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* ''VideoGame/LeisureSuitLarry: Magna Cum Laude'' [[PolygonCeiling stumbled into]], but ultimately survived its transition into 3D. Its follow-up game, ''Box Office Bust'', added platforming, shooting and brawling elements, none of which the game did well at all. Reviewers everywhere ripped the game apart, giving it some of the lowest composite scores of any game on {{PlayStation 3}}/{{Xbox 360}}, unintentionally making it [[{{Pun}} the most apt title]] for a failing title. Don't quite think ''B.O.B.''[='s=] developers intended ''THAT'' sort of "bust". Also, creator Creator/AlLowe [[http://www.allowe.com/games/larry/history-of-larry/box-office-bust.html actually thanked]] Activision from keeping him and themselves away from development of the game, describing it as "the latest disaster" (referencing his dislike toward the way Sierra handled ''Magna Cum Laude'').

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* ''VideoGame/LeisureSuitLarry: Magna Cum Laude'' [[PolygonCeiling stumbled into]], but ultimately survived its transition into 3D. Its follow-up game, ''Box Office Bust'', was put in DevelopmentHell before the Creator/ActivisionBlizzard merger led to Sierra dropping the game completely, selling the ''Leisure Suit Larry'' intellectual property to indie developer Codemasters. Once they decided to completely restart ''Box Office Bust'', the developers added platforming, shooting and brawling elements, none elements instead of which the series' traditional point-and-click formula, and the game did well at all.ended up becoming a complete mess. Reviewers everywhere ripped the game apart, giving it some of the lowest composite scores of any game on {{PlayStation 3}}/{{Xbox 360}}, unintentionally making it [[{{Pun}} the most apt title]] for a failing title. Don't quite think ''B.O.B.''[='s=] developers intended ''THAT'' sort of "bust". Also, creator Creator/AlLowe [[http://www.allowe.com/games/larry/history-of-larry/box-office-bust.html actually thanked]] Activision from keeping him and themselves away from development of the game, describing it as "the latest disaster" (referencing his dislike toward the way Sierra handled ''Magna Cum Laude'').
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There\'s a new Alone in the Dark game (\'\'Illumination\'\') out right now, and it\'s supposedly several times worse than the 2008 game.


* The poor critical reception of ''Videogame/AloneInTheDark2008'' killed off the series. It's even worse when you consider that even though the game developers delayed the release of the game for three years to try to stave off the bad publicity generated by Uwe Boll's failed [[Film/AloneInTheDark2005 film adaptation]], [[RetCanon some elements from the film still made it into the new game]].

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* The poor critical reception of ''Videogame/AloneInTheDark2008'' killed off the series.series for several years. It's even worse when you consider that even though the game developers delayed the release of the game for three years to try to stave off the bad publicity generated by Uwe Boll's failed [[Film/AloneInTheDark2005 film adaptation]], [[RetCanon some elements from the film still made it into the new game]].



* ''VideoGame/MasterOfOrion'' and ''Master Of Orion 2'' were classics in the turn-based strategy genre. A toxic combination of ExecutiveMeddling, {{Sequelphobic}} developers, and some other bad decisions resulted in a ''Master Of Orion 3'' that bore a striking resemblance to doing one's taxes and was about as much fun. The game bombed ''hard'' on release, and since then there has been little hope that the series will be revived. Brad Wardell of Stardock expressed interest in making a fourth game in 2008, but his comments were mere speculation and there has been no follow-up.

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* ''VideoGame/MasterOfOrion'' and ''Master Of Orion 2'' were classics in the turn-based strategy genre. A toxic combination of ExecutiveMeddling, {{Sequelphobic}} developers, and some other bad decisions resulted in a ''Master Of Orion 3'' that bore a striking resemblance to doing one's taxes and was about as much fun. The game bombed ''hard'' on release, and since then there has been little hope that the series will be revived. Brad Wardell of Stardock expressed interest in making a fourth game in 2008, but his comments were mere speculation and there has been no follow-up. The rights to the series were later acquired by ''VideoGame/WorldOfTanks'' developers Wargaming, so the series yet lives, for the time being.



* After the third and final arcade ''Cruis'n'' game ''Exotica'' was ported to the {{Nintendo 64}} in 2000, the ''Cruis'n'' series didn't really have any future as a viable series after the fifth-generation era (with the average GBA game ''Velocity'' being the only game released since). But that didn't stop Midway from taking their port of the 2004 arcade videogame adaptation of ''Film/TheFastAndTheFurious'' they had at the time, [[SerialNumbersFiledOff removing all traces of the film in the game]], [[DolledUpInstallment and releasing it simply as]] ''Cruis'n'' in 2007 (this was done because they lost the film license during the development of the arcade game, which to their credit had similar to the Cruis'n games in terms of gameplay). What could had been a possible comeback attempt for the series was killed by ''Cruis'n 07'''s poor sales and critical drubbing for its dated gameplay and graphics (with many people describing them from being ripped straight out of the ''Nintendo 64 era''), terrible audio, long loading times, and barebones content and depth.

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* After the third and final arcade ''Cruis'n'' game ''Exotica'' was ported to the {{Nintendo UsefulNotes/{{Nintendo 64}} in 2000, the ''Cruis'n'' series didn't really have any future as a viable series after the fifth-generation era (with the average GBA game ''Velocity'' being the only game released since). But that didn't stop Midway from taking their port of the 2004 arcade videogame adaptation of ''Film/TheFastAndTheFurious'' they had at the time, [[SerialNumbersFiledOff removing all traces of the film in the game]], [[DolledUpInstallment and releasing it simply as]] ''Cruis'n'' in 2007 (this was done because they lost the film license during the development of the arcade game, which to their credit had similar to the Cruis'n games in terms of gameplay). What could had been a possible comeback attempt for the series was killed by ''Cruis'n 07'''s poor sales and critical drubbing for its dated gameplay and graphics (with many people describing them from being ripped straight out of the ''Nintendo 64 era''), terrible audio, long loading times, and barebones content and depth.



* ''VideoGame/RidgeRacer Unbounded'' killed the franchise entirely, being decried by most of its critics as a mash-up of several other arcade racers without having any of the series' traditional aspects that made the series popular. Fans also couldn't cry "Ruined!" fast enough. Heck, [[NoExportForYou it was also not released in Japan]].

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* ''VideoGame/RidgeRacer Unbounded'' killed the franchise entirely, being decried by most of its critics as a mash-up of several other arcade racers without having any of the series' traditional aspects that made the series popular. Fans also couldn't cry "Ruined!" "RuinedForever!" fast enough. Heck, [[NoExportForYou it was also not released in Japan]].



* Due to poor sales and, more specifically, ExecutiveMeddling, the ''VideoGame/{{Darkstalkers}}'' series hasn't seen a new release since 1998. Yoshinori Ono (''VideoGame/StreetFighterIV'' producer) ''has'' been working vigorously towards a new installment, but it's unlikely to get any sort of release due to low sales of ''Darkstalkers Resurrection'' (a downloadable re-release of the second and third games released March 2013). Fingers are often pointed at the [[CapcomSequelStagnation extremely underwhelming]] [[OneGameForThePriceOfTwo duo]] of Vampire Savior 2 and Vampire Hunter 2 for quickly stripping away what life the franchise once had.

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* Due to poor sales and, more specifically, ExecutiveMeddling, the ''VideoGame/{{Darkstalkers}}'' series hasn't seen a new release since 1998. Yoshinori Ono (''VideoGame/StreetFighterIV'' producer) ''has'' been working vigorously towards a new installment, but it's unlikely to get any sort of release due to low sales of ''Darkstalkers Resurrection'' (a downloadable re-release of the second and third games released March 2013). Fingers are often pointed at the [[CapcomSequelStagnation extremely underwhelming]] [[OneGameForThePriceOfTwo duo]] of Vampire ''Vampire Savior 2 2'' and Vampire ''Vampire Hunter 2 2'' for quickly stripping away what life the franchise once had.



* ''VideoGame/{{Xenogears}}'' was intended to be a 6-part series but was heavily underfunded and even the one installment we got was barely able to get completed by the deadline. Despite positive reception, the series was effectively dead since the creators left Square. It was attempted to be revived in a spiritual sequel known as ''VideoGame/{{Xenosaga}}'', but that is another story (see the Namco Bandai section).

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* ''VideoGame/{{Xenogears}}'' was intended to be a 6-part series but was heavily underfunded and even the one installment we got was barely able to get completed by the deadline. Despite positive reception, the series was effectively dead since the creators left Square. It was attempted to be revived in a spiritual sequel known as ''VideoGame/{{Xenosaga}}'', but that is another story (see the Namco Bandai Bandai/Namco section).



* The double whammy of ''Clayfighter 63 1/3'' and ''Clayfighter X-Treme'' ultimately killed the ''ClayFighter'' franchise. 63 1/3 was an ObviousBeta with dated graphics, annoying voice clips and broken gameplay. Although the game was a modest commercial success, its critical reception was very poor. So bad, in fact, that Interplay released a Director's Cut six months later that addressed some (but not all) of the gameplay and balancing issues of ''63 1/3''. Meanwhile, ''X-Treme'' never even saw release, since it was behind schedule. Other than the eventual Virtual Console release of the original, the series has been completely dormant ever since.

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* The double whammy of ''Clayfighter 63 1/3'' and ''Clayfighter X-Treme'' ultimately killed the ''ClayFighter'' ''VideoGame/ClayFighter'' franchise. 63 1/3 was an ObviousBeta with dated graphics, annoying voice clips and broken gameplay. Although the game was a modest commercial success, its critical reception was very poor. So bad, in fact, so bad that Interplay released a Director's Cut six months later that addressed some (but not all) of the gameplay and balancing issues of ''63 1/3''. Meanwhile, ''X-Treme'' never even saw release, since it was behind schedule. Other than the eventual Virtual Console release of the original, the series has been completely dormant ever since.
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* ''VideoGame/DoubleOhSevenLegends''' poor sales and critical reception has, at least for now, put an end to James Bond video games, since after the game's failure Activision dropped the Bond license and so far no one else has picked it up.
* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Crash Bandicoot'' franchise (barring a handful of obscure smartphones games released in 2009 and 2010) and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).

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* ''VideoGame/DoubleOhSevenLegends''' poor sales and critical reception has, at least for now, put an end to James Bond ''Franchise/JamesBond'' video games, since after the game's failure Activision dropped the Bond ''Bond'' license and so far no one else has picked it up.
* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', ''VideoGame/CrashMindOverMutant'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Crash Bandicoot'' ''Franchise/CrashBandicoot'' franchise (barring a handful of obscure smartphones games released in 2009 and 2010) and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).
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* ''VideoGame/RidgeRacer Unbounded'' killed the franchise entirely, being decried by most of its critics as a mash-up of several other arcade racers without having any of the series' traditional aspects that made the series popular. Fans also couldn't cry "Ruined!" fast enough. Heck, [[NoExportForYou it was also not release in Japan]].

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* ''VideoGame/RidgeRacer Unbounded'' killed the franchise entirely, being decried by most of its critics as a mash-up of several other arcade racers without having any of the series' traditional aspects that made the series popular. Fans also couldn't cry "Ruined!" fast enough. Heck, [[NoExportForYou it was also not release released in Japan]].
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* ''VideoGame/RidgeRacer Unbounded'' killed the franchise entirely, being decried by most of its critics as a mash-up of several other arcade racers without having any of the series' traditional aspects that made the series popular. Fans also couldn't cry "Ruined!" fast enough. Heck, [[NoExportForYou it was also not release in Japan]].

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Not the case - Sega just announced Sonic Boom: Fire and Ice.


** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans, and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process. As well, it seems that it also killed [[ComicBook/SonicBoom it's comic book counterpart]], with not even [[ComicBook/SonicTheHedgehogMegaManWorldsUnite a crossover with the original Sonic and Mega Man]] being able to save it.
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** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans, and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process.

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** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans, and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process. As well, it seems that it also killed [[ComicBook/SonicBoom it's comic book counterpart]], with not even [[ComicBook/SonicTheHedgehogMegaManWorldsUnite a crossover with the original Sonic and Mega Man]] being able to save it.
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A japanese direct has confirmed Mario & Sonic at the 2016 Rio Olympic Games to be coming soon, so that branch of the Sonic Franchise isn\'t quite dead yet.


** The ''VideoGame/MarioAndSonicAtTheOlympicGames'' {{crossover}} party game series might have been put on ice by the fourth installment ''Sochi 2014 Winter Games'', which (in contrast to previous installments) received a tepid reception from reviewers and flopped in sales.
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* ''VideoGame/DanceDanceRevolution X'' basically killed the franchise outside of East Asia, not because of the game itself, but because of the BadExportForYou fiasco surrounding the arcade hardware. In East Asia, Konami offered upgrade kits for old machines as well as brand-new redesigned cabinets with HD monitors. But in North America and Europe, Konami contracted things to Raw Thrills and Betson, who didn't offer upgrades and only sold a cheap knock-off of the redesigned HD cabinets. The [=RT/Betson=] cabinets were inferior in quality to the Japanese ones and broke as easily as peanut brittle, yet they were still thousands of dollars more expensive than upgrading an old cabinet would've been. This led to lots of arcades buying a new machine only to find out it was crap. Making this worse is that a dedicated ''InTheGroove'' 2 cabinet had been introduced to North American arcades some years prior, which was no longer on the market, but increased players' expectations for quality. Konami would later dump Betson and announced another redesign to be less rubbish and more similar to the Japanese cabinets, but the damage was already done. To this day, there are still old, broken-down [=RT/Betson=] DDR X cabinets scattered around North American arcades. And since Konami doesn't produce consumer ''DDR'' titles anymore, and DDR games from ''[=DanceDanceRevolution=]'' (2013) onwards have always-online DRM as part of Konami's [=eAMUSEMENT=] Participation subscription service, the only way to play current DDR versions legally is to travel to Japan or other select Asian countries.

