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** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance never particularly popular with fans]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D ''Sonic'' games. Much like ''Secret Rings'', it also received praise for focusing solely on Sonic and Dr. Eggman (something fans tired of the franchise's [[EnsembleCast expansive cast]] also approved of). As years went on, many of the better-faith fan criticisms, such as the awkward physics and disjointed, setpiece-focused level design, would come to the forefront of discussions of the game. The much better-received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' would also ensure that ''Episode II'', despite generally being considering a superior follow-up, reviewed noticeably worse than the first. The final nail in the ''Sonic 4'' series' coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis classics in all the ways ''4'' didn't. [[note]]''Colors'', ''Generations'' and ''Mania'' themselves have since fallen victim to HypeBacklash, though they're not this trope because they're still considered good games.[[/note]]

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** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance never particularly popular with fans]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D ''Sonic'' games. Much like ''Secret Rings'', it also received praise for focusing solely on Sonic and Dr. Eggman (something fans tired of the franchise's [[EnsembleCast expansive cast]] also approved of). As years went on, many of the better-faith fan criticisms, such as the awkward physics and disjointed, setpiece-focused level design, would come to the forefront of discussions of the game. The much better-received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' would also ensure that ''Episode II'', despite generally being considering considered a superior follow-up, reviewed noticeably worse than the first. The final nail in the ''Sonic 4'' series' coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis classics in all the ways ''4'' didn't. [[note]]''Colors'', ''Generations'' and ''Mania'' themselves have since fallen victim to HypeBacklash, though they're not this trope because they're still considered good games.[[/note]]
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Cut as per cleanup thread.


* ''VideoGame/The3DAdventuresOfSailorMoon'' was praised by publications in its day for its stunning graphics. As [[TechnologyMarchesOn games with more impressive graphics]] came out over the following years, that appeal faded away, and now it's remembered as [[MinigameGame a collection of mediocre minigames]] with low-quality voice acting that struggles to run on newer systems, with only its [[SugarWiki/AwesomeMusic soundtrack]] standing out.


* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to the CollectAThonPlatformer genre.
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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[CollectAThonPlatformer Collect-a-Thon Platformers]].

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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[CollectAThonPlatformer Collect-a-Thon Platformers]].the CollectAThonPlatformer genre.
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Unneed.


* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[Main/CollectAThonPlatformer Collect-a-Thon Platformers]].

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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[Main/CollectAThonPlatformer [[CollectAThonPlatformer Collect-a-Thon Platformers]].
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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still loved by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[Main/CollectAThonPlatformer Collect-a-Thon Platformers]].

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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still loved praised by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[Main/CollectAThonPlatformer Collect-a-Thon Platformers]].
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If you don't like the text, don't delete it, fix it, especially if you like Donkey Kong 64, there is a lot of criticism on that game.

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* ''VideoGame/DonkeyKong64'' was praised by players and critics when it came out, scoring 90 on Metacritic as the 13th best N64 game, the game was praised for it's size, having big 3D levels and 5 Kongs to pick, and the game to this day is still loved by it's soundtrack by Grant Kirkhope. But as times went by, people started being more critical of the bad game design, the main complaint was not only the exaggeration of items to collect, granting this game a [[Literature/GuinnessWorldRecords Guiness World Record]], but forcing many items to be picked only by one specific Kong, making this game seem like actually 5 separate games in one, and worse, constantly forcing players to switch Kongs in the Tag Barrels. While Donkey Kong 64 still has its fans to this day that challenge those criticisms, this game is often blamed for dealing a blow to [[Main/CollectAThonPlatformer Collect-a-Thon Platformers]].

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** ''[[VideoGame/SonicChronicles Sonic Chronicles: The Dark Brotherhood]]'' received decent reviews and sold very well for a ''Sonic'' spin-off game when it was released. Reviewers praised its story, characters, and vast amounts of gameplay options. Its DialogueTree was also highlighted in positive reviews, seen as a way to give Sonic more depth and increase replayability. Many called it a bright spot in the AudienceAlienatingEra Sonic was suffering during the late 2000s, with any flaws in gameplay and story getting reported in reviews being dismissed as things that could be fixed in a sequel, which the [[SequelHook game's ending]] clearly showed was on the cards. However, said sequel never materialized as [[Creator/{{Bioware}} Bioware's]] Handheld division was shut down following their acquisition by Creator/ElectronicArts, and any chance of the sequel going to a different developer was squashed when a former writer of ''ComicBook/SonicTheHedgehogArchieComics'', Creator/KenPenders, attempted to sue Creator/{{Sega}} under the belief that the titular Brotherhood plagiarized characters he previously created for the comic series. With ''Chronicles'' now doomed to be a StillbornFranchise, what was once seen as minor complaints in the gameplay and presentation became much bigger issues with players now deriding its gameplay as severely unbalanced with combat that focuses too much on [[{{Waggle}} touch screen gimmicks]] and requiring perfect or near-perfect completion at all times to even accomplish anything. While the game's soundtrack and graphics were once seen as passable, they're both now seen [[SoBadItsGood as laughably bad at best]]. Furthermore, the game's DialogueTree has been seen as unfitting for Sonic, as aside from a RomanceSidequest with Amy, the vast majority of choices make no impact on the game's narrative, with most choices being limited to giving Sonic the option to [[TookALevelInJerkass be more of a jerk]], which would become a common criticism of the character starting in the 2010s. The fact its lack of follow-up turned the SequelHook into a gigantic AccidentalDownerEnding [[AudienceAlienatingEnding overshadowed any of the story's merits for many]], as well as the game eventually being declared [[CanonDiscontinuity non-canon to the series]]. Combine all these factors and ''Chronicles'' is now seen as one of the worst spin-off games in the franchise.
** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't[[note]]''Colors'', ''Generations'' and ''Mania'' themselves have since been [[HypeBacklash seen not as fondly by fans nowadays]], albeit nowhere as bad as to ''4'''s extent.[[/note]].

