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* Due to loot box controversy brought about by ''VideoGame/StarWarsBattleFrontII'', the Belgium version of ''VideoGame/DragonBallZDokkanBattle'' is forced to remove all micro-transactions goods which means players in that region are completely unable to purchase both Dragon Stones and anything resembling Pilaf's Trove which basically forced players to play a F2P playstyle.
* ''[[VideoGame/LivePowerfulProBaseball Powerful Pro-kun Pocket 11]]'' was the single game in the series to receive any sort of localization and it was the disaster called ''MBL Power Pros 2008''. Konami got the licenses to use american Baseball teams... in a game where they're all depicted as generic chibi puppets. The cost for that? Literally ''everything'' other than the Baseball simulator. The character customization system, three story modes, a card battle game, a Pennant season mode and three minigames all got thrown in the trash with nothing to make up for that.
* Bizarrely, [[http://www.siliconera.com/2018/11/27/9-playstation-classic-games-are-the-pal-versions/ several of the games on the Playstation Classic are this]], using the slower PAL versions over the faster NTSC ones.

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* Due to loot box controversy brought about by ''VideoGame/StarWarsBattleFrontII'', ''VideoGame/StarWarsBattlefrontII2017'', the Belgium version of ''VideoGame/DragonBallZDokkanBattle'' is forced to remove all micro-transactions goods which means players in that region are completely unable to purchase both Dragon Stones and anything resembling Pilaf's Trove which basically forced players to play a F2P [=F2P=] playstyle.
* ''[[VideoGame/LivePowerfulProBaseball Powerful Pro-kun Pocket 11]]'' was the single game in the series to receive any sort of localization and it was the disaster called ''MBL ''MLB Power Pros 2008''. Konami got the licenses to use american Baseball teams... in a game where they're all depicted as generic chibi puppets. The cost for that? Literally ''everything'' other than the Baseball simulator. The character customization system, three story modes, a card battle game, a Pennant season mode and three minigames all got thrown in the trash with nothing to make up for that.
* Bizarrely, [[http://www.siliconera.com/2018/11/27/9-playstation-classic-games-are-the-pal-versions/ several of the games on the Playstation Classic are this]], using PlayStation Classic]] use the slower PAL versions over the faster NTSC ones.



* ''[[VideoGame/TaikoDrumMaster Taiko no Tatsujin]]'':

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* ''[[VideoGame/TaikoDrumMaster Taiko no Tatsujin]]'':''VideoGame/TaikoNoTatsujin'':



** Both ''Drum Session!'' for [=PS4=] and ''Drum 'n' Fun'' for [=Switch=] are the special cases; For American, both ''Drum Session!'' and ''Drum 'n' Fun'' were only available as digital-only releases, and on ''Drum Session!'', player will have to buy the DLC songs individually from ''within'' the in-game DLC page instead of DLC pack on the [=PlayStation=] Store like other regions does. For European, only ''Drum 'n' Fun'' has the physical release and even has the bundle with the HORI Taiko drum peripheral. Both Western and Europe version of ''Drum Session!'' has the song "[[VideoGame/StreetFighterV Theme of Ryu]]" removed from the base game.

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** Both ''Drum Session!'' for [=PS4=] and ''Drum 'n' Fun'' for [=Switch=] the Switch are the special cases; For American, both ''Drum Session!'' and ''Drum 'n' Fun'' were only available as digital-only releases, and on ''Drum Session!'', player will have to buy the DLC songs individually from ''within'' the in-game DLC page instead of DLC pack on the [=PlayStation=] Store like other regions does. For European, only ''Drum 'n' Fun'' has the physical release and even has the bundle with the HORI Taiko drum peripheral. Both Western and Europe version of ''Drum Session!'' has the song "[[VideoGame/StreetFighterV Theme of Ryu]]" removed from the base game.


* Officially acknowledged by the staff for the English-language version of ''VideoGame/BangDreamGirlsBandParty'', who have [[https://twitter.com/bangdreamgbp_EN/status/1021629020406829057 stated]] that they won't be able to bring all of the songs over to that particular verison due to licensing issues, ''but'' will bring in [[RegionalBonus EN-exclusive content]] to make up for it.

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* Officially acknowledged by the staff for the English-language version of ''VideoGame/BangDreamGirlsBandParty'', who have [[https://twitter.com/bangdreamgbp_EN/status/1021629020406829057 stated]] that they won't be able to bring all of the songs over to that particular verison version due to licensing issues, ''but'' will bring in [[RegionalBonus EN-exclusive content]] to make up for it.


** An infamous example of this was with the PAL release of ''VideoGame/SonicTheHedgehog'', which WebVideo/NostalgiaNerd pointed out and expounded in [[https://www.youtube.com/watch?v=cWSIhf8q9Ao this video]].

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** An infamous example of this was with the PAL release of ''VideoGame/SonicTheHedgehog'', ''VideoGame/SonicTheHedgehog1'', which WebVideo/NostalgiaNerd pointed out and expounded in [[https://www.youtube.com/watch?v=cWSIhf8q9Ao this video]].

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* ''VideoGame/SakuraWars'' franchise is notorious for lacking a true Western release until the fifth game in the series, so when a Russian publisher Akella decided to release the early games in the mid-Oughts, there was much rejoicing, up to several groups announcing their plans for a FanTranslation.[[note]]As there are notably more Russian-to-English translators willing to work for free than Japanese-to-English ones[[/note]] Unfortunately, this was a first release of a major VisualNovel for Akella, so, similarly to an Atari example above, and the company having a financial difficulties at the time, it devoted the barest minimum of funds and effort for the project, resulting in the first two installments in the series that managed to see the light of the day being rather halfheartedly translated and localized, not to mention quite buggy as well, especially the original one, ''VideoGame/SakuraWars1996''. And to add the insult to the injury, ''VideoGame/SakuraWars3IsParisBurning'', though translated, was lost in a company's bankruptcy several years later. It was later released by an unrelated Chinese company for the local market only.


** ''VideoGame/Persona4Arena'' took '''''10 months''''' to be released in Europe. By the time the game was released most Europeans have already been spoiled by the numerous LetsPlay videos and story spoilers in discussions and walkthroughs on the Internet, and players from other part of the world had lost interest in the game and moved on. The strange thing is that the fandom saw this coming from a mile away due to the localization company's spotty history, and voiced their concerns, but Atlus refused to listen. Reportedly, [[InternetBackdraft many fans cancelled their pre-order of the game when the delay was announced, and a number of them also boycotted the game and refused to buy it when it was finally released]]. And to top it all off, the game is one of the grand total of ''three'' [=PS3=] games that are region locked, so anyone looking to import it wouldn't be able to play it on their PAL console. Atlus did feel the burn, though, and didn't dare try this stunt again with ''Ultimax''.