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* ''VideoGame/DanceDanceRevolution X'' basically killed the franchise outside of East Asia, not because of the game itself, but because of the BadExportForYou fiasco surrounding the arcade hardware. In East Asia, Konami offered upgrade kits for old machines as well as brand-new redesigned cabinets with HD monitors. But in North America and Europe, Konami contracted things to Raw Thrills and Betson, who didn't offer upgrades and only sold a cheap knock-off of the redesigned HD cabinets. The [=RT/Betson=] cabinets were inferior in quality to the Japanese ones and broke as easily as peanut brittle, yet they were still thousands of dollars more expensive than upgrading an old cabinet would've been. This led to lots of arcades buying a new machine only to find out it was crap. Making this worse is that a dedicated ''InTheGroove'' ''VideoGame/InTheGroove'' 2 cabinet had been introduced to North American arcades some years prior, which was no longer on the market, but increased players' expectations for quality. Konami would later dump Betson and announced another redesign to be less rubbish and more similar to the Japanese cabinets, but the damage was already done. To this day, there are still old, broken-down [=RT/Betson=] DDR X cabinets scattered around North American arcades. And since Konami doesn't produce consumer ''DDR'' titles anymore, and DDR games from ''[=DanceDanceRevolution=]'' (2013) onwards have always-online DRM as part of Konami's [=eAMUSEMENT=] Participation subscription service, the only way to play current DDR versions legally is to travel to Japan or other select Asian countries.
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* ''VideoGame/SpyHunter: Nowhere to Run'' was intended to be a tie-in to a cancelled movie. Needless to say, the game flopped belly up, sinking the franchise altogether. An attempt by Creator/WarnerBros and [[Creator/TravellersTales TT Fusion]] to reboot the series with a [[MilestoneCelebration 30th anniversary]] game on the {{Nintendo 3DS}} and PlayStationVita went nowhere, garnering even lower review scores than ''Nowhere to Run''.
* "VideoGame/{{Rampage}}" kept trucking on in the second half of the 2000's, but "Rampage through Time" put the series away for good. The minigame based gameplay style was not at all appertiated by the fans or the critics. The series tried to sneak back into the mainstream with "Rampage: Total Destruction", but the idea of a reboot failed, too.

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* ''VideoGame/{{Rampage}}'' kept trucking on in the second half of the 2000's, but ''Rampage through Time'' is considered the deathblow, as the minigame-based gameplay style was not at all appreciated by fans of the series. The series tried to sneak back into the mainstream with ''Rampage: Total Destruction'', but the idea of a reboot failed, too.
* ''VideoGame/SpyHunter: Nowhere to Run'' was intended to be a tie-in to a cancelled movie. Needless to say, the game flopped belly up, sinking the franchise altogether. An attempt by Creator/WarnerBros and [[Creator/TravellersTales TT Fusion]] to reboot the series with a [[MilestoneCelebration 30th anniversary]] game on the {{Nintendo UsefulNotes/{{Nintendo 3DS}} and PlayStationVita UsefulNotes/PlayStationVita went nowhere, garnering even lower review scores than ''Nowhere to Run''.
* "VideoGame/{{Rampage}}" kept trucking on in the second half of the 2000's, but "Rampage through Time" put the series away for good. The minigame based gameplay style was not at all appertiated by the fans or the critics. The series tried to sneak back into the mainstream with "Rampage: Total Destruction", but the idea of a reboot failed, too.
Run''.



** The game most fans blame for putting the series on the edge of cancellation in the first place is, ironically, [[VideoGameRemake the remake of the first game]], ''[[FireEmblemAkaneia Shadow Dragon]]''. To make the game faithful to the original, Intelligent Systems deliberately eschewed many of the features that made the later games so successful, like the [[RelationshipValues Support system]] and the [[TacticalRockPaperScissors Weapon Triangle]], resulting in a game that [[PanderingToTheBase appealed to long-time fans in Japan]] but came across as SeinfeldIsUnfunny to Western players who got started with [[VideoGame/FireEmblemElibe Elibe]], [[VideoGame/FireEmblemSacredStones Magvel]], or [[VideoGame/FireEmblemTellius Tellius]], as well as newcomers eager to [[HypeBacklash finally see the game]] where [[MarthDebutedInSmashBros Marth actually hails from]]. That, and some [[ViolationOfCommonSense questionable design decisions]] about what Intelligent Systems ''did'' add, gave ''Shadow Dragon'' a cold reception in the West, which in turn led to Nintendo [[NoExportForYou going back to Japan-only releases]] for the remake of the sequel (which ironically fixed many of the problems people had with ''Shadow Dragon''), finally leading to the series' tough financial straits by the time ''Awakening'' was made.

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** The game most fans blame for putting the series on the edge of cancellation in the first place is, ironically, [[VideoGameRemake the remake of the first game]], ''[[FireEmblemAkaneia ''[[VideoGame/FireEmblemAkaneia Shadow Dragon]]''. To make the game faithful to the original, Intelligent Systems deliberately eschewed many of the features that made the later games so successful, like the [[RelationshipValues Support system]] and the [[TacticalRockPaperScissors Weapon Triangle]], resulting in a game that [[PanderingToTheBase appealed to long-time fans in Japan]] but came across as SeinfeldIsUnfunny to Western players who got started with [[VideoGame/FireEmblemElibe Elibe]], [[VideoGame/FireEmblemSacredStones Magvel]], or [[VideoGame/FireEmblemTellius Tellius]], as well as newcomers eager to [[HypeBacklash finally see the game]] where [[MarthDebutedInSmashBros Marth actually hails from]]. That, and some [[ViolationOfCommonSense questionable design decisions]] about what Intelligent Systems ''did'' add, gave ''Shadow Dragon'' a cold reception in the West, which in turn led to Nintendo [[NoExportForYou going back to Japan-only releases]] for the remake of the sequel (which ironically fixed many of the problems people had with ''Shadow Dragon''), finally leading to the series' tough financial straits by the time ''Awakening'' was made.
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* The ''VideoGame/WingCommander'' series was one of the definitive video game experiences of TheNineties. Constantly improving gameplay coupled with drastic leaps and bounds in production values, culminating in ''Wing Commander IV'', which combined then-high-resolution interlaced video cutscenes shot on film on real (and well-done) sets, with fullscreen 800x600 gameplay. ''Privateer2TheDarkening,'' an InNameOnly sequel to 1993's dark-horse ''Wing Commander Privateer'', had buggy gameplay and a dearth of decent ship designs, but at least had a gripping storyline and excellent performances by some well-established actors (CliveOwen was the protagonist, with DavidWarner making his first of two appearances in the series). 1997's ''VideoGame/WingCommanderProphecy'' was a blow to the series' fortunes but not a fatal one; the new Vision engine, while buggy, made as effective use of then-new 3D acceleration technology (the forerunner of modern graphics cards) as the original had made of the then-cutting-edge SoundBlaster sound card technology. 1998's ''VideoGame/WingCommanderSecretOps,'' an ExpansionPackSequel to Prophecy, was quite popular, being an early EpisodicGame released for free over the Internet, and largely revitalized the franchise for the promised sequel, ''Wing Commander Strike Team,'' to follow. TheMovie was a money-losing nightmare, with awful sets, pathetic fighters built from chopped-down nose sections of actual Cold War-era English Electric Lightning fighters, and uninspired performances from actors who really ought to have known better (including David Warner's second of two appearances in the franchise, giving what could generously be called a subdued turn as Admiral Tolwyn). It made back just over one-third of its $30 million budget (half of that coming on opening weekend and largely due to being the exclusive venue for opening-day weekend for the trailer for ''Film/ThePhantomMenace''). The only appearance of the franchise after this point has been a weak arena shooter for Xbox Live.

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* The ''VideoGame/WingCommander'' series was one of the definitive video game experiences of TheNineties. Constantly improving gameplay coupled with drastic leaps and bounds in production values, culminating in ''Wing Commander IV'', which combined then-high-resolution interlaced video cutscenes shot on film on real (and well-done) sets, with fullscreen 800x600 gameplay. ''Privateer2TheDarkening,'' an InNameOnly sequel to 1993's dark-horse ''Wing Commander Privateer'', had buggy gameplay and a dearth of decent ship designs, but at least had a gripping storyline and excellent performances by some well-established actors (CliveOwen was the protagonist, with DavidWarner Creator/DavidWarner making his first of two appearances in the series). 1997's ''VideoGame/WingCommanderProphecy'' was a blow to the series' fortunes but not a fatal one; the new Vision engine, while buggy, made as effective use of then-new 3D acceleration technology (the forerunner of modern graphics cards) as the original had made of the then-cutting-edge SoundBlaster sound card technology. 1998's ''VideoGame/WingCommanderSecretOps,'' an ExpansionPackSequel to Prophecy, was quite popular, being an early EpisodicGame released for free over the Internet, and largely revitalized the franchise for the promised sequel, ''Wing Commander Strike Team,'' to follow. TheMovie was a money-losing nightmare, with awful sets, pathetic fighters built from chopped-down nose sections of actual Cold War-era English Electric Lightning fighters, and uninspired performances from actors who really ought to have known better (including David Warner's second of two appearances in the franchise, giving what could generously be called a subdued turn as Admiral Tolwyn). It made back just over one-third of its $30 million budget (half of that coming on opening weekend and largely due to being the exclusive venue for opening-day weekend for the trailer for ''Film/ThePhantomMenace''). The only appearance of the franchise after this point has been a weak arena shooter for Xbox Live.
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* [[OperationFlashpointCodemasters Codemaster's separate successor]] to the original ''VideoGame/OperationFlashpoint'' series went down the drain after its second installment, ''Red River''. Unlike the first one, ''Dragon Rising'', ''Red River'' took what made the series unique, threw nearly all of it out and turned itself into a generic ''VideoGame/ModernWarfare'' clone, a move that appealed to fans of neither series, [[ForegoneConclusion so guess how well that went...]] Worse yet, ''Red River'' doubled as a CreatorKiller, since Codemasters promptly [[http://ve3d.ign.com/articles/news/62139/Codemasters-Shuts-Down-Guildford-Studio-Known-For-Operation-Flashpoint closed down its Guildford studio]] after the game's failure. Meanwhile, OFP's original creators, Bohemia Interactive, are still going strong with their ''VideoGame/{{ARMA}}'' series, apparently being the winner in the DuelingGames affair they had with the Codemasters' SpiritualSuccessor.

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* [[OperationFlashpointCodemasters [[VideoGame/OperationFlashpointCodemasters Codemaster's separate successor]] to the original ''VideoGame/OperationFlashpoint'' series went down the drain after its second installment, ''Red River''. Unlike the first one, ''Dragon Rising'', ''Red River'' took what made the series unique, threw nearly all of it out and turned itself into a generic ''VideoGame/ModernWarfare'' clone, a move that appealed to fans of neither series, [[ForegoneConclusion so guess how well that went...]] Worse yet, ''Red River'' doubled as a CreatorKiller, since Codemasters promptly [[http://ve3d.ign.com/articles/news/62139/Codemasters-Shuts-Down-Guildford-Studio-Known-For-Operation-Flashpoint closed down its Guildford studio]] after the game's failure. Meanwhile, OFP's original creators, Bohemia Interactive, are still going strong with their ''VideoGame/{{ARMA}}'' series, apparently being the winner in the DuelingGames affair they had with the Codemasters' SpiritualSuccessor.
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* "VideoGame/Rampage" kept trucking on in the second half of the 2000's, but "Rampage through Time" put the series away for good. The minigame based gameplay style was not at all appertiated by the fans or the critics. The series tried to sneak back into the mainstream with "Rampage: Total Destruction", but the idea of a reboot failed, too.

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* "VideoGame/Rampage" "VideoGame/{{Rampage}}" kept trucking on in the second half of the 2000's, but "Rampage through Time" put the series away for good. The minigame based gameplay style was not at all appertiated by the fans or the critics. The series tried to sneak back into the mainstream with "Rampage: Total Destruction", but the idea of a reboot failed, too.
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* "VideoGame/Rampage" kept trucking on in the second half of the 2000's, but "Rampage through Time" put the series away for good. The minigame based gameplay style was not at all appertiated by the fans or the critics. The series tried to sneak back into the mainstream with "Rampage: Total Destruction", but the idea of a reboot failed, too.
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** There were only two games in the spinoff ''[[VideoGame/SonicStoryBookSeries Storybook Series]]'', as ''Sonic and the Black Knight'' failed to impress.

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** There were only two games in the spinoff ''[[VideoGame/SonicStoryBookSeries ''[[VideoGame/SonicStorybookSeries Storybook Series]]'', as ''Sonic and the Black Knight'' failed to impress.

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* The ''VideoGame/WingCommander'' series was one of the definitive video game experiences of TheNineties. Constantly improving gameplay coupled with drastic leaps and bounds in production values, culminating in ''Wing Commander IV'', which combined then-high-resolution interlaced video cutscenes shot on film on real (and well-done) sets, with fullscreen 800x600 gameplay. ''Privateer2TheDarkening,'' an InNameOnly sequel to 1993's dark-horse ''Wing Commander Privateer'', had buggy gameplay and a dearth of decent ship designs, but at least had a gripping storyline and excellent performances by some well-established actors (CliveOwen was the protagonist, with DavidWarner making his first of two appearances in the series). 1997's ''VideoGame/WingCommanderProphecy'' was a blow to the series' fortunes but not a fatal one; the new Vision engine, while buggy, made as effective use of then-new 3D acceleration technology (the forerunner of modern graphics cards) as the original had made of the then-cutting-edge SoundBlaster sound card technology. 1998's ''VideoGame/WingCommanderSecretOps,'' an ExpansionPackSequel to Prophecy, was quite popular, being an early EpisodicGame released for free over the Internet, and largely revitalized the franchise for the promised sequel, ''Wing Commander Strike Team,'' to follow. TheMovie was a money-losing nightmare, with awful sets, pathetic fighters built from chopped-down nose sections of actual Cold War-era English Electric Lightning fighters, and uninspired performances from actors who really ought to have known better (including David Warner's second of two appearances in the franchise, giving what could generously be called a subdued turn as Admiral Tolwyn). It made back just over one-third of its $30 million budget (half of that coming on opening weekend and largely due to being the exclusive venue for opening-day weekend for the trailer for ''StarWarsEpisodeI''). The only appearance of the franchise after this point has been a weak arena shooter for XBox Live.

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* The ''VideoGame/WingCommander'' series was one of the definitive video game experiences of TheNineties. Constantly improving gameplay coupled with drastic leaps and bounds in production values, culminating in ''Wing Commander IV'', which combined then-high-resolution interlaced video cutscenes shot on film on real (and well-done) sets, with fullscreen 800x600 gameplay. ''Privateer2TheDarkening,'' an InNameOnly sequel to 1993's dark-horse ''Wing Commander Privateer'', had buggy gameplay and a dearth of decent ship designs, but at least had a gripping storyline and excellent performances by some well-established actors (CliveOwen was the protagonist, with DavidWarner making his first of two appearances in the series). 1997's ''VideoGame/WingCommanderProphecy'' was a blow to the series' fortunes but not a fatal one; the new Vision engine, while buggy, made as effective use of then-new 3D acceleration technology (the forerunner of modern graphics cards) as the original had made of the then-cutting-edge SoundBlaster sound card technology. 1998's ''VideoGame/WingCommanderSecretOps,'' an ExpansionPackSequel to Prophecy, was quite popular, being an early EpisodicGame released for free over the Internet, and largely revitalized the franchise for the promised sequel, ''Wing Commander Strike Team,'' to follow. TheMovie was a money-losing nightmare, with awful sets, pathetic fighters built from chopped-down nose sections of actual Cold War-era English Electric Lightning fighters, and uninspired performances from actors who really ought to have known better (including David Warner's second of two appearances in the franchise, giving what could generously be called a subdued turn as Admiral Tolwyn). It made back just over one-third of its $30 million budget (half of that coming on opening weekend and largely due to being the exclusive venue for opening-day weekend for the trailer for ''StarWarsEpisodeI''). ''Film/ThePhantomMenace''). The only appearance of the franchise after this point has been a weak arena shooter for XBox Xbox Live.