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** ''[[VideoGame/SonicChronicles Sonic Chronicles: The Dark Brotherhood]]'' received decent reviews and sold very well for a ''Sonic'' spin-off game when it was released. Reviewers praised its story, characters, and vast amounts of gameplay options. Its DialogueTree was also highlighted in positive reviews, seen as a way to give Sonic Sonic's character more depth and increase replayability. Many called it a bright spot in the AudienceAlienatingEra Sonic was suffering during the late 2000s, with any flaws in gameplay and story getting reported in reviews being dismissed as things that could be fixed in a sequel, which the [[SequelHook game's ending]] clearly showed was on in the cards. However, said sequel never materialized materialized, as [[Creator/{{Bioware}} Bioware's]] Handheld handheld division was shut down following their acquisition by Creator/ElectronicArts, and any Creator/ElectronicArts. Any chance of the sequel going to a different developer was squashed quashed when a former ''ComicBook/SonicTheHedgehogArchieComics'' writer of ''ComicBook/SonicTheHedgehogArchieComics'', Creator/KenPenders, attempted to sue Creator/KenPenders filed a lawsuit against Creator/{{Sega}} under the belief that the titular eponymous Brotherhood plagiarized characters the Dark Legion, which he had previously created for the comic series. With ''Chronicles'' now doomed to be a StillbornFranchise, what was were once seen as minor complaints in the gameplay and presentation complaints became much bigger issues issues, with players now deriding its gameplay as severely unbalanced with and its combat that focuses as too much heavily focused on [[{{Waggle}} touch screen gimmicks]] and requiring that require perfect or near-perfect completion at all times execution to even accomplish anything. have any real effect. While the game's soundtrack and graphics were once seen as passable, passable for the time, they're both now seen [[SoBadItsGood as laughably bad at best]]. Furthermore, the game's DialogueTree has come to been seen as unfitting for Sonic, as aside from a RomanceSidequest with Amy, the vast majority of choices make have no impact on the game's narrative, with most choices being narrative and are limited to giving Sonic the option to [[TookALevelInJerkass be more of a jerk]], which jerk]]; this in itself was overlooked at the time as a nod to works where Sonic is an AdaptationalJerkass like ''WesternAnimation/SonicTheHedgehogSatAM'' and ''ComicBook/SonicTheComic'', but would become a much more common criticism of the character starting in the 2010s. The fact Finally, its lack of a follow-up turned turning the SequelHook into a gigantic AccidentalDownerEnding [[AudienceAlienatingEnding overshadowed any of the story's merits for many]], as well as and the game itself was eventually being declared [[CanonDiscontinuity non-canon to the series]]. Combine all these factors and ''Chronicles'' is now seen as one of the worst spin-off games in the franchise.
series]].
** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed popular with it]], fans]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much ''Sonic'' games. Much like ''Secret Rings'', it also got praised received praise for its sole focus focusing solely on Sonic (helped by marketing playing to and Dr. Eggman (something fans tired of the franchise's [[EnsembleCast expansive cast]]). cast]] also approved of). As years went on, many of the more valid better-faith fan complaints, criticisms, such as the awkward physics, physics and disjointed, setpiece-focused level design, would come to the forefront of discussions of the game. The much better received better-received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' would also ensure that ''Episode II'', despite many generally being considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its the ''Sonic 4'' series' coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics classics in all the ways ''4'' didn't[[note]]''Colors'', didn't. [[note]]''Colors'', ''Generations'' and ''Mania'' themselves have since been [[HypeBacklash seen fallen victim to HypeBacklash, though they're not as fondly by fans nowadays]], albeit nowhere as bad as to ''4'''s extent.[[/note]].this trope because they're still considered good games.[[/note]]

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** ''VideoGame/SonicTheHedgehog28Bit'' received positive reviews on release for expanding the mechanics and challenge of ''VideoGame/SonicTheHedgehog18Bit'', aided by the fact the game released a few weeks before the [[VideoGame/SonicTheHedgehog2 16-bit version]] in certain territories. While the flaws would be highlighted more with the passage of time, the game still has fans... on the Platform/SegaMasterSystem that is. While the Platform/GameGear version was once considered an excellent way to play Sonic on the go, it's now seen as a giant PortingDisaster that heightens the flaws of the Master System version. The Game Gear version features ScreenCrunch amping up the difficulty significantly [[FakeDifficulty and not in a good way]], the poor visibility turns even the smallest challenge into TrialAndErrorGameplay, requiring the player to inch across slowly to have any chance of survival, which defeats the purpose of being a ''Sonic'' game. While the Game Gear port of [[VideoGame/SonicTheHedgehog18Bit its predecessor]] was and still is well-received for the numerous changes it made to accommodate the smaller screen size, ''Sonic 2'' did nothing of the sort -- in fact, it ''added'' elements that clash with the lower resolution, like the iron balls in the first boss fight bouncing at random heights instead of the same fixed level. Even the novelty of the game being released on a handheld no longer matters, as many ''Sonic'' games designed specifically for handhelds have come out since, with far better difficulty balance and level design. To make matters worse, while the Game Gear version has received numerous rereleases, the Master System version's only rerelease was on the [[KeepCirculatingTheTapes now-defunct Wii Virtual Console]].


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* ''VideoGame/SonicTheHedgehog28Bit'' received positive reviews on release for expanding the mechanics and challenge of ''VideoGame/SonicTheHedgehog18Bit'', aided by the fact the game released a few weeks before the [[VideoGame/SonicTheHedgehog2 16-bit version]] in certain territories. While the flaws would be highlighted more with the passage of time, the game still has fans... on the Platform/SegaMasterSystem that is. While the Platform/GameGear version was once considered an excellent way to play Sonic on the go, it's now seen as a giant PortingDisaster that heightens the flaws of the Master System version. The Game Gear version features ScreenCrunch amping up the difficulty significantly [[FakeDifficulty and not in a good way]], the poor visibility turns even the smallest challenge into TrialAndErrorGameplay, requiring the player to inch across slowly to have any chance of survival, which defeats the purpose of being a ''Sonic'' game. While the Game Gear port of [[VideoGame/SonicTheHedgehog18Bit its predecessor]] was and still is well-received for the numerous changes it made to accommodate the smaller screen size, ''Sonic 2'' did nothing of the sort -- in fact, it ''added'' elements that clash with the lower resolution, like the iron balls in the first boss fight bouncing at random heights instead of the same fixed level. Even the novelty of the game being released on a handheld no longer matters, as many ''Sonic'' games designed specifically for handhelds have come out since, with far better difficulty balance and level design. To make matters worse, while the Game Gear version has received numerous rereleases, the Master System version's only rerelease was on the [[KeepCirculatingTheTapes now-defunct Wii Virtual Console]].