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** ''VideoGame/Persona4Arena'' took '''''10 months''''' to be released in Europe. By the time the game was released most Europeans have already been spoiled by the numerous LetsPlay videos and story spoilers in discussions and walkthroughs on the Internet, and players from other part of the world had lost interest in the game and moved on. The strange thing is that the fandom saw this coming from a mile away due to the localization company's spotty history, and voiced their concerns, but Atlus refused to listen. Reportedly, [[InternetBackdraft many fans cancelled their pre-order of the game when the delay was announced, and a number of them also boycotted the game and refused to buy it when it was finally released]].released. And to top it all off, the game is one of the grand total of ''three'' [=PS3=] games that are region locked, so anyone looking to import it wouldn't be able to play it on their PAL console. Atlus did feel the burn, though, and didn't dare try this stunt again with ''Ultimax''.


* Players hoping for an English version of ''VideoGame/PhantasyStarOnline2'' were gravely disappointed in [=AsiaSoft's=] Southeast Asian localization of the game. Among the myriad problems with the game were a [[BlindIdiotTranslation botched translation that pays no heed to the source material]] (referring to Technics as "Magic", to name the most egregious example), Arks Cash (the cash-shop money for the game) depreciating in value almost ten times compared to the original Japanese game, costumes that binded to characters upon equipment, and Sega region-blocking players from the Southeast Asia region (at least until mid-2015, when the region-block was lifted). Players outside of Japan hate it immensely and have taken to either using English patches on the Japanese version of the game or continuing to hold out for the American version which remains in DevelopmentHell to this day.

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* Players hoping for an English version of ''VideoGame/PhantasyStarOnline2'' were gravely disappointed in [=AsiaSoft's=] Southeast Asian localization of the game. Among the myriad problems with the game were a [[BlindIdiotTranslation botched translation that pays no heed to the source material]] (referring to Technics as "Magic", to name the most egregious example), Arks Cash (the cash-shop money for the game) depreciating in value almost ten times compared to the original Japanese game, costumes that binded to characters upon equipment, and Sega region-blocking players from the Southeast Asia region (at least until mid-2015, when the region-block was lifted). Players outside of Japan hate it immensely and would have taken to either using English patches on the Japanese version of wait until 2020 for Microsoft to localize the game or continuing to hold out for the American version which remains in DevelopmentHell to this day.North America.


** As noted in the ''Sound Voltex'' entry above, the song "Senbonzakura" wasn't made available in Taiko arcade in South Korea. This also extended to the console entry as well, as ''Taiko no Tatsujin: Drum Session'' also had the song removed from the DLC list for those in South Korea.

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** As noted in the ''Sound Voltex'' entry above, the song "Senbonzakura" wasn't made available in Taiko arcade in South Korea. This also extended to the console entry entries as well, as ''Taiko no Tatsujin: Drum Session'' and ''Taiko no Tatsujin: Drum 'n' Fun'' also had the song removed from the DLC list for those in South Korea.


* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what's inarguable is that they did a half-assed job at replacing it, as they left the original Past tunes. These didn't match the new tracks, being remixes of the stages' original Japanese themes, making them look out of place.

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* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what's inarguable is that they did a half-assed job at replacing it, as they left the original Past tunes. These didn't match the new tracks, being remixes of the stages' original Japanese themes, making them look out of place.place.
* ''[[VideoGame/TaikoDrumMaster Taiko no Tatsujin]]'':
** On the arcade platform, some songs are missing in the Asia version of the arcade due to licensing issues.
** As noted in the ''Sound Voltex'' entry above, the song "Senbonzakura" wasn't made available in Taiko arcade in South Korea. This also extended to the console entry as well, as ''Taiko no Tatsujin: Drum Session'' also had the song removed from the DLC list for those in South Korea.
** Both ''Drum Session!'' for [=PS4=] and ''Drum 'n' Fun'' for [=Switch=] are the special cases; For American, both ''Drum Session!'' and ''Drum 'n' Fun'' were only available as digital-only releases, and on ''Drum Session!'', player will have to buy the DLC songs individually from ''within'' the in-game DLC page instead of DLC pack on the [=PlayStation=] Store like other regions does. For European, only ''Drum 'n' Fun'' has the physical release and even has the bundle with the HORI Taiko drum peripheral. Both Western and Europe version of ''Drum Session!'' has the song "[[VideoGame/StreetFighterV Theme of Ryu]]" removed from the base game.


* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what isn't subjective is the fact that they did a half-assed job at replacing it, as they left the original Past tunes, which didn't match the new tracks, being remixes of the original Japanese stage themes, making them look out of place.

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* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what isn't subjective what's inarguable is the fact that they did a half-assed job at replacing it, as they left the original Past tunes, which tunes. These didn't match the new tracks, being remixes of the stages' original Japanese stage themes, making them look out of place.


* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what isn't subjective is the fact that they did a half-assed job at replacing it, as they left the original Past tunes, which didn't match the new tracks, being remixes of the original Japanese stage themes.

to:

* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what isn't subjective is the fact that they did a half-assed job at replacing it, as they left the original Past tunes, which didn't match the new tracks, being remixes of the original Japanese stage themes.themes, making them look out of place.


* A unique case of this affected Creator/{{Konami}}'s UsefulNotes/PlayStation2 game ''VideoGame/OperatorsSide'', which was controlled entirely with a microphone through which players would speak Japanese to direct their character. The game became a best-seller in Japan, enough to get a lower-price "The Best" rerelease[[note]]equivalent to "Greatest Hits" in North America, "Essentials" in PAL countries and "[=BigHit=] Series" in South Korea[[/note]]. When it was released in North America as ''Lifeline'', the game was fully translated to English... without adapting the speech recognition system to English pronunciation. Because of this, the player has to [[https://www.youtube.com/watch?v=_7TacvYrnjI affect a Japanese accent]] for their commands to be reliably understood, down to [[JapaneseRanguage pronouncing Ls as Rs]]. Needless to say, ''Lifeline'' was panned for its poor speech recognition, and promptly tanked in the marketplace.

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* A unique case of this affected Creator/{{Konami}}'s UsefulNotes/PlayStation2 game ''VideoGame/OperatorsSide'', which was controlled entirely with a microphone through which players would speak Japanese to direct their character. The game became a best-seller in Japan, enough to get a lower-price "The Best" rerelease[[note]]equivalent to "Greatest Hits" in North America, "Essentials" in PAL countries and "[=BigHit=] Series" in South Korea[[/note]]. When it was released in North America as ''Lifeline'', the game was fully translated to English... without adapting the speech recognition system to English pronunciation. Because of this, the player has to [[https://www.youtube.com/watch?v=_7TacvYrnjI affect a Japanese accent]] for their commands to be reliably understood, down to [[JapaneseRanguage pronouncing Ls as Rs]]. Needless to say, ''Lifeline'' was panned for its poor speech recognition, and promptly tanked in the marketplace.marketplace.
* ''VideoGame/SonicTheHedgehogCD'': The American version replaced the soundtrack with a new one. While YMMV on which soundtrack was superior[[note]]although common consensus among players and critics is that the American soundtrack was inferior[[/note]], what isn't subjective is the fact that they did a half-assed job at replacing it, as they left the original Past tunes, which didn't match the new tracks, being remixes of the original Japanese stage themes.