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* ''VideoGame/DoubleOhSevenLegends''[='=] poor sales and critical reception has, at least for now, put an end to James Bond video games, since after the game's failure Activision dropped the Bond license and so far no one else has picked it up.
* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Crash Bandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).

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* ''VideoGame/DoubleOhSevenLegends''[='=] ''VideoGame/DoubleOhSevenLegends''' poor sales and critical reception has, at least for now, put an end to James Bond video games, since after the game's failure Activision dropped the Bond license and so far no one else has picked it up.
* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Crash Bandicoot'' franchise (barring a handful of obscure smartphones games released in 2009 and 2010) and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).
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Another slight edit to Sonic 4


** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I''. The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. The HypeBacklash was so great that Sonic Team, prior to ''Episode II'''s release, said ''Episode II'''s reception would determine on whether they would continue the series. Needless to say, ''Episode II'' was released to critical and commercial indifference, which led to a planned third episode being canned and the classic series (once again) sent to an early grave.

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** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I''. The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. The HypeBacklash was so great that Sonic Team, prior to ''Episode II'''s II''[='s=] release, said ''Episode II'''s reception would determine on whether they would continue the series. Needless to say, ''Episode II'' was released to critical and commercial indifference, which led to a planned third episode being canned and the classic series (once again) sent to an early grave.
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Continued modifying Sonic 4 entry


** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. The HypeBacklash was so great that Sonic Team, prior to ''Episode II's'' release, said no further episodes were planned after ''Episode II'', and that Episode II's reception would determine on whether they continued the series. Needless to say, ''Episode II'' was released to critical and commercial indifference--which led to planned third episode being canned and the classic series killed off.

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** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' I''. The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. The HypeBacklash was so great that Sonic Team, prior to ''Episode II's'' II'''s release, said no further episodes were planned after ''Episode II'', and that Episode II's II'''s reception would determine on whether they continued would continue the series. Needless to say, ''Episode II'' was released to critical and commercial indifference--which indifference, which led to a planned third episode being canned and the classic series killed off.(once again) sent to an early grave.
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Modified Sonic 4 entry


** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. Needless to say, the HypeBacklash caused by ''Episode I'' resulted in ''Episode II'' opening to critical and commercial indifference--which led to planned third episode being canned and the classic series (once again) killed off.

to:

** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also [[BrokenBase split the fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces) as a disappointing sequel. Needless to say, the The HypeBacklash caused by was so great that Sonic Team, prior to ''Episode I'' resulted in II's'' release, said no further episodes were planned after ''Episode II'', and that Episode II's reception would determine on whether they continued the series. Needless to say, ''Episode II'' opening was released to critical and commercial indifference--which led to planned third episode being canned and the classic series (once again) killed off.

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* Due to poor sales and, more specifically, ExecutiveMeddling, the ''VideoGame/{{Darkstalkers}}'' series hasn't seen a new release since 1998. Yoshinori Ono (''VideoGame/StreetFighterIV'' producer) ''has'' been working vigorously towards a new installment, but it's unlikely to get any sort of release due to low sales of ''Darkstalkers Resurrection'' (a downloadable re-release of the second and third games released March 2013).
** Fingers are often pointed at the [[CapcomSequelStagnation extremely underwhelming]] [[OneGameForThePriceOfTwo duo]] of Vampire Savior 2 and Vampire Hunter 2 for quickly stripping away what life the franchise once had.

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* Due to poor sales and, more specifically, ExecutiveMeddling, the ''VideoGame/{{Darkstalkers}}'' series hasn't seen a new release since 1998. Yoshinori Ono (''VideoGame/StreetFighterIV'' producer) ''has'' been working vigorously towards a new installment, but it's unlikely to get any sort of release due to low sales of ''Darkstalkers Resurrection'' (a downloadable re-release of the second and third games released March 2013).
**
2013). Fingers are often pointed at the [[CapcomSequelStagnation extremely underwhelming]] [[OneGameForThePriceOfTwo duo]] of Vampire Savior 2 and Vampire Hunter 2 for quickly stripping away what life the franchise once had.
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** Fingers are often pointed at the [[CapcomSequelStagnation extremely underwhelming]] [[OneGameForThePriceOfTwo duo]] of Vampire Savior 2 and Vampire Hunter 2 for quickly stripping away what life the franchise once had.
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More revisions to Sonic 4 entry, Crazy Taxi


** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also largely derided by fans of the Genesis games as a poor sequel for its [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay (seemingly backed by retrospective pieces from reviewers describing ''Episode I'' [[HypeBacklash as a disappointment]]). Needless to say, the BrokenBase caused by ''Episode I'' resulted in ''Episode II'' opened to critical and commercial indifference, presumably a result of -needless to say, they led to planned third episode wound up being canned, and the classic series (once again) killed off.

to:

** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit; but also largely derided by fans of [[BrokenBase split the Genesis games as a poor sequel for its fanbase]] [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay (seemingly backed and [[ItsTheSameSoItSucks recycled content]], and was widely declared by fans of the Genesis games ([[http://uk.ign.com/articles/2010/11/25/top-ten-biggest-gaming-disappointments-of-2010-4 and]] [[http://kotaku.com/5720176/the-year-in-disappointments reviewers]] in retrospective pieces from reviewers describing ''Episode I'' [[HypeBacklash pieces) as a disappointment]]). disappointing sequel. Needless to say, the BrokenBase HypeBacklash caused by ''Episode I'' resulted in ''Episode II'' opened opening to critical and commercial indifference, presumably a result of -needless to say, they indifference--which led to planned third episode wound up being canned, canned and the classic series (once again) killed off.



** ''VideoGame/CrazyTaxi 3: High Roller'': While it got decent reviews, it sold poorly and other than a few ports of the first game on modern systems, there has not been another Crazy Taxi game since then.

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** ''VideoGame/CrazyTaxi 3: High Roller'': Roller''. While it got decent reviews, reviews (and even then, they weren't as positive as the highly-acclaimed first two games), it sold poorly and other than a few ports of the first game on modern systems, there has not been another Crazy Taxi game since then.

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Edit to Sonic 4 entry


** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' Despite [[ContestedSequel largely splitting the fans]] [[TheyChangedItNowItSucks for the changes it made from the original games]], it received relatively positive reviews from critics and sold well enough to get a second episode greenlit. Unfortunately for ''Episode II'', the HypeBacklash caused by ''Episode I'' took its toll and the game was released to critical and commercial indifference, resulting in the planned third episode being cancelled and the classic series put on ice. Given that [[WordOfGod the PR managers]] stated that a fourth ''Sonic 4'' episode and fifth classic Sonic game were possible if ''Sonic the Hedgehog 4'' series continued to sell well, ''Sonic 4: Episode II'''s failure [[WhatCouldHaveBeen also shut down plans for]] more classic ''Sonic'' games as well ([[BrokenBase though given the polarizing reception]] to ''Sonic 4'' as a whole, it's not very likely more classic Sonic games were plausible after ''Sonic 4'' ended.).

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** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' Despite [[ContestedSequel largely splitting the fans]] [[TheyChangedItNowItSucks for the changes it made from the original games]], it The game received relatively positive reviews from critics and sold well enough to get a second episode greenlit. Unfortunately greenlit; but also largely derided by fans of the Genesis games as a poor sequel for its [[TheyChangedItNowItSucks for the changes it made]] to the legacy gameplay (seemingly backed by retrospective pieces from reviewers describing ''Episode II'', I'' [[HypeBacklash as a disappointment]]). Needless to say, the HypeBacklash BrokenBase caused by ''Episode I'' took its toll and the game was released resulted in ''Episode II'' opened to critical and commercial indifference, resulting in the presumably a result of -needless to say, they led to planned third episode wound up being cancelled canned, and the classic series put on ice. Given that [[WordOfGod the PR managers]] stated that a fourth ''Sonic 4'' episode and fifth classic Sonic game were possible if ''Sonic the Hedgehog 4'' series continued to sell well, ''Sonic 4: Episode II'''s failure [[WhatCouldHaveBeen also shut down plans for]] more classic ''Sonic'' games as well ([[BrokenBase though given the polarizing reception]] to ''Sonic 4'' as a whole, it's not very likely more classic Sonic games were plausible after ''Sonic 4'' ended.).(once again) killed off.



** The ''VideoGame/SonicRiders'' line of racing spinoff games was killed off by the Xbox 360/{{Kinect}}-exclusive third game ''Free Riders'' (though it's possible that with the advent of the ''[[VideoGame/SegaSuperstars Sega All-Stars]]'' line of racing games, Sega likely had no plans to continue past the third game anyway). The game was roundly ripped apart by reviewers and fans alike for its atrocious control scheme that demanded the movement of the player's entire body for input, was terribly designed, and was the only method provided for playing and navigating through the game (compared to the previous two games, which used traditional controllers and used or offered traditional control schemes).

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** The ''VideoGame/SonicRiders'' line of racing spinoff games was killed off by the Xbox 360/{{Kinect}}-exclusive third game ''Free Riders'' (though it's possible that with the advent of the ''[[VideoGame/SegaSuperstars Sega All-Stars]]'' line of racing games, Sega likely had no plans to continue past the third game anyway). The game was roundly ripped apart by reviewers and fans alike for its atrocious control scheme that demanded was (poorly) designed to utilize the movement of the player's entire body for input, was terribly designed, input and was the only method provided for playing and navigating through the game (compared to the previous two games, which used traditional controllers and used or offered traditional control schemes).



** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process.

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** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans fans, and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process.

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Further edits to Activision / Rock Band entries and Sonic


* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).
* The ''VideoGame/GuitarHero'' franchise initially came to a halt after ''Warriors of Rock'' lost out to ''VideoGame/RockBand 3''. It didn't help that fans had gone through [[CapcomSequelStagnation exposure fatigue]] with the release of several different attempts at spinoffs in the previous two years (''Band Hero'', ''DJ Hero'') within several months of each other, with them usually on several different platforms. Activision, for their part, have recognised that they spent so much time and creative energy on ''DJ Hero'' that they forgot that ''GH'' might have needed some love too (four spinoffs != love). Ultimately, the GH series did not see a release for five years; with the 2015 ''VideoGame/GuitarHeroLive'' acting as a soft reboot (as it uses FMV and a new controller).

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* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' ''Crash Bandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).
* The ''VideoGame/GuitarHero'' franchise initially came to a halt after ''Warriors of Rock'' lost out to ''VideoGame/RockBand 3''. It didn't help that fans had gone through [[CapcomSequelStagnation exposure fatigue]] with the release of several different attempts at spinoffs in the previous two years (''Band Hero'', ''DJ Hero'') within several months of each other, with them usually on several different platforms. other. Activision, for their part, have recognised recognized that they spent so much time and creative energy on ''DJ Hero'' that they forgot that ''GH'' might have needed some love too (four spinoffs != love). Ultimately, the GH series did not see While a release for five years; with the new game was finally revealed in 2015 ''VideoGame/GuitarHeroLive'' acting as ''Guitar Hero Live'', it acts as a soft reboot (as of the series as it uses FMV live action FullMotionVideo instead of in-game models and uses a completely new controller).guitar controller.



* ''[[VideoGame/TonyHawksProSkater Tony Hawk: Ride]]'' was meant to revive a franchise that was [[{{Sequelitis}} long stagnated and decaying]] by [[{{Waggle}} forcing the player to use a skateboard peripheral]] that didn't work as well as advertised. Combined with Hawk himself claiming anyone who disliked the peripheral had decided to hate the game before it came out (since, of course, people spend $200 on games they expect to hate), gamers weren't likely to be interested in a sequel, as the poor sales of ''Shred'' eventually convinced Activision to briefly shelve the series, with the releases of the downloadable ''Tony Hawk's Pro Skater HD'' and the mobile ''Tony Hawk's Shred Session'' to plug the gap. As Tony Hawk [[http://uk.ign.com/articles/2014/11/07/tony-hawk-and-activision-working-on-new-game?abthid=545d0b3e3ab8b9b94600000b has revealed he and Activision started working on another Tony Hawk game for consoles]], time will tell if that revives the series or seals its coffin for good.

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* ''[[VideoGame/TonyHawksProSkater Tony Hawk: Ride]]'' was meant to revive a franchise that was [[{{Sequelitis}} long stagnated and decaying]] by [[{{Waggle}} forcing the player to use a skateboard peripheral]] that didn't work as well as advertised. Combined with Hawk himself claiming anyone who disliked the peripheral had decided to hate the game before it came out (since, of course, people spend $200 on games they expect to hate), gamers weren't likely to be interested in a sequel, as the poor sales of ''Shred'' eventually convinced Activision to briefly shelve the series, with the spinoff releases of the downloadable ''Tony Hawk's Pro Skater HD'' and the mobile ''Tony Hawk's Shred Session'' to plug the gap. As Tony Hawk [[http://uk.ign.com/articles/2014/11/07/tony-hawk-and-activision-working-on-new-game?abthid=545d0b3e3ab8b9b94600000b has revealed he and Activision started working on another Tony Hawk game for consoles]], time will tell if that revives the series or seals its coffin for good.



* The ''VideoGame/RockBand'' series was put on ice for a while, which can be attributed to both the tepid performance of ''Music/GreenDay Rock Band'' (released a few months before ''Rock Band 3'') as well as waned interest in the genre (a result of both ''Rock Band'' and the aforementioned ''Guitar Hero'' releasing [[CapcomSequelStagnation constant spinoffs]]), which prompted Viacom to drop Harmonix (and with it, the MTV Games brand). Without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end. That said, Harmonix has announced a fourth ''Rock Band'' game for 2015, though notably Harmonix is publishing it themselves instead of EA.

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* The Similar to the ''Guitar Hero'' example above, the ''VideoGame/RockBand'' series was put on ice fell victim to having [[CapcomSequelStagnation constant spinoffs]] released for a while, the series, which can be attributed (along with GH's spinoffs) contributed to both a waned interest in the tepid performance of genre. This culminated in ''Music/GreenDay Rock Band'' and ''Rock Band 3'' (released a few months before ''Rock Band 3'') as well as waned interest in the genre (a result of between each other) performing under expectations [[AcclaimedFlop despite both ''Rock Band'' and the aforementioned ''Guitar Hero'' releasing [[CapcomSequelStagnation constant spinoffs]]), which being well-received by critics]]. The poor commercial response prompted Viacom to drop Harmonix (and with it, the MTV Games brand). Without brand); and without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end. That said, It took four years for Harmonix has announced a fourth ''Rock Band'' game to announce anything new for 2015, though notably the series --''Rock Band 4'' for 2015-- and even then Harmonix is publishing it themselves instead of themselves, rather than EA.



** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' Despite [[ContestedSequel largely splitting the fans]] [[TheyChangedItNowItSucks for the changes it made from the original games]], it received relatively positive reviews from critics and sold well enough to get a second episode greenlit. ''Episode II'' wasn't as lucky, as it released to critical and commercial indifference and resulted in the planned third episode being cancelled. Given that [[WordOfGod the PR managers]] stated that a fourth ''Sonic 4'' episode and fifth classic Sonic game were possible if ''Sonic the Hedgehog 4'' series continued to sell well, ''Sonic 4: Episode II'''s failure [[WhatCouldHaveBeen also shut down plans for]] more classic ''Sonic'' games as well ([[BrokenBase though given the polarizing reception]] to ''Sonic 4'' as a whole, it's not very likely more classic Sonic games were plausible after ''Sonic 4'' ended.).

to:

** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' Despite [[ContestedSequel largely splitting the fans]] [[TheyChangedItNowItSucks for the changes it made from the original games]], it received relatively positive reviews from critics and sold well enough to get a second episode greenlit. Unfortunately for ''Episode II'' wasn't as lucky, as it II'', the HypeBacklash caused by ''Episode I'' took its toll and the game was released to critical and commercial indifference and resulted indifference, resulting in the planned third episode being cancelled.cancelled and the classic series put on ice. Given that [[WordOfGod the PR managers]] stated that a fourth ''Sonic 4'' episode and fifth classic Sonic game were possible if ''Sonic the Hedgehog 4'' series continued to sell well, ''Sonic 4: Episode II'''s failure [[WhatCouldHaveBeen also shut down plans for]] more classic ''Sonic'' games as well ([[BrokenBase though given the polarizing reception]] to ''Sonic 4'' as a whole, it's not very likely more classic Sonic games were plausible after ''Sonic 4'' ended.).

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Edits to GH, and RB examples. Moved RB to EA, as they published the series, not Activision.


* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and, along with ''VideoGame/{{Prototype 2}}''m, was one of the causes of death for Creator/RadicalEntertainment.
* The ''VideoGame/GuitarHero'' franchise came to a halt after ''Warriors of Rock'' lost out to ''VideoGame/RockBand 3''. It didn't help that fans had gone through exposure fatigue with the release of several different attempts at spinoffs in the previous two years (''Band Hero'', ''DJ Hero'') within several months of each other. Activision, for their part, have recognised that they spent so much time and creative energy on ''DJ Hero'' that they forgot that ''GH'' might have needed some love too (four spinoffs != love).
** As for the ''Rock Band'' series, it was likely the tepid performance of ''Music/GreenDay Rock Band'' (released a few months before ''3'') that confirmed suspicions that interest in the genre was waning, and prompted Viacom to start the process of dropping Harmonix (and with it, the MTV Games brand). Without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end.
* ''VideoGame/{{Prototype 2}}'' fell victim to overly-optimistic sales expectations. A heavy marketing push couldn't help the game reach its expected goal of 4 million units, or even the 2+ million moved by the first ''VideoGame/{{Prototype}}'', spelling the end for both the series and its creator, Creator/RadicalEntertainment.

to:

* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and, along with ''VideoGame/{{Prototype 2}}''m, and was one of the causes of death for Creator/RadicalEntertainment.
Creator/RadicalEntertainment (the other being ''Prototype 2'', as explained below).
* The ''VideoGame/GuitarHero'' franchise initially came to a halt after ''Warriors of Rock'' lost out to ''VideoGame/RockBand 3''. It didn't help that fans had gone through [[CapcomSequelStagnation exposure fatigue fatigue]] with the release of several different attempts at spinoffs in the previous two years (''Band Hero'', ''DJ Hero'') within several months of each other. other, with them usually on several different platforms. Activision, for their part, have recognised that they spent so much time and creative energy on ''DJ Hero'' that they forgot that ''GH'' might have needed some love too (four spinoffs != love).
** As
love). Ultimately, the GH series did not see a release for the ''Rock Band'' series, it was likely the tepid performance of ''Music/GreenDay Rock Band'' (released a few months before ''3'') that confirmed suspicions that interest in the genre was waning, and prompted Viacom to start the process of dropping Harmonix (and five years; with it, the MTV Games brand). Without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, 2015 ''VideoGame/GuitarHeroLive'' acting as a soft reboot (as it uses FMV and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end.
new controller).
* ''VideoGame/{{Prototype 2}}'' fell victim to overly-optimistic sales expectations. A heavy marketing push couldn't help the game reach its expected goal of 4 million units, or even the 2+ million moved by the first ''VideoGame/{{Prototype}}'', spelling the end for both the series and its creator, creator Creator/RadicalEntertainment.



* ''VideoGame/DeadSpace'' was one of a number of new [=IPs=] released by Creator/ElectronicArts in the late '00s that sought to turn around the company's checkered reputation, and was well-received as one of the best of the bunch, enough to spawn [[VideoGame/DeadSpace2 an equally well-regarded sequel]] and [[Franchise/DeadSpace several spinoffs]]. However, the series was killed stone-dead by [[VideoGame/DeadSpace3 the third game]], which largely abandoned the series' SurvivalHorror roots in favor of more action while also introducing a very unpopular {{microtransaction|s}} system. The resulting game got a mixed reception and sold well below expectations, and while there's [[http://kotaku.com/dead-space-missing-but-not-dead-1621422366 still talk]] of a fourth game, its chances are slim.

to:

* ''VideoGame/DeadSpace'' was one of a number of new [=IPs=] released by Creator/ElectronicArts in the late '00s that sought to turn around the company's checkered reputation, and was well-received as one of the best of the bunch, enough to spawn [[VideoGame/DeadSpace2 an equally well-regarded sequel]] and [[Franchise/DeadSpace several spinoffs]]. However, the series was killed stone-dead by [[VideoGame/DeadSpace3 the third game]], which largely abandoned the series' SurvivalHorror roots in favor of more action and co-op multiplayer, while also introducing a very unpopular {{microtransaction|s}} system. The resulting game got a mixed reception and sold well below expectations, and while there's [[http://kotaku.com/dead-space-missing-but-not-dead-1621422366 still talk]] of a fourth game, its chances are slim.


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* The ''VideoGame/RockBand'' series was put on ice for a while, which can be attributed to both the tepid performance of ''Music/GreenDay Rock Band'' (released a few months before ''Rock Band 3'') as well as waned interest in the genre (a result of both ''Rock Band'' and the aforementioned ''Guitar Hero'' releasing [[CapcomSequelStagnation constant spinoffs]]), which prompted Viacom to drop Harmonix (and with it, the MTV Games brand). Without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end. That said, Harmonix has announced a fourth ''Rock Band'' game for 2015, though notably Harmonix is publishing it themselves instead of EA.
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Project Snowblind has a wiki page now? Cool.


* ''VideoGame/DeusExInvisibleWar'' was the much anticipated sequel to the seminal ''VideoGame/DeusEx''. It was so poorly received ([[ContestedSequel by the community; it received decent marks from critics]]) that developer Ion Storm: Austin was driven to collapse, and the spin-off title ''Deus Ex: Clan Wars'' [[DivorcedInstallment was changed to]] ''Project Snowblind'' to remove negative association with the ballyhooed franchise. Another title in the series wouldn't be made until 2011's ''VideoGame/DeusExHumanRevolution''.

to:

* ''VideoGame/DeusExInvisibleWar'' was the much anticipated sequel to the seminal ''VideoGame/DeusEx''. It was so poorly received ([[ContestedSequel by the community; it received decent marks from critics]]) that developer Ion Storm: Austin was driven to collapse, and the spin-off title ''Deus Ex: Clan Wars'' [[DivorcedInstallment was changed to]] ''Project Snowblind'' ''VideoGame/ProjectSnowblind'' to remove negative association with the ballyhooed franchise. Another title in the series wouldn't be made until 2011's ''VideoGame/DeusExHumanRevolution''.

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Moved up to reflect the company\'s name change, similarly to Koei / Tecmo


* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment along with ''VideoGame/{{Prototype 2}}''.

to:

* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment and, along with ''VideoGame/{{Prototype 2}}''.2}}''m, was one of the causes of death for Creator/RadicalEntertainment.



[[folder:Bandai / Namco]]
* ''VideoGame/BatenKaitos: Origins'' came out near the end of the [=GameCube=]'s lifespan, four months before the UsefulNotes/{{Wii}} launch. Despite improving massively on the flaws of ''Baten Kaitos: Eternal Wings and the Lost Ocean'', it was overlooked by a gaming community clamoring for next-gen consoles and never sold particularly well. With the rumored UsefulNotes/NintendoDS installment canceled, the future of the series looks bleak.
* The 2009 UsefulNotes/{{Wii}} remake of ''VideoGame/{{Klonoa}}: Door to Phantomile'' bombed so badly in sales, that it not only killed any possibility of the proposed ''Klonoa 2'' remake getting greenlit, but probably put the entire game series on ice, as no new ''Klonoa'' games have been announced or released since. It did live on as a webcomic on Webcomic/ShiftyLook for a bit, but then Shifty Look closed down, sealing the coffin on the series completely.
* Although ''VideoGame/{{Xenosaga}}'' was meant to be a six-part series, it ended after three games. None of the games individually were primarily responsible for the premature end, but altogether the games didn't perform as well as expected. ''Episode II'' performed so poorly that part of ''Episode III's'' selling point was that it (debatably) coherently summarized ''Episode II'', removing the need to play it to understand the story. Players were thankful, but after the blow ''Episode II'' had dealt the franchise, almost every industry commentator observed that ''Episode III'' would have to be perfect in every way to keep the series afloat.
[[/folder]]



[[folder:Namco Bandai]]
* ''VideoGame/BatenKaitos: Origins'' came out near the end of the [=GameCube=]'s lifespan, four months before the UsefulNotes/{{Wii}} launch. Despite improving massively on the flaws of ''Baten Kaitos: Eternal Wings and the Lost Ocean'', it was overlooked by a gaming community clamoring for next-gen consoles and never sold particularly well. With the rumored UsefulNotes/NintendoDS installment canceled, the future of the series looks bleak.
* The 2009 UsefulNotes/{{Wii}} remake of ''VideoGame/{{Klonoa}}: Door to Phantomile'' bombed so badly in sales, that it not only killed any possibility of the proposed ''Klonoa 2'' remake getting greenlit, but probably put the entire game series on ice, as no new ''Klonoa'' games have been announced or released since. It did live on as a webcomic on Webcomic/ShiftyLook for a bit, but then Shifty Look closed down, sealing the coffin on the series completely.
* Although ''VideoGame/{{Xenosaga}}'' was meant to be a six-part series, it ended after three games. None of the games individually were primarily responsible for the premature end, but altogether the games didn't perform as well as expected. ''Episode II'' performed so poorly that part of ''Episode III's'' selling point was that it (debatably) coherently summarized ''Episode II'', removing the need to play it to understand the story. Players were thankful, but after the blow ''Episode II'' had dealt the franchise, almost every industry commentator observed that ''Episode III'' would have to be perfect in every way to keep the series afloat.
[[/folder]]

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* ''VideoGame/FireEmblemAwakening'' was a commercial and critical success in Japan and the West but [[SubvertedTrope came close]] to being a franchise killer, due to stagnating sales of previous ''Franchise/FireEmblem'' titles, as [[http://www.vg247.com/2013/05/23/fire-emblem-awakening-was-almost-last-game-in-the-series-dev-reveals/ revealed in an interview with a Spanish website]] -- if the game sold fewer than a quarter million units, it would have been the last game in the series. Thankfully it became one of the ''best'' selling titles in the franchise.
** ''Awakening'' was planned to be the series' swan song if things turned for the worst, but the game most fans blame for putting the series on the edge of cancellation in the first place is, ironically, [[VideoGameRemake the remake of the first game]], ''[[FireEmblemAkaneia Shadow Dragon]]''. To make the game faithful to the original, Intelligent Systems deliberately eschewed many of the features that made the later games so successful, like the [[RelationshipValues Support system]] and the [[TacticalRockPaperScissors Weapon Triangle]], resulting in a game that [[PanderingToTheBase appealed to long-time fans in Japan]] but came across as SeinfeldIsUnfunny to Western players who got started with [[VideoGame/FireEmblemElibe Elibe]], [[VideoGame/FireEmblemSacredStones Magvel]], or [[VideoGame/FireEmblemTellius Tellius]], as well as newcomers eager to [[HypeBacklash finally see the game]] where [[MarthDebutedInSmashBros Marth actually hails from]]. That, and some [[ViolationOfCommonSense questionable design decisions]] about what Intelligent Systems ''did'' add, gave ''Shadow Dragon'' a cold reception in the West, which in turn led to Nintendo [[NoExportForYou going back to Japan-only releases]] for the remake of the sequel (which ironically fixed many of the problems people had with ''Shadow Dragon''), finally leading to the series' tough financial straits by the time ''Awakening'' was made.

to:

* ''Franchise/FireEmblem'':
**
''VideoGame/FireEmblemAwakening'' was a commercial and critical success in Japan and the West but [[SubvertedTrope came close]] to being a franchise killer, due to stagnating sales of previous ''Franchise/FireEmblem'' titles, as [[http://www.vg247.com/2013/05/23/fire-emblem-awakening-was-almost-last-game-in-the-series-dev-reveals/ revealed in an interview with a Spanish website]] -- if the game sold fewer than a quarter million units, it would have been the last game in the series. Thankfully it became one of the ''best'' selling titles in the franchise.
** ''Awakening'' was planned to be the series' swan song if things turned for the worst, but the The game most fans blame for putting the series on the edge of cancellation in the first place is, ironically, [[VideoGameRemake the remake of the first game]], ''[[FireEmblemAkaneia Shadow Dragon]]''. To make the game faithful to the original, Intelligent Systems deliberately eschewed many of the features that made the later games so successful, like the [[RelationshipValues Support system]] and the [[TacticalRockPaperScissors Weapon Triangle]], resulting in a game that [[PanderingToTheBase appealed to long-time fans in Japan]] but came across as SeinfeldIsUnfunny to Western players who got started with [[VideoGame/FireEmblemElibe Elibe]], [[VideoGame/FireEmblemSacredStones Magvel]], or [[VideoGame/FireEmblemTellius Tellius]], as well as newcomers eager to [[HypeBacklash finally see the game]] where [[MarthDebutedInSmashBros Marth actually hails from]]. That, and some [[ViolationOfCommonSense questionable design decisions]] about what Intelligent Systems ''did'' add, gave ''Shadow Dragon'' a cold reception in the West, which in turn led to Nintendo [[NoExportForYou going back to Japan-only releases]] for the remake of the sequel (which ironically fixed many of the problems people had with ''Shadow Dragon''), finally leading to the series' tough financial straits by the time ''Awakening'' was made.
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%%
%% Please try to add new entries in alphabetical order. For more information, see Administrivia/HowToAlphabetizeThings.
%%
!!Examples

[[foldercontrol]]

