Follow TV Tropes

Following

History FranchiseOriginalSin / VideoGames

Go To

OR

Added: 513

Changed: 270

Is there an issue? Send a MessageReason:
None


** The decision to make a direct sequel to the first ''VideoGame/KingdomHearts'' game on the UsefulNotes/GameBoyAdvance, rather than on the UsefulNotes/PlayStation2, helped build a great deal of hype for the game. However, it also created a good deal of ContinuityLockout when ''VideoGame/KingdomHeartsII'' was released and many people got back into the games and were immediately faced with characters and plot points they had never seen before, and led the charge for many plot-relevant games in the series to be spread across all available portable systems. Following the story became a much more challenging and expensive prospect when it required one to have a Playstation 2, a [[VideoGame/KingdomHearts358DaysOver2 Nintendo]] [[VideoGame/KingdomHeartsCoded DS]], a [[VideoGame/KingdomHeartsBirthBySleep PSP]], and a [[VideoGame/KingdomHeartsDreamDropDistance Nintendo 3DS]] to fully understand what was going on. This was, thankfully, addressed somewhat by the 1.5 and 2.5 Remix compilations for the PS3: all the Kingdom Hearts games up to ''Birth By Sleep'' on one console... either as a full game or just as a 'movie' of the game's cutscenes so you can at least get the story.

to:

** The decision to make a direct sequel to the first ''VideoGame/KingdomHearts'' game on the UsefulNotes/GameBoyAdvance, rather than on the UsefulNotes/PlayStation2, helped build a great deal of hype for the game. However, it also created a good deal of ContinuityLockout when ''VideoGame/KingdomHeartsII'' was released and many people got back into the games and were immediately faced with characters and plot points they had never seen before, and led the charge for many plot-relevant games in the series to be spread across all available portable systems. Following the story became a much more challenging and expensive prospect when it required one to have a Playstation 2, a [[VideoGame/KingdomHearts358DaysOver2 Nintendo]] [[VideoGame/KingdomHeartsCoded DS]], a [[VideoGame/KingdomHeartsBirthBySleep PSP]], and a [[VideoGame/KingdomHeartsDreamDropDistance Nintendo 3DS]] to fully understand what was going on. This was, thankfully, addressed somewhat by the 1.5 and 2.5 Remix compilations for the PS3: all the Kingdom Hearts games up to ''Birth By Sleep'' on one console... either as a full game or just as a 'movie' of the game's cutscenes so you can at least get the story. Then it was spoiled again when the 2.8 compilation and ''Kingdom Hearts III'', both of which conclude the overall StoryArc, were put on the PS4...which is not backward-compatible with the PS3, meaning you'll still need at least two consoles if you want the whole story.


Added DiffLines:

** This game also completely recycled all its Disney worlds and characters from the original game, with nothing new. As the game's premise was based around Sora's memories and the worlds/characters visited being figments of his memories, this made sense and was accepted. But after this, subsequent games kept on recycling worlds, characters, and scenarios to some degree or another, and it has worn thin for many players who wish Square would take advantage of other Disney movies that they haven't yet already.
Is there an issue? Send a MessageReason:
None


** The characters were hard to make out due to the limitations of 8 and 16-bit graphics, but judging by concept art, many characters were intended to be ridiculously pimped-out and beautiful anyway. In fact, the simplicity of his (early) art style is exactly what led to Square giving Creator/TetsuyaNomura character design duties for ''VideoGame/FinalFantasyVII'' (also, let's point out that that game's hero, Cloud Strife, was at least beautiful enough to ''[[WholesomeCrossdresser pass for a woman]]''. However, once technology was able to allow artists the freedom to go nuts and show off the graphical power of the game engines, they leapt at the chance. While American games were moving more towards [[RealIsBrown brownish realism]] and military authenticity, Japanese designers decided to go whole hog with the artistry.

to:

** The characters were hard to make out due to the limitations of 8 and 16-bit graphics, but judging by concept art, many characters were intended to be ridiculously pimped-out and beautiful anyway. In fact, the simplicity of his (early) art style is exactly what led to Square giving Creator/TetsuyaNomura character design duties for ''VideoGame/FinalFantasyVII'' (also, let's point out that that game's hero, Cloud Strife, was at least beautiful enough to ''[[WholesomeCrossdresser pass for a woman]]''.woman]]''). However, once technology was able to allow artists the freedom to go nuts and show off the graphical power of the game engines, they leapt at the chance. While American games were moving more towards [[RealIsBrown brownish realism]] and military authenticity, Japanese designers decided to go whole hog with the artistry.
Is there an issue? Send a MessageReason:


** Fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''VideoGame/StreetFighterIV'' came out, adding yet ''more'' characters to an already [[LoadsAndLoadsOfCharacters overcrowded]] roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now become so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''VideoGame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series' MagnumOpus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[VideoGame/StreetFighterAlpha Alpha]]'' and ''[[VideoGame/StreetFighterIII III]]'') increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit shelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[VideoGame/StreetFighterEX EX3]]'' and ''SFIV''. Creator/{{Capcom}} is taking a "back to basics" approach with ''VideoGame/StreetFighterV'' in terms of gameplay, focusing on fundamentals and accessibility, and will start off "small" much like many of the other sub-series' initial iterations (16 starting characters + 6 DLC characters for Year 1) [[AuthorsSavingThrow in response to these complaints]].

to:

** Fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''VideoGame/StreetFighterIV'' came out, adding yet ''more'' characters to an already [[LoadsAndLoadsOfCharacters overcrowded]] roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now become so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''VideoGame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series' MagnumOpus, best, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[VideoGame/StreetFighterAlpha Alpha]]'' and ''[[VideoGame/StreetFighterIII III]]'') increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit shelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[VideoGame/StreetFighterEX EX3]]'' and ''SFIV''. Creator/{{Capcom}} is taking a "back to basics" approach with ''VideoGame/StreetFighterV'' in terms of gameplay, focusing on fundamentals and accessibility, and will start off "small" much like many of the other sub-series' initial iterations (16 starting characters + 6 DLC characters for Year 1) [[AuthorsSavingThrow in response to these complaints]].
Is there an issue? Send a MessageReason:
None


** On a plot level, ''ChainOfMemories'' was the debut of a slide into a DarkerAndEdgier plot tone and the newer antagonists, Organization XIII and the Nobodies. By the time ''VideoGame/KingdomHeartsII'' was released, the KudzuPlot and influx of original characters became highly controversial among the players and reviewers.

to:

** On a plot level, ''ChainOfMemories'' ''VideoGame/KingdomHeartsChainOfMemories'' was the debut of a slide into a DarkerAndEdgier plot tone and the newer antagonists, Organization XIII and the Nobodies. By the time ''VideoGame/KingdomHeartsII'' was released, the KudzuPlot and influx of original characters became highly controversial among the players and reviewers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* For a third ''Franchise/FinalFantasy'' issue, the numerous spinoffs and sequels have eclipsed the main series. During the glory years, there were still plenty of spinoffs and [[DolledUpInstallment Dolled-Up Installments]], but they were consistently high-quality games that brought honor to their franchise. ''VideoGame/FinalFantasyX2'', ''VideoGame/IvaliceAlliance'' and the early installments of the ''VideoGame/FinalFantasyVII Compilation'' were both relatively well-received as well, despite the complaints they've engendered. However, Square's milking of the CashCowFranchise has started to leave its mark, ranging from the pricing model of ''VideoGame/FinalFantasyIVTheAfterYears'', to the planning of ''[[VideoGame/FinalFantasyXIII Fabula Nova Crystalis]]'' as a series from the get-go, to mobile games built on a [[BribingYourWayToVictory microtransaction model]] (a business model certain to drive more traditional players into a [[InternetBackdraft frothing rage]]). Meanwhile, the wait between main-series games keeps getting longer and longer, which has also helped to bleed fans away from the franchise.
Is there an issue? Send a MessageReason:
It\'s not just flaw that existed in prior works, it about flaws that were somehow hidden or compensated for such that they were largely unnoticeable until afterwards.


** Some later games in the series, particularly those developed by Dimps, came under fire for featuring setpieces that the player must wait to finish before continuing, with not-unsubstantiated claims that they bring the game's momentum to a screeching halt. What many of these complainers don't seem to realize is that ''Sonic 3 & Knuckles'', considered excellent on most accounts, has one of these setpieces in almost every zone - the carpet-bombing airship in Angel Island, the barrels in Carnival Night, the moving wall in Flying Battery, the rising pyramid in Sandopolis, and that's just the worst of them.

Added: 2748

Changed: 1742

Is there an issue? Send a MessageReason:
None


* ''Franchise/StreetFighter'' fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''VideoGame/StreetFighterIV'' came out, adding yet ''more'' characters to an already [[LoadsAndLoadsOfCharacters overcrowded]] roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now become so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''VideoGame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series' MagnumOpus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[VideoGame/StreetFighterAlpha Alpha]]'' and ''[[VideoGame/StreetFighterIII III]]'') increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit shelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[VideoGame/StreetFighterEX EX3]]'' and ''SFIV''. Creator/{{Capcom}} is taking a "back to basics" approach with ''VideoGame/StreetFighterV'' in terms of gameplay, focusing on fundamentals and accessibility, and will start off "small" much like many of the other sub-series' initial iterations (16 starting characters + 6 DLC characters for Year 1) [[AuthorsSavingThrow in response to these complaints]].

to:

* ''Franchise/StreetFighter'' fans ''Franchise/StreetFighter'':
** Fans
became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''VideoGame/StreetFighterIV'' came out, adding yet ''more'' characters to an already [[LoadsAndLoadsOfCharacters overcrowded]] roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now become so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''VideoGame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series' MagnumOpus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[VideoGame/StreetFighterAlpha Alpha]]'' and ''[[VideoGame/StreetFighterIII III]]'') increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit shelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[VideoGame/StreetFighterEX EX3]]'' and ''SFIV''. Creator/{{Capcom}} is taking a "back to basics" approach with ''VideoGame/StreetFighterV'' in terms of gameplay, focusing on fundamentals and accessibility, and will start off "small" much like many of the other sub-series' initial iterations (16 starting characters + 6 DLC characters for Year 1) [[AuthorsSavingThrow in response to these complaints]].complaints]].
** In ''January 2016'', Capcom revealed several DLC costumes for ''Videogame/StreetFighterV'', including [[ForeignFanservice Laura]]. Laura's DLC costume is basically a pair of thong-Daisy-Dukes and a shirt so small that the bottom half of her boobs are uncovered. Due to more attention being placed these days on female representation in games, Laura's outfit predictably caused a stir--though it's hard to tell if the instigators were people legitimately offended or those mocking the idea of being offended. In the latter case, it's argued that fighting game women have looked like this for ''years'' and only became a problem recently once critics started complaining. This brings up the inevitable ''Videogame/DeadOrAlive'' or ''Videogame/SoulCalibur'' comparisons, and also the fact that women like Elena and Poison have been underdressed for years in the ''SF'' franchise alone. The other side then argues that ''yes'', the fact that women have looked like this "years" is exactly the problem.
Is there an issue? Send a MessageReason:
None


* While the gameplay of the ''VideoGame/BlazBlue'' series is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[AllThereInTheManual supplementary materials to explain things within the games]] ([[NoExportForYou said materials never being translated for US readers as well]]) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazBlueCalamityTrigger the very first game]]. You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit ([[JigsawPuzzlePlot only to beg]] [[KudzuPlot even more questions]]).

to:

* While the gameplay of the ''VideoGame/BlazBlue'' series is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[AllThereInTheManual supplementary materials to explain things within the games]] ([[NoExportForYou said materials never being translated for US readers as well]]) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazBlueCalamityTrigger the very first game]]. You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit ([[JigsawPuzzlePlot only to beg]] [[KudzuPlot even more questions]]). On the subject of questionable things, fans who complain about the {{fanservice}} in later games are oblivious to the fact that it's been there from the beginning, just toned down in terms of saturation.