* Outside of Japan, the UsefulNotes/GameGear version of ''VideoGame/{{Ristar}}'' is missing two whole levels because "American kids won't understand walking across clouds and rainbows" (seriously). Oh, the level is actually in the coding, but the American and European versions were programmed to skip it, apparently because Sega of America randomly decided to remove it. What makes it worse is that its absence sticks out like a sore thumb, as its world is the only one to be one stage short as a result of it.

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* Outside of Japan, the UsefulNotes/GameGear version of ''VideoGame/{{Ristar}}'' is missing two whole levels because "American kids won't understand walking across clouds and rainbows" (seriously). Oh, the level is actually full levels are still in the coding, game, but made inaccessible, as the American and European versions were programmed to skip it, apparently because Sega of America randomly decided to remove it. them. What makes it worse is that its absence sticks out like a sore thumb, as its world is the only one to be one stage short long (as opposed to two) and have no boss as a result of it.


* Outside of Japan, the UsefulNotes/GameGear version of ''VideoGame/{{Ristar}}'' is missing a whole level ''for no discernible reason''. Oh, the level is actually in the coding, but the American and European versions were programmed to skip it, apparently because Sega of America randomly decided to remove it. What makes it worse is that its absence sticks out like a sore thumb, as its world is the only one to be one stage short as a result of it.
** To a lesser extent, the Mega Drive version as well. Outside of Japan, it suffers from a bad case of AmericanKirbyIsHardcore, with ridiculous changes such as giving Ristar an angry facial expression all the time and redesigning the enemies to look meaner, resulting in a game that feels like it can't decide whether it wants to be cute or hardcore. One can only guess what was going through Sega of America's head when they assumed they could successfully turn a [[RidiculouslyCuteCritter ridiculously cute anthropomorphic little star]] with childlike squeaks into a MascotWithAttitude. In addition, it made unnecessary changes to the story. While these were the norm for localized Sega games back then, Ristar is unusual in that the game itself was altered to reflect said changes. YMMV on which version of the storyline is better, though.

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* Outside of Japan, the UsefulNotes/GameGear version of ''VideoGame/{{Ristar}}'' is missing a two whole level ''for no discernible reason''.levels because "American kids won't understand walking across clouds and rainbows" (seriously). Oh, the level is actually in the coding, but the American and European versions were programmed to skip it, apparently because Sega of America randomly decided to remove it. What makes it worse is that its absence sticks out like a sore thumb, as its world is the only one to be one stage short as a result of it.
** To a lesser extent, the Mega Drive version as well. Outside of Japan, it suffers from a bad case of AmericanKirbyIsHardcore, with ridiculous changes such as giving Ristar an angry facial expression all the time and redesigning the enemies to look meaner, resulting in a game that feels comes off like it can't decide whether it wants to be cute or hardcore. One can only guess what was going through Sega of America's head when they assumed they could successfully turn a [[RidiculouslyCuteCritter ridiculously cute anthropomorphic little star]] with childlike squeaks into a MascotWithAttitude. In addition, it made unnecessary changes to the story. While these were the norm for localized Sega games back then, Ristar is unusual in that the game itself was altered to reflect said changes. YMMV on which version of the storyline is better, though.