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added folder for specific ports


* The Platform/NintendoEntertainmentSystem port of ''VideoGame/MetalGear1'' was initially well reviewed by critics and sold well enough to receive [[VideoGame/SnakesRevenge a direct sequel]] exclusively aimed for the overseas market. In subsequent years, however, as international gamers became more aware of the original [=MSX=] version, the [=NES=] port came to be widely lambasted for its extensive cuts to the level and game design (the most infamous of these cuts being the boss battle with the eponymous Metal Gear, making it an ArtifactTitle) and its [[BlindIdiotTranslation dodgy translation]]. Creator/HideoKojima publicly [[DisownedAdaptation disowned the NES version]], [[KeepCirculatingTheTapes effectively buried it in favor of the original version in all rereleases of the game]], and made [[VideoGame/MetalGear2SolidSnake his own sequel to the original]] in order to [[CanonDiscontinuity de-canonize]] ''Snake's Revenge'', which further damaged the reputation of the NES version. Nowadays, it is regarded as a novelty as best and an outright PortingDisaster at worst. If nothing else, it did help give Nintendo enough of an excuse to put Snake in ''VideoGame/SuperSmashBrosBrawl'', thus paving the way for the many third-party characters the series would embrace, as well as allowing for [[DemographicDissonantCrossover other M-rated characters to be playable in future installments]].


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[[folder:Specific Ports]]
* The Platform/NintendoEntertainmentSystem port of ''VideoGame/MetalGear1'' was initially well reviewed by critics and sold well enough to receive [[VideoGame/SnakesRevenge a direct sequel]] exclusively aimed for the overseas market. In subsequent years, however, as international gamers became more aware of the original [=MSX=] version, the [=NES=] port came to be widely lambasted for its extensive cuts to the level and game design (the most infamous of these cuts being the boss battle with the eponymous Metal Gear, making it an ArtifactTitle) and its [[BlindIdiotTranslation dodgy translation]]. Creator/HideoKojima publicly [[DisownedAdaptation disowned the NES version]], [[KeepCirculatingTheTapes effectively buried it in favor of the original version in all rereleases of the game]], and made [[VideoGame/MetalGear2SolidSnake his own sequel to the original]] in order to [[CanonDiscontinuity de-canonize]] ''Snake's Revenge'', which further damaged the reputation of the NES version. Nowadays, it is regarded as a novelty as best and an outright PortingDisaster at worst. If nothing else, it did help give Nintendo enough of an excuse to put Snake in ''VideoGame/SuperSmashBrosBrawl'', thus paving the way for the many third-party characters the series would embrace, as well as allowing for [[DemographicDissonantCrossover other M-rated characters to be playable in future installments]].
[[/folder]]
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General clarification on work content


* The Platform/NintendoEntertainmentSystem port of ''VideoGame/MetalGear1'' was initially well reviewed by critics and sold well enough to receive [[VideoGame/SnakesRevenge a direct sequel]] exclusively aimed for the overseas market. In subsequent years, however, as international gamers became more aware of the original [=MSX=] version, the [=NES=] port came to be widely lambasted for its extensive cuts to the level and game design (the most infamous of these cuts being the boss battle with the eponymous Metal Gear, making it an ArtifactTitle) and its [[BlindIdiotTranslation dodgy translation]]. Creator/HideoKojima publicly [[DisownedAdaptation disowned the NES version]], [[KeepCirculatingTheTapes effectively buried it in favor of the original version in all rereleases of the game]], and made [[VideoGame/MetalGear2SolidSnake his own sequel to the original]] in order to [[CanonDiscontinuity de-canonize]] ''Snake's Revenge'', which further damaged the reputation of the NES version. Nowadays, it is regarded as a novelty as best and an outright PortingDisaster at worst. If nothing else, it did help give Nintendo enough of an excuse to put Snake in ''VideoGame/SuperSmashBrosBrawl'', thus paving the way for the many third-party characters the series would embrace.

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* The Platform/NintendoEntertainmentSystem port of ''VideoGame/MetalGear1'' was initially well reviewed by critics and sold well enough to receive [[VideoGame/SnakesRevenge a direct sequel]] exclusively aimed for the overseas market. In subsequent years, however, as international gamers became more aware of the original [=MSX=] version, the [=NES=] port came to be widely lambasted for its extensive cuts to the level and game design (the most infamous of these cuts being the boss battle with the eponymous Metal Gear, making it an ArtifactTitle) and its [[BlindIdiotTranslation dodgy translation]]. Creator/HideoKojima publicly [[DisownedAdaptation disowned the NES version]], [[KeepCirculatingTheTapes effectively buried it in favor of the original version in all rereleases of the game]], and made [[VideoGame/MetalGear2SolidSnake his own sequel to the original]] in order to [[CanonDiscontinuity de-canonize]] ''Snake's Revenge'', which further damaged the reputation of the NES version. Nowadays, it is regarded as a novelty as best and an outright PortingDisaster at worst. If nothing else, it did help give Nintendo enough of an excuse to put Snake in ''VideoGame/SuperSmashBrosBrawl'', thus paving the way for the many third-party characters the series would embrace.embrace, as well as allowing for [[DemographicDissonantCrossover other M-rated characters to be playable in future installments]].
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* ''VisualNovel/TheGreatAceAttorney'': Summation examinations were once a popular technique used by defense lawyers in Great Britain in order to get the jurors to change their mind on their guilty votes. However, they eventually stopped being effective as they used to be, causing defense lawyers to ditch the practice entirely and the London judicial system to deem it a cheap gimmick that ultimately wasn't as effective as it was built up to be. That said, summation examinations were never outright abolished, leading Ryunosuke Naruhodo to put it into practice in his trials, with prosecutor Barok van Zieks {{lampshad|e hanging}}ing that the practice is antiquated by this point in time and that it should've been abolished years ago.
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** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations''[[note]]which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent[[/note]] would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.