Changed: 81

Is there an issue? Send a MessageReason:
None


* While the gameplay of the ''VideoGame/{{Blazblue}}'' series is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[ExpandedUniverse supplementary materials]] to explain things within the games ([[NoExportForYou said materials never being translated for US readers as well]].) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).

to:

* While the gameplay of the ''VideoGame/{{Blazblue}}'' ''VideoGame/BlazBlue'' series is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[ExpandedUniverse [[AllThereInTheManual supplementary materials]] materials to explain things within the games games]] ([[NoExportForYou said materials never being translated for US readers as well]].) well]]) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger [[VideoGame/BlazBlueCalamityTrigger the very first game.]] game]]. You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only ([[JigsawPuzzlePlot only to beg beg]] [[KudzuPlot even more questions).questions]]).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some later games in the series, particularly those developed by Dimps, came under fire for featuring setpieces that the player must wait to finish before continuing, with not-unsubstantiated claims that they bring the game's momentum to a screeching halt. What many of these complainers don't seem to realize is that ''Sonic 3 & Knuckles'', considered excellent on most accounts, has one of these setpieces in almost every zone - the carpet-bombing airship in Angel Island, the barrels in Carnival Night, the moving wall in Flying Battery, the rising pyramid in Sandopolis, and that's just the worst of them.
Is there an issue? Send a MessageReason:
20s


* ''Franchise/MetalGear'' has always has problems with its female characters, like holding onto TheSmurfettePrinciple with an iron grip, many of them being MsFanservice, MaleGaze out the wazoo, repeatedly sidelining them, and often [[StuffedIntoTheFridge killing them off to give a male character angst]], but the earlier games always gave them interesting characterisation and at least some vital importance to the plot to make them decent characters in their own right. But with ''[[VideoGame/MetalGearSolid4GunsOfThePatriots Guns of the Patriots]]'' all recurring female characters lose all the importance they previously had and the female villains exist as nothing but eye-candy, a boss fight in ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' starts with numerous lingering chest and butt shots of a sixteen-year-old in her underwear, and the same character [[spoiler:is killed off]] in the most gratuitously sexual manner possible in ''Ground Zeros''. This eventually leads to ''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'', where the only prominent female character [[TheVoiceless never speaks]], has no plot importance, spends her entire screentime in a bikini top and ripped tights, and has multiple [[BigLippedAlligatorMoment completely out of nowhere]] scenes that serve as nothing but excuses for her to make sensual poses in front of the camera.

to:

* ''Franchise/MetalGear'' has always has problems with its female characters, like holding onto TheSmurfettePrinciple with an iron grip, many of them being MsFanservice, MaleGaze out the wazoo, repeatedly sidelining them, and often [[StuffedIntoTheFridge killing them off to give a male character angst]], but the earlier games always gave them interesting characterisation and at least some vital importance to the plot to make them decent characters in their own right. But with ''[[VideoGame/MetalGearSolid4GunsOfThePatriots Guns of the Patriots]]'' all recurring female characters lose all the importance they previously had and the female villains exist as nothing but eye-candy, a boss fight in ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' starts with numerous lingering chest and butt shots of a sixteen-year-old woman in her underwear, and the same character [[spoiler:is killed off]] in the most gratuitously sexual manner possible in ''Ground Zeros''. This eventually leads to ''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'', where the only prominent female character [[TheVoiceless never speaks]], has no plot importance, spends her entire screentime in a bikini top and ripped tights, and has multiple [[BigLippedAlligatorMoment completely out of nowhere]] scenes that serve as nothing but excuses for her to make sensual poses in front of the camera.
Is there an issue? Send a MessageReason:
None


* VideoGame/{{Blazblue}}: While the gameplay is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[ExpandedUniverse supplementary materials]] to explain things within the games ([[NoExportForYou said materials never being translated for US readers as well]].) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).

to:

* VideoGame/{{Blazblue}}: While the gameplay of the ''VideoGame/{{Blazblue}}'' series is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeyWimeyBall is handled, the over-reliance on [[ExpandedUniverse supplementary materials]] to explain things within the games ([[NoExportForYou said materials never being translated for US readers as well]].) and some... [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).
Is there an issue? Send a MessageReason:
None


* VideoGame/{{Blazblue}}: While the gameplay is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeWhinyBall is handled, the over-reliance on supplementary materials to explain things within the games (said materials never being translated for US readers as well.) and some...questionable actions some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).

to:

* VideoGame/{{Blazblue}}: While the gameplay is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeWhinyBall TimeyWimeyBall is handled, the over-reliance on [[ExpandedUniverse supplementary materials materials]] to explain things within the games (said ([[NoExportForYou said materials never being translated for US readers as well.well]].) and some...questionable actions [[WhatTheHellHero questionable]] [[IDidWhatIHadToDo actions]] some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).
Is there an issue? Send a MessageReason:
\"Farting when climbing the ladder\" or, just climbing a ladder SFX made for a Game Boy game.


* In ''VideoGame/WarioLand3'', Wario farts as he climbs ladders. This was the first attempt at ToiletHumour involving Wario, and it comes across as subtle and downright witty compared to the games that took the vulgar humor and ran with it, with ''VideoGame/WarioWare'' and ''Master of Disguise'' featuring a greater proportion of crude humour.
Is there an issue? Send a MessageReason:
None


* Creator/SquareEnix's [[UpdatedRerelease updated rereleases and ports]] of some of their older games once got a great deal of excitement from many RPG fans, especially those in the US and Europe. It gave many people the chance to play some of Square's classic catalog but with far less of the NoExportForYou, BlindIdiotTranslation, and [[CrackIsCheaper financial difficulties of hunting down certain SNES cartridges]] that RPG fans dealt with before the very end of TheNineties. In some cases, Square even remade entire games for the purposes of rereleasing them. However, during the later half of the 2000s, many of these same consumers started complaining about this practice. It became viewed as oversaturation, partially due to the huge numbers of systems that these games were playable on. Between 2005 and 2011, SquareEnix rereleased ''VideoGame/FinalFantasyIV'' alone ''4 times'', for example. The TroubledProduction of both ''VideoGame/FinalFantasyXII'' and ''VideoGame/FinalFantasyXIII'' and the lack of a game to really fill that gap did not help either.

to:

* Creator/SquareEnix's [[UpdatedRerelease updated rereleases and ports]] of some of their older games once got a great deal of excitement from many RPG fans, especially those in the US and Europe. It gave many people the chance to play some of Square's classic catalog but with far less of the NoExportForYou, BlindIdiotTranslation, and [[CrackIsCheaper financial difficulties of hunting down certain SNES cartridges]] that RPG fans dealt with before the very end of TheNineties. In some cases, Square even remade entire games for the purposes of rereleasing them. However, during the later half of the 2000s, many of these same consumers started complaining about this practice. It became viewed as oversaturation, partially due to the huge numbers of systems that these games were playable on. Between 2005 and 2011, SquareEnix Creator/SquareEnix rereleased ''VideoGame/FinalFantasyIV'' alone ''4 times'', for example. The TroubledProduction of both ''VideoGame/FinalFantasyXII'' and ''VideoGame/FinalFantasyXIII'' and the lack of a game to really fill that gap did not help either.
Is there an issue? Send a MessageReason:
None


** Some consider the introduction of Tails in ''VideoGame/SonicTheHedgehog2'', Knuckles in ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'', and '''ESPECIALLY''' Amy Rose and Metal Sonic in ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'', while well-liked additions to the series overall, to be the beginning of the franchise's (at times overexaggerated) troubles with LoadsAndLoadsOfCharacters and [[GameplayRoulette juggling different styles of gameplay]]. Plans for sidekick characters went as far back as the initial development of the franchise. The fact that none of them made it into the first game, and ended up being introduced slowly in the next few games, gave a very different impression of the series to early fans. This makes it an odd sin that was planned to be there from the beginning, but by accident was kept in check early on (though it probably wouldn't be seen as a sin if it was a necessary barrier to like the franchise from the beginning).

to:

** Some consider One of the introduction of Tails in ''VideoGame/SonicTheHedgehog2'', Knuckles in ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'', and '''ESPECIALLY''' Amy Rose and Metal Sonic in ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'', while well-liked additions to biggest criticisms labelled towards the series overall, to be is the beginning [[LoadsAndLoadsOfCharacters overabundance of the franchise's (at times overexaggerated) troubles characters]] with LoadsAndLoadsOfCharacters and [[GameplayRoulette juggling different styles of gameplay]]. Plans for sidekick characters went polarizing gameplay styles. This can be seen as far back as the initial development of the franchise. The fact that none of them made it into the first game, and ended up being 1990's when a new character was introduced slowly in the next few games, gave a very different impression of the series to early fans. This makes it an odd sin that was planned to be there from the beginning, but by accident was kept in check early on (though it probably wouldn't be seen as a sin if it was a necessary barrier to like the franchise from the beginning).every sequel.




to:

* VideoGame/{{Blazblue}}: While the gameplay is well-received for the most part, its plot is definitely something that many take umbrage with. Namely, the questionable way the TimeWhinyBall is handled, the over-reliance on supplementary materials to explain things within the games (said materials never being translated for US readers as well.) and some...questionable actions some of the characters do. All of this can be seen in [[VideoGame/BlazblueCalamityTrigger the very first game.]] You could argue it was even worse back then because so many things went unexplained until later sequels expanded on them a bit (only to beg even more questions).