[[folder:Activision]]
* ''VideoGame/DoubleOhSevenLegends''[='=] poor sales and critical reception has, at least for now, put an end to James Bond video games, since after the game's failure Activision dropped the Bond license and so far no one else has picked it up.
* ''[[Franchise/CrashBandicoot Crash: Mind Over Mutant]]'', while [[BrokenBase it has its fans]], sold poorly and got a generally negative fan reception, resulting in the death of the ''Franchise/CrashBandicoot'' franchise and was one of the causes of death for Creator/RadicalEntertainment along with ''VideoGame/{{Prototype 2}}''.
* The ''VideoGame/GuitarHero'' franchise came to a halt after ''Warriors of Rock'' lost out to ''VideoGame/RockBand 3''. It didn't help that fans had gone through exposure fatigue with the release of several different attempts at spinoffs in the previous two years (''Band Hero'', ''DJ Hero'') within several months of each other. Activision, for their part, have recognised that they spent so much time and creative energy on ''DJ Hero'' that they forgot that ''GH'' might have needed some love too (four spinoffs != love).
** As for the ''Rock Band'' series, it was likely the tepid performance of ''Music/GreenDay Rock Band'' (released a few months before ''3'') that confirmed suspicions that interest in the genre was waning, and prompted Viacom to start the process of dropping Harmonix (and with it, the MTV Games brand). Without Viacom's backing, Harmonix's ability to get licenses for popular music started to dwindle, and a year or so after the spin-off (but DLC-compatible) game ''VideoGame/RockBandBlitz'', DLC releases reached their end.
* ''VideoGame/{{Prototype 2}}'' fell victim to overly-optimistic sales expectations. A heavy marketing push couldn't help the game reach its expected goal of 4 million units, or even the 2+ million moved by the first ''VideoGame/{{Prototype}}'', spelling the end for both the series and its creator, Creator/RadicalEntertainment.
* ''VideoGame/SoldierOfFortune: Payback'' doesn't fit with the canon of the first two games, and it doesn't help that it ends with a {{cliffhanger}} that will likely never be resolved. This isn't surprising, since it was made by a completely different developer and released as a budget game.
* ''[[VideoGame/TonyHawksProSkater Tony Hawk: Ride]]'' was meant to revive a franchise that was [[{{Sequelitis}} long stagnated and decaying]] by [[{{Waggle}} forcing the player to use a skateboard peripheral]] that didn't work as well as advertised. Combined with Hawk himself claiming anyone who disliked the peripheral had decided to hate the game before it came out (since, of course, people spend $200 on games they expect to hate), gamers weren't likely to be interested in a sequel, as the poor sales of ''Shred'' eventually convinced Activision to briefly shelve the series, with the releases of the downloadable ''Tony Hawk's Pro Skater HD'' and the mobile ''Tony Hawk's Shred Session'' to plug the gap. As Tony Hawk [[http://uk.ign.com/articles/2014/11/07/tony-hawk-and-activision-working-on-new-game?abthid=545d0b3e3ab8b9b94600000b has revealed he and Activision started working on another Tony Hawk game for consoles]], time will tell if that revives the series or seals its coffin for good.
[[/folder]]

[[folder:Atari -- Infogrames]]
* Atari just about killed not just a movie-based franchise, but an ''[[GenreKiller entire medium]]'' with their hideous overreaching on ''VideoGame/ETTheExtraTerrestrial''. The game was a poorly-designed, hard-to-understand, ChristmasRushed mess. Atari foolishly printed more cartridges than there were consoles, and overcharged for the privilege. The whole thing led to UsefulNotes/TheGreatVideoGameCrashOf1983 and probably ensured the movie itself never got sequels or additional tie-in merch. It may also have been a contributory factor in the movie not getting released on videocassette until 1988.
* The poor critical reception of ''Videogame/AloneInTheDark2008'' killed off the series. It's even worse when you consider that even though the game developers delayed the release of the game for three years to try to stave off the bad publicity generated by Uwe Boll's failed [[Film/AloneInTheDark2005 film adaptation]], [[RetCanon some elements from the film still made it into the new game]].
* After Atari's buy-out on Creator/HumongousEntertainment, the company tried to continue the ''VideoGame/BackyardSports'', ''VideoGame/PuttPutt'' and ''VideoGame/PajamaSam'' series. ''Putt-Putt''[='=]s last game wasn't all too bad -- it had some poor voice acting, had way too much recycled content, and was boring; but it's at least playable compared to their attempt at ''Pajama Sam'', which had a '''very''' cringe-worthy choice of voice actor, a lame plot, LoadsAndLoadsOfLoading, and several other things. They didn't sell or score well enough to continue onward. As for the ''Backyard Sports'' series, it continued to get an even worse treatment before it also saw its coffin sealed shut--no games for it have been announced since they lost the last leg the series was standing on (the major sports licenses) and saw their two attempts to WinBackTheCrowd (''Sandlot Sluggers'' and ''Rookie Rush'') fail miserably.
* ''[[VideoGame/{{Driver}} Driv3r]]'', which was not particularly good, ends on a CliffHanger with the protagonist {{flatlin|e}}ing after being shot by the BigBad. Then Infogrames made an InNameOnly sequel, ''Parallel Lines'', and that didn't perform so well either. It took several years (and [[Creator/{{Ubisoft}} a new publisher]]) for the franchise to return to form with ''VideoGame/DriverSanFrancisco'', which has taken strides to distance itself from the ''VideoGame/GrandTheftAuto''-[[FollowTheLeader cloned]] ''Driv3r'' and ''Parallel Lines'' by going back to the style of the original two games.
* ''[[VideoGame/GodzillaDestroyAllMonstersMelee Godzilla: Unleashed]]'', made in 2007, had such poor reviews and sales (''especially'' considering it was released to the massive install bases of the UsefulNotes/{{PlayStation 2}} and the UsefulNotes/{{Wii}}) that there weren't any more ''Franchise/{{Godzilla}}'' games until 2014, when Namco and Toho worked together to produce ''VideoGame/{{Godzilla}}''.
* ''VideoGame/MasterOfOrion'' and ''Master Of Orion 2'' were classics in the turn-based strategy genre. A toxic combination of ExecutiveMeddling, {{Sequelphobic}} developers, and some other bad decisions resulted in a ''Master Of Orion 3'' that bore a striking resemblance to doing one's taxes and was about as much fun. The game bombed ''hard'' on release, and since then there has been little hope that the series will be revived. Brad Wardell of Stardock expressed interest in making a fourth game in 2008, but his comments were mere speculation and there has been no follow-up.
[[/folder]]

[[folder:Atari -- Midway Games]]
* ''[[VideoGame/Area51FPS Blacksite: Area 51]]'' is an interesting chicken-or-the-egg case. While the game was so atrociously bad that it ensured no future ''Area 51'' games would be made, the game's ObviousBeta glitches and other over signs of poor quality were an indication that Midway Games was already on the brink of collapse. Sure enough, the entire company folded soon after the game's release. To paraphrase WordOfGod: "This project was so fucked up. I just wasn't excited about this ''Area 51'' game."
* After the third and final arcade ''Cruis'n'' game ''Exotica'' was ported to the {{Nintendo 64}} in 2000, the ''Cruis'n'' series didn't really have any future as a viable series after the fifth-generation era (with the average GBA game ''Velocity'' being the only game released since). But that didn't stop Midway from taking their port of the 2004 arcade videogame adaptation of ''Film/TheFastAndTheFurious'' they had at the time, [[SerialNumbersFiledOff removing all traces of the film in the game]], [[DolledUpInstallment and releasing it simply as]] ''Cruis'n'' in 2007 (this was done because they lost the film license during the development of the arcade game, which to their credit had similar to the Cruis'n games in terms of gameplay). What could had been a possible comeback attempt for the series was killed by ''Cruis'n 07'''s poor sales and critical drubbing for its dated gameplay and graphics (with many people describing them from being ripped straight out of the ''Nintendo 64 era''), terrible audio, long loading times, and barebones content and depth.
* ''VideoGame/{{Gauntlet}}'' was a fairly decent hack-and-slash arcade-style adventure series, until ''Seven Sorrows'' came along. Developed by Midway's San Diego studio after the former Atari Games had been closed down, it was an ObviousBeta, with a lot of old standby techniques gone (like not being able to shoot potions), and none of the "new features" touted for the game anywhere. Any plans for the franchise after that were effectively shelved. Creator/WarnerBros rebooted the series on PC a decade after the release of ''Seven Sorrows'', and while it scored better than their ''VideoGame/SpyHunter'' reboot (see below), player and critical reaction was mixed.
* ''LA Rush'' was billed as a SpiritualSuccessor to ''VideoGame/SanFranciscoRush'', but ended up as [[FollowTheLeader just another average street racer]].
* ''VideoGame/SpyHunter: Nowhere to Run'' was intended to be a tie-in to a cancelled movie. Needless to say, the game flopped belly up, sinking the franchise altogether. An attempt by Creator/WarnerBros and [[Creator/TravellersTales TT Fusion]] to reboot the series with a [[MilestoneCelebration 30th anniversary]] game on the {{Nintendo 3DS}} and PlayStationVita went nowhere, garnering even lower review scores than ''Nowhere to Run''.
[[/folder]]

[[folder:Capcom]]
* Although it wasn't exactly ''bad'', ''VideoGame/BreathOfFireDragonQuarter'' was [[InNameOnly such an incredible deviation]] from the rest of the ''Franchise/BreathOfFire'' games (a series that's usually ''very'' big on continuity, to boot) that the series came to a screeching halt. Even when another company offered to buy the license to make a new ''Breath of Fire'' game, Capcom refused. Eventually, Capcom would release a [[http://www.bof6.jp/pc/ Japan-exclusive sixth installment for PCs and smartphones]], but [[InNameOnly it looks and feels like part of a completely different series]], as Ryu and Nina (the franchise's two main characters) are nowhere to be seen.
* Due to poor sales and, more specifically, ExecutiveMeddling, the ''VideoGame/{{Darkstalkers}}'' series hasn't seen a new release since 1998. Yoshinori Ono (''VideoGame/StreetFighterIV'' producer) ''has'' been working vigorously towards a new installment, but it's unlikely to get any sort of release due to low sales of ''Darkstalkers Resurrection'' (a downloadable re-release of the second and third games released March 2013).
* ''VideoGame/DinoCrisis 3'' stretched WillingSuspensionOfDisbelief beyond all hope of recovery when it put [[RecycledINSPACE dinosaurs on a spaceship in the future]]. That's not even getting into the gameplay, which ''stunk'' due to the inclusion of anti-gravity without the controls to make it bearable, or the plot, which [[AbortedArc discarded the running story of the previous games]] despite the fact that Part 2 ''ended on a cliffhanger!''
* ''VideoGame/FinalFight: Streetwise'' proved to be a critical dud and put an end to any further games in the ''Final Fight'' continuity. Most of its characters [[{{Transplant}} now live on as part of]] ''Franchise/StreetFighter'' canon (luckily for them, ''Final Fight'' and ''Street Fighter'' reside in a SharedUniverse).
* Fans of ''Franchise/MegaMan'' point to the departure of Keiji Inafune (the series' chief game designer) from Creator/{{Capcom}} and the subsequent controversy surrounding ''VideoGame/MegaManLegends'' 3's cancellation as the points where the once-strong video game franchise had finally lost its way. Attempts by other developers to branch the series out in other directions never made it out of the production phases, and Capcom's own attempts to move the Blue Bomber onto mobile devices with a [[PortingDisaster sloppy port]] of ''VideoGame/MegaManX'' and the just-plain-sloppy ''Rockman Xover'' were met with harsh disdain. Some of its sub-series have had earlier brushes with death, as well:
** ''VideoGame/MegaMan8'', due to various factors (including widely reviled voice acting and some poorly devised weapons and items), resulted in the [[VideoGame/MegaManClassic Classic]] part of the franchise being left fallow for twelve years. And while the eighth game is still in continuity (deliberate references to it were made in both ''VideoGame/MegaMan9'' and ''VideoGame/MegaMan10''), the gameplay and design aesthetic reverted back to that of [[VideoGame/MegaMan2 the second installment]], widely considered the MagnumOpus of the Classic series.
** ''VideoGame/MegaManStarForce 2'' was a mediocre sequel to the first game, and killed off the ''VideoGame/MegaManBattleNetwork''/''Star Force'' continuity. ''Star Force 3'' was [[SurprisinglyImprovedSequel a step back in the right direction]], but didn't sell well enough to save it. [[NoExportForYou There are no plans to localize the]] ''Battle Network''/''Star Force'' crossover, ''Operate Shooting Star''.
* ''VideoGame/SteelBattalion: Heavy Armor'' seems to be the death knell for what was otherwise a highly immersive and otherwise decent HumongousMecha franchise. While most of the reviews praise the ''concept'' behind ''Heavy Armor'', such as its story and the desired gameplay effect, almost everyone takes umbrage with the execution, which is to say [[{{Waggle}} the mandatory Kinect interface]] and [[InterfaceScrew its inability to accurately translate player motions into in-game actions]]. Between scathing reviews and sales figures below even those of the original ''Steel Battalion'' (which was a break-even affair in the first place), Capcom has made no mention of sequels to redeem the title or even a patch to smooth out the control issues.
[[/folder]]

