanics affect Pokémon performance, etc. Expect the handheld main series' jump to 3Dnote Partial 3D jump beginning with Pokémon Diamond and Pearl (mainly concerning the overworld); total 3D jump beginning with Pokémon X and Y (now including the battle screen as well) to intensify things.
Some people complained the minor UI changes in version 3.0 of the PlayStation 3 firmware were bad enough that they would never update. What were those UI changes? Updating the PS3 logo to match the new style (as opposed to the "Spider Man" font) and removing the "PlayStation 3" and jingle when a PS3 game is started.
The X fanbase isn't sure it likes the changes made in the latest installment, X Rebirth. The major complaints are: The game restricts you to flying one roughly corvette-size ship, the Albion Skunk, as opposed to any manned, non-Khaak ship in all its predecessors except the original X: Beyond the Frontier. Some players prefer full-size capital ships, while others like to fly fighters.
The Skunk carries attack drones in lieu of space fighters. You can control them remotely, but if the drone you're controlling is destroyed you return to control of the Skunk instead of dying. This takes the danger out of being a fighter jock, for those who enjoy it. The game is only going to be available on Steam, a platform that's a Base Breaker to the point where the moderators have basically banned talking about it anywhere but the tech support board.
An honorable mention goes to the minor Flame War that ensued over a rumor that Rebirth would be an MMORPG. ("It'll be an EVE clone!" "No it won't! It'll expand the player base!" "No it won't! It'll wreck the modding community!") By far the biggest worry was that it would open the noob-friendlyX community to griefers and other such trolls who pwn noobs For the Evulz and then brag about it over public channels. Thankfully the flames promptly dissipated when Egosoft stopped laughing long enough to confirm the rumor was false.
League of Legends: The community's reaction to Riot Games changing the name of Lux's ultimate from Finales Funkeln to Infinite Light. Not only were people upset about the removal of a reference to Touhou games that Lux's creator Shurelia intended, but people believed Infinite Light was a very uncreative name.
The new X-COM had this originally when the first leaked trailers showed it to be a first person shooter based in The Fifties. This has since changed.
Some of the information revealed regarding the upcoming SimCity game has been, to say the least, disconcerting to the fanbase. Some of the complaints include: always online and multiplayer-focused gameplay, pre-built regional transportation networks that predetermine neighbour connections for each city, "dead zones" around each city that make each one look and feel isolated, terraforming limited on a civil scale (i.e. no God Mode terraforming) and small map sizes compared to SimCity 4. And now that the game has been released, it turns out that yeah, they did change it and yeah, it does suck. The game's release has been nothing short of disastrous.
Zuma Blitz: The Facebook game relaunched with a new version called Kroakatoa Island in September 2012. A lot of players on both the official forum and their Facebook page are complaining that they want to go back to the old version, largely because the ability to earn mojo (currency) during games to buy power ups has been removed. Mojo, coconuts and idols have all been combined into one currency, coins, which are only earned on level up. Cue cries of They Changed It, Now It Sucks.
Super Mario 64 split the fan base between people who liked the game and people who hated how Mario was no longer a 2D platforming game and hated the Camera Screw. Ironically, Super Mario Sunshine was trashed for trying to have a story and for being too different from Mario 64. Super Mario Galaxy generated similar complaints.
Why must the Stars give us invincibility in 3D Mario? I hate that too!
Mario Party 9 was met with mixed responses but was also trashed by the hardcore Mario Party fans for changing the basic gameplay after the series had played out the same way for the past 8 games.
Second Life was heavily criticized when Linden Labs released Viewer 2. Complaints ranged from a clunky interface, forced side tabs that took up the right side of the screen, the pie menu being replaced by a more standard menu, and the program itself being more resource intensive than Viewer 1. Viewer 3 did address the interface issue by allowing people to rearrange the toolbar as they pleased, but everything else remained the same.
Viewer 3 also generated hate from people who created their own viewers because Linden Labs forced them to adapt to the company's coding of Viewer 3, which also means that 3rd party viewers can't have any feature that would give someone an advantage over people who don't have the feature and the 3rd party viewers would have the same shoddy coding as Viewer 3.