Changed: 264

Removed: 277

Is there an issue? Send a MessageReason:
None


* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance there) is overshadowed by [[spoiler:the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (such as Two-Face) are either not present or encounted only in side missions.
** On another note, while ''Asylum'' PC port was quite good, ''City'' 's PC version came a month after the consoles ones and wasn't well optimized. Then, ''Origins'' was filled with bugs (both graphical and technicals). And then the ''Knight'' port [[PortingDisaster happend]].

to:

* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance there) is overshadowed by [[spoiler:the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (such as Two-Face) are either not present or encounted only in side missions.
** On another note,
missions. Also, while ''Asylum'' PC port was quite good, ''City'' 's PC version came a month after the consoles ones and wasn't well optimized. Then, ''Origins'' was filled with bugs (both graphical and technicals). And then the ''Knight'' port [[PortingDisaster happend]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** On another note, while ''Asylum'' PC port was quite good, ''City'' 's PC version came a month after the consoles ones and wasn't well optimized. Then, ''Origins'' was filled with bugs (both graphical and technicals). And then the ''Knight'' port [[PortingDisaster happend]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Final Fantasy VIII'' came up with the innovation of giving the hero a cool piece of jewellery (that could be [[{{Defictionalisation}} made for real]] and [[TheMerch sold to fans]]). Squall's "Griever" lion charm fit the character and setting (modern high school drama) well and it was incorporated into the plot reasonably well, with [[HerBoyfriendsJacket Rinoa wearing the Griever ring once she becomes involved with Squall]] and Ultimecia using it as a weapon in the final battle. Later attempts at doing this would be a lot more forced, often including characters who wouldn't have any reason for wearing flashy custom jewellery, or didn't live in settings where modern-style jewellery was a thing. In at least one case (''Final Fantasy VII: Advent Children'') it involves a character decking themselves out in an emblem representing the animus of their ''depression''.
Is there an issue? Send a MessageReason:
None


** ''Final Fantasy VII'' was well-praised at the time and still often today for its dramatic and over-the-top DysfunctionJunction cast, with the main characters more complex and developed than anything ''Final Fantasy'' had managed before. The protagonist Cloud was an especially successful innovation, his arc about his cool demeanour being a fabrication of the secretly weak person he really is striking a chord with a mostly teenage playerbase. While in ''Final Fantasy VII'' these elements are mostly in the background, they were pushed into the foreground in future ''Final Fantasy'' games, causing a descent into more psychological, melodramatic plotlines featuring moody teenagers at the expense of strong plots and goofy humour. As for Cloud, his success caused the entire JRPG genre to spend the next five years furiously trying to FollowTheLeader with {{Wangst}}-ridden, {{BFS}}-swinging teenagers with murky origins and ridiculous hair to the point where it's now the [[DeadUnicornTrope stereotype of the genre]] and has retroactively tarnished ''Final Fantasy VII'''s reputation.

to:

** ''Final Fantasy VII'' was well-praised at the time and still often today for its dramatic and over-the-top DysfunctionJunction cast, with the main characters more complex and developed than anything ''Final Fantasy'' had managed before. The protagonist Cloud was an especially successful innovation, his arc about his [[JerkassFacade cool demeanour being a fabrication of the secretly weak person he really is underneath]] striking a chord with a mostly teenage playerbase. While in ''Final Fantasy VII'' these elements are mostly in the background, they were pushed coexist with a great plot and setting and a playful, ironic, [[{{Deconstruction}} deconstructive]] tone that keeps it from descending into the foreground in future {{Wangst}}, other ''Final Fantasy'' games, causing games would go on to focus on psychological crises and {{Emo Teen}}s without the lightness of touch, wit or horror of ''VII''. The immediate sequel, ''Final Fantasy VIII'', is often criticised for its irritating and flat cast; the developers had been trying to create a descent into cast more psychological, melodramatic plotlines featuring moody teenagers at realistic than the expense of strong plots ''VII'' cast, but ended up with a cast that was more vaguely drawn and goofy humour. defined by superficial quirks rather than personality. As for Cloud, his success caused the entire JRPG genre to spend the next five years furiously trying to FollowTheLeader with {{Wangst}}-ridden, surly {{BFS}}-swinging teenagers with murky origins and ridiculous hair to the point where it's now the [[DeadUnicornTrope stereotype of the genre]] and has retroactively tarnished ''Final Fantasy VII'''s reputation.

Changed: 591

Is there an issue? Send a MessageReason:
None


* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance there) is overshadowed by [[spoiler: the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (Such as Two-Face) are either not present or encounted only in side missions.

to:

* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance there) is overshadowed by [[spoiler: the [[spoiler:the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (Such (such as Two-Face) are either not present or encounted only in side missions.



** ''VideoGame/AssassinsCreedIII'' is cited as the point where this became a problem, as many felt that the game's main missions was basically scripted events, even the Assassination missions which should be stealthy and open-ended. It was also seen as being overstuffed with side activities and additional features. However, this was an ongoing trend since the well-liked ''VideoGame/AssassinsCreedII'' and its follow-ups ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'', had moved away from the stealthy original and was filled with additional features and content. What made them acceptable was that the games were MissionPackSequel and as such the additional features were condoned, and seen as part of the appeal of the touristy cities with exotic architecture. The fact that the New World setting of AC-3 lacked the tall buildings and fancy architecture only brought these problems forward.
** ''III'' was criticized for its [[TheGump Gump Factor]] with the hero interacting on first name basis with all of America's founding fathers and participating in several key events of the American Revolution which to many beggared disbelief. Yet this was always part of the Franchise's appeal: Altair in AC-1 conversed on even terms with the very Christian King Richard the Lionheart and later fought Genghis Khan, Ezio counted Leonardo da Vinci and Machiavelli among his best friends, and interacted with a "who's who" of the Renaissance, ''Black Flag'' also had the hero interact with every famous English pirate of that time. In the case of ''III'' the American Founding Fathers and the events of the Revolution were perhaps ''too'' prominent, known to every schoolboy, with the setting seen by foreign gamers as {{Eagleland}}. The other historical figures and settings, while somewhat well known aren't held in nearly the same reverence nor are their memories part of current political discourse.
** ''VideoGame/AssassinsCreedUnity'' is an inversion, an example of a Franchise, as a result of the divisive reaction to ''III'', returning to the Franchise's roots -- greater focus on stealth, less focus on side activities, more assassination missions, toning down TheGump -- and getting thoroughly trashed for essentially repeating its original sins. ''VideoGames/AssassinsCreedI'' was criticized in its time for repetitive side activities, lack of additional interaction with the open world and endless collectibles. ''Unity'' returned with repititive Side Story quests, endless collectibles that dotted out the map to the extent that people became nostalgic for the much reviled flags of ''I''. Where ''III'' was criticized for Connor being too central to the Revolution, ''Unity'' was criticized for [[CantGetAwayWithNuthin the hero being too marginal]] to the events, with the game being highly criticized for its shallow representation of history. The game which followed, ''Syndicate'' [[HereWeGoAgain received praise]] for making more diverse side missions, a fairer look at the historical events and having additional features missing in Unity.
* ''{{Franchise/Halo}}''

to:

** ''VideoGame/AssassinsCreedIII'' is cited as the point where this became a problem, as many felt that the game's main missions was basically scripted events, even the Assassination missions which should be stealthy and open-ended. It was also seen as being overstuffed with side activities and additional features. However, this was an ongoing trend since the well-liked ''VideoGame/AssassinsCreedII'' and its follow-ups ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'', had moved away from the stealthy original and was filled with additional features and content. What made them acceptable was that the games were MissionPackSequel and as such the additional features were condoned, and seen as part of the appeal of the touristy cities with exotic architecture. The fact that the New World setting of AC-3 ''ACIII'' lacked the tall buildings and fancy architecture only brought these problems forward.
** ''III'' was criticized for its [[TheGump Gump Factor]] with the hero interacting on first name basis with all of America's founding fathers and participating in several key events of the American Revolution which to many beggared disbelief. Yet this was always part of the Franchise's appeal: Altair in AC-1 ''ACI'' conversed on even terms with the very Christian King Richard the Lionheart and later fought Genghis Khan, Ezio counted Leonardo da Vinci and Machiavelli among his best friends, and interacted with a "who's who" of the Renaissance, ''Black Flag'' also had the hero interact with every famous English pirate of that time. In the case of ''III'' the American Founding Fathers and the events of the Revolution were perhaps ''too'' prominent, known to every schoolboy, with the setting seen by foreign gamers as {{Eagleland}}. The other historical figures and settings, while somewhat well known aren't held in nearly the same reverence nor are their memories part of current political discourse.
** ''VideoGame/AssassinsCreedUnity'' is an inversion, an example of a Franchise, as a result of the divisive reaction to ''III'', returning to the Franchise's roots -- greater focus on stealth, less focus on side activities, more assassination missions, toning down TheGump -- and getting thoroughly trashed for essentially repeating its original sins. ''VideoGames/AssassinsCreedI'' was criticized in its time for repetitive side activities, lack of additional interaction with the open world and endless collectibles. ''Unity'' returned with repititive Side Story quests, endless collectibles that dotted out the map to the extent that people became nostalgic for the much reviled flags of ''I''. Where ''III'' was criticized for Connor being too central to the Revolution, ''Unity'' was criticized for [[CantGetAwayWithNuthin the hero being too marginal]] to the events, with the game being highly criticized for its shallow representation of history. The game which followed, ''Syndicate'' [[HereWeGoAgain received praise]] for making more diverse side missions, a fairer look at the historical events and having additional features missing in Unity.
''Unity''.
* ''{{Franchise/Halo}}''''Franchise/{{Halo}}''