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* Shows up in, of all places, ''arcade games''. In many cases, it's actually a form of region locking, in which the game cartridge detects the region of its underlying BIOS, and if it's running on a non-Japanese BIOS, locks away certain features and even [[DifficultyByRegion changes the difficulty]]. Examples:
** ''VideoGame/MagicalDrop II'' hides the challenge mode from US UsefulNotes/{{Neo Geo}}s, and switches to an alternate voice bank [[InconsistentDub of sub-par quality]].
** ''VideoGame/MagicalDrop III'' hides only the hardest difficulty of VS. CPU mode, but takes away the character's voices completely, replacing them with a generic and ''annoying'' announcer. It also hugely strips down the boardgame-esque mode, removing all the competing characters and the story scenes. Finally, the single-play mode strips out the KyuAndDanRanks present in the Japanese version.
** ''VideoGame/RadiantSilvergun'', when played on US arcade cabinets, only offers two weapon buttons instead of three, making many of the attacks unavailable. This does not apply to the XBLA version.
** Many, ''many'' modern Japanese arcade games are susceptible to this, if not only because they tend to rely heavily on online features (which are only available via subscription services in Japan), thus locking players out of all the online content - which, in several cases, may be ''all'' of the content. In a way, this has served as a hard-coded enforcement of the "FOR USE ONLY IN JAPAN" thing that arcades had long been able to ignore in the past.
* ''VideoGame/AceCombat3Electrosphere''. The Japanese version had 52 missions, branching to allow you to do the game from all four perspectives at once, the ability to change perspective on the fly, anime style cutscenes for all those branching mission paths, and more. What gamers outside Japan got was ExcusePlot, lack of voice acting except for plane computer voice (a step down from the first two games) only one of those cutscenes, and generally international players were left scratching their heads as to what the heck was going on.
* The American version of ''VideoGame/CaptainSilver'' for the UsefulNotes/SegaMasterSystem is only 1-Megabit instead of the original 2-Megabit size that the Japanese and European versions were sold as. Because of this, two whole stages were removed and many enemy characters, including half of the bosses, were removed. Additionally, the visuals in the ending were removed, leaving only a [[AWinnerIsYou text-only epilogue]]. Despite this, all of the enemies and stages that were cut from the American version are still listed in the manual.
** Sega did the same thing with the Master System version of ''VideoGame/EnduroRacer''. The Japanese 2-Megabit cartridge was cut down to half that for American and European release, thus reducing the number of levels from ten to five.
* On the topic of the Sega Master System, the Japanese version of the console has a slot to install a FM synth upgrade (later revisions of the console integrated the FM synth into the console itself). The slot to install the upgrade and the FM synth is completely absent on the US and European versions of the console.
* The Japanese version of ''VideoGame/OnePieceUnlimitedCruise [[UpdatedRerelease SP]]'' contained both parts 1 and 2 of the Wii version plus the new Marineford mode, adapting an arc the original game didn't include, but the European localization [[OneGameForThePriceOfTwo splits the game back into two parts]], while still advertising the first part as "''Unlimited Cruise SP''" with no indication whatsoever that half of the game was entirely missing. [[http://www.amazon.co.uk/product-reviews/B006OK41SW/ref=cm_cr_dp_hist_1?ie=UTF8&showViewpoints=0&filterBy=addOneStar Fans weren't happy.]] And to think the 3DS enforces a Region Lock for the first time on a Nintendo portable.
* The US version of ''VideoGame/DanceDanceRevolution Super NOVA'' lacked the [=eAmusement=] feature, preventing access to the secret songs outside of the Extra Stages, which Betson refused to unlock for the North American version.
** Oh, and the US and JP home versions of Extreme are two different games all together. Three guesses as to which one was better, and remember this is Konami. (Hint: the Japanese version has the option for playing on a dance pad properly.)
** ''Dance Dance Revolution X''[='=]s infamous North American cabinet. While both North American and Japan got new dedicated cabs for ''DDR X'', the North American cabinet is infamous for [[DarthWiki/IdiotProgramming various cost-cutting measures]], which lead to various problems such as [[RhythmGame display lag]] and pads not only failing to register hits, but also being very fragile and breakable. Problems with the Japanese ''DDR X'' cabinets seem to be far less common.
** ''DDR'' has had these kind of problems from pretty much beginning to present (or at least until it started fading in popularity across all regions). North America's first domestic machine was ''Dance Dance Revolution USA'', which sucked. Konami Original songs[[note]]made in-house[[/note]] tend to take years to come to NA after their first release in Japan. While even in Japan there was a problem where the most difficult charts were too much harder than the next-hardest charts, the problem was worse when such difficult charts made it to NA even though by this time there were enough almost-as-difficult charts available from the Japan games that they could have presented a much smoother difficulty curve on their "second go." On the plus side, there ''are'' songs that are licensed solely for the NA market, and some games such as the [=PS2=]'s ''Extreme 2'' show a good deal of localization effort. Meanwhile, Europe's ''DDR'' is called ''Dancing Stage'' and has wider differences that make it harder to compare.
** ''Dance Dance Revolution 3rd MIX'' is notable for having several versions produced for different markets that all suffer from this to varying degrees. The two Korean versions [[RegionalBonus add some K-pop songs]] but in exchange lose several songs from the Japanese version. The pan-Asian build is even worse, lacking both the songs cut from the Japanese version ''and'' the Korean songs.
** Localized arcade ''DDR'' was finally done right with ''[=DanceDanceRevolution=] A'', as it keeps a lot of features intact from the Japanese version, including proper [=eAMUSEMENT=] support. It is, however, [[https://remywiki.com/AC_DDR_A#Removed_Songs missing multiple songs compared to current Japanese builds]]. One of the weirdest cases of this has to do with the ''VideoGame/{{Touhou}}'' remix "Night of Nights"; the ''song'' appears in all versions of ''DDR A'', but a ''chart'' was deliberately left out of non-Asian builds.
* The Famicom PlatformGame ''Hao-kun no Fushigi na Tabi'' had the intro screens and last third of the game removed when it was localized as ''Mystery Quest''.
* The Spanish NES release of ''VideoGame/KirbysAdventure'' contains only German screentext. It took until the GBA remake for other languages to be supported. The NES version was finally released in English in the 3D Classics release.
* The Japanese UsefulNotes/GameBoyColor game ''[[Literature/TheMoomins Moomin]] no Daibouken'' game has many levels and cutscenes not present in the European release, ''Moomin's Tale''. What's ironic here is that Moomin originated from Finland.
* ''Puzzle Bobble'' was released abroad as ''Bust-A-Move'', while the Enix game ''Bust a Move'' altered its title to the awkward sounding ''Bust a Groove''. The questionable box art for ''Bust-A-Move 2'' on the [=PlayStation=] and Saturn in the US, ''Bust-A-Move 4'' on the [=PlayStation=], and ''Super Bust-A-Move'' on the [=PlayStation 2=] were noted by game websites and magazines. The localized versions of ''Puzzle Bobble 2'', known as ''Bust-A-Move 2'' on consoles, retained the gameplay of ''Puzzle Bobble 2'', despite "Arcade Edition" on the box art, while in the arcade, ''Puzzle Bobble 2'' was localized as ''Bust-a-Move Again'', changing the music and background graphics, and [[CulturalTranslation replacing]] Bub and Bob with a hand turning a crank. These changes carried over to the [=PlayStation 2=] compilation, ''Taito Legends 2'', which ended up playing the graphically altered version, ''Bust-a-Move Again'', while attempting to play the music from the original version of ''Puzzle Bobble 2'', then cutting off.
* The World version of the UsefulNotes/ArcadeGame ''VideoGame/UndercoverCops'' may have been localized from a beta version, since it lacks a lot of moves and graphical details. This was fixed in ''Undercover Cops Alpha: Renewal Version'', a re-release that wasn't widely distributed--indeed, the CompilationRerelease ''Irem Arcade Hits'' presents the earlier, inferior version.