[[folder:Electronic Arts]]
* The ''VideoGame/CommandAndConquer'' franchise got killed off after the release of its fourth game of the main series, and that was only a few years after solid hits by the third games of both the main series and the ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]'' spin-off series. With EA having so many other {{Cash Cow Franchise}}s at the time, ''[[VideoGame/CommandAndConquerTiberianTwilight Tiberian Twilight]]'' came and tanked, there's little possibility they would give the franchise another chance now. EA later announced that it planned on developing a multiplayer only online-focused free-to-play sequel to ''[[VideoGame/CommandAndConquerGenerals Generals]]'', but it has also been cancelled.
* ''VideoGame/DeadSpace'' was one of a number of new [=IPs=] released by Creator/ElectronicArts in the late '00s that sought to turn around the company's checkered reputation, and was well-received as one of the best of the bunch, enough to spawn [[VideoGame/DeadSpace2 an equally well-regarded sequel]] and [[Franchise/DeadSpace several spinoffs]]. However, the series was killed stone-dead by [[VideoGame/DeadSpace3 the third game]], which largely abandoned the series' SurvivalHorror roots in favor of more action while also introducing a very unpopular {{microtransaction|s}} system. The resulting game got a mixed reception and sold well below expectations, and while there's [[http://kotaku.com/dead-space-missing-but-not-dead-1621422366 still talk]] of a fourth game, its chances are slim.
* Following a decently-received revival of the ''VideoGame/MedalOfHonor'' franchise in 2010, ''Medal of Honor: Warfighter'' was panned for its uninspired storytelling and a mess of bugs, even after a ridiculously large day-one patch. The game was also so hated it became a walking punchline for "Bad Modern Military Shooters". The series has since been taken "out of rotation"[[note]]A new ''MOH'' game was meant to be released every other year, with ''VideoGame/{{Battlefield}}'' filling in the gaps between releases.[[/note]] after failing to live up to EA's expectations, and developer Danger Close was closed as a result, which was then occupied by ''Battlefield'' creator [=DICE=], making it [=DICE=] Los Angeles.
* EA Sports' ''NBA Live'' series was to be renamed ''NBA Elite'' for the 2011 year. However, the game's demo was so awful that they yanked it and cancelled the game weeks from release. It didn't help that their primary competitor, Take Two's ''NBA 2K11'', is widely considered one of the best sports games of all time. The same thing happened with the next two years' ''NBA Live'' games, forcing EA to concede the basketball sim market to 2K Sports. ''NBA Live 14'', the first game in the series since the hiatus, got a harsh negative reception. ''Live 15'', while still far behind ''NBA 2K15'' in terms of critical praise, is seen as a step back in the right direction.
* Though ''VideoGame/UltimaIX: Ascension'' was already planned to bring the third trilogy of games to a close, it resulted in a horribly BrokenBase. Development nevertheless started on ''Ultima X'', which was never finished.
* The ''VideoGame/WingCommander'' series was one of the definitive video game experiences of TheNineties. Constantly improving gameplay coupled with drastic leaps and bounds in production values, culminating in ''Wing Commander IV'', which combined then-high-resolution interlaced video cutscenes shot on film on real (and well-done) sets, with fullscreen 800x600 gameplay. ''Privateer2TheDarkening,'' an InNameOnly sequel to 1993's dark-horse ''Wing Commander Privateer'', had buggy gameplay and a dearth of decent ship designs, but at least had a gripping storyline and excellent performances by some well-established actors (CliveOwen was the protagonist, with DavidWarner making his first of two appearances in the series). 1997's ''VideoGame/WingCommanderProphecy'' was a blow to the series' fortunes but not a fatal one; the new Vision engine, while buggy, made as effective use of then-new 3D acceleration technology (the forerunner of modern graphics cards) as the original had made of the then-cutting-edge SoundBlaster sound card technology. 1998's ''VideoGame/WingCommanderSecretOps,'' an ExpansionPackSequel to Prophecy, was quite popular, being an early EpisodicGame released for free over the Internet, and largely revitalized the franchise for the promised sequel, ''Wing Commander Strike Team,'' to follow. TheMovie was a money-losing nightmare, with awful sets, pathetic fighters built from chopped-down nose sections of actual Cold War-era English Electric Lightning fighters, and uninspired performances from actors who really ought to have known better (including David Warner's second of two appearances in the franchise, giving what could generously be called a subdued turn as Admiral Tolwyn). It made back just over one-third of its $30 million budget (half of that coming on opening weekend and largely due to being the exclusive venue for opening-day weekend for the trailer for ''StarWarsEpisodeI''). The only appearance of the franchise after this point has been a weak arena shooter for XBox Live.
[[/folder]]

[[folder:Koei / Tecmo]]
* ''VideoGame/FatalFrame III'''s abysmal sales killed the franchise outside of its native Japan, where a fourth game was released[[note]]but never left Japan due to {{game breaking bug}}s that neither Creator/{{Nintendo}} or {{Tecmo}} wanted to take responsibility for (and Nintendo not wanting to bring over a very imperfect game)[[/note]], as well as a remake of the second game on the UsefulNotes/{{Wii}} (the only non-Japanese regions to receive the remake were Europe and Australia, as the lack of an American release might be because Nintendo of America considers the Wii dead and would rather focus all their attention on the WiiU). Its spin-off title, ''SpiritCamera'', was released outside of Japan but received poor reviews and may endanger the future of the series.
* ''VideoGame/{{Rygar}}: The Legendary Adventure'' was a good game, but didn't perform well enough to continue the series. It was less-than-spectacularly ported to the Wii several years hereafter, sealing the fate of the franchise. At one point, there was a ''Rygar 2'' announced, but it ended up being {{vaporware}}.
* Five years elapsed between ''VideoGame/WinBack'' and its sequel, which in the end turned out completely awful and flopped.
[[/folder]]

[[folder:Konami / Hudson Soft]]
* ''VideoGame/BloodyRoar 4'' is considered the worst entry in the franchise by its small but dedicated fanbase, and no new entries have been made since then (a prospect especially unlikely nowadays with the demise of Hudson Soft). Luckily, the developer Creator/{{Eighting|Raizing}} survived, and went on to develop other licensed fighting games since as the ''VideoGame/NarutoClashOfNinja'' series, ''VideoGame/FateUnlimitedCodes'' and ''VideoGame/TatsunokoVsCapcom''.
* ''VideoGame/DanceDanceRevolution X'' basically killed the franchise outside of East Asia, not because of the game itself, but because of the BadExportForYou fiasco surrounding the arcade hardware. In East Asia, Konami offered upgrade kits for old machines as well as brand-new redesigned cabinets with HD monitors. But in North America and Europe, Konami contracted things to Raw Thrills and Betson, who didn't offer upgrades and only sold a cheap knock-off of the redesigned HD cabinets. The [=RT/Betson=] cabinets were inferior in quality to the Japanese ones and broke as easily as peanut brittle, yet they were still thousands of dollars more expensive than upgrading an old cabinet would've been. This led to lots of arcades buying a new machine only to find out it was crap. Making this worse is that a dedicated ''InTheGroove'' 2 cabinet had been introduced to North American arcades some years prior, which was no longer on the market, but increased players' expectations for quality. Konami would later dump Betson and announced another redesign to be less rubbish and more similar to the Japanese cabinets, but the damage was already done. To this day, there are still old, broken-down [=RT/Betson=] DDR X cabinets scattered around North American arcades. And since Konami doesn't produce consumer ''DDR'' titles anymore, and DDR games from ''[=DanceDanceRevolution=]'' (2013) onwards have always-online DRM as part of Konami's [=eAMUSEMENT=] Participation subscription service, the only way to play current DDR versions legally is to travel to Japan or other select Asian countries.
* The arcade version of ''VideoGame/{{Gradius}} III'' did not perform as well in Japanese arcades as its predecessors due to a SequelDifficultySpike that drove away most of the players except for the truly hardcore. As a result, the only home conversion of the game for many years was a [[ReformulatedGame reformulated port]] for the SNES that toned the difficulty to a fair extent. It would be another ten years before Konami decided to produce a fourth ''Gradius'' game for the arcades.
* ''VideoGame/RumbleRoses'' suffered from a BrokenBase before it was even released, with both {{Anime}} and ProfessionalWrestling fans interested in the game. During development it became obvious the game was designed to cater to anime fans, but it was a decent enough wrestling game that the pro wrestling camp wasn't fully alienated. Then came the sequel, ''Rumble Roses XX'', with a labyrinthine and ludicrously time-consuming unlocking system, a completely pathetic create-a-wrestler feature, and a boring street fighting mode that no one liked. The killer, though, was the "Queens Match Mode", done in a style of Japanese erotica that, through ValuesDissonance, came across as extremely creepy FanDisservice elsewhere, evaporating most of its international fanbase. To make matters worse, ''RRXX'' was released on a different platform ({{Xbox 360}}) than the original game (PlayStation2), killing much of its built-in audience. Plans were to eventually port [[ExecutiveMeddling but higher-ups claimed]] there simply was not enough interest in the series to make a PlayStation3 version viable.
* With the surprise success of ''VideoGame/ZombiesAteMyNeighbors'', Creator/LucasArts decided to take a similar property in development and [[DolledUpInstallment rework it into a sequel]]. ''Ghoul Patrol'' was a bomb, with tedious, confusing gameplay and none of the original's fun spirit. At least there's still the Wii Virtual Console release of the original game.
[[/folder]]

[[folder:Namco Bandai]]
* ''VideoGame/BatenKaitos: Origins'' came out near the end of the [=GameCube=]'s lifespan, four months before the UsefulNotes/{{Wii}} launch. Despite improving massively on the flaws of ''Baten Kaitos: Eternal Wings and the Lost Ocean'', it was overlooked by a gaming community clamoring for next-gen consoles and never sold particularly well. With the rumored UsefulNotes/NintendoDS installment canceled, the future of the series looks bleak.
* The 2009 UsefulNotes/{{Wii}} remake of ''VideoGame/{{Klonoa}}: Door to Phantomile'' bombed so badly in sales, that it not only killed any possibility of the proposed ''Klonoa 2'' remake getting greenlit, but probably put the entire game series on ice, as no new ''Klonoa'' games have been announced or released since. It did live on as a webcomic on Webcomic/ShiftyLook for a bit, but then Shifty Look closed down, sealing the coffin on the series completely.
* Although ''VideoGame/{{Xenosaga}}'' was meant to be a six-part series, it ended after three games. None of the games individually were primarily responsible for the premature end, but altogether the games didn't perform as well as expected. ''Episode II'' performed so poorly that part of ''Episode III's'' selling point was that it (debatably) coherently summarized ''Episode II'', removing the need to play it to understand the story. Players were thankful, but after the blow ''Episode II'' had dealt the franchise, almost every industry commentator observed that ''Episode III'' would have to be perfect in every way to keep the series afloat.
[[/folder]]

[[folder:Nintendo]]
* ''VideoGame/FZero: GP Legend'' was this for the ''F-Zero'' series. In addition to performing poorly sales-wise, it didn't help either that poor word-of-mouth effectively sunk the accompanying AnimatedAdaptation before it even hit North American airwaves. While there was only one other sequel to ''GP Legend'' (2004's ''F-Zero Climax''), it was never released outside of Japan due to ''GP Legend'''s overall poor reception in North America. This was all also combined with Creator/ShigeruMiyamoto admitting to having WritersBlock in terms of bringing new ideas to the series.
* ''VideoGame/FireEmblemAwakening'' was a commercial and critical success in Japan and the West but [[SubvertedTrope came close]] to being a franchise killer, due to stagnating sales of previous ''Franchise/FireEmblem'' titles, as [[http://www.vg247.com/2013/05/23/fire-emblem-awakening-was-almost-last-game-in-the-series-dev-reveals/ revealed in an interview with a Spanish website]] -- if the game sold fewer than a quarter million units, it would have been the last game in the series. Thankfully it became one of the ''best'' selling titles in the franchise.
** ''Awakening'' was planned to be the series' swan song if things turned for the worst, but the game most fans blame for putting the series on the edge of cancellation in the first place is, ironically, [[VideoGameRemake the remake of the first game]], ''[[FireEmblemAkaneia Shadow Dragon]]''. To make the game faithful to the original, Intelligent Systems deliberately eschewed many of the features that made the later games so successful, like the [[RelationshipValues Support system]] and the [[TacticalRockPaperScissors Weapon Triangle]], resulting in a game that [[PanderingToTheBase appealed to long-time fans in Japan]] but came across as SeinfeldIsUnfunny to Western players who got started with [[VideoGame/FireEmblemElibe Elibe]], [[VideoGame/FireEmblemSacredStones Magvel]], or [[VideoGame/FireEmblemTellius Tellius]], as well as newcomers eager to [[HypeBacklash finally see the game]] where [[MarthDebutedInSmashBros Marth actually hails from]]. That, and some [[ViolationOfCommonSense questionable design decisions]] about what Intelligent Systems ''did'' add, gave ''Shadow Dragon'' a cold reception in the West, which in turn led to Nintendo [[NoExportForYou going back to Japan-only releases]] for the remake of the sequel (which ironically fixed many of the problems people had with ''Shadow Dragon''), finally leading to the series' tough financial straits by the time ''Awakening'' was made.
* The poorly-received ''VideoGame/MetroidOtherM'' put the ''Franchise/{{Metroid}}'' series on ice for a second time (counting the long hiatus between 1994 and 2002 after ''VideoGame/SuperMetroid''). Despite good initial sales, poor word-of-mouth took its toll and new copies were rapidly marked down to bargain price. And Yoshio Sakamoto, the franchise co-creator who was heavily involved with ''Other M'', said at the time that he didn't plan to return to ''Metroid'' or any of his other traditional video game creations any time soon. Only four years later, at E3 2014, Nintendo confirmed that [[http://kotaku.com/nintendo-is-planning-a-future-for-both-2d-and-3d-metroi-1590142491 new installments]] for both 2D and 3D-style ''Metroid'' games entered the planning stages.
* ''Planet VideoGame/PuzzleLeague'' was a perfectly good game on its own, but received extremely negative consumer reception in Japan for almost completely ditching the {{kawaisa}} aspect it had previously sold itself on. Other than a few Virtual Console rereleases of the original ''VideoGame/PanelDePon'', there hasn't been a new game in the series since.
* The BrokenBase that started in ''VideoGame/StarFoxAdventures'' managed to finally come back to bite the franchise in the ass with ''VideoGame/StarFoxCommand''. It was the poorest selling game in the series to date and, barring the Nintendo3DS remake of ''VideoGame/StarFox64'', it took ''nine years'' before a new ''VideoGame/StarFox'' game was announced for the WiiU.
* ''VideoGame/WarioMasterOfDisguise'' and ''VideoGame/WarioLandShakeIt'' had decent reviews from critics, but they sold so poorly that the ''VideoGame/WarioLand'' series hasn't seen any new installments since 2008.
[[/folder]]