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** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations''[[note]]which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent[[/note]] ''VideoGame/SonicGenerations'' would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.didn't[[note]]''Colors'', ''Generations'' and ''Mania'' themselves have since been [[HypeBacklash seen not as fondly by fans nowadays]], albeit nowhere as bad as to ''4'''s extent.[[/note]].
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* When the Platform/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior, among [[Horrible/VideoGamePresentations other reasons]]. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.

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* When the Platform/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect peripheral with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. it. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding dishonest about the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior, among [[Horrible/VideoGamePresentations other reasons]]. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations''[[note]]which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent.[[/note]] would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.

to:

** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations''[[note]]which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent.[[/note]] extent[[/note]] would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' [[note]]Which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent.[[/note]] would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.

to:

** ''VideoGame/SonicTheHedgehog4: Episode I'', while [[CriticalDissonance most fans were never particularly impressed with it]], was widely praised by critics at the time for being a console Sonic game that returned to the franchise's 2D roots after years of poorly received 3D Sonic games and much like ''Secret Rings'', also got praised for its sole focus on Sonic (helped by marketing playing to fans tired of the franchise's [[EnsembleCast expansive cast]]). As years went on, the more valid fan complaints, such as the awkward physics, would come to the forefront of discussions of the game. The much better received ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'' [[note]]Which ''VideoGame/SonicGenerations''[[note]]which themselves are [[HypeBacklash seen much less fondly by fans nowadays]], albeit not to this extent.[[/note]] would also ensure that ''Episode II'', despite many considering it a superior follow-up, reviewed noticeably worse than the first. The final nail in its coffin came with the release of ''VideoGame/SonicMania'', which succeeded in replicating the Genesis Classics in all the ways ''4'' didn't.
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This is in no way prominent, universal, or extreme enough an opinion outside of tiny, niche communities to be anything but shoehorned here in a trope about broad audience consensus.


* The female main character from ''VideoGame/Persona3Portable'' had eventually devolved into this, while reception for the original, male MC gradually went [[VindicatedByHistory the opposite]] thanks to a maturing fanbase mixed with the various discourse surrounding her:
** The female MC's route was made as a gimmick to remake ''Persona 3'' for the Platform/PlayStationPortable in order to chase the mobile gaming demographic according to the Famitsu interview in 2009. Despite the BrokenBase she (and the game itself) caused, her reception was largely positive and usually became the GatewaySeries for female fans interested in ''Persona 3''. However, as the time went on, fans began to take issue with the writing on her route, at first mostly technical ones like giving yet another character the option to be spared through in-game actions (which according to them goes against the theme), then the male route was given a fairer retrospective that helped more fans justify the character dynamics compared to the friendlier one on the female route.
** Then a further look into her fandom revealed the ugly truth that most of her fans were unable to accept her origins as a gimmick and thus she is never a part of the main timeline, and more reasonable ''Persona'' fans had tried to reason with them only to be yelled back. One optional sidequest that stands out, Ken's (a 10-11 year old) romance route from his Social Link, was given more exposure by the Western fandom as the highlight of the female MC's route, which soured her and her fans' reception further (and provided new {{troll}}ing material).
** It finally culminated with her exclusion from ''VideoGame/Persona3Reload'' (whose news about this went back to information first leaked in early 2020s) which caused her VocalMinority to rage in a level never seen before, not helped by multiple interviews and post-launch developer messages trying to explain why the dev team is unable to implement her no matter the interest. These fans tried to use any kind of fan proof as "evidence" of her popularity, never mind that her fanworks are still niche and the 2023 popularity polls are moot when the male MC is on the #1 spot in all the East/South East Asian region polls and they were only published in the context of ''Portable'' (while ''Reload'' was in the middle of development; these and the game polls are never a deciding factor on what will get made next). The ''Persona'' fandom just gave up trying to explain with logic and now shuts up any discussion surrounding the female MC (or mocks those that try). So, admitting to be a fan of the ''P3'' [=FeMC=] nowadays is just asking to be ridiculed, and even in fan communities dedicated to her, ''Persona'' fans and non-fans tend to stop by to lecture her fans about the business side of the gaming industry and game development process.

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Changed: 3996

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There's drama around the FeMC now? Steering clear of Twitter really helps me keep me out of the loop on things like this, even if this entry is the first I'm hearing of her being Condemned By History.