Paper Mario is a spin-off RPG of the Mario series known for complex stories (well, complex for a Mario game, at least) and original characters that were both memorable and lovable. However, the fourth game on the Nintendo 3DS, Paper Mario: Sticker Star, while bringing back the turn-based battle system from the first two games, eschewed both plot and original characters in favor of a Lighter, Softer, more simplistic Excuse Plot and only using pre-existing characters from the main Mario universe (with the exception of Kersti, the only original character in Sticker Star, as well as a few nods to characters from the past games), to the point where you could essentially call it "New Super Mario Bros. RPG". Also, the turn-based system itself was stripped down with the removal of partners and leveling up in favor of sticker-based combat. And Bowser is now The Voiceless, much to the dismay of those who enjoyed his quips in the previous three games and the Mario & Luigi series. All of this was done at the request of Shigeru Miyamoto, who accused the beta of being too similar to Paper Mario: The Thousand-Year Door. Ironically, many unhappy fans accused the game of being the complete opposite.
Super Paper Mario itself got this, for being a 2D platformer/RPG hybrid instead of a traditional RPG and replacing partners with Pixls. Then the Club Nintendo feedback and Miyamoto's reaction to this game came into effect with Sticker Star, and well... see above.
Punch-Out!! on the Wii became this trope and It's the Same, so It Sucks at the same time. What was the change that gotten many fans upset? The exclusion of Mike Tyson, who was the Final Boss in the original NES version and that version was the one everyone grew up with while a few others had to deal with Tyson's fictional replacement, Mr. Dream, after his contract with Nintendo wasn't renewed.
Ancient Domains of Mystery was stuck in version 1.1.1 for a solid ten years, during which players have figured out just about all the quirks and tricks and strategies that were even remotely possible to find. Due to the game's rather extravagant difficulty, they became a staple of many a player's attempts to actually reach the ending. The upcoming 1.2.0 has changed a lot of things around in its prereleases, invalidating many of the old tricks, causing much wailing and gnashing of teeth in the official forums as players are faced with the prospect of having to change the way they've played the game for up to a decade.
Any video game shown during its alpha and beta stages will generate this trope once the final version is released because people want the alpha/beta elements to be kept in since they looked cool in the previews.
Minecraft goes through this every time something in the game changes. The bone meal item, which makes plants instantly grow, was nerfed so that you had to use several bone meal to get the plant to fully grow. People complained it was too much work and made farming tedious. Mobs were also reprogrammed to (mostly) stay off mine cart tracks so that players that are riding in a mine cart would not suddenly stop because of a sheep blocking the way. People then complained about how the rails were now overpowered because it acted as monster repellent while ignoring the fact that crafting rails is more expensive than just using blocks of dirt for barricades.
The fan base also complained loudly when the sun and the moon were changed from squares to circles. Mojang switched them back to squares shortly after.
The additions of potions and enchantments caused complaints from people who felt Minecraft was becoming too much like an RPG.
Absence of supporting characters like Funky Kong, Candy Kong, Dixie Kong and others.
Absence of animal buddies like Enguarde, Expresso, the only ones are Rambi and Squawks (Which acts like an item).
3D graphics. Yeah, even though the SNES games had pre-rendered 3D graphics.
The Super Guide, which is totally optional.
Not being able to play with Diddy Kong outside of the multiplayer; he just acts like a power-up in single player.
Having to shake the controller(s) to perform actions like ground pound.
Saints Row fans have been expressing their seething hatred for the direction the series has taken since Saints Row The Third. Many are upset that the games left their 'gangsta' style behind, while others are so upset about the death of Johnny Gat they want him to return despite being canonically killed off, and many others complain that things like super powers are childish and don't belong in the series.
The sequel to PAYDAY: The Heist generated complaints for so many small changes based on just the previews alone. Some claim the new aesthetics that use brighter and more vivid colors make the game look "cartoony". Other people hated the new heads up display for looking too large compared to the old one and how the screen tilts slightly when the player carries a body or a heavy bag. The biggest complaint was the use of a hit marker when aiming at an enemy.