** Additionally, the complaints about ''Halo'' devolving into a ''Series/CallOfDuty'' rip-off after 343 took over. Many complained about the focus on gimmicks such as Armor/Spartan Abilities, the addition of sprinting, the removal of Elites as a playable model, increasing the pace of the game, blatantly mimicking ''Call of Duty''[='=]s class system, and finally, the addition of ADS (Aiming Down Sights) which sparked the most controversy. Many of these things, beside the ADS, were present in ''VideoGame/HaloReach'', the last ''Halo'' game Bungie created. ''Reach'' added Armor Abilities; including the ability to sprint, reduced playing as Elites to exclusive modes, and added loadouts for each match for differentiation. [[https://www.youtube.com/watch?v=SAwRp7Il4LY Sprint was even considered for]] ''{{VideoGame/Halo 2}}'' at one point. The difference is that Bungie knew when to draw the line, making sure that it was its own original game. Specifically, the loadouts were pre-determined and could not be customized in matchmaking, the gameplay still felt like Halo despite the Armor Abilities as opposed to being blatantly influenced by ''Call of Duty'', and the emphasis on balanced, map-oriented gameplay was still there (just not as much as before). 343 on other hand, took it to another level and turned ''Halo'' into something that's barely recognizable from the older games. All by doing what Bungie did, but going even further with it than they dared to go.
* The ''VideoGame/SoulSeries'' had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.
* One of the biggest complaints about the ''VideoGame/{{Tekken}}'' roster is that the roster has become increasingly unbelievable as the years went on, focusing less on actual martial artists and more on made up styles that look cool with blatant {{anime}}-influences. It reached a sort of critical mass in ''Tekken 7'', with Lucky Chloe, an extremely {{kawaii}} pop-idol with GratuitousEnglish who fights by [[DanceBattler dancing]] was made into an official character leading to unbridled ''rage'' [[AmericansHateTingle in the west]]. While Harada said that he would replace her with a [[RatedMForManly muscular skinhead]] in the US, it was confirmed he was only [[TrollingCreator trolling]]. Western gamers shared a CollectiveGroan over having to deal with her. That's not with mentioning other unrealistic characters, such as Kazumi, Claudio, Gigas, and [[Franchise/StreetFighter Akuma]]. However, as it turns out, this type of unbelievability was there from the beginning. The original ''Tekken'' featured Yoshimitsu, a cyborg ninja that seemed completely out of place amongst a roster of mostly martial arts-based fighters. There was also Kuma, a ''bear'' as a playable character, which was also out of place. The sequel even adding a {{Boxing Kangaroo}} and a freaking ''utahraptor''. The primary difference here is the fact that these characters were few and far-between, instead of being shoved in as the stars of the game and taking up a sizable portion of the roster.
* ''Franchise/StreetFighter'' fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''Videogame/StreetFighterIV'' came out, adding yet ''more'' characters to an already overcrowded roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now gotten so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''Videogame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series magnum opus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[Videogame/StreetFighterIII III]]'' and ''[[Videogame/StreetFighterAlpha]]'' increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit sshelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[Videogame/StreetFighterEX EX3]]'' and ''SFIV''.

to:

** Additionally, the complaints about ''Halo'' devolving into a ''Series/CallOfDuty'' rip-off after 343 took over. Many complained about the focus on gimmicks such as Armor/Spartan Abilities, the addition of sprinting, the removal of Elites as a playable model, increasing the pace of the game, blatantly mimicking ''Call of Duty''[='=]s class system, and finally, the addition of ADS (Aiming Down Sights) which sparked the most controversy. Many of these things, beside the ADS, were present in ''VideoGame/HaloReach'', the last ''Halo'' game Bungie created. ''Reach'' added Armor Abilities; including the ability to sprint, reduced playing as Elites to exclusive modes, and added loadouts for each match for differentiation. [[https://www.youtube.com/watch?v=SAwRp7Il4LY Sprint was even considered for]] ''{{VideoGame/Halo ''VideoGame/{{Halo 2}}'' at one point. The difference is that Bungie knew when to draw the line, making sure that it was its own original game. Specifically, the loadouts were pre-determined and could not be customized in matchmaking, the gameplay still felt like Halo despite the Armor Abilities as opposed to being blatantly influenced by ''Call of Duty'', and the emphasis on balanced, map-oriented gameplay was still there (just not as much as before). 343 on other hand, took it to another level and turned ''Halo'' into something that's barely recognizable from the older games. All by doing what Bungie did, but going even further with it than they dared to go.
* The ''VideoGame/SoulSeries'' ''VideoGame/{{Soul|Series}}'' series had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' [[TimeSkip jumping forward 17 years years]] while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong Yun-seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.
* One of the biggest complaints about the ''VideoGame/{{Tekken}}'' roster is that the roster has become increasingly unbelievable as the years went on, focusing less on actual martial artists and more on made up styles that look cool with blatant {{anime}}-influences. It reached a sort of critical mass in ''Tekken 7'', with Lucky Chloe, an extremely {{kawaii}} UsefulNotes/{{kawai|sa}}i pop-idol with GratuitousEnglish who fights by [[DanceBattler dancing]] was made into an official character leading to unbridled ''rage'' [[AmericansHateTingle in the west]]. While Harada said that he would replace her with a [[RatedMForManly muscular skinhead]] in the US, it was confirmed he was only [[TrollingCreator trolling]]. Western gamers shared a CollectiveGroan over having to deal with her. That's not with mentioning other unrealistic characters, such as Kazumi, Claudio, Gigas, and [[GuestFighter and]] [[Franchise/StreetFighter Akuma]]. However, as it turns out, this type of unbelievability was there from the beginning. The original ''Tekken'' featured Yoshimitsu, a cyborg ninja that seemed completely out of place amongst a roster of mostly martial arts-based fighters. There was also Kuma, a ''bear'' as a playable character, which was also out of place. The sequel even adding a {{Boxing Kangaroo}} BoxingKangaroo and a freaking ''utahraptor''. The primary difference here is the fact that these characters were few and far-between, instead of being shoved in as the stars of the game and taking up a sizable portion of the roster.
* ''Franchise/StreetFighter'' fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''Videogame/StreetFighterIV'' ''VideoGame/StreetFighterIV'' came out, adding yet ''more'' characters to an already overcrowded [[LoadsAndLoadsOfCharacters overcrowded]] roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now gotten become so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''Videogame/StreetFighterII'' ''VideoGame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series magnum opus, series' MagnumOpus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[Videogame/StreetFighterIII III]]'' ''[[VideoGame/StreetFighterAlpha Alpha]]'' and ''[[Videogame/StreetFighterAlpha]]'' ''[[VideoGame/StreetFighterIII III]]'') increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit sshelves, shelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[Videogame/StreetFighterEX ''[[VideoGame/StreetFighterEX EX3]]'' and ''SFIV''.
''SFIV''. Creator/{{Capcom}} is taking a "back to basics" approach with ''VideoGame/StreetFighterV'' in terms of gameplay, focusing on fundamentals and accessibility, and will start off "small" much like many of the other sub-series' initial iterations (16 starting characters + 6 DLC characters for Year 1) [[AuthorsSavingThrow in response to these complaints]].
Is there an issue? Send a MessageReason:
None


* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance ther) is overshadowed by [[spoiler: the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (Such as Two-Face) are either not present or encounted only in side missions.

to:

* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. By the third game, the promoted main villain Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance ther) there) is overshadowed by [[spoiler: the Joker hallucination, who ends up being the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (Such as Two-Face) are either not present or encounted only in side missions.
Is there an issue? Send a MessageReason:
I reiterate that you don\'t need Joker to have an interesting Batman story. It\'s also inaccurate to say that each villain had been used multiple times, since Scarecrow and Two-Face had only appeared in one game up to that point.


* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. This had the adverse effect of making the series ''dependent'' upon the Joker by the third game. Further, since pretty much every known iconic Batman villain had been used multiple times by then, in order to keep things fresh, the developers had to start digging through the CListFodder. By ''Arkham Knight'', the series had become so dependent on the Joker as a main villain that it simply ''had to'' use him, despite him being quite dead.

to:

* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. This had the adverse effect of making the series ''dependent'' upon the Joker by By the third game. Further, since pretty much every known iconic Batman villain had been used multiple times by then, in order to keep things fresh, game, the developers had to start digging through the CListFodder. By ''Arkham Knight'', the series had become so dependent on the Joker as a promoted main villain that it simply ''had to'' use him, despite him Scarecrow (Considered one of the most memorable villains in the original game, and who had only made a full appearance ther) is overshadowed by [[spoiler: the Joker hallucination, who ends up being quite dead.the final encounter while Scarecrow is defeated in a cutscene]], and certain other villains who hadn't been utilized very much (Such as Two-Face) are either not present or encounted only in side missions.
Is there an issue? Send a MessageReason:
Update after DLC news.


** Far less extensive but still notable enough to deserve a mention, {{Counter|Attack}}. It has been a staple of nearly every ''Franchise/FireEmblem'' character's moveset since ''Melee'' as a nod to their series' battle flow, with Peach having a variation in the form of Toad. However, whereas only five fighters ''total''--and no more than four per game--in a cast of 25+ had access to moves of that nature between ''Melee'' and ''Brawl'' (Marth, Roy, Peach, Ike, Lucario), the amount suddenly doubled in ''[=SSB4=]'' (Lucina, Little Mac, Palutena, Greninja, Shulk, and Mii Swordfighter), greatly reducing its novelty, frustrating players who had to endure fights that devolved into Counterfests, and simultaneously bypassing potentially more inventive attacks that could've been used in their place. Some characters have justifiable reasons for having a counter,[[note]]the aforementioned Lucina is a ''FE'' rep and [[MovesetClone a clone of Marth]], Greninja gets Substitute (a move it can legitimately use in [[Franchise/{{Pokemon}} its home series]]), Shulk's Vision is a pragmatic adaptation of his CombatClairvoyance in ''VideoGame/{{Xenoblade}}'', etc.[[/note]] but there's been lengthy debates about who actually deserves to keep the move and sarcastic remarks that [[SerialEscalation everyone might as well have a Counter in the next game]].

to:

** Far less extensive but still notable enough to deserve a mention, {{Counter|Attack}}. It has been a staple of nearly every ''Franchise/FireEmblem'' character's moveset since ''Melee'' as a nod to their series' battle flow, with Peach having a variation in the form of Toad. However, whereas only five fighters ''total''--and no more than four per game--in a cast of 25+ had access to moves of that nature between ''Melee'' and ''Brawl'' (Marth, Roy, Peach, Ike, Lucario), the amount suddenly doubled in ''[=SSB4=]'' (Lucina, Little Mac, Palutena, Greninja, Shulk, Mii Swordfighter, Corrin, and Mii Swordfighter), Bayonetta), greatly reducing its novelty, frustrating players who had to endure fights that devolved into Counterfests, and simultaneously bypassing potentially more inventive attacks that could've been used in their place. Some characters have justifiable reasons for having a counter,[[note]]the aforementioned Lucina is a ''FE'' rep and [[MovesetClone a clone of Marth]], Greninja gets Substitute (a move it can legitimately use in [[Franchise/{{Pokemon}} its home series]]), Shulk's Vision is a pragmatic adaptation of his CombatClairvoyance in ''VideoGame/{{Xenoblade}}'', etc.[[/note]] but there's been lengthy debates about who actually deserves to keep the move and sarcastic remarks that [[SerialEscalation everyone might as well have a Counter in the next game]].