* With the release of the Virtual Console service on the Wii U, it has become apparent that the games being released in Europe [[http://www.eurogamer.net/articles/2013-01-25-nintendo-using-inferior-50hz-mode-for-european-wii-u-virtual-console are running at the slower 50Hz frame rate]] the localized games originally used, rather than the normal 60Hz everywhere else. While the European Virtual Console games on the Wii also ran in 50Hz (save for UsefulNotes/TurboGrafx16, Arcade and some import titles, such as ''VideoGame/SuperMarioBrosTheLostLevels''), games released on the European 3DS Virtual Console retained the superior 60Hz speed.
** From ''VideoGame/FZero'' onward, Nintendo has made an effort to release the US versions of Virtual Console games on the Wii U for most games, which run at a superior 60Hz speed. However, they have tended to opt for the European versions of some games for multilingual access, running at inferior 50Hz speed forced on a 60Hz display (with the most infamous case being ''VideoGame/SuperMetroid'').
** While most import titles on European Wii consoles retained their 60Hz speed, Sega had forced their UsefulNotes/SegaMegaDrive imports to run at 50Hz for no discernible reason, butchering most of their import games, especially in the audio department.
* Konami completely butchered the US version of ''VideoGame/ThunderCross''. All of the weapon upgrades except the Vulcan Cannon were removed and replaced with "Lil Baby" {{smart bomb}}s, autofire was disabled, the Options were made non-adjustable, and the order of the stages was changed. Not surprisingly, [[NoExportForYou the sequel stayed in Japan]].
* Players hoping for an English version of ''VideoGame/PhantasyStarOnline2'' were gravely disappointed in [=AsiaSoft's=] Southeast Asian localization of the game. Among the myriad problems with the game were a [[BlindIdiotTranslation botched translation that pays no heed to the source material]] (referring to Technics as "Magic", to name the most egregious example), Arks Cash (the cash-shop money for the game) depreciating in value almost ten times compared to the original Japanese game, costumes that binded to characters upon equipment, and Sega region-blocking players from the Southeast Asia region (at least until mid-2015, when the region-block was lifted). Players outside of Japan hate it immensely and have taken to either using English patches on the Japanese version of the game or continuing to hold out for the American version which remains in DevelopmentHell to this day.
* The American arcade version of ''VideoGame/{{Area 88}}'', ''U.N. Squadron'', cuts out the special "rescue the passenger jet from timed bombs" mission. HarsherInHindsight indeed.
* ''VideoGame/StreetFighterEX'': With the exception of ''[=EX3=]'', all the text-only endings in the overseas versions were removed completely and replaced with a [[AWinnerIsYou generic congratulatory message]]. The [=PlayStation=] version of the original game kept the FMV endings, at least.
* The North American version of ''Bare Knuckle III'', ''VideoGame/StreetsOfRage 3'', [[EasyModeMockery forces you into a bad ending after completing Stage 5 on Easy difficulty]]. Not only does no such mockery exist in the Japanese version, but [[DifficultyByRegion the North American version's difficulties were inflated by one level]], so JP Normal is NA Easy, JP Hard is NA Normal, etc. And where is the Japanese version's Easy level in the North American version? It ''does not exist.''
* ''VideoGame/SuperAleste''[='=]s North American version ([[MarketBasedTitle renamed]] ''Space Megaforce'') and European version strip out the character art and bonus [[HardModePerks difficulty-based]] ending artwork. Additionally, Area 3 loses its unique music track and instead uses the same music used in Areas 6, 9, and 10 for some unknown reason.
* Creator/{{Sega}} was widely accused of doing this with the online mobile game ''VideoGame/SonicRunners'' when they took the game out of its soft launch (where it was available in Japan and Canada) and officially launched it worldwide. Various game content were altered in price, usefulness, and availability to the point that players could not make any substantial progress [[AllegedlyFreeGame without resorting to using the roulette system]] (which was already notorious for making players [[BribingYourWayToVictory gamble with real cash]] to win a chance of earning or unlocking the aforementioned material, "[[ProductPlacement video revives]]" were introduced, the game became ''even more glitchy'' [[ObviousBeta than it already was]], with its worldwide launch inexplicably making the game nearly unplayable despite having no such problems the day before, and starting with the 2.0 update actively started to sabotage player's progress, by introducing [[UnwinnableByDesign walls of spike balls in the game's layouts]]--the last of which were especially JustForFun/{{egregious}} as the game itself was an ''[[CompletelyMissingThePoint endless runner]]''. Unsurprisingly, the game's active players --and by extension, its source of income-- left in droves, and the game itself [[NiceJobBreakingItHero barely lasted a year before being shut down]].
** The European versions of the Mega Drive games are infamous for running slower due to the CPU of PAL consoles being clocked slower to tie in to the lower frame rate of PAL [=TVs=].
* Creator/{{Atari}} wasn't sure how well ''VideoGame/TheWitcher'' would sell in the United States, being a game by [[Creator/CDProjektRed a then-virtually unknown Polish developer]] based on [[Franchise/TheWitcher a fantasy novel series]] hardly even heard of outside of Poland. The version the US initially got had weak translation and a lot of censorship. Fortunately, after it proved a SleeperHit, the devs prevailed on Atari to redo 90% of the English voice work, releasing it as a free patch to the Enhanced Edition along with a host of other tweaks. A separate, optional patch removes the censorship.
* While not exactly bad as a result ''per se'', a couple of the ''VideoGame/{{Tales|Series}}'' games lack the Skits that are a large part of other ''Tales'' games, namely ''VideoGame/TalesOfDestiny'' and ''[[VideoGame/TalesOfEternia Eternia]]''. This is a bit of a problem, since a good deal of the comedy, plot, and characterization depends upon the skits. A lesser extent, the Opening Title music would often be changed to an inferior piece as well. This was one of the causes of ire from the fans when the Game Boy Advance port of ''VideoGame/TalesOfPhantasia'' was released in the US, the opening theme (''Yume Wa Owaranai'', which earned the game the distinction of being the first SNES game to have a fully-voiced opening theme) was replaced with a generic piece. Other complaints about the GBA export port include the bland and boring dialogue, and the [[NeverLiveItDown one mistranslation]] that rendered ''Ragnarok'' as ''Kangaroo''. And lets not get started about the [[PortingDisaster International version of the iOS port]]...
** ''VideoGame/TalesOfDestiny'' also suffered from a BlindIdiotTranslation, making certain puzzles {{Unwinnable}} without a [[GuideDangIt guide]] (as the hints in game are wrong). Good luck finding one back in the 90s...
** The European version of the PSP version of ''VideoGame/TalesOfEternia'' featured [[GameBreakingBug a bug in several copies that would crash the game without fail after the party beats Volt.]]
** ''VideoGame/TalesOfLegendia'' also had voice acting of dubious quality. The second half of the game is unvoiced entirely, apparently because of lack of budget given to the localizers, who were told that the second half was optional (it's not).
** The series has gotten better about this as it gains popularity in the West, but that didn't stop the Vita remake of ''VideoGame/TalesOfHearts'' from being full of [[http://www.blade2187.com/2014/11/16/a-crash-korse-in-how-not-to-localize/ extremely bizarre localization choices]] that range from arbitrary renames (many terms of which ''were already in English)'' to fundamentally changing characters' personalities.
** The US Version of ''VideoGame/TalesOfSymphonia'' is missing the option to rename members of your party, the sound test, and the voice acting from the Z Skits, though renaming party members is possible by directly editing the save file and the sound test can be reached by using an Action Replay.
* The English localization of ''VideoGame/ProjectXZone'' (which, granted, we were lucky to get in the first place) had quite a few music tracks cut and replaced due to licensing issues. These include "[[VideoGame/GodEaterBurst Over my Clouds]]", "[[VideoGame/TalesOfVesperia Ring a Bell]]", "[[VideoGame/ValkyriaChroniclesIII Moshimo Kimi ga Negau no Nara]]", "[[VideoGame/SuperRobotWarsOriginalGeneration Rocks]]", "[[VideoGame/ShiningForce World's Love]]", "High-rise to Hell" [[note]]from ''Dynamite Cop''[[/note]], and [[VideoGame/SpaceChannel5 Mexican Flyer]]." On the other hand, since those last three tracks did not have a track already in the game to replace them, the English version ended up getting some exclusive tracks of its own. They are "Hope", "Poop Deck Pursuit", and "Coco Tapioca: The Huge Dancer" respectively.