Once the game was released, the complaints grew louder; people complained how they could no longer unlock everything as they could have done in the first game and they also complained how the Crimenet system doesn't allow them to choose a level freely. The release of light machine guns via DLC also generated complaints due to the fact that said weapons could not use iron sights, compared to the light machine gun in the first game being able to do so.
Left 4 Dead 2 was met with a ton of complaints, ranging from having the levels being set in the daytime (some people think zombies should only exist at night), the survivors having melee weapons, and the new special infected looking cartoony and unrealistic. The game still sold way more than the first game and many people still play the sequel years later.
Certain die-hard fans of the first two System Shock games were displeased with how BioShock turned out, complaining that it was "dumbed down" for more mainstream audiences via streamlining certain aspects of the game (such as making the player a jack of all trades rather than leading it down a more specialized path).
Since the unveiling of GunZ 2, the primary complaining among the fanbase has been about the removal of the glitch-based combat styles (K-Style and D-Style) that had risen to prominence in the first game.
A common complaint about Fable III is that the game felt downgraded and streamlined the last games features. Specifically, the combat system which wasn't that complex to begin with.
The gameplay of Dead Space 3 was drastically changed from the previous games - there was the added ability to roll, a cover system, a co-op option, human enemies, and the horror aspect was toned down. All those changes were stated to be made as a move to attract more mainstream players, and it succeeded. However, try to ask any hardcore fan of Dead Space about that third game and everyone will tell you that they've basically turned it into a Gears of War clone and it's not survival horror anymore.
Mega Man (Classic) had a weird retroactive version of this, as a result of an inversion. When the nostalgic, old school clone Mega Man 9 was announced, a major reaction was "It's back to it's platformer roots, now it's good again," implying that Mega Man games in the meantime had been They Changed It, Now It Sucks. The problem was, with the exception of some 3D experimentation that was not received well and quickly dropped, the main timeline had remained platformers until that point (the X games even using the exact same formula).
When The Sacred Stones was announced for an American release, fans started shrieking that everything would be Bowdlerized to hell and back and every change from the Americanized names to a single stat change in an early boss was jeered at as "dumbing it down". And this also brought out many complaints and criticisms of the English Blazing Sword, specifically "Eliwood was too badass" and "Lyn was too feminist".
When Shadow Dragon was announced, many fan-named characters were given new names. Many fans were not please. The same thing happened in Awakening, when certain legacy characters from older games received new ones instead of their fan-preferred translations being used.
Henry/Olivia in Awakening. Many fans who read the direct-from-Japanese translation of the supports cooed over how cute and heartwarming they were, and threw many a shitfit when the American release changed the nature of the supports. Henry's character in general gets a lot of this, though; the localization changed him from a secretly depressed Stepford Smiler to a more ambiguous one who seems to actually be happy the way he is rather than faking his smiles.
The new Professor Layton spinoff Layton 7 is just made of this trope. Seriously, when the fans of the earlier games heard it was a puzzle/RPG spinoff starring seven random characters (including a zombie) who have to compete for points, the reaction was somewhat confused at best. Just look at this thing!
Banjo-Kazooie: Nuts & Bolts has sparked an almost maddeningly gigantic flame-war just because they added vehicles.
In fairness, Rare didn't add vehicles, they completely threw out the gameplay of the previous games in favor of those vehicles.
The Ace Attorney fanbase has split over a variety of changes to the series over the years.
When the Phoenix Wright Trilogy was tied up in the Ace Attorney series, and a fourth game was made that replaced the protagonist with a new lawyer, the fandom FLIPPED OUT. It didn't help that Phoenix Wright had his lawyer badge taken away, and became a pianist. Ironically however, when Phoenix Wright was named as the title character of Ace Attorney 5, the fandom then complained that they were taking the spotlight away from Apollo.