Changed: 1017

Removed: 2359

Is there an issue? Send a MessageReason:
This seems a little too YMMV.


* The ''VideoGame/SoulSeries'':
** They had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.
** Also, the {{fanservice}} and the HotterAndSexier tone. It was there from the start with characters like Taki with her skin-tight bodysuit that revealed everything and Ivy with dominatrix-inspired outfits. Overtime, as graphics improved, all the girls were given [[BreastExpansion bigger breasts]] and [[{{Stripperiffic}} skimpier outfits to match]]. By ''IV'', it reached truly ridiculous [[{{Pun}} proportions]] when practically ''all'' the girls were 16th century exhibitionists apart from TokenWholesome Hilde. ''V'', under the leadership of Odashima, dialed things back by removing most of the female characters and giving Ivy a more modest costume. He knew ''IV'' gone too far. Only, it turned out to be a case of ZigZaggingTrope since, as mentioned above, Daishi left the team and was replaced by Hoshino. He released the FreeToPlay ''Lost Swords'' subsequently went back to the HotterAndSexier route. In fact, it seems he took {{sex sells}} to heart, since he made costumes for the female characters that would be revealing by ''VideoGame/{{Dead or Alive}}'' standards. Practically all advertisements for the game were nothing but shameless fanservice. If ''Soulcalibur VI'' is released, one can't help but wonder what the costumes are going to look like. Whether you think this is a good thing or not depends on your tastes.

to:

* The ''VideoGame/SoulSeries'':
** They
''VideoGame/SoulSeries'' had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.
** Also, the {{fanservice}} and the HotterAndSexier tone. It was there from the start with characters like Taki with her skin-tight bodysuit that revealed everything and Ivy with dominatrix-inspired outfits. Overtime, as graphics improved, all the girls were given [[BreastExpansion bigger breasts]] and [[{{Stripperiffic}} skimpier outfits to match]]. By ''IV'', it reached truly ridiculous [[{{Pun}} proportions]] when practically ''all'' the girls were 16th century exhibitionists apart from TokenWholesome Hilde. ''V'', under the leadership of Odashima, dialed things back by removing most of the female characters and giving Ivy a more modest costume. He knew ''IV'' gone too far. Only, it turned out to be a case of ZigZaggingTrope since, as mentioned above, Daishi left the team and was replaced by Hoshino. He released the FreeToPlay ''Lost Swords'' subsequently went back to the HotterAndSexier route. In fact, it seems he took {{sex sells}} to heart, since he made costumes for the female characters that would be revealing by ''VideoGame/{{Dead or Alive}}'' standards. Practically all advertisements for the game were nothing but shameless fanservice. If ''Soulcalibur VI'' is released, one can't help but wonder what the costumes are going to look like. Whether you think this is a good thing or not depends on your tastes.
remains.

Added: 2359

Changed: 1017

Is there an issue? Send a MessageReason:
None


* The ''VideoGame/SoulSeries'' had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.

to:

* The ''VideoGame/SoulSeries'' ''VideoGame/SoulSeries'':
** They
had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.remains.
** Also, the {{fanservice}} and the HotterAndSexier tone. It was there from the start with characters like Taki with her skin-tight bodysuit that revealed everything and Ivy with dominatrix-inspired outfits. Overtime, as graphics improved, all the girls were given [[BreastExpansion bigger breasts]] and [[{{Stripperiffic}} skimpier outfits to match]]. By ''IV'', it reached truly ridiculous [[{{Pun}} proportions]] when practically ''all'' the girls were 16th century exhibitionists apart from TokenWholesome Hilde. ''V'', under the leadership of Odashima, dialed things back by removing most of the female characters and giving Ivy a more modest costume. He knew ''IV'' gone too far. Only, it turned out to be a case of ZigZaggingTrope since, as mentioned above, Daishi left the team and was replaced by Hoshino. He released the FreeToPlay ''Lost Swords'' subsequently went back to the HotterAndSexier route. In fact, it seems he took {{sex sells}} to heart, since he made costumes for the female characters that would be revealing by ''VideoGame/{{Dead or Alive}}'' standards. Practically all advertisements for the game were nothing but shameless fanservice. If ''Soulcalibur VI'' is released, one can't help but wonder what the costumes are going to look like. Whether you think this is a good thing or not depends on your tastes.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/AssassinsCreedUnity'' is an inversion, an example of a Franchise, as a result of the divisive reaction to ''III'', returning to the Franchise's roots -- greater focus on stealth, less focus on side activities, more assassination missions, toning down TheGump -- and getting thoroughly trashed for essentially repeating its original sins. ''VideoGames/AssassinsCreedI'' was criticized in its time for repetitive side activities, lack of additional interaction with the open world and endless collectibles. ''Unity'' returned with repititive Side Story quests, endless collectibles that dotted out the map to the extent that people became nostalgic for the much reviled flags of ''I''. Where ''III'' was criticized for Connor being too central to the Revolution, ''Unity'' was criticized for [[CantGetAwayWithNuthin the hero being too marginal]] to the events, with the game being highly criticized for its shallow representation of history. The game which followed, ''Syndicate'' [[HereWeGoAgain recieved praise]] for making more diverse side missions, a fairer look at the historical events and having additional features missing in Unity.

to:

** ''VideoGame/AssassinsCreedUnity'' is an inversion, an example of a Franchise, as a result of the divisive reaction to ''III'', returning to the Franchise's roots -- greater focus on stealth, less focus on side activities, more assassination missions, toning down TheGump -- and getting thoroughly trashed for essentially repeating its original sins. ''VideoGames/AssassinsCreedI'' was criticized in its time for repetitive side activities, lack of additional interaction with the open world and endless collectibles. ''Unity'' returned with repititive Side Story quests, endless collectibles that dotted out the map to the extent that people became nostalgic for the much reviled flags of ''I''. Where ''III'' was criticized for Connor being too central to the Revolution, ''Unity'' was criticized for [[CantGetAwayWithNuthin the hero being too marginal]] to the events, with the game being highly criticized for its shallow representation of history. The game which followed, ''Syndicate'' [[HereWeGoAgain recieved received praise]] for making more diverse side missions, a fairer look at the historical events and having additional features missing in Unity.
Is there an issue? Send a MessageReason:
None


** The ''Halo'' series has been criticized for its games being too dependent on backstory from the ExpandedUniverse, meaning ''VideoGame/Halo5Guardians'' doesn't make much sense without having read ''Literature/HaloEscalation'', ''[[VideoGame/{{Halo 4}} Spartan Ops]]'', ''Literature/HaloNightfall'', ''Literature/HaloNewBlood''... etc. This reliance on the expanded universe for backstory goes back to the franchise's first two entries: ''VideoGame/HaloCombatEvolved'' and its tie-in novel ''Literature/HaloTheFallOfReach''. Without ''The Fall of Reach'', the player had no clue about where [[TheHero Master Chief]] came from, why [[ScaryDogmaticAliens the Covenant]] were attacking, where [[SpaceshipGirl Cortana]] came from, what the ''[[CoolStarship Pillar of Autumn]]'' ship was evacuating from, and so on. But the difference was that ''Combat Evolved'''s plot was self-contained to the events on the titular Halo ring, so all the missing backstory didn't matter to the events in-game. This pattern of keeping the games' and books' plots separate was largely the same until Creator/ThreeFourThreeIndustries took over the series, making the EU more prominent but with mixed results on its games.

to:

** The ''Halo'' series has been criticized for its games being too dependent on backstory from the ExpandedUniverse, meaning ''VideoGame/Halo5Guardians'' doesn't make much sense without having read ''Literature/HaloEscalation'', ''ComicBook/HaloEscalation'', ''[[VideoGame/{{Halo 4}} Spartan Ops]]'', ''Literature/HaloNightfall'', ''Literature/HaloNewBlood''... etc. This reliance on the expanded universe for backstory goes back to the franchise's first two entries: ''VideoGame/HaloCombatEvolved'' and its tie-in novel ''Literature/HaloTheFallOfReach''. Without ''The Fall of Reach'', the player had no clue about where [[TheHero Master Chief]] came from, why [[ScaryDogmaticAliens the Covenant]] were attacking, where [[SpaceshipGirl Cortana]] came from, what the ''[[CoolStarship Pillar of Autumn]]'' ship was evacuating from, and so on. But the difference was that ''Combat Evolved'''s plot was self-contained to the events on the titular Halo ring, so all the missing backstory didn't matter to the events in-game. This pattern of keeping the games' and books' plots separate was largely the same until Creator/ThreeFourThreeIndustries took over the series, making the EU more prominent but with mixed results on its games.

Added: 2134

Changed: 727

Is there an issue? Send a MessageReason:
None


* ''Franchise/MortalKombat'' only completely entered its DorkAge when it smashed into the PolygonCeiling, but [[VideoGame/MortalKombat3 the third game]] shows at least some of the weaknesses of later installments: overreliance on dial-a-kombo,[[note]]a term in the fandom referring to cheap combos that only require ButtonMashing, without any stick movement[[/note]] unmemorable and often [[TheScrappy easy-to-hate]] new characters, the complete shattering of the Eastern-[[AsLongAsItSoundsForeign ish]] theme (which resulted in people realizing how ridiculous some of the characters looked), and the bosses [[SNKBoss suddenly]] [[PerfectPlayAI getting]] [[TheComputerIsACheatingBastard cheaper]]. Yet there's still a lot of fans and defenders of this one.

to:

* ''Franchise/MortalKombat'' ''Franchise/MortalKombat'':
** The series
only completely entered its DorkAge when it smashed into the PolygonCeiling, but [[VideoGame/MortalKombat3 the third game]] shows at least some of the weaknesses of later installments: overreliance on dial-a-kombo,[[note]]a term in the fandom referring to cheap combos that only require ButtonMashing, without any stick movement[[/note]] unmemorable and often [[TheScrappy easy-to-hate]] new characters, the complete shattering of the Eastern-[[AsLongAsItSoundsForeign ish]] theme (which resulted in people realizing how ridiculous some of the characters looked), and the bosses [[SNKBoss suddenly]] [[PerfectPlayAI getting]] [[TheComputerIsACheatingBastard cheaper]]. Yet there's still a lot of fans and defenders of this one.one because it was the conclusion of the "Outworld Trilogy" and the stakes and tone of the original game were still there.
** ''Videogame/MortalKombatII'' introduced many fan-favorite characters, such as Kitana, Mileena, and Jax, but it also conspicuously took Kano and Sonya out for no real reason other than to have a DistressedDamsel and [[TheWorfEffect establish how badass Shao Khan is]]. The real fan favorites (Liu Kang, Sub Zero, Scorpion, Raiden, etc.) remained, however, so Kano and Sonya's losses were deemed acceptable. The ''third'' game, however, is when the absences started getting out of hand. Johnny Cage was killed off, Raiden said ScrewThisImOuttaHere, and neither Kitana nor Mileena returned in the initial version. Even worse, Scorpion, ''the most popular character in the series'', was left out as well. The team quickly rectified most of these mistakes with the updated rerelease, ''Ultimate MKIII'', but within the casual market, the damage was done.\\
\\
This problem continued on throughout the rest of the series, as many fan-favorite characters were arbitrarily included or dropped from each installment. Sometimes they're killed off, sometimes they switch sides, sometimes they turn into completely new characters. This has become so ingrained within the fanbase that a common question when a new game is announced is "Is [insert favorite character here] in it?".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* [[HijackedByGanon One of the biggest criticisms]] aimed toward ''VideoGame/BatmanArkhamOrigins'' and ''VideoGame/BatmanArkhamKnight'' is present in ''VideoGame/BatmanArkhamCity'' where, despite Hugo Strange being marketed and presented as the main vilain in the beginning of the game, you'll spent almost the rest of it [[spoiler:curing the Joker from his disease]] to the point that the game needs to remind you who the real villain is from times to times. Making him the BigBad of the first game was quite sensible because, well, who else would you pick? The second game was intended to be Creator/{{Mark Hamill}}'s swansong for the character, which nobody would have wanted pushed to a side mission. This had the adverse effect of making the series ''dependent'' upon the Joker by the third game. Further, since pretty much every known iconic Batman villain had been used multiple times by then, in order to keep things fresh, the developers had to start digging through the CListFodder. By ''Arkham Knight'', the series had become so dependent on the Joker as a main villain that it simply ''had to'' use him, despite him being quite dead.
* ''VideoGame/BorderlandsThePreSequel'' has been criticized by some reviews and fans of having tedious backtracking and tiresome quest design. While some of these problems have existed since the first entry in the franchise, ''VideoGame/{{Borderlands 2}}'' did mitigate some of the excessive backtracking and offered vastly improved gameplay and writing that helped distract from some of the sluggish pacing problems. However, as noted in this [[http://www.ign.com/articles/2014/10/13/borderlands-the-pre-sequel-review IGN review]], the ''Pre-Sequel'' did not correct the pacing problems despite being the 3rd main installment in the series, thus making it more difficult to ignore these issues.
* ''VideoGame/MegaMan5'' was the first game to not make any substantial change to the series formula (''VideoGame/MegaMan2'' had items and eight bosses, ''VideoGame/MegaMan3'' had Rush and sliding, and ''VideoGame/MegaMan4'' had the charged buster shot and the DiscOneFinalDungeon). The series became notorious for repetition not long after. It was also the first game to repeat the 'twist reveal' that the BigBad [[HijackedByGanon was Dr. Wily all along]] and make it completely unsurprising; ''4'' had the element of Wily supposedly dying in the previous game while introducing a completely new antagonist in Dr. Cossack, making the twist somewhat surprising. For ''5'' to suggest that Proto Man had suddenly undergone a complete FaceHeelTurn for no real reason, most gamers could easily guess how it was going to turn out.
* ''Franchise/SonicTheHedgehog'':
** It's said that ''VideoGame/SonicAdventure'' and ''VideoGame/SonicAdventure2'', while worthy installments in their own right, started a number of annoying trends [[PolygonCeiling exacerbated]] in the later 3-D Sonic games, like {{Unexpected Gameplay Change}}s, Sonic (or sometimes his friends) using the Chaos Emeralds as an Eleventh Hour power up, and Eggman being upstaged by a MonsterOfTheWeek that goes out of his control. Later games started rectifying this by demoting the Emeralds back to bonus power-ups and re-estasblishing Eggman as the main villain like in the original games.
** Some consider the introduction of Tails in ''VideoGame/SonicTheHedgehog2'', Knuckles in ''[[VideoGame/Sonic3AndKnuckles Sonic 3]]'', and '''ESPECIALLY''' Amy Rose and Metal Sonic in ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'', while well-liked additions to the series overall, to be the beginning of the franchise's (at times overexaggerated) troubles with LoadsAndLoadsOfCharacters and [[GameplayRoulette juggling different styles of gameplay]]. Plans for sidekick characters went as far back as the initial development of the franchise. The fact that none of them made it into the first game, and ended up being introduced slowly in the next few games, gave a very different impression of the series to early fans. This makes it an odd sin that was planned to be there from the beginning, but by accident was kept in check early on (though it probably wouldn't be seen as a sin if it was a necessary barrier to like the franchise from the beginning).
** The bad ending of Game Gear version of ''VideoGame/SonicTheHedgehog2'' implies that [[SuddenDownerEnding Tails is]] ''[[SuddenDownerEnding murdered]]'' [[SuddenDownerEnding by Eggman]]. Which, combined with ''Sonic Spinball'' and ''WesternAnimation/SonicSatAM'', may have been a slow beginning to the DarkerAndEdgier route, the tone ending up becoming a big criticism by the time the 3D games reached ''VideoGame/ShadowTheHedgehog'' and ''[[VideoGame/SonicTheHedgehog2006 Sonic 2006]]''.
** Some others thought ''[[VideoGame/Sonic3DFlickiesIsland Sonic 3D Blast]]'' foreshadowed the problems with the 3D games. Gameplay is slowed-down and running controls are loose and slippery, while the 'get to the end as quickly as possible' goal was replaced with 'find all of the birds and guide them to the exit'. This possibly led to experimental gameplay mechanics like Big the Cat's stages in the ''Adventure'' games that deviated too much from the Sonic formula.
** Some also believe that SEGA's very loose policy on canonicity of side materials (most notably the TV shows and the comics) created a BrokenBase as early as 1992--one year after Sonic was introduced--as Sonic fans started siding with one particular interpretation while viciously attacking the other ones, not unlike today's Broken Base with Sonic (only with gameplay more than story). During the 90s, however, Sonic fans had a common enemy in Nintendo and Mario, so the cracks didn't become visible to most until 2001 with ''VideoGame/SonicAdventure''. At this time, SEGA exerted greater enforcement over canonicity rendering all other storylines non-canon, followed shortly by SEGA's financial collapse and subsequent alliance with Nintendo. With the barriers torn down and no uniting force, the bickering became the Sonic fandom's most infamous trait.
** The [=3D=] games have scripted moments where Sonic goes through a spectacle of loops and corkscrews while the player holds "up" (or sometimes nothing at all), which can get complaints for not engaging the player from a gameplay standpoint during such moments. The [=2D=] games had moments like this too, substituting "up" with "right" or "down".
** One of the most maligned elements of '''06'' was the character of Princess Elise, who many people remarked as looking [[UncannyValley incredibly out-of-place]] next to Sonic and pals, but realistic human characters had been around since ''Adventure 2'' without too much complaining. Elise was just the first one to be a major character who regularly interacted with the cartoon animals, which threw the contrast in far sharper relief (and the romance just made it even more questionable).
* ''VideoGame/GuitarHero Encore: Rocks the 80s'' was a poorly received MissionPackSequel to the excellent ''Guitar Hero II'', made by Harmonix [[TheyJustDidntCare under contract]] after Creator/{{Activision}} bought the series. Neversoft (under Activision) made ''Guitar Hero III'' and onward, with ''Guitar Hero: Aerosmith'', ''Guitar Hero: Metallica'', ''Guitar Hero: Smash Hits'', ''Guitar Hero: Van Halen'', ''Guitar Hero: On Tour -- Decades'', ''Guitar Hero: On Tour -- Modern Hits'' and ''Band Hero'', drowning the series in a flood of {{Mission Pack Sequel}}s.
* For ''VideoGame/RockBand'', themselves Harmonix continued this trend on their own with ''Rock Band'' Track Packs (bare-bones game discs with songs taken from the game's vast DLC library, for players stuck on [[DaddySystem consoles with no DLC]] or who want to get the songs for slightly cheaper) and band-specific sequels with artists like Music/TheBeatles and Music/GreenDay.
* ''Franchise/MortalKombat'' only completely entered its DorkAge when it smashed into the PolygonCeiling, but [[VideoGame/MortalKombat3 the third game]] shows at least some of the weaknesses of later installments: overreliance on dial-a-kombo,[[note]]a term in the fandom referring to cheap combos that only require ButtonMashing, without any stick movement[[/note]] unmemorable and often [[TheScrappy easy-to-hate]] new characters, the complete shattering of the Eastern-[[AsLongAsItSoundsForeign ish]] theme (which resulted in people realizing how ridiculous some of the characters looked), and the bosses [[SNKBoss suddenly]] [[PerfectPlayAI getting]] [[TheComputerIsACheatingBastard cheaper]]. Yet there's still a lot of fans and defenders of this one.
* ''VideoGame/WorldOfWarcraft'':
** Creeping layers upon layers of retcons, the Horde/Alliance ConflictBall, and the increasingly immersion-breaking self-aware humor. You could say that the worst excesses of ''Wrath of the Lich King'' existed in embryonic form in ''The Burning Crusade'', and likewise, the worst excesses of ''Cataclysm'' can be found in a weaker form in ''Wrath of the Lich King''. The SuddenSequelHeelSyndrome of Orcs is also thought to have originated in ''Cataclysm'', and ''Mists of Pandaria''. Most of this was present when [=WoW=] launched. The real Original Sin came in ''VideoGame/WarCraft III'', where Blizzard first began to rely on massive retcons in lieu of moving the story forward in a logical fashion. At the time, the world was small enough that the retcons were a necessary evil in order to build up a setting that felt like a whole world (and could later support an MMO).
** Accusations of Horde bias on the developers part can (and by some forumers, have) be retraced way back to Warcraft 2, where the Horde was so powerful that the only reason the Alliance won was because the Horde suffered a civil war.
* ''Franchise/{{Pokemon}}'':