* The female main character from ''VideoGame/Persona3 Portable'' had eventually devolved into this, while reception for the original, male MC gradually went [[VindicatedByHistory the opposite]] thanks to a maturing fanbase mixed with the various discourse surrounding her. The female MC's route was made as a gimmick to remake ''Persona 3'' for the Platform/PlayStationPortable in order to chase the mobile gaming demographic according to the Famitsu interview in 2009. Despite the BrokenBase she (and the game itself) caused, her reception was largely positive and usually became the GatewaySeries for female fans interested in ''Persona 3''. However, as the time went on, fans began to take issue with the writing on her route, at first mostly technical ones like giving yet another character the option to be spared through in-game actions (which according to them goes against the theme), then the male route was given a fairer retrospective that helped more fans justify the character dynamics compared to the friendlier one on the female route. Then a further look into her fandom revealed the ugly truth that most of her fans were unable to accept her origins as a gimmick and thus she is never a part of the main timeline, and more reasonable ''Persona'' fans had tried to reason with them only to be yelled back. One optional sidequest that stands out, Ken's (a 10-11 year old) romance route from his Social Link, was given more exposure by the Western fandom as the highlight of the female MC's route, which soured her and her fans' reception further (and provided new {{troll}}ing material). It finally culminated with her exclusion from ''VideoGame/Persona3Reload'' (whose news about this went back to information first leaked in early 2020s) which caused her VocalMinority to rage in a level never seen before, not helped by multiple interviews and post-launch developer messages trying to explain why the dev team is unable to implement her no matter the interest. These fans tried to use any kind of fan proof as "evidence" of her popularity, never mind that her fanworks are still niche and the 2023 popularity polls are moot when the male MC is on the #1 spot in all the East/South East Asian region polls and they were only published in the context of ''Portable'' (while ''Reload'' was in the middle of development; these and the game polls are never a deciding factor on what will get made next). The ''Persona'' fandom just gave up trying to explain with logic and now shuts up any discussion surrounding the female MC (or mocks those that try). So, admitting to be a fan of the ''P3'' [=FeMC=] nowadays is just asking to be ridiculed, and even in fan communities dedicated to her, ''Persona'' fans and non-fans tend to stop by to lecture her fans about the business side of the gaming industry and game development process.
* ''VideoGame/RatchetAndClankSizeMatters'' received glowing reviews hailing it as a KillerApp for the Platform/PlaystationPortable, being seen as a near-perfect transition of [[Franchise/RatchetAndClank the series]] to a portable system, and player approval was similarly high. However, in the years that followed, series fans revisiting the game have found ''Size Matters'' (along with its sequel ''VideoGame/SecretAgentClank'') to be something of a nadir for the series. The consensus is that once the novelty of playing a fully-featured ''Ratchet & Clank'' game on a handheld wears off, you're left with uninspired level design and weapon selection, a plethora of bugs, control limitations brought about by the lack of buttons of the PSP[[note]]A [=PS2=] port exists that answers this issue, but it suffers from new problems[[/note]], a stupid, plot hole-filled storyline, immature humour, and a generally poor grasp of the series' tone and characters. These days, it's more likely to be brought up as "the bad ''Ratchet & Clank'' game" than as a highlight of the PSP library.

to:

* The female main character from ''VideoGame/Persona3 Portable'' ''VideoGame/Persona3Portable'' had eventually devolved into this, while reception for the original, male MC gradually went [[VindicatedByHistory the opposite]] thanks to a maturing fanbase mixed with the various discourse surrounding her. her:
**
The female MC's route was made as a gimmick to remake ''Persona 3'' for the Platform/PlayStationPortable in order to chase the mobile gaming demographic according to the Famitsu interview in 2009. Despite the BrokenBase she (and the game itself) caused, her reception was largely positive and usually became the GatewaySeries for female fans interested in ''Persona 3''. However, as the time went on, fans began to take issue with the writing on her route, at first mostly technical ones like giving yet another character the option to be spared through in-game actions (which according to them goes against the theme), then the male route was given a fairer retrospective that helped more fans justify the character dynamics compared to the friendlier one on the female route.
**
Then a further look into her fandom revealed the ugly truth that most of her fans were unable to accept her origins as a gimmick and thus she is never a part of the main timeline, and more reasonable ''Persona'' fans had tried to reason with them only to be yelled back. One optional sidequest that stands out, Ken's (a 10-11 year old) romance route from his Social Link, was given more exposure by the Western fandom as the highlight of the female MC's route, which soured her and her fans' reception further (and provided new {{troll}}ing material).
**
It finally culminated with her exclusion from ''VideoGame/Persona3Reload'' (whose news about this went back to information first leaked in early 2020s) which caused her VocalMinority to rage in a level never seen before, not helped by multiple interviews and post-launch developer messages trying to explain why the dev team is unable to implement her no matter the interest. These fans tried to use any kind of fan proof as "evidence" of her popularity, never mind that her fanworks are still niche and the 2023 popularity polls are moot when the male MC is on the #1 spot in all the East/South East Asian region polls and they were only published in the context of ''Portable'' (while ''Reload'' was in the middle of development; these and the game polls are never a deciding factor on what will get made next). The ''Persona'' fandom just gave up trying to explain with logic and now shuts up any discussion surrounding the female MC (or mocks those that try). So, admitting to be a fan of the ''P3'' [=FeMC=] nowadays is just asking to be ridiculed, and even in fan communities dedicated to her, ''Persona'' fans and non-fans tend to stop by to lecture her fans about the business side of the gaming industry and game development process.
* ''VideoGame/RatchetAndClankSizeMatters'' received glowing reviews hailing it as a KillerApp for the Platform/PlaystationPortable, being seen as a near-perfect transition of [[Franchise/RatchetAndClank the series]] to a portable system, and player approval was similarly high. However, in the years that followed, series fans revisiting the game have found ''Size Matters'' (along with its sequel ''VideoGame/SecretAgentClank'') to be something of a nadir for the series. The consensus is that once the novelty of playing a fully-featured ''Ratchet & Clank'' game on a handheld wears off, you're left with uninspired level design and weapon selection, a plethora of bugs, control limitations brought about by the lack of buttons of the PSP[[note]]A [=PS2=] port exists that answers this issue, but it suffers from new problems[[/note]], a stupid, plot hole-filled storyline, immature humour, humor, and a generally poor grasp of the series' tone and characters. These days, it's more likely to be brought up as "the bad ''Ratchet & Clank'' game" than as a highlight of the PSP library.
Is there an issue? Send a MessageReason:
Added example(s)

Added DiffLines:

* The female main character from ''VideoGame/Persona3 Portable'' had eventually devolved into this, while reception for the original, male MC gradually went [[VindicatedByHistory the opposite]] thanks to a maturing fanbase mixed with the various discourse surrounding her. The female MC's route was made as a gimmick to remake ''Persona 3'' for the Platform/PlayStationPortable in order to chase the mobile gaming demographic according to the Famitsu interview in 2009. Despite the BrokenBase she (and the game itself) caused, her reception was largely positive and usually became the GatewaySeries for female fans interested in ''Persona 3''. However, as the time went on, fans began to take issue with the writing on her route, at first mostly technical ones like giving yet another character the option to be spared through in-game actions (which according to them goes against the theme), then the male route was given a fairer retrospective that helped more fans justify the character dynamics compared to the friendlier one on the female route. Then a further look into her fandom revealed the ugly truth that most of her fans were unable to accept her origins as a gimmick and thus she is never a part of the main timeline, and more reasonable ''Persona'' fans had tried to reason with them only to be yelled back. One optional sidequest that stands out, Ken's (a 10-11 year old) romance route from his Social Link, was given more exposure by the Western fandom as the highlight of the female MC's route, which soured her and her fans' reception further (and provided new {{troll}}ing material). It finally culminated with her exclusion from ''VideoGame/Persona3Reload'' (whose news about this went back to information first leaked in early 2020s) which caused her VocalMinority to rage in a level never seen before, not helped by multiple interviews and post-launch developer messages trying to explain why the dev team is unable to implement her no matter the interest. These fans tried to use any kind of fan proof as "evidence" of her popularity, never mind that her fanworks are still niche and the 2023 popularity polls are moot when the male MC is on the #1 spot in all the East/South East Asian region polls and they were only published in the context of ''Portable'' (while ''Reload'' was in the middle of development; these and the game polls are never a deciding factor on what will get made next). The ''Persona'' fandom just gave up trying to explain with logic and now shuts up any discussion surrounding the female MC (or mocks those that try). So, admitting to be a fan of the ''P3'' [=FeMC=] nowadays is just asking to be ridiculed, and even in fan communities dedicated to her, ''Persona'' fans and non-fans tend to stop by to lecture her fans about the business side of the gaming industry and game development process.
Is there an issue? Send a MessageReason:
None


** You get to watch the rise and fall of the musical genre of [[GenreMashup Coolpunk]]. When you first arrive in Hypnospace, the genre is popular enough to have a zone dedicated to it. It also has an active community, full of internal disputes on what does or does not count as Coolpunk. There is a planned "Coolpunk '99" live music get-together with major corporate sponsors. Then "Coolpunk '99" actually happens, and [[spoiler:turns into a total disaster. It involves a [[ThatSyncingFeeling lip-syncing debacle]], and a helicopter crash that kills a drummer and costs one of the headliners [[AnArmAndALeg his leg]]]]. Shortly thereafter, the community realizes that they have been listening to, and passionately arguing about, a genre focused on sampling soft drink advertisements and Christmas music. Aside from the [[NarmCharm weirdly good]] founding tracks by [=Fre3zer=], [[StylisticSuck most of the genre's music is seen as pretty terrible]]. Later conversations found in [[PlayfulHacker M1nx]] suggest that [[spoiler:only through {{astroturf}}ing by the biggest corporate sponsor and the operators of Hypnospace did the genre ever become anything more than "a few kids being weird online"]].

to:

** You get to watch the rise and fall of the musical genre of [[GenreMashup Coolpunk]]. When you first arrive in Hypnospace, the genre [[GenreMashup Coolpunk]] is popular enough to have a zone its own dedicated to it.zone (titled Coolpunk Paradise). It also has an active community, full of internal disputes on what does or does not count as Coolpunk. There is The genre's downfall comes at Coolfest '99, a planned "Coolpunk '99" live music get-together with major corporate sponsors. Then "Coolpunk '99" actually happens, and [[spoiler:turns into a total disaster. It involves a sponsors, when [[spoiler:one headliner gets [[ThatSyncingFeeling caught lip-syncing debacle]], live]] and another [[AnArmAndALeg loses his leg]] in a helicopter crash that kills a drummer and costs one of the headliners [[AnArmAndALeg his leg]]]].drummer]]. Shortly thereafter, the community realizes that they have been listening to, and passionately arguing about, a genre focused on sampling soft drink advertisements and Christmas music. Aside from the [[NarmCharm weirdly good]] founding tracks by [=Fre3zer=], [[StylisticSuck most of the genre's music is seen as pretty terrible]]. Later conversations found in [[PlayfulHacker M1nx]] suggest that [[spoiler:only through {{astroturf}}ing by the biggest corporate sponsor and the operators of Hypnospace did the genre ever become anything more than "a few kids being weird online"]].
Is there an issue? Send a MessageReason:
None


* When the Platform/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.

to:

* When the Platform/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior.prior, among [[Horrible/VideoGamePresentations other reasons]]. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.
Is there an issue? Send a MessageReason:
None


* When the UsefulNotes/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.

to:

* When the UsefulNotes/{{Kinect}} Platform/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making nobody too eager to spend five hundred dollars for the device they were promised three years prior. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One without the Kinect in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as an interesting experiment that only had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.
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* CapcomSequelStagnation in [[FightingGame Fighting Games]] is considered to be an obsolete model. During the golden age of fighting games in the '90s, due to the games being released straight first to [[UsefulNotes/ArcadeGame arcades]] before being ported to consoles, it was common for the more popular games to get [[UpdatedReRelease updated releases featuring rebalancing of the gameplay and new characters]]. Since they were not wholly new games, they typically got denoted with new subtitles to reflect that they were updated versions of the original games. This method of updating games continued into UsefulNotes/TheSixthGenerationOfConsoleVideoGames, but by that point, the trend was growing increasingly unpopular. The arcade scene saw a massive decline in the West while fighting games as a whole saw diminishing returns into their commercial success.\\

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* CapcomSequelStagnation in [[FightingGame Fighting Games]] is considered to be an obsolete model. During the golden age of fighting games in the '90s, due to the games being released straight first to [[UsefulNotes/ArcadeGame arcades]] before being ported to consoles, it was common for the more popular games to get [[UpdatedReRelease updated releases featuring rebalancing of the gameplay and new characters]]. Since they were not wholly new games, they typically got denoted with new subtitles to reflect that they were updated versions of the original games. This method of updating games continued into UsefulNotes/TheSixthGenerationOfConsoleVideoGames, MediaNotes/TheSixthGenerationOfConsoleVideoGames, but by that point, the trend was growing increasingly unpopular. The arcade scene saw a massive decline in the West while fighting games as a whole saw diminishing returns into their commercial success.\\