Speaking of Ace Attorney 5, the announcement that the series was changing over from sprites to 3D models didn't go down well with a lot of people. Although that's all but gone now that it's been revealed the 3D models are done in a way as to resemble 2D sprites. The fact that this is the first of the games to have proper voice-acting also annoyed some fans, as well as the fact that the game features a new assistant, when fans wanted Maya back, and that the prosecutor is also new, when people wanted an old rival prosecutor to come back also.
The best part about this though, is that now that the game's come out and it's shown Apollo in a bigger role that's made him more of a prominent character, people have no shifted their hate onto the side-characters, saying that characters like Trucy were pushed to side. Even though such a thing was almost REQUIRED if they wanted to build up a story that would focus on all three of the main attorney's equally.
In addition to the Nintendo-exclusive complaints involving Bayonetta 2, several fans are also very angry over Bayonetta and Jeanne's new haircuts and clothes. Especially Bayonetta, who now has short hair rather than a beehive hairdo. Funny thing is, many people thought that the beehive hairdo was what was keeping her from being sexy in the first game, but now they're complaining that she no longer has it.
Big Boss's voice actor change in Metal Gear Solid V: The Phantom Pain got this reaction from 95% of fans, even though Big Boss is starting to get old in this game. Even stranger is the fact that Big Boss wasn't voiced by David Hayter in Metal Gear Solid 4: Guns of the Patriots either, and the fans were perfectly fine with it, but when they heard word that Hayter wouldn't be voicing him in MGS5 as well (instead being voiced by Kiefer Sutherland, best known as playing Jack Bauer,)...well, saying that the fanbase went ballistic would be a massive understatement.
Call of Duty: Ghosts allows the use of female soldiers. Some are taking the idea of women in special forces as very Serious Business, decrying such a move in a realistic or semi realistic game, despite numerous aspects of realism taking a back seat to Rule of Cool.
Bravely Default had a major case of this when it was revealed that the Europe and North American releases would feature two slightly Bowdlerised costumes (one costume had a pair of panties replaced by shorts and another had shadows added to hide skin). Many fans declared that no matter how small this change was, any censorship was enough for them to not buy the game.
The scantly clad male outfit (Basically a pair of briefs and a scarf) was left out of Non-japanese versions entirely, strangely this seems to get far less complaints.
Fans of Need for Speed Underground 1 + 2, Most Wanted (2005) and Carbon complain about Need For Speed Hot Pursuit (2010), The Run, Most Wanted (2012) and Rivals for the fact they lack detailed customization and the fact they play a lot like the Burnout games unlike the Generation 2 Need For Speed games.
Star Trek Online has been in this mode since January 2014. First was the utilization of the Arc game launcher, which pissed many players off because they didn't want to play PWE's other games and went to use completely untrue claims as to why the launcher was bad. Then game the 4th Anniversary of the game, which put a special ship within a time-gated grind, which made players angrier. Then came the revamped Mirror Incursion PVE match, which punished high-powered players blowing through the event like crazy. Then came Season 9, which not only altered the Reputation System so that all of the Rep powers didn't stack, but also made ships devoted to the Undine (that's Species 8472 from Star Trek: Voyager) available to players, thus making a Sacred Cow no longer sacred.
In September 2014, Arenanet released a major update to Guild Wars 2 containing what they styled the "New Player Experience", which is intended to make it much easier for new players to learn the basic concepts of the game and increase the retention of new players, which had been an issue before the patch. However, many veteran and hardcore players objected to several core features of the new update, including the removal or nerfing of a number of well-known features in the various "starter area" maps. For instance, the actions of rabbits in one of the "renown heart" quests in the starter Norn area were changed so that they could no longer knock players down (or even knock them off a nearby high cliff to their death, as had occasionally happened in the past). Many players argued that this took all the challenge out of a quest that was not previously considered to be particularly difficult. The pace at which skills are unlocked and skill points earned was also changed significantly in an attempt to make it quicker and more rewarding for new players to level up their characters, but that change was also vociferously objected to by a number of veterans who didn't like the way in which their familiar method of developing new characters had been changed.