** Averted with the sequel, which has no removed music tracks and is more or less identical contentwise.
* Although not exactly the first game most people would go for, ''VideoGame/EarnestEvans'' had a Sega Genesis / Mega Drive release as well as a Sega / Mega CD version. The CD version has voice-acted cutscenes and a prequel plot to ''VideoGame/ElViento'' as part of a trilogy series, but remained Japan-only. The version released to the West was the watered-down Genesis version, which removed all the cutscenes besides a brief opening and the credits, obviously downgraded from CD music audio to the system hardware [[SugarWiki/AwesomeMusic (though it's a Motoi Sakuraba soundtrack nonetheless)]], and rewrote the manual to claim it was a sequel to El Viento with Earnest [[IdenticalGrandson being the grandson of that game's Earnest.]] The gameplay and stages are all entirely intact, so it was likely a case of space limitations.
* ''Super VideoGame/{{Valis}} IV'' was a slimmed-down port of the original ''Valis IV'', which never made it outside of Japan. The American version only has one playable character as opposed to three and fewer levels, but then again it makes sense with the reduced storage capacity of an SNES cartridge as opposed to the CD format for the [[UsefulNotes/TurboGrafx16 TurboGrafx-CD]] that the original version had.
* The English version of ''VideoGame/BlazBlueChronophantasma'' infamously [[http://www.siliconera.com/2014/04/08/happened-blazblue-chrono-phantasmas-library-mode-arc-system-works-usa-responds removed the Library function]] from the game entirely without prior warning. The Library Mode allowed players to read up on series lore and learn what various [[MagiBabble story]] and fighting game terms mean so they could understand the story better. It was removed from the English version [[TooLongDidntDub due to Arc System Works US handling the localisation of]] ''[[TooLongDidntDub CP]]'' [[TooLongDidntDub themselves and admitting that it was too hard for them to translate these terms efficiently.]] This has thus resulted in ire from fans who were looking to make use of it. It turns out they listened, though; ''[[UpdatedRerelease CP Extend]]'' has the entire library meticulously translated.
* The ''[[Franchise/MegaMan Rockman Complete Works]]'' [[VideoGameRemake remakes]] of the NES ''VideoGame/{{Mega Man|Classic}}'' games were brought overseas thanks to ''Mega Man Anniversary Collection'', but many of its features were removed in the process:
** There is no {{unlockable|Content}} [[DifficultyLevels Hard Mode]].
** The [=PocketStation=] mode is removed.
** ''VideoGame/MegaMan1'', ''VideoGame/MegaMan2'', and ''VideoGame/MegaMan3'' are missing the Database and the BossRush mode.
** ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6'' are missing Dr. Light's Laboratory, the Sound Room, Mission Mode, and [[EasterEgg the ability to play without your helmet]].
*** Additionally, the weapon menus in Navi Mode (featuring descriptions of the weapons available) are replaced with the old weapon menus.
** During Navi Mode, the text of the messages you get from the navigator is displayed immediately rather than one character at a time, meaning you won't get to see the navigator's talking animation. Furthermore, [[BlindIdiotTranslation the translation of the text tends to be spotty]].
** [[PortingDisaster The GameCube port removed the music exclusive to Navi Mode]]. Even in the [=PlayStation=] 2 and Xbox versions, there are still a few missing tracks.
** And finally, the additional credit sequences for the creators of the remakes (accompanied by gameplay footage) are removed.
* In a rare example, ''VideoGame/MortalKombat2'' received a censored version for the Super Famicom in Japan with the blood turned green and all a greyscale filter over the screen whenever Fatalities are performed.
* The [=NES=], beloved and revolutionary game console though it may be, was noticeably inferior in many ways to its Japanese counterpart, the Famicom. Nintendo chose to redesign the system for its American release to implement CopyProtection and UsefulNotes/RegionCoding. They also opted to radically change the exterior case to make it look like a VCR instead of a video game console, because retailers refused to stock video game consoles in the wake of the Great Video Game Crash of 1983. This redesign, however, introduced many problems not present in the Famicom. The worst of these were reliability issues stemming from the complex VCR-like cartridge loader (the source of the infamous blinking light and blue screen errors). NES controllers lacked the microphone, built in to the Famicom controller, to perform actions like defeating the Pols Voice in ''[[VideoGame/TheLegendOfZeldaI The Legend Of Zelda]]''. Nintendo never released an equivalent to the Famicom Disk System outside of Japan, so the NES lacked support for disk based games on the Famicom Disk System, though many disk system games eventually ended up being released on cartridges, so this wasn't a huge problem. Most egregious of all, however, is that not only the NES' cartridge slot was changed to one that had more pins and the pins previously wired up to support co-processors are now wired up for the CopyProtection chip, the extra pins were left ''disconnected'' instead of being wired up to the system's co-processor connectors, meaning that any games that uses an external sound chip (ie ''VideoGame/{{Castlevania}}'') are in extension also (minor) bad exports, because they just don't sound as good as the Japanese releases. The only thing the NES does better than the Famicom is that it includes support for composite video instead of just RF.
* One of the most enjoyable features of ''VideoGame/ProfessorLaytonAndTheLastSpecter'' is the minigame ''London Life.'' Unless you're European, in which case you'll never get to play it. The irony has not gone unnoticed.
* The original ''VideoGame/SengokuBasara'' game was released in the west as ''Devil Kings'', with all characters names and the game's setting changed to remove any references to the Warring States period of Japan in order to loosely tie the game in with ''VideoGame/DevilMayCry'', in addition to changing the difficulty and adding or removing several weapons. The game was poorly received, and [[NoExportForYou the second game never saw the light of day outside of Japan]]. When the third game eventually made its way west, thankfully, Capcom learned their lesson and released the game unadulterated.
* The Famicom port of ''[[VideoGame/{{Gradius}} Salamander]]'' allows three options per player, but its overseas counterpart, released as ''Life Force'', only allows two. Additionally, the export versions only have one ending, [[AWinnerIsYou which is a static shot of the Konami logo]], not even a credits roll!
* The original European release of ''Videogame/PokemonTradingCardGame'' had the option of playing the game in 5 different languages (English, French, Spanish, German and Italian). The 3DS Virtual Console release is only in English. Made ever weirder since other Virtual Console releases of games with translations in other languages available in the original release (such as ''VideoGame/PokemonSnap'' or many GBA games) keep them for the rerelease.
** A unique example lies in some events. Japan got the opportunity to get an Arceus, with a small chance for it to be shiny. South East Asia got codes for Arceus too (which could be redeemed on both NA and Japan consoles), but without the chance to be shiny.
** Japan: Several {{Olympus Mons}}, including one that had a chance to be shiny. Europe: Darkrai, a powerful Pokemon with an amazing signature move. North America: Multiscale Dragonite, with nothing else special about it aside from Extremespeed, which was a commonly bred-on move.
** The Japanese version of ''Videogame/PokemonCrystal'' had online features (first in the series) that allowed players to trade, battle, and interact over long distance by connecting the game to real life mobile phones. These were removed from non-Asian versions versions due to mobile phones not being as prominent outside of Japan back then. The game also had a special event (also a first) that allowed players to catch Celebi. Since it was tied to the mobile phone feature, it was excluded from western releases, rendering Celebi unobtainable in-game (although it was still distributed in official tournaments and events).
* Asia got the Steam version of the ''VideoGame/FinalFantasyXIII'' trilogy in Japanese only. Thing is, not many Asians outside Japan speak Japanese, and Sony even sells the official English version on Blu-Ray for the [=PS3=] (along with a separate Chinese (Mandarin+Cantonese) and Korean version) at Sony Centers throughout the region. One wonders if Square is trying to sabotage the sales of their own games on the platform in the region, and if yes, why?