Come the UsefulNotes/TheSeventhGenerationOfConsoleVideoGames, patch updating and paid DownloadableContent became the new norm for doing upgrades to existing games and new characters would be released this way. Capcom, the namesake of this trend, caught an increasing flack for continuing to rely on the classic "arcade-first" methods of doing a new release rather than rebalancing the game through patches and DLC. They eventually did adapt to this by offering an upgrade path through DLC for ''Ultra Street Fighter 4''.\\

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Come the UsefulNotes/TheSeventhGenerationOfConsoleVideoGames, MediaNotes/TheSeventhGenerationOfConsoleVideoGames, patch updating and paid DownloadableContent became the new norm for doing upgrades to existing games and new characters would be released this way. Capcom, the namesake of this trend, caught an increasing flack for continuing to rely on the classic "arcade-first" methods of doing a new release rather than rebalancing the game through patches and DLC. They eventually did adapt to this by offering an upgrade path through DLC for ''Ultra Street Fighter 4''.\\



Finally, by UsefulNotes/TheEighthGenerationOfConsoleVideoGames, CapcomSequelStagnation got phased almost completely out in favor of fighting games adopting a season pass model, in which each year of the game's duration would be dedicated to a new season of releasing new characters and balance patches for it. This is due to the arcade decline finally catching up to Japan as well. Many fighting games saw their releases made first to Console and PC, and the arcade ports now had an internet connection, meaning that there was completely no excuse to give a game an updated rerelease. Some of the last games to follow the old method were ''[[VideoGame/GuiltyGear Guilty Gear Xrd]]'', and ''VideoGame/UnderNightInBirth'', which all offered upgrade paths through DLC. Meanwhile, Capcom did release two "upgraded" editions of ''VideoGame/StreetFighterV'', but all of their content was also added to the base version for free (although their new characters had to be unlocked or purchased), so their purpose is just to give newcomers a more cost-effective entry point into the community, rather than something that obsoletes previous editions.

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Finally, by UsefulNotes/TheEighthGenerationOfConsoleVideoGames, MediaNotes/TheEighthGenerationOfConsoleVideoGames, CapcomSequelStagnation got phased almost completely out in favor of fighting games adopting a season pass model, in which each year of the game's duration would be dedicated to a new season of releasing new characters and balance patches for it. This is due to the arcade decline finally catching up to Japan as well. Many fighting games saw their releases made first to Console and PC, and the arcade ports now had an internet connection, meaning that there was completely no excuse to give a game an updated rerelease. Some of the last games to follow the old method were ''[[VideoGame/GuiltyGear Guilty Gear Xrd]]'', and ''VideoGame/UnderNightInBirth'', which all offered upgrade paths through DLC. Meanwhile, Capcom did release two "upgraded" editions of ''VideoGame/StreetFighterV'', but all of their content was also added to the base version for free (although their new characters had to be unlocked or purchased), so their purpose is just to give newcomers a more cost-effective entry point into the community, rather than something that obsoletes previous editions.
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Plot elements, aesthetics and such do not count as CBH if the game itself is still considered good.


** The [[DenserAndWackier shift to a more comedic tone]] introduced in ''VideoGame/SonicColors''. The series then-recent attempts at serious stories infamously became [[SoBadItsGood unintentionally hilarious]], so it becoming an ''intentional'' comedy was viewed as a step in the right direction, the common consensus being: "supersonic cartoon animals fighting an egg-shaped MadScientist should never have been taken seriously." As time went on, fans begun to consider the irreverent tone disrespectful to the franchise's history and especially its characters, and an attempt at [[PanderingToTheBase pandering to its critics.]] Backlash only increased as more games with this writing team were released: ''Generations'' had an ExcusePlot, ''VideoGame/SonicLostWorld'' tried to be DarkerAndEdgier and [[BlackComedy comical]] at the same time and felt [[TooBleakStoppedCaring mean-spirited]] to many, and ''VideoGame/SonicForces'' tried and failed to capture the serious tone of the ''Adventure'' games. The start of TheNew20s was the final nail in the coffin for this style: ''VideoGame/SonicFrontiers'' released to acclaim for its emotional, introspective storytelling, while ''[[Blog/SonicTheHedgehogTwitter the Sonic Twitter Takeovers]]'' and ''VisualNovel/TheMurderOfSonicTheHedgehog'' balanced being comedies ''and'' love-letters to the series.
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* When the UsefulNotes/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making none too eager to spend five hundred dollars for the device they were promised three years prior. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One that excluded the Kinect as a means to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as, at best, an interesting experiment that only managed short-term success. At worst, the Kinect was a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.