[[folder:Sega]]
* ''VideoGame/AlexKidd and the Enchanted Castle'' flopped so badly that Sega ditched the titular character as their mascot, and replaced him with Franchise/SonicTheHedgehog. While Alex probably didn't have much of a future as Sega's mascot anyway, since the company wanted a more "hip" audience for the [[SegaGenesis Genesis]], his series would probably have survived if ''Enchanted Castle'' had been better received. Instead, he appeared in the DolledUpInstallment ''Alex Kidd in Shinobi World'' and has not had a new game of his own since, though he has appeared as an unlockable character in ''VideoGame/SegaSuperstars Tennis'', as well as ''Sonic and Sega All-Stars Racing'' and its sequel, ''Sonic and All-Stars Racing Transformed''.
* ''VideoGame/GoldenAxe: Beast Rider'' was a failed attempt to translate the gameplay of the classic side-scrolling beat-em-up series to 3D, and did enough lasting damage to put an end to any further games in the franchise.
* ''VideoGame/SakuraWars'' is seemingly dead, due to the result of weak sales of the fifth title and its tie-in merchandise and anime. The weak sales of the fifth game in the US in 2010 have also apparently destroyed any hope of seeing the first four games released in America (though there was an attempt to localize the rest of the games in the series for digital distribution [[http://www.facebook.com/pages/Kiss-Me-Sweet-The-Sakura-Wars-Localization-Project/382878205094476 that sprang up on Facebook in 2012]]).
* ''VideoGame/{{Shenmue}}'' was a Franchise Killer after the first episode in the US owing both to the end of the SegaDreamcast and slow gameplay, but the second episode (of a proposed four) was released on Dreamcast to the rest of the world, and was exclusive to Xbox in America. Unfortunately, the second episode managed to fail financially on both the Dreamcast and the Xbox, rendering its ''huge and startling cliffhanger'' the end. As the mastermind behind the series, Yu Suzuki, has left Sega, there is little hope of revival.
** ''Shenmue'' was also something of a SunkCostFallacy that [[CreatorKiller killed off the old Sega]]. Depending on who you believe, at the time, the ''Shenmue'' project cost anywhere from from $47 million to $70 million to create. That's a sizeable chunk of change, and the latter figure would have been an industry record. During this time, Sega's finances were none too good and the Dreamcast ultimately underperformed. The game most likely didn't profit, and it's probably fair to suspect it depleted money from the company at a time where they couldn't afford to. Sega did survive to go third-party after the DC went bust, but didn't last much longer before being bought by Sammy Corp. and "[[ExecutiveMeddling retooled]]". It hasn't been quite the same since.
** It has also been estimated that the game was so expensive, and the install base so small, every Dreamcast owner would have to have bought at least two copies just to break even.
* Sega's ''VideoGame/{{Shinobi}}'' franchise was killed quite dead by the poor ''Shinobi Legions'' installment in 1995, not returning until a reboot in 2002. It died again in 2004 with ''VideoGame/NightshadeKunoichi'', which itself was a perfectly good game, but had little to no marketing and its link to the ''Shinobi'' franchise was not played up, so it sat in obscurity. A later installment for the Nintendo3DS game received decent reviews, but failed to sell well enough to properly re-vitalize the series, compounded by developer Griptonite Games' acquisition and closure shortly after the game's release.
* The ''Franchise/SonicTheHedgehog'' franchise has somehow managed to avoid this despite the reception of most of the modern Sonic games ([[CashCowFranchise due to him being]] [[AdoredByTheNetwork one of the company's few cash cows]]). That said, all of his spinoffs have been given the axe over the years, to the point that only the main series of games are keeping the series afloat. To wit:
** There were only two games in the spinoff ''[[VideoGame/SonicStoryBookSeries Storybook Series]]'', as ''Sonic and the Black Knight'' failed to impress.
** After years of dormancy, the original "classic" branch of ''Sonic The Hedgehog'' games that kickstarted the franchise on the SegaGenesis was given a new installment through the downloadable ''VideoGame/SonicTheHedgehog4'' series, beginning with ''Episode I.'' Despite [[ContestedSequel largely splitting the fans]] [[TheyChangedItNowItSucks for the changes it made from the original games]], it received relatively positive reviews from critics and sold well enough to get a second episode greenlit. ''Episode II'' wasn't as lucky, as it released to critical and commercial indifference and resulted in the planned third episode being cancelled. Given that [[WordOfGod the PR managers]] stated that a fourth ''Sonic 4'' episode and fifth classic Sonic game were possible if ''Sonic the Hedgehog 4'' series continued to sell well, ''Sonic 4: Episode II'''s failure [[WhatCouldHaveBeen also shut down plans for]] more classic ''Sonic'' games as well ([[BrokenBase though given the polarizing reception]] to ''Sonic 4'' as a whole, it's not very likely more classic Sonic games were plausible after ''Sonic 4'' ended.).
** After ''VideoGame/{{Sonic Rush|Series}} Adventure'' underperformed in sales, all handheld Sonic games since then have been handheld counterparts of Sonic Team's console games, rather than their [[VideoGame/SonicAdvanceTrilogy own]] [[VideoGame/SonicRushSeries individual]] [[VideoGame/SonicRivals series]], something the franchise hadn't completely done since the GameGear port of ''VideoGame/SonicSpinball''.
** The ''VideoGame/SonicRiders'' line of racing spinoff games was killed off by the Xbox 360/{{Kinect}}-exclusive third game ''Free Riders'' (though it's possible that with the advent of the ''[[VideoGame/SegaSuperstars Sega All-Stars]]'' line of racing games, Sega likely had no plans to continue past the third game anyway). The game was roundly ripped apart by reviewers and fans alike for its atrocious control scheme that demanded the movement of the player's entire body for input, was terribly designed, and was the only method provided for playing and navigating through the game (compared to the previous two games, which used traditional controllers and used or offered traditional control schemes).
** The ''VideoGame/MarioAndSonicAtTheOlympicGames'' {{crossover}} party game series might have been put on ice by the fourth installment ''Sochi 2014 Winter Games'', which (in contrast to previous installments) received a tepid reception from reviewers and flopped in sales.
** While the ''WesternAnimation/SonicBoom'' cartoon has performed well, its tie-in games ''Rise of Lyric'' and ''Shattered Crystal''[[note]]both of which along with the TV series were made solely by ExecutiveMeddling, as they had no involvement from ''Sonic the Hedgehog'''s studio Creator/SonicTeam[[/note]] bombed with both critics and fans and seems to have killed any chance of another ''Sonic Boom'' game happening. It doesn't help that ''Rise of Lyric'' may have also [[CreatorKiller killed the studio that made it]] in the process.
* ''[[VideoGame/VirtualOn Virtual On MARZ]]'' killed its series. The game was [[TheyChangedItNowItSucks changed]] from a 3D FightingGame to an arena-based BeatEmUp (of sorts, ''Virtual On'' has guns), it became single-player, had a horrible, generic anime-like plot, and the English version was plagued by BlindIdiotTranslation. Ironically enough, most of the cameos ''Virtual On'' has gotten elsewhere (outside of indie circles) are more heavily based on ''MARZ'' than any other part of the series, namely in ''[[VideoGame/SuperRobotWars Super Robot Wars Alpha 3]]'', in which the robots had human voices, and featured Hatter, who only appeared in MARZ.
* During the early 2000s, Sega made new, Xbox-exclusive installments of previous franchises. While a lot of these installments were pretty good, these franchises were never seen again because they suffered from awful sales, so you could basically call the Xbox "The killing ground for Sega games". Examples:
** ''VideoGame/CrazyTaxi 3: High Roller'': While it got decent reviews, it sold poorly and other than a few ports of the first game on modern systems, there has not been another Crazy Taxi game since then.
** ''VideoGame/JetSetRadio Future'', despite receiving large amounts of praise and a huge cult following, did not sell well (then again, it was kind of Sega's fault, they chose to advertise the Gamecube port of ''VideoGame/SonicAdventure2'' more, making it very rare to see the JSRF commercial). When it and ''Sega GT 2002'' were packaged with Xboxes during the Holiday season of 2002, it boosted sales, but still wasn't a top-seller, and the series never got a third installment.
** ''VideoGame/PanzerDragoon Orta'': Just like ''Shenmue II'' and ''JSRF'', it got lots of praise and a big cult following, but suffered from bad sales. Plus, a majority of the console's demographic wasn't into rail-shooters or fantasy settings anyway.
** ''Shenmue II'', as listed above, suffered from awful sales and ended with an unresolved cliffhanger.
** ''VideoGame/ToeJamAndEarl 3: Mission to Earth'': It wasn't just this game's sales that killed the series, it was also the fact that the game itself was very negatively received (by both critics and long-time [=TJ&E=] fans alike).
[[/folder]]

[[folder:Sierra]]
* ''VideoGame/BetrayalAtKrondor'' was never supposed to be part of a series, and the team that made it was disbanded before Sierra realized they had a hit on its hands. Once they saw how well it did, though, they decided to kick off an entire series with a sequel, ''Return to Krondor''... which, unsurprisingly, was [[ObviousBeta woefully unfinished and underpolished]], making this a bad enough experience for Feist that he's been unwilling to risk a repeat experience.
* ''VideoGame/EmpireEarth III'' was a commercial and critical failure and is widely thought to be responsible for the end of the ''Empire Earth'' series [[CreatorKiller and Mad Doc Studios]]. Mad Doc [[OldShame even removed any trace of the game from their website]] before getting bought by [[Creator/TakeTwoInteractive Rockstar Games]].
* ''VideoGame/{{Homeworld}} 2'' didn't exactly flop, but it had a TroubledProduction and the finished article failed to deliver on [[WhatCouldHaveBeen the promises of its early trailers]]. Sales were modest and critical reaction mixed at best, and despite rumours that they were open to the idea of a third game, Relic never quite got around to it before the company was wound up. But all is not lost, because the original ''Homeworld'' development team ended up forming their own company and started working on a SpiritualSuccessor of sorts called ''Hardware: Shipbreakers''... at which point Creator/GearboxSoftware, who'd acquired the ''Homeworld'' IP at publisher THQ's bankruptcy auction, offered them a deal to make it an official sequel.
* ''VideoGame/KingsQuestMaskOfEternity'' started with a ''very'' unwelcome GenreShift, taking a franchise that prided itself on emphasizing a creative, non-violent option whenever possible and making a hack-and-slash third-person action game, with a DarkerAndEdgier tone that [[ShooOutTheClowns sharply veered from the gentle humor]] and fairy-tale style of the previous seven games. What really iced the cake was that ''none'' of the [[BadassFamily Daventry royal family]] got speaking parts -- the PlayerCharacter might as well have been from a different franchise entirely. Some of the fan sites [[FanonDiscontinuity refuse to call it a King's Quest game at all]]. Even the Sierra "King's Quest Collection" [[CanonDiscontinuity quietly ignores it]], and Roberta Williams herself was so dissatisfied with it that she refused to call the game ''King's Quest VIII'', removing the numeral from the title altogether. ''Mask of Eternity's'' dubious status is reflected in the FanRemake of ''VideoGame/KingsQuestII'', as [[spoiler: you will receive full points whether or not you choose to knight Connor (acknowledging him as part of ''Mask''[='s=] story arc).]]
[[/folder]]

[[folder:Sony Computer Entertainment]]
* ''VideoGame/CoolBoarders 2001'' was the lowest-grossing entry in its franchise aside from the original game, and the last game released (to date) for the series. It featured an infamous SequelDifficultySpike comprised of NintendoHard trick challenges within the tutorial course and first stage, focused more on realism than any of the prior installments, and got lost in the shuffle during a glut of similarly-themed snowboarding games. Two other attempts to jumpstart the franchise bombed as well - ''Cool Boarders: Code Alien'', an entry released the year before in Japan, never sold well enough to make the jump to North America, and ''Cool Boarders: Burrrn!'' (released as ''[[DivorcedInstallment Rippin' Riders]]'' for the SegaDreamcast) failed to make any impact. A planned sequel to ''2001'', ''Sold Out'', was canned in early production, and the series hasn't seen another installment since.
* ''VideoGame/JetMoto 3'' was a decent game, but it sold poorly, resulting in the planned fourth game being [[{{Vaporware}} cancelled]]. So far, there are no plans to revive the series.
* The two ''VideoGame/SyphonFilter'' games that were released on the PlayStationPortable (''Logan's Shadow'' and ''Dark Mirror'') were respected by critics, but according to [[http://community.us.playstation.com/t5/Syphon-Filter-Series/Sad-news-No-more-Syphon-Filter-games/td-p/2853845?start=0&tstart=0 Sony Bend Studio's John Garvin]], the games didn't sell well enough to justify any further entries in the series.
[[/folder]]

[[folder:Square Enix / Eidos Interactive]]
* ''VideoGame/{{Actraiser}} II'' was an InNameOnly sequel that lacked the original game's popular Simulation Mode. The [[NintendoHard ungodly]] [[SequelDifficultySpike difficulty level]] couldn't have helped it out at ''all'', either.
* ''VideoGame/{{Commandos}}: Strike Force'' effectively killed off the ''Commandos'' franchise by essentially being [[UnexpectedGameplayChange a different game]] to its predecessors by [[FollowTheLeader being a pretty generic first person shooter]] and [[ReplacementScrappy changing the cast]]. [[CanonDiscontinuity Even Pyro Studios doesn't acknowledge it any more.]]
* ''VideoGame/DawnOfMana'' effectively killed off the ''VideoGame/WorldOfMana'' series with frustrating and nonsensical gameplay and a level system that [[LevelDrain reset whenever you started a new chapter]], which meant loads and loads of LevelGrinding.
* ''VideoGame/DeusExInvisibleWar'' was the much anticipated sequel to the seminal ''VideoGame/DeusEx''. It was so poorly received ([[ContestedSequel by the community; it received decent marks from critics]]) that developer Ion Storm: Austin was driven to collapse, and the spin-off title ''Deus Ex: Clan Wars'' [[DivorcedInstallment was changed to]] ''Project Snowblind'' to remove negative association with the ballyhooed franchise. Another title in the series wouldn't be made until 2011's ''VideoGame/DeusExHumanRevolution''.
* ''VideoGame/FrontMission Evolved'' crashed and burned ''hard'', and its poor ratings/sales have more or less ended the future of ''Front Mission'' video games. For a while, the franchise soldiered on through other media, including the popular ''Dog Life & Dog Style'' manga (ironically, among all things, ''Evolved'' was panned for its terrible storytelling), but with the end of the manga series and many of the major ''Front Mission'' players all having left Square Enix, it's safe to say that the franchise is done for good.
* ''VideoGame/UnlimitedSaga'' was released in 2002, after a ''very'' long wait for an new entry in the franchise. While the game's art and music were amazing, the gameplay was questionable at ''best''; an over-reliance on the incredibly gimmicky "Reel System" (which was used for everything from attacks to ''leveling up'') and [[ObviousBeta a skipped beta phase]] meant the game had a patched-together feel. It received generous reviews from Japanese publications, but only mediocre ones from American sources, and ended up with miserable sales. As a result, not only have the only new ''VideoGame/{{SaGa}}'' games been remakes of existing games in the series, but none have seen American release.
* ''VideoGame/{{Xenogears}}'' was intended to be a 6-part series but was heavily underfunded and even the one installment we got was barely able to get completed by the deadline. Despite positive reception, the series was effectively dead since the creators left Square. It was attempted to be revived in a spiritual sequel known as ''VideoGame/{{Xenosaga}}'', but that is another story (see the Namco Bandai section).
[[/folder]]