* ''VideoGame/DragonQuestIV'''s DS remake had the "party talk" feature removed from the US version. Before you dismiss this, this constituted enough of the game's dialogue that the US version's ROM is ''a full 18 megabytes smaller than'' the Japanese one.
* The U.S. version of the NES game ''Dr. Jekyll and Mr. Hyde'' cut out two levels from the Japanese version and replaced them with copies of other stages. Even sadder is that the stages' enemies were not changed to fit, which results in most of them spawning out-of-bounds.
* ''[[LightNovel/SwordArtOnline Sword Art Online: Hollow Fragment]]''. The game was localized for an Asian release, where English is a prominent language, but is still secondary and not top priority. As a result, there are [[https://thegarbagemanreviews.files.wordpress.com/2014/09/2014-08-21-024146.jpg?w=634&h=359 grammar]] [[http://thegarbagemanreviews.files.wordpress.com/2014/09/2014-09-09-140933.jpg?w=634&h=359 errors]] [[https://thegarbagemanreviews.files.wordpress.com/2014/09/2014-08-20-031834.jpg everywhere]], [[http://thegarbagemanreviews.files.wordpress.com/2014/09/2014-08-20-014707.jpg?w=634&h=359 misspellings]], and other oddities, not to mention the baffling amount of glitches. This localization has gained some notoriety due to the poor quality, and would be the version of the game that would be released in the US and Europe. Thankfully, the [=PS4=] port of the game would receive a proper translation, in addition to refining the gameplay.
* ''VideoGame/MarvelSuperHeroesVsStreetFighter'': Joke character Norimaro, based on comedian Noritake Kinashi, is DummiedOut in non-Japanese versions. Though digging around in the ROM, it does show that most of his content was translated into English, just disabled for the International releases.
* ''VideoGame/{{Persona 3}}'' - The PAL release runs at a ''much'' lower frame rate than the NTSC versions, leaving the game at about half its normal speed. As a result, this makes the already lengthy dungeon crawling aspect of the game last about twice as long, coupled with every single animation in the game looking sluggish and unnatural. ''VideoGame/{{Persona 4}}'' got off easier, being only slightly slowed down.
** Speaking of ''Persona'', the [[VideoGame/{{Persona}} original game]] received a rather shoddy localization outside of Japan on the Playstation: aside from the inexplicable changes of character names and ethnicities (Yuki notwithstanding) and [[ArtisticLicenseGeography Japanese landmarks retained in what was supposed to be an American setting]], the difficulty for the game was ramped down considerably, and the "Snow Queen" questline (several hours worth of gameplay) was cut out entirely, with rumors suggesting its removal being due to there not being enough time to translate it (not that the translation was that good, anyway). The localization of ''VideoGame/Persona2: Eternal Punishment'' undid most of these changes, with the only holdover being the characters' Western names, which are explained as being nicknames instead of their real names. Thankfully, the game received a re-release on the PSP that, when released in the West, remained faithful to the original Japanese version and kept all of the content intact.
** ''VideoGame/Persona4Arena'' took '''''10 months''''' to be released in Europe. By the time the game was released most Europeans have already been spoiled by the numerous LetsPlay videos and story spoilers in discussions and walkthroughs on the Internet, and players from other part of the world had lost interest in the game and moved on. The strange thing is that the fandom saw this coming from a mile away due to the localization company's spotty history, and voiced their concerns, but Atlus refused to listen. Reportedly, [[InternetBackdraft many fans cancelled their pre-order of the game when the delay was announced, and a number of them also boycotted the game and refused to buy it when it was finally released]]. And to top it all off, the game is one of the grand total of ''three'' [=PS3=] games that are region locked, so anyone looking to import it wouldn't be able to play it on their PAL console. Atlus did feel the burn, though, and didn't dare try this stunt again with ''Ultimax''.
* Outside of Japan, the UsefulNotes/GameGear version of ''VideoGame/{{Ristar}}'' is missing a whole level ''for no discernible reason''. Oh, the level is actually in the coding, but the American and European versions were programmed to skip it, apparently because Sega of America randomly decided to remove it. What makes it worse is that its absence sticks out like a sore thumb, as its world is the only one to be one stage short as a result of it.
** To a lesser extent, the Mega Drive version as well. Outside of Japan, it suffers from a bad case of AmericanKirbyIsHardcore, with ridiculous changes such as giving Ristar an angry facial expression all the time and redesigning the enemies to look meaner, resulting in a game that feels like it can't decide whether it wants to be cute or hardcore. One can only guess what was going through Sega of America's head when they assumed they could successfully turn a [[RidiculouslyCuteCritter ridiculously cute anthropomorphic little star]] with childlike squeaks into a MascotWithAttitude. In addition, it made unnecessary changes to the story. While these were the norm for localized Sega games back then, Ristar is unusual in that the game itself was altered to reflect said changes. YMMV on which version of the storyline is better, though.
* ''VideoGame/RivalSchools'': The English version does not come with the School Life dating sim.
* ''VideoGame/{{Tekken}}'': The English version of ''Tekken 2'' does not have Theater Mode. In ''Tekken 3'', the English version of Anna's ending has Anna walking away, instead of having her top pulled off by Nina.
* ''[[VideoGame/PanelDePon Planet Puzzle League]]'' DummiedOut [[NostalgiaLevel Lip's stage]] from international versions of the game. Even worse is that the rest of the game features a widely criticized "techno" theme that completely excised the mascot characters, story mode, and whimsy that had been staples of the series beforehand, with Lip's level being the only clue as to its more lighthearted origins.
* The PAL [=PS3=] and [=PS4=] releases of ''[[VideoGame/GuiltyGear Guilty Gear Xrd -SIGN-]]''. Oh Christ...these was botched so hard you'll wonder why they even bothered. Not only were they released 6 months later (in June 2015, compared to the initial console release of December 2014), the PAL versions are PSN exclusives, and did not get patched. At all. Not only does this mean the two DLC characters (Elphelt and Leo) are left inaccessible, but it also means that the online mode is region locked - PAL players can only play with other PAL players.
** ''[[MissionPackSequel -REVELATOR-]]'' thankfully averts this - PAL territories got the game around the same time as everyone else, and their version is being actively patched and given access to the DLC.
* PAL versions of [=PS2=] games like Onimusha and Disgaea had their Japanese audio tracks removed to save space on the disc, or to fit it on a CD instead of a DVD.
* In general, some PAL games, including most NES games, run 17% slower due to television refresh rate differences. Thankfully, both issues became moot when HD and high capacity Blu-Ray discs became standardised.