** Weather effects have been around since [[VideoGame/PokemonGoldAndSilver Gen II]], but at the time of their introduction, Weather-based teams were not very popular because altering weather would only last five turns, and the effects were rarely worth the time spent setting up. [[VideoGame/PokemonRubyAndSapphire Gen III]] introduced abilities, among which were several weather-related ones: Drought/Drizzle/Sand Stream, which caused weather effects that would last indefinitely until another move or ability was used to cancel them out; along with other abilities like Swift Swim that doubled certain stats in certain weather conditions. However, Drought/Drizzle were exclusive to two [[OlympusMons Legendary Pokémon]] that could not be used in most forms of competitive play, and Sand Stream was (at the time) weaker and harder to use than the other two, so this wasn't a huge issue. [[VideoGame/PokemonDiamondAndPearl Gens IV]] and [[VideoGame/PokemonBlackAndWhite V]], however, have since added even more weather-based abilities, moves and items, including giving Drought/Drizzle to non-banned Pokémon and introducing strong Sandstorm users such as Garchomp, Excadrill and Landorus. The result is the Gen V metagame is so dominated by weather teams a few of the larger Pokémon communities have had to place bans on certain Pokémon and combinations, and have even discussed banning weather (or at least weather-inducing abilities) outright. Game Freak nerfed weather abilities themselves in Generation VI, by limiting ability-caused weather to five turns, as a weather-altering move would do.
** "Mythical Pokémon", aka Event Legendaries (Pokémon only attainable through real life limited-time-only events) have been around since [[VideoGame/PokemonRedAndBlue Gen I's]] Mew. Mew was added in at the last minute and wasn't meant to be obtainable, hence why not having it had no bearing on Pokédex completion. As of Gen VI, the number of Event Legandaries has increased to ''thirteen'', and while they still don't affect Pokédex completion, it is still irritating to completionists due to how gratuitous their status is (these Pokémon have no valid reason to be restricted to nigh-unobtainable status nowadays as they're not last minute additions like Mew was) and how contradictory it is to the original slogan of the series (you can't "[[GottaCatchEmAll catch 'em all]]" if a fair number of them are all but locked off to you, can you?)[[note]]Although it is worth noting said slogan was retired by Gen III (and was coined by a 4Kids dubber from the English version of the anime who had nothing to do with the games' development and famously knows nothing about them anyway), but it has since been brought back in X/Y.[[/note]] Omega Ruby and Alpha Sapphire seem to be taking steps to rectify this however as one of the Mythical Pokemon, Deoxys, is now available in the games, time will tell if this will last into future games.
* ''American Wasteland'' may have marked the exact moment when the ''VideoGame/{{Tony Hawk|sProSkater}}'' series' {{franchise zombi|e}}fication became [[JumpingTheShark irreversible]], but the things that sent it and later games off the rails can be seen as far back as ''[[VideoGame/TonyHawksUnderground Underground]]'' (and even ''Pro Skater 4''), when the series was still on top of the world. By adding the ability to walk around on foot and drive around in vehicles, ''Underground'' started the series' trend towards over-reliance on gimmicks like the "Nail the Trick" feature and ''[[FranchiseKiller Ride]]''[='=]s use of an expensive skateboard peripheral, and became less about the actual skateboarding -- something that was made readily apparent when ''VideoGame/{{Skate}}'' came out without any of these gimmicks and proved that they were unnecessary.
** One could go back all the way to the first game, citing the way combos are scored (powerful multipliers awarded for each little trick, losing everything for bailing) as an Original Sin that elevated rail-slides (which created tons of opportunities to perform little stunts) above everything else. From there, ''Pro Skater 3'' introduced the revert. Now you can do air on a quarter-pipe and link it into a manual, making the expected combos longer (and riskier, since bailing cancels out the whole thing) even for relatively casual players who didn't make as much use of the long grind and manual chains in the earlier games. Increasingly, gameplay grew more dependent on over-the-top stunt chains than anything resembling actual skateboarding.
* ''Franchise/ResidentEvil'':
** ''VideoGame/ResidentEvil4'' set the series on a far more action-packed course as opposed to the SurvivalHorror genre that it had [[TropeMaker pioneered]]. It had [[ImpossibleItemDrop downed enemies dropping ammo and other loot]] for the first time, allowed players to use that loot to upgrade and purchase weapons, replaced the zombies with the comparatively human-like Ganados, introduced [[PressXToNotDie quick-time events]], and featured scenes of Leon [[WrestlerInAllOfUs suplexing enemies]] and leaping through a laser grid in a manner that would [[Film/TheMatrix make Keanu Reeves proud]]. While these changes were divisive even then, ''[=RE4=]'' was still scary enough, and retained enough of past games' horror/exploration DNA, that longtime fans could ignore them and appreciate the much-needed improvements to gameplay that it made. It's not ''too'' controversial within the fandom to list ''[=RE4=]'' as one's favorite ''RE'' game.\\
\\
However, the next "main" installment, ''VideoGame/ResidentEvil5'', took these changes even further and started bringing the series into ThirdPersonShooter territory. It featured nearly non-stop action at the expense of scares, abundant ammunition supplies that made ammo conservation a much more minor concern (and thus reducing tension by making enemy encounters far easier to plow through), a removal of the exploration of past games in favor of a more linear progression, and over-the-top ActionHero protagonists -- a shift that was met with [[http://www.destructoid.com/dr-capcom-s-monster-resident-evil-5-blows-282960.phtml a mixed reception]] from fans and critics. The following game, ''VideoGame/ResidentEvil6'', as well as the {{spinoff}} ''[[VideoGame/ResidentEvilOperationRaccoonCity Operation Raccoon City]]'', were full-blown action shooters and [[DorkAge low points for the series]]. Furthermore (as argued [[http://www.gamespot.com/resident-evil-4-hd/videos/great-games-terrible-legacy-resident-evil-4-6402604/ here]]), ''RE''[='=]s transition from horror to action wound up impacting the entire SurvivalHorror genre, especially at the big-budget levels, as games like ''VideoGame/SilentHillHomecoming'' and the ''Franchise/DeadSpace'' sequels [[FollowTheLeader imitated it]]. Some have even called ''[=RE4=]'', in the long run, a ''Genre'' Original Sin for survival horror, if not an outright GenreKiller. Fortunately, Creator/{{Capcom}} eventually realized that the series was going the wrong way, creating the ''[[VideoGame/ResidentEvilRevelations Revelations]]'' [[VideoGame/ResidentEvilRevelations2 spin-offs]] that brought gameplay back to a focus on exploration, ammo conservation, and scares (while still retaining the gameplay innovations and weapons upgrades of the main series games).
** Another, and earlier, likely Original Sin may have been [[Film/ResidentEvil the film adaptation]], which was, at the time, one of the most action-packed zombie movies ever made, and certainly more action-heavy than the games that preceded it. Its sequels [[ActionizedSequel only further amped up these elements]], to the point where the ''RE'' movies came to be described strictly as action films with zombies in them. The success of the film series likely [[InkStainAdaptation colored people's expectations of the games]], leading to later installments of the latter, starting with ''[=RE4=]'', incorporating more of the former's stylistic elements.
* The problem with the ''Franchise/TalesSeries'' and DLC all started with the PS3 release of TalesOfVesperia, which had costumes that could only be obtained by preorders, and then more that can only be obtained by paying with real money. While this upset some fans, the game overall was still very meaty and had easily the most in game costume in the series before... or since. The very next [[TalesOfGraces game]] had no more than ''two'' in game costumes per character (to compare, everyone on the Playstation 3 version of Vesperia had at ''least'' five, with Yuri and Karol having well over that), with the rest only available through DLC. The [[TalesOfXillia game after that]] had... four, not even one for each character, and two of them were for the female lead.
* ''Franchise/{{Metroid}}'':
** After eight years in rest since ''VideoGame/SuperMetroid'', the series was revived with two well-received games, one of them being ''VideoGame/MetroidFusion''. Despite the positive reception, a point of criticism from fans was its stronger focus on a story, it was even the first time Samus interacted with another character. This was seen as a turning point for the entire series to shift towards more plot-driven games, like ''VideoGame/MetroidPrime3Corruption''. ''[[VideoGame/MetroidOtherM Other M]]'' brought the debate on whether or not this is a good idea to a flame-war-stricken head, particularly due to how it characterizes Samus Aran.
** Samus has also become more and more gratuitously sexualized as the series has gone on. The series has always rewarded good gameplay with an image of Samus out of her armor and in skimpy clothing, but in the earlier games it was much more about the TomatoSurprise than {{Fanservice}} and most players wouldn't even see it because it required a very good performance. ''VideoGame/MetroidZeroMission'' introduced a [[LatexSpacesuit skintight undersuit]] for her, which just ''barely'' skated by with the fanbase (because the entire point was that [[UnbuiltTrope her armor was forcibly stolen, and she was more vulnerable as a result]]). Ever since then, suitless Samus has become just a thing that happens for fanservice, at times in contexts some fans consider inappropriate and/or degrading. The prominence of Zero Suit Samus in ''VideoGame/SuperSmashBros'' did not help things either.
* ''VideoGame/MedalOfHonor'', as discussed in [[http://www.escapistmagazine.com/articles/view/columns/criticalintel/10026-The-Medal-of-Honor-Curse this article]], contained early versions of many of the things that later military shooters would be criticized for -- most notably, its desaturated color palette and how that style [[RealIsBrown became associated with 'realism']] even in settings where it didn't make sense.
* ''VideoGame/MarioKart'':