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* When the UsefulNotes/{{Kinect}} launched for the Platform/Xbox360 in 2010, it was highly acclaimed for its revolutionary motion-tracking technology which gave potential for new immersive gameplay experiences far beyond what the Platform/NintendoWii or [[Platform/PlayStation3 [=PlayStation=] Move]] could offer. It also sold exceptionally well with its pack-in game, ''VideoGame/KinectAdventures'', becoming the 360's best-selling game. However, the novelty wore off as consumers began to notice that the devices' capabilities were far below [[NeverTrustATrailer what had been initially advertised]], severely limiting its gameplay potential beyond mini-game collections and dancing games. Microsoft would attempt to salvage the Kinect's reputation by announcing that a newer version of the Kinect with a better camera and mic would be bundled with the Platform/XboxOne when it launched in 2013, with no plans to release a version of the console without the Kinect. This backfired, as consumers saw this as Microsoft admitting they had been misleading regarding the Kinect's capabilities, making none nobody too eager to spend five hundred dollars for the device they were promised three years prior. As a result of the bad press, Microsoft reversed their decision in late 2013 and announced they would patch out the Kinect requirements for the Xbox One. In 2014, Microsoft would offer a cheaper version of the Xbox One that excluded without the Kinect as a means in an effort to bolster system sales to compete with the [=PS4=]. It didn't work; [[https://www.theverge.com/2022/8/15/23306068/microsoft-xbox-one-sales-lifetime-versus-ps4-sales the PS4 would end up selling more than twice as many consoles as the Xbox One did]], even after the Kinect was gone. This, combined with the continued lack of any software beyond mini-game collections and dance simulators, lead to the peripheral being discontinued altogether in 2017. These days, the Kinect is seen as, at best, as an interesting experiment that only managed short-term success. At worst, the Kinect was had limited utility at best, and a useless gimmick that heralded an AudienceAlienatingEra for the Xbox brand.brand at worst. As such, the chances of the Kinect returning to the marketplace and making waves once more are so slim that it would be nothing short of a miracle.
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* ''VideoGame/StarControl 3'' was hailed at its launch by critics as a solid evolution of the gameplay pioneered in its predecessors, giving the player the ability to colonize planets across the Kessari Quadrant (and adding strategic gameplay with it) and boosting the production values across the board with more realistic graphics and some solid voice acting. However, it wasn't made by [MyRealDaddy the original creators]], and as time went on, the once-novel animatronics used to depict the alien species showed their age with large amounts of UnintentionalUncannyValley involved (even humanity and the humanoid Syreen were artificial), RealIsBrown fell out of favor compared to the incredibly colorful art direction of the first two games, and the nonsensical plot abandoned dangling threads from ''Star Control 2'' while making bizarre choices of its own. You'll be hard-pressed to find anyone who admits to liking it as much, let alone more, than the much beloved second game.

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* ''VideoGame/StarControl 3'' was hailed at its launch by critics as a solid evolution of the gameplay pioneered in its predecessors, giving the player the ability to colonize planets across the Kessari Quadrant (and adding strategic gameplay with it) and boosting the production values across the board with more realistic graphics and some solid voice acting. However, it wasn't made by [MyRealDaddy [[MyRealDaddy the original creators]], and as time went on, the once-novel animatronics used to depict the alien species showed their age with large amounts of UnintentionalUncannyValley involved (even humanity and the humanoid Syreen were artificial), RealIsBrown fell out of favor compared to the incredibly colorful art direction of the first two games, and the nonsensical plot abandoned dangling threads from ''Star Control 2'' while making bizarre choices of its own. You'll be hard-pressed to find anyone who admits to liking it as much, let alone more, than the much beloved second game.
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None

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* ''VideoGame/StarControl 3'' was hailed at its launch by critics as a solid evolution of the gameplay pioneered in its predecessors, giving the player the ability to colonize planets across the Kessari Quadrant (and adding strategic gameplay with it) and boosting the production values across the board with more realistic graphics and some solid voice acting. However, it wasn't made by [MyRealDaddy the original creators]], and as time went on, the once-novel animatronics used to depict the alien species showed their age with large amounts of UnintentionalUncannyValley involved (even humanity and the humanoid Syreen were artificial), RealIsBrown fell out of favor compared to the incredibly colorful art direction of the first two games, and the nonsensical plot abandoned dangling threads from ''Star Control 2'' while making bizarre choices of its own. You'll be hard-pressed to find anyone who admits to liking it as much, let alone more, than the much beloved second game.
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None


** The [[DenserAndWackier shift to a more comedic tone]] introduced in ''VideoGame/SonicColors''. The series then-recent attempts at serious stories infamously became [[SoBadItsGood unintentionally hilarious]], so it becoming an ''intentional'' comedy was viewed as a step in the right direction, the common consensus being: "supersonic cartoon animals fighting an egg-shaped MadScientist should never have been taken seriously." As time went on, fans begun to consider the irreverent tone disrespectful to the franchise's history and especially its characters, and an attempt at [[PanderingToTheBase pandering to its critics.]] Backlash only increases as more games with this writing team were released: ''Generations'' had an ExcusePlot, ''VideoGame/SonicLostWorld'' tried to be DarkerAndEdgier and [[BlackComedy comical]] at the same time and felt [[TooBleakStoppedCaring mean-spirited]] to many, and ''VideoGame/SonicForces'' tried and failed to capture the serious tone of the ''Adventure'' games. The start of TheNew20s was the final nail in the coffin for this style: ''VideoGame/SonicFrontiers'' released to acclaim for its emotional, introspective storytelling, while ''[[Blog/SonicTheHedgehogTwitter the Sonic Twitter Takeovers]]'' and ''VisualNovel/TheMurderOfSonicTheHedgehog'' balanced being comedies ''and'' love-letters to the series.

to:

** The [[DenserAndWackier shift to a more comedic tone]] introduced in ''VideoGame/SonicColors''. The series then-recent attempts at serious stories infamously became [[SoBadItsGood unintentionally hilarious]], so it becoming an ''intentional'' comedy was viewed as a step in the right direction, the common consensus being: "supersonic cartoon animals fighting an egg-shaped MadScientist should never have been taken seriously." As time went on, fans begun to consider the irreverent tone disrespectful to the franchise's history and especially its characters, and an attempt at [[PanderingToTheBase pandering to its critics.]] Backlash only increases increased as more games with this writing team were released: ''Generations'' had an ExcusePlot, ''VideoGame/SonicLostWorld'' tried to be DarkerAndEdgier and [[BlackComedy comical]] at the same time and felt [[TooBleakStoppedCaring mean-spirited]] to many, and ''VideoGame/SonicForces'' tried and failed to capture the serious tone of the ''Adventure'' games. The start of TheNew20s was the final nail in the coffin for this style: ''VideoGame/SonicFrontiers'' released to acclaim for its emotional, introspective storytelling, while ''[[Blog/SonicTheHedgehogTwitter the Sonic Twitter Takeovers]]'' and ''VisualNovel/TheMurderOfSonicTheHedgehog'' balanced being comedies ''and'' love-letters to the series.

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