** An infamous example of this was with the PAL release of ''VideoGame/SonicTheHedgehog'', which WebVideo/NostalgiaNerd pointed out and expounded in [[https://www.youtube.com/watch?v=cWSIhf8q9Ao this video]].
** A rare inversion was with the North American release of ''[[VideoGame/ColinMcRaeRally Colin [=McRae=] Rally 2.0]]'' for the original UsefulNotes/PlayStation, which was [[https://www.youtube.com/watch?v=Y-e7nANRdno somewhat]] [[https://www.youtube.com/watch?v=PGACXzEjgw4 watered down]] compared to its original PAL counterpart. Not only that it was a touch slower, Nicky Grist's co-driving and narration was [[SameLanguageDub replaced]] with an unknown voice actor with an American accent, presumably to "Americanise" the series similar to the later ''VideoGame/DiRT'' titles. The pacing issue was likely due to Creator/{{Codemasters}} overlooking the refresh rate differences, e.g. the game renders at 60 hertz but is slower due to the update rate at 50. Considering how [[UsefulNotes/{{Rallying}} rallying]] isn't as popular in the States as it is in Europe[[note]]and neither is Creator/ColinMcRae himself; relatively fewer people outside of rallying circles have heard of him until the 2006 X-Games[[/note]], the NTSC release could be more or less an afterthought.
* With the American release of ''Zatch Bell! Mamodo Battles'', the missing content is as listed:
** Maestro is only playable in the Japanese version.
** Ponygon's spells and partner Kafk Sunbeam are only in the Japanese Version.
** Ponygon's Story is only in the Japanese version.
** There are fewer cards in the American version.
** You can watch movies only in the Japanese version.
* ''VideoGame/{{Ray|Series}}Storm'' had several changes made to it for the North American [=PS1=] port. First, this version raises the default difficulty of all stages from 2 (out of 8) to 4. This in itself isn't so bad. What makes this particularly sinister is that this version also introduces "Training Mode", which [[EasyModeMockery locks the player out of the second half of the game if any stage's difficulty is set below 4]]. This means you can't play on Japanese defaults and see the entire game, much like with ''VideoGame/StreetsOfRage 3''. These changes were intentional on Creator/WorkingDesigns's part; as explained in the manual, they did this in an attempt to curb the mentality of buying a game, creditfeeding it to the end, and then calling the game done and never touching it again.
* ''VideoGame/NaziZombies'' had radios in Kino Der Toten that played an audio log when you shot them in the English version. In The French version? Nothing. Not even an untranslated log, just ''nothing''. Then ''Gorod Krovi'' had some secret quotes that weren't translated (but some other were), which was fixed in a later patch. Then ''Revelations'' had the same problem as Kino. Radios that don't play anything when you activate them.
* While ''[[VideoGame/GigaWing Giga Wing 2]]'' was localized in the US for the Dreamcast, the Japanese voice acting was removed for reasons unknown.
* Expect to pay up to double the North American price for the UsefulNotes/NintendoSwitch if you live in Asia outside of Japan, Korea, Taiwan and Hong Kong, specifically in areas where the device is distributed by a company called M. M. Soft/Maxsoft. Also, the console-only option is not available in said area and people are forced to buy the console with two games which they may not want. This is largely due to the greed of said distributor, who is the sole official distributor of Nintendo products in the region. People have complained directly to Nintendo of Japan, but the complaints had apparently fallen on deaf ears. This is bad as certain Asian countries said distributor is selling the Switch in are going through a very bad recession and a number of people cannot justify paying the price. And to think the Europeans thought they had it bad.
* ''VideoGame/GrooveCoaster 3EX: Dream Party'' has new SeriesMascot Yume come with her own voice, as well as a bunch of other new navigator characters who all share the same voice bank...but only in the Japanese version. In the English-language version, Yume also gets the generic voice, leaving Linka as the only character with a unique voice bank.
* The US version of ''VideoGame/BakuBakuAnimal'' on the UsefulNotes/SegaSaturn removed almost every cutscene from story mode -- only the princess's intro and the ending remain. Oddly, the version on UsefulNotes/GameGear and UsefulNotes/SegaMasterSystem just translated them like a normal localisation, leaving players wondering exactly ''why'' they were removed from the otherwise-superior Saturn version.
* [=MMORPGs=] and other always online games often fall into this as the operation of foreign language versions tends to be contracted to a local service provider, which is usually more concerned about making a quick buck than supporting the game properly. Developers have been moving away from this practice in the past few years but this new trend is not without issues particularly those which arise from running a game service remotely through translators.
* For the franchise's [[MilestoneCelebration 30th Anniversary]], Creator/{{Capcom}} released a CompilationRerelease of tweleve ''Franchise/StreetFighter'' arcade games -- [[VideoGame/StreetFighterI the first game]], [[UpdatedRerelease all five versions of]] ''VideoGame/StreetFighterII'', the ''VideoGame/StreetFighterAlpha'' trilogy, and [[UpdatedRerelease all three versions of]] ''VideoGame/StreetFighterIII''. However, to the Japanese audience's chagrin, the collection's Japanese release only has the games in their localized English versions.
* The US and PAL versions of ''Robo Pit 2'', for unknown reasons, omitted ''the entire soundtrack'', with no replacement. This means the entire game is played with no audio except for sound effects. Worse yet, the PAL version also left out the cutscenes, allegedly because publisher Creator/PhoenixGames was unwilling to pay for a translation.
* Officially acknowledged by the staff for the English-language version of ''VideoGame/BangDreamGirlsBandParty'', who have [[https://twitter.com/bangdreamgbp_EN/status/1021629020406829057 stated]] that they won't be able to bring all of the songs over to that particular verison due to licensing issues, ''but'' will bring in [[RegionalBonus EN-exclusive content]] to make up for it.
* The Korean versions of ''VideoGame/SoundVoltex'' got hit with a bunch of [[{{Bowdlerise}} censorship-related]] changes:
** The song [[Music/{{Vocaloid}} "Senbonzakura"]] is not available (a lot of other rhythm games with Korea-specific builds do the same), as the song is heavily themed around UsefulNotes/ImperialJapan which is a very sensitive topic in several of Japan's neighboring countries, including Korea.
** In December 2017, a lot of songs had their album jackets changed to a generic one in order to avoid violating new video game content guidelines.
** On July 24, 2018, an update took an axe to all songs added after November 16, 2017 due to the same guidelines.
* Due to loot box controversy brought about by ''VideoGame/StarWarsBattleFrontII'', the Belgium version of ''VideoGame/DragonBallZDokkanBattle'' is forced to remove all micro-transactions goods which means players in that region are completely unable to purchase both Dragon Stones and anything resembling Pilaf's Trove which basically forced players to play a F2P playstyle.
* ''[[VideoGame/LivePowerfulProBaseball Powerful Pro-kun Pocket 11]]'' was the single game in the series to receive any sort of localization and it was the disaster called ''MBL Power Pros 2008''. Konami got the licenses to use american Baseball teams... in a game where they're all depicted as generic chibi puppets. The cost for that? Literally ''everything'' other than the Baseball simulator. The character customization system, three story modes, a card battle game, a Pennant season mode and three minigames all got thrown in the trash with nothing to make up for that.
* Bizarrely, [[http://www.siliconera.com/2018/11/27/9-playstation-classic-games-are-the-pal-versions/ several of the games on the Playstation Classic are this]], using the slower PAL versions over the faster NTSC ones.
* A unique case of this affected Creator/{{Konami}}'s UsefulNotes/PlayStation2 game ''VideoGame/OperatorsSide'', which was controlled entirely with a microphone through which players would speak Japanese to direct their character. The game became a best-seller in Japan, enough to get a lower-price "The Best" rerelease[[note]]equivalent to "Greatest Hits" in North America, "Essentials" in PAL countries and "[=BigHit=] Series" in South Korea[[/note]]. When it was released in North America as ''Lifeline'', the game was fully translated to English... without adapting the speech recognition system to English pronunciation. Because of this, the player has to [[https://www.youtube.com/watch?v=_7TacvYrnjI affect a Japanese accent]] for their commands to be reliably understood, down to [[JapaneseRanguage pronouncing Ls as Rs]]. Needless to say, ''Lifeline'' was panned for its poor speech recognition, and promptly tanked in the marketplace.

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