[[folder:THQ]]
* On November 6, 2012, THQ released a statement saying that ''VideoGame/DarksidersII'' needed to have sold over ''4 million'' copies for them to even ''consider'' continuing the franchise, but it only sold 1.4 million. This is likely more because of the dire financial situation THQ was in at the time than the quality or reception of the game (both games enjoyed fairly high critical ratings), as the company had to file for bankruptcy only a month or so after the ''Darksiders'' statement. Whether or not this story has a positive ending depends on what its new publisher, Nordic Games (who won a last-minute bid for the series and its developer in the THQ auction), decides to do with it.
* The death of the ''VideoGame/DestroyAllHumans'' series can be blamed squarely on ''two'' lackluster sequels - ''Big Willy Unleashed'' for the Wii, and then ''Path of the Furon'' for [=PS3=]/Xbox 360 - developed in 2008 after original developer Pandemic Studios was snapped up by Creator/ElectronicArts. Neither game managed to successfully capture the spirit of the first two games, and sold terribly as a result.
* The ''MX vs. ATV'' franchise was killed off after the various changes in gameplay to ''MX vs. ATV: Alive'' left fans cold. A new game, ''MX vs. ATV: Supercross'' has been announced for a 2014 release under [[ChannelHop new publisher]] Nordic Games, time will tell if that game brings the series back from the dead.
* The ''VideoGame/NicktoonsUnite'' series died after ''Nicktoons: Globs of Doom'''s poor reception. THQ had since given up on Nicktoons {{licensed game}}s, so the game that followed ''Globs of Doom'' was [[Creator/TakeTwoInteractive 2K Games]]' ''VideoGame/NicktoonsMLB'', [[RogerRabbitEffect a crossover between Nicktoons characters and real MLB players]].
* ''VideoGame/RedFaction'' met an untimely end with the underwhelming reception of ''Armageddon'' and the multiplayer-focused ''Battlegrounds''[[note]]the latter being based on the successful ''Red Faction: Guerilla''[[/note]]. Most of the negative reception from ''Armageddon'' came from it switching from the open-world destruction that made ''Red Faction: Guerrilla'' a hit to a generic underground corridor shooter. Ironic, considering the plan according to the developers was to bring the game back to its roots (for those who don't remember, the first two games were linear shooters).
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[[folder:Other]]
* Creator/FromSoftware developed the ''VideoGame/AnotherCenturysEpisode'' series and was supposed to end with the third game (actually subtitled ''The Final''), but thenmade ''Another Century's Episode R'' for the PlayStation3. The game was ripped apart for discarding the series' well-defined control system harkening to From Software's ''VideoGame/ArmoredCore'' franchise in favor of a clunky new system built around a ton of {{Scrappy Mechanic}}s, as well as a lazily-executed MassivelyMultiplayerCrossover plotline, since ''R'' marked the series debut of several popular anime like ''Anime/CodeGeass'', ''Anime/MacrossFrontier'' and ''LightNovel/FullMetalPanic''. The follow-up ''Another Century's Episode Portable'' for the PlayStationPortable was an admitted apology that went back to basics. Later, From Software developed the ''Anime/MobileSuitGundamUnicorn'' game that did well enough to be called by players as "the game ''R'' '''should''' have been".
* ''Banjo-Kazooie: Nuts and Bolts'' to not only ''VideoGame/BanjoKazooie'', but to almost every other Creator/{{Rare}} franchise too, as due to its low sales and negative fan reception because of [[UnexpectedGameplayChange its change from a platformer to a driving game]], Microsoft cancelled the sequels to ''VideoGame/ConkersBadFurDay'', ''VideoGame/KillerInstinct'', and others. ''Nuts and Bolts'' [[CreatorKiller may had also been the final straw for the old Rare as well]]--as of 2010, Rare has hardly any of the staff from its golden age in the '90s, and the company has only worked on ''Kinect Sports'' games. And as of 2013 starting with the ''Killer Instinct'' reboot, it's not making new games for its older [=IPs=] anymore.
* ''Battle Assault 3 starring [[Anime/MobileSuitGundamSEED Gundam SEED]]'' is another case of a VideoGame3DLeap that killed off a fine series, though this game was fairly well received.
* ''VideoGame/{{Blood}} II: The Chosen'' is the reason Caleb won't live again anytime soon.
* ''VideoGame/{{Bubsy}}'' did well enough to get a few 2D sequels and a [[OneEpisodeWonder short-lived cartoon show]]. Then came ''Bubsy 3D'', seen as one of the worst games ever made, which smashed head-first into the PolygonCeiling and destroyed any possible future for the series as a whole.
* The double whammy of ''Clayfighter 63 1/3'' and ''Clayfighter X-Treme'' ultimately killed the ''ClayFighter'' franchise. 63 1/3 was an ObviousBeta with dated graphics, annoying voice clips and broken gameplay. Although the game was a modest commercial success, its critical reception was very poor. So bad, in fact, that Interplay released a Director's Cut six months later that addressed some (but not all) of the gameplay and balancing issues of ''63 1/3''. Meanwhile, ''X-Treme'' never even saw release, since it was behind schedule. Other than the eventual Virtual Console release of the original, the series has been completely dormant ever since.
* ''Crystal Kingdom Dizzy'' ended up being this for the ''VideoGame/{{Dizzy}}'' series of [[UsefulNotes/ZXSpectrum Spectrum]] games. A full-priced title with a drop in quality from the previous budget titles, its relative failure would mean the planned next game ''Wonderland Dizzy'' would never be released.
* There was a fourth ''VideoGame/{{Descent}}'' game planned, but it was cancelled due to poor sales of ''Descent 3'' and Creator/{{Interplay}} going bankrupt.
* ''VideoGame/EpicMickey2ThePowerOfTwo'' is this for the ''VideoGame/EpicMickey'' series, since its failure [[CreatorKiller wiped out Junction Point]] entirely. A big reason was the fact that ''Epic Mickey 2'' failed to fix any of the problems of its predecessor (unstable frame rate, camera and control problems, etc.) and added new issues on top of it. Probably a big reason it bombed and the development studio closed was because the designer, Warren Spector, thought that the game was perfect as it was and the technical problems were part of the game's charm. Critics and fans alike did not share his sentiments.
* ''Fade To Black'', the 3D sequel to ''VideoGame/{{Flashback}}'', slammed into the PolygonCeiling head-on, crushing hopes of further sequels.
* The ''Infinity'' series of visual novels by KID (''VisualNovel/{{Never 7}}'', ''VisualNovel/{{Ever 17}}'', etc.) were doing well in spite of ExecutiveMeddling and financial issues. A spinoff installment, ''VisualNovel/TwelveRiven'', sold less than spectacularly, putting an end to the series and bankrupting KID. KID was later bought off by [=CyberFront=] and released an official sequel called ''VisualNovel/{{Code18}}'' without the involvement of the series' previous writers.
* The Western version of the first ''VideoGame/KunioKun'' game was a surprise hit in Britain, and ''VideoGame/{{Renegade}}'' became a {{spinoff}} series. The first two games were beloved by UsefulNotes/ZXSpectrum owners, but the third game -- with its bizarre TimeTravel plot, graphics that were monochrome [[EpicFail even by Speccy standards]], and gobs of FakeDifficulty resulting from poor controls, missing moves, and strict time limits -- spelt an end to the series.
* ''VideoGame/LeisureSuitLarry: Magna Cum Laude'' [[PolygonCeiling stumbled into]], but ultimately survived its transition into 3D. Its follow-up game, ''Box Office Bust'', added platforming, shooting and brawling elements, none of which the game did well at all. Reviewers everywhere ripped the game apart, giving it some of the lowest composite scores of any game on {{PlayStation 3}}/{{Xbox 360}}, unintentionally making it [[{{Pun}} the most apt title]] for a failing title. Don't quite think ''B.O.B.''[='s=] developers intended ''THAT'' sort of "bust". Also, creator Creator/AlLowe [[http://www.allowe.com/games/larry/history-of-larry/box-office-bust.html actually thanked]] Activision from keeping him and themselves away from development of the game, describing it as "the latest disaster" (referencing his dislike toward the way Sierra handled ''Magna Cum Laude'').
* ''VideoGame/LunarDragonSong'' seems to have done this for the ''Lunar'' series; stemming from poor sales, bad reviews, and absurd gameplay mechanics. There hasn't been a non-remake ''Lunar'' title since ''Dragon Song'''s release.
* The ninth installment of the main ''VideoGame/MightAndMagic'' series is generally regarded as the reason New World Computing stuck with the ''[[VideoGame/HeroesOfMightAndMagic Heroes]]'' spinoff from then on; this was mainly due to the fact that the graphics of the engine had to be extensively upgraded in order to compete. However, all of the company's resources went into that and not into, say, a very good plot.
** A large part of the reason for the game's state was the fact that 3DO was well on its way to going down at the time and the game was in fact released ''after'' the last ''Heroes'' by NWC. That said, it ''did'' probably contribute to the fact that [[Creator/{{Ubisoft}} the company who picked up the IP]] didn't do any party-based role-playing games with it until a decade later.
* ''VideoGame/{{Myth}} III: The Wolf Age'' wasn't especially terrible, though it was significantly worse than the first two, and used the much-reviled Gamespy Arcade for multiplayer instead of {{Creator/Bungie}}.net, killing all hopes for a fourth installment.
* ''VideoGame/NoOneLivesForever'' was killed by the terrible {{interquel}} / GaidenGame ''Contract J.A.C.K'', causing Creator/MonolithProductions to abandon the series entirely.
* ''VideoGame/OneMustFall2097'' was widely considered one of the best PC exclusive fighting games of its era, thanks to the novelty of the premise and fairly tight game design. It was also one of the earliest games to feature a 'rehit' mode, similar to the modern extended aerial combo system. Its developers, Diversions Entertainment, attempted to keep the streak alive with ''One Must Fall Battlegrounds,'' a game that hit the PolygonCeiling so hard that it left an imprint of its box art on the glass. Dodgy controls, bland audio work, and an overall unpolished feel meant abysmal sales, which killed the ''One Must Fall'' franchise stone dead after the game escaped seven years in DevelopmentHell. It also put Diversions Entertainment out of business, so it's a CreatorKiller as well.
* [[OperationFlashpointCodemasters Codemaster's separate successor]] to the original ''VideoGame/OperationFlashpoint'' series went down the drain after its second installment, ''Red River''. Unlike the first one, ''Dragon Rising'', ''Red River'' took what made the series unique, threw nearly all of it out and turned itself into a generic ''VideoGame/ModernWarfare'' clone, a move that appealed to fans of neither series, [[ForegoneConclusion so guess how well that went...]] Worse yet, ''Red River'' doubled as a CreatorKiller, since Codemasters promptly [[http://ve3d.ign.com/articles/news/62139/Codemasters-Shuts-Down-Guildford-Studio-Known-For-Operation-Flashpoint closed down its Guildford studio]] after the game's failure. Meanwhile, OFP's original creators, Bohemia Interactive, are still going strong with their ''VideoGame/{{ARMA}}'' series, apparently being the winner in the DuelingGames affair they had with the Codemasters' SpiritualSuccessor.
* ''VideoGame/RogueSquadron 3: Rebel Strike'' suddenly introduced half-assed ThirdPersonShooter levels to the series, among other negative aspects, resulting in much backlash. Then ''VideoGame/{{Lair}}'' [[CreatorKiller put the final nail in Factor 5's coffin]].
* ''Majin Tensei'' was a decently-received ''Franchise/ShinMegamiTensei'' spinoff in the Strategy RPG genre, which ended up doing well enough to receive one more successful [[VideoGame/MajinTenseiIISpiralNemesis sequel]]. Then came ''Ronde'' for the Saturn. Development was farmed out to Access while Creator/{{Atlus}} worked on other games, resulting in a game so legendarily awful that the release of a preview demo caused literally ''thousands'' of canceled preorders -- numbers that were virtually unprecedented in Japan at the time. Not only did it kill the ''Majin Tensei'' series (the only release in the series since was a cell phone game that came out 10 years later), but Atlus wouldn't release another Strategy RPG ''MegaTen'' until ''VideoGame/DevilSurvivor'', ''twelve years later'', which had entirely different gameplay from the earlier series to boot.
* While Creator/{{SNK}} had previously attempted to move the ''VideoGame/SamuraiShodown'' franchise into the third dimension with ''Samurai Shodown 64'' on the Hyper Neo-Geo 64 arcade board with limited success (average review scores, but new characters Shiki and Asura have appeared in other SNK games, such as ''VideoGame/NeoGeoBattleColiseum''), most of the other games in the series were strictly 2D until they tried again with ''Samurai Shodown Sen'' (an {{interquel}} to the ''[=SamSho=] 64'' games) more than a decade later. The game was a flop, with reviewers criticizing ''Sen'' for its confusing controls, poor character balancing, and ugly graphics.
* ''[[VideoGame/SuperRobotWarsGaiden Super Robot Wars OG Saga: Masou Kishin III - Pride of Justice]]'' was made intentionally NintendoHard, forcing players to purchase its DownloadableContent, leading to said players ''returning'' copies of the game. At the same time, the ''Masou Kishin'' sub-series of ''VideoGame/SuperRobotWars'' was too spread out and late for most [=SRW=] fans to really care about it again (the gap between releasing its predecessors ''The Lord of Elemental'' and ''Revelation of Evil God'' was six years, compared to most sequels in other [=SRW=] sub-series being a year or two apart). The fact developer Banpresto billed the sequel ''[[VideoGame/SuperRobotWarsGaiden Super Robot Wars OG Saga: Masou Kishin F - Coffin of the End]]'' as the last ''Masou Kishin'' installment is evidence enough that no one wants to bother playing this sub-series again.
* ''VideoGame/{{Turok}}: Evolution'' managed to kill off the ''Turok'' franchise, no thanks to silly elements such as Tobias Bruckner, the [[NinjaPirateZombieRobot cyborg cowboy riding a Tyrannosaurus Rex]], along with the game's numerous other problems. It's probably no coincidence that publisher Creator/{{Acclaim}} [[CreatorKiller went bankrupt]] shortly after the release of this and ''BMX XXX''. The 2008 ''VideoGame/{{Turok}}'' relaunch wasn't a ''bad'' game, exactly -- it just had the bad luck to be an average shooter during a time when great shooters were glutting the market. A sequel was planned, but was cancelled.
* ''VideoGame/{{Vietcong}} 2'', which got lower reviews than the original or ''Fist Alpha'' thanks to its dumbed-down gameplay.
* ''Virtual Hydlide'', the attempted reboot of ''VideoGame/{{Hydlide}}'' in 3D, killed off a series that had been moderately well appreciated in Japan during the 8-bit era.
* This nearly happened to the ''VideoGame/{{Ys}}'' series, with the fifth installment, ''Kefin, The Lost City of Sand''. ''Kefin'', perhaps, wasn't ''bad'' bad - but the game was only available on the SuperNintendo (with a franchise that had deep roots on the PC and PCEngine), had very bland, generic graphics that looked like every other game of its era (which was even worse in context since the setting was ''supposed'' to be very exotic) and the music was all simple MIDI-synth (when ''Ys'' had become famous partly due to its powerful CD-supported Red Book-audio soundtracks). Fan backlash in Japan was intense, and it would be seven years before a new ''Ys'' game was made; the only thing that prevented the total death of the franchise was the good performance of remakes of the first two games, which were already in development when ''Kefin'' came out and were put out to recoup development costs.
* ''VideoGame/ZooTycoon 2'' underwhelmed critics and gamers alike and wasn't as popular as its predecessor game. After several years and four expansion packs, Microsoft put the franchise on hold and [[YouHaveFailedMe ended]] its contract with developer Blue Fang Games, [[CreatorKiller which would ultimately collapse the studio]] and make the scenario of a reboot unlikely. Microsoft then successfully rebooted the franchise with Frontier Developments in 2013, releasing an updated ''Zoo Tycoon'' to Xbox 360 and Xbox One, and are developing a port for Windows 8 and Windows Phone as well.
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