** The Spiny Blue Shell that debuted in ''VideoGame/MarioKart64'' and ''VideoGame/MarioKartSuperCircuit'' was a quite honest and balanced weapon in those two games, since it worked like a blue shell that hit every other racer in front of the one who threw it; however, in ''VideoGame/MarioKartDoubleDash'', the item was given an overhaul, where it was given wings, thus only hitting whoever is leading the race, [[ThatOneAttack and the possibility to explode, which means a damage that takes longer to recover]]. While normal damage (i.e. being hit by a normal shell) only takes two seconds or so to recover, an explosion flat-out stops the kart, and it takes roughly five to ten seconds to gain speed once again. Exploding on contact, alongside it only hitting the leader (although the explosion ''can'' hit nearby racers), means the only kart getting any benefits whatsoever is the one in second place, which often happens -- unsurprisingly -- to surpass the one at the head of the race. This 'feature', already problematic when playing ''MK:DD!!'' in single player, was even more frustrating in ''VideoGame/MarioKartDS'', and outright plagued single player races in ''VideoGame/MarioKartWii'', where [[TheComputerIsACheatingBastard getting hit by a Spiny Blue Shell inches before the race ended]] was so common, that unlocking characters and/or karts requiring Golden Cups at 150cc difficulty was [[LastLousyPoint nearly impossible]]. Thankfully ''Mario Kart 7'', while still having the Blue Shell explode upon hitting the first-place driver, also stripped it of its wings, thus reverting it to its pre-''Double Dash!'' form: [[AuthorsSavingThrow now the shell hits everyone else in the process]][[note]]although it doesn't ''quite'' work like a Red Shell with other drivers, as they're all accidental targets. Its only ''real'' target is still the lead racer[[/note]].
** ''Mario Kart: Double Dash!!'', aside from changing how the Spiny Shell worked, introduced a new gimmick that forced players to use 2 characters at once (one for driving and one for using items). This wasn't bad in single player since you did everything at once, but if you had to play with a friend, you really needed to communicate and have good timing in order to race properly. The introduction of 2 players per kart also meant the amount of items in play was doubled, leading to item spam in the whole race and increasing the chances of getting an item that screws everyone else over. ''Mario Kart Wii'' amplified the problem with items by introducing more items that can either screw everyone over or screw one person over if he/she can't shake the item off. On top of this, the game had 12 players in a race instead of the standard 8, which meant more items popping up and causing chaos. The game also introduced bikes, [[ComplacentGamingSyndrome which became everyone's favorite thing to use]] because abusing the wheelie mechanic made bikes go faster than karts, regardless of stats. It wasn't until ''Mario Kart 7'' that Nintendo balanced things again and got rid of mechanics that did not work.
** The coins mechanic was heavily disliked by players for nearly every game it appeared in. ''Super Mario Kart'' used coins as a way to boost speed and you'd lose coins for being hit or going off course and being bumped would also make you lose coins. ''Mario Kart Super Circuit'' brought the coins back and they doubled as a requirement to be met if you wanted to get the best rank. ''Mario Kart 7'' had the coins return once more, though they would only give you a slight speed boost and you wouldn't spin out from a bump if you had no coins. However, coins were needed to unlock parts for your karts and it got really ridiculous with some parts requiring thousands or even beyond ten thousand coins to unlock. ''Mario Kart 8'' not only retained the coin system and unlocks that the previous game used, but now coins can be an item you can pick up, which means your measly 2 coin bonus will not protect you from the red shell the person behind you will use.
** {{Decomposite Character}}s taking character slots. The ''Double Dash!!'' roster included baby versions of Mario and Luigi. Although fans were not fond of them, they mostly didn't mind as ''Yoshi's Island'' was enough of a cult game to make their inclusion justified. ''Wii'' introduced Baby Peach, Baby Daisy and Dry Bowser (Bowser StrippedToTheBone in ''New Super Mario Bros.''). ''Mario Kart 7'' created Metal Mario out of a power up from ''Super Mario 64''. ''Mario Kart 8'' has the four previous babies, Baby Rosalina, Metal Mario and Pink Gold Peach in the basic version and Tanooki Mario, Cat Peach (power up from ''Super Mario 3D World'') and Dry Bowser as DownloadableContent for a total of 10 alternate versions of other characters, more than a quarter of the roster. All of them are {{Base Breaker}}s at best or [[TheScrappy Scrappies]] at worst. The removal of original characters like King Boo or Birdo doesn’t help.
** Elements not from Mario games. ''DS'' had R.O.B as an unlockable character. Wii and 7 allowed you to play with your Miis. Later installments introduced as [[DownloadableContent DLCs]] Link, Villager and Isabelle as playable characters along with tracks based on ''Zelda'', ''Animal Crossing'', ''F-Zero'' and ''Excitebike''. Mario Kart 8 is one of the better received installments but there’s criticism about the game feeling more like ''Nintendo Kart'' than ''Mario Kart''.
* Creator/BioWare:
** Romance plots originally were rather subdued, some romantic requirements having different requirements to set off a relationship (especially in ''VideoGame/BaldursGate'' where playing nice is a good way to have your advances rejected by your prospective love interests). By ''VideoGame/DragonAgeII'' certain party members had [[ShallowLoveInterest little or no role in the story beyond their romance]], which caused the game to suffer.
** The focus on epic storylines, intricate plotting, and ''massive'' worldbuilding started hitting a brick wall as early as ''VideoGame/JadeEmpire'', where there were far too many characters and background for such a short game. Spread out over three games in ''Franchise/MassEffect'', the plotlines became increasingly complex, but the realties (read: limitations) of CRPG technology led to having to {{railroad|ing}} a GainaxEnding to the series. It's also biting them hard with ''VideoGame/StarWarsTheOldRepublic'', where their ambitious writing (8 character classes, each with their own story arc) and production values (top-tier voice talent) has led to a very satisfying process of leveling from 1-50, but budget cutbacks from ElectronicArts means they've abandoned the individual class stories, leaving a generic, repetitive grind (the story arc only differs by faction) for anything past the initial story arc.
** As [[http://1d4chan.org/wiki/Bioware#Mass_Effect pointed out]] on 1d4chan, the first two ''Franchise/MassEffect'' games, while still extremely good, had quite a few omens of the problems that arose in ''VideoGame/MassEffect3''; powers being made redundant, story vital characters and events being left to DLC, a drop in character development, EA [[ExecutiveMeddling butting in where they don't belong]], and a decrease in making vital choices. All of these things were present over the first two games but were either barely noticeable or well controlled. The third game was merely the point where these issues ''really'' started impacting the quality of the game.
** They also point out that this applies to ''Franchise/DragonAge'', as well, only to a much sharper degree; every [[BrokenBase base breaking]] aspect of the second game was present in ''[[VideoGame/DragonAgeOrigins Origins]]''. There was pointless DLC, divisive or unlikeable characters, and the first expansion pack ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'' was visibly rushed and had loads of gamebreaking bugs. Thing is, there it was all kept in check and plenty of work was put into ''Origins'' to ensure it came out good. ''Dragon Age II'' was every problem with ''Origins'' made blatant due to EA forcing Bioware to bum rush the game out. As good as Bioware is, a game of the same quality level of ''Dragon Age: Origins'' being completed in '''less than a year''' just ''wasn't'' going to happen.
* [[PressXToNotDie Quick-Time Events]], one of the biggest {{Scrappy Mechanic}}s in modern video games, can be traced all the way back to the beloved ''VideoGame/DragonsLair'', whose gameplay was nothing ''but'' quick-time events, and can be seen in its more modern form in other well-liked games like ''Die Hard Arcade'' and ''VideoGame/{{Shenmue}}'' before ''Resident Evil 4'' popularized the concept.
* ''VideoGame/GrandTheftAutoIII'' was hardly the first violent, M-rated video game to raise eyebrows; ''VideoGame/{{Doom}}'', ''VideoGame/MortalKombat'', and ''VideoGame/DukeNukem'' have it beat on that front by several years. However, it ''was'' the first such game to become a mainstream pop culture sensation on the level of ''Franchise/{{Pokemon}}'' or ''Franchise/SuperMarioBros'' It was both acclaimed by critics and railed against by MoralGuardians for the then-unprecedented freedom it offered to gamers, which included all manner of violence and debauchery. Ignoring the many [[FollowTheLeader direct ripoffs]] that came out in the early-mid '00s, the success of ''GTA III'' has been pointed to as a ''Medium'' Original Sin, responsible for the proliferation of RatedMForMoney attitudes among both developers and gamers who demanded more 'mature' (i.e. "rated M for Mature") content in games.
* David Cage has always had great ''moments'' in his games, but even back in ''VideoGame/{{Fahrenheit}}'', there was a note that the overriding plotline was just ''weird'', and didn't fit with the previous scenes. At the time, this could be forgiven due to ExecutiveMeddling forcing the developers to rush the game out the door before they came up with a proper ending, leading to the GainaxEnding that it ultimately had. However, ''VideoGame/HeavyRain'' had the strange foreshadowing with no payoff, and in ''VideoGame/BeyondTwoSouls'', the plot is in a chopped-up order and doesn't fit together at all. While ''Beyond'' still has quite a few fans, if the trend continues, the Original Sin will be revealed. Cage plots by imagining cool, individual scenes, but doesn't seem to know how to put them together in a sensible fashion.
* The [[VideoGame/NewSuperMarioBros1 first game]] in the ''VideoGame/NewSuperMarioBros'' series re-using ''most'' of the VideoGameSettings from ''VideoGame/SuperMarioBros3''[[note]]The PipeMaze and MacroZone biomes were replaced with mountains and jungles.[[/note]] was generally not seen as a big flaw. However, ''all'' of the settings from NSMB were later re-used in [[VideoGame/NewSuperMarioBrosWii three]] [[VideoGame/NewSuperMarioBros2 more]] [[VideoGame/NewSuperMarioBrosU games]] ([[VideoGame/NewSuperLuigiU maybe even four]]) with little variance, and as a result the lack of originality is one of the biggest criticisms for the entire sub-series.
* Creator/SquareEnix's [[UpdatedRerelease updated rereleases and ports]] of some of their older games once got a great deal of excitement from many RPG fans, especially those in the US and Europe. It gave many people the chance to play some of Square's classic catalog but with far less of the NoExportForYou, BlindIdiotTranslation, and [[CrackIsCheaper financial difficulties of hunting down certain SNES cartridges]] that RPG fans dealt with before the very end of TheNineties. In some cases, Square even remade entire games for the purposes of rereleasing them. However, during the later half of the 2000s, many of these same consumers started complaining about this practice. It became viewed as oversaturation, partially due to the huge numbers of systems that these games were playable on. Between 2005 and 2011, SquareEnix rereleased ''VideoGame/FinalFantasyIV'' alone ''4 times'', for example. The TroubledProduction of both ''VideoGame/FinalFantasyXII'' and ''VideoGame/FinalFantasyXIII'' and the lack of a game to really fill that gap did not help either.
* ''Franchise/FinalFantasy'' didn't suddenly shift towards {{Bishonen}}, {{Kudzu Plot}}s, and [[NoSidepathsNoExplorationNoFreedom Hallways]]--they were there from the very beginning.
** The characters were hard to make out due to the limitations of 8 and 16-bit graphics, but judging by concept art, many characters were intended to be ridiculously pimped-out and beautiful anyway. In fact, the simplicity of his (early) art style is exactly what led to Square giving Creator/TetsuyaNomura character design duties for ''VideoGame/FinalFantasyVII'' (also, let's point out that that game's hero, Cloud Strife, was at least beautiful enough to ''[[WholesomeCrossdresser pass for a woman]]''. However, once technology was able to allow artists the freedom to go nuts and show off the graphical power of the game engines, they leapt at the chance. While American games were moving more towards [[RealIsBrown brownish realism]] and military authenticity, Japanese designers decided to go whole hog with the artistry.
** The first ''Franchise/FinalFantasy'' had a time-travel plot that makes no sense. By the fourth game, we were ripping off ''Franchise/StarWars'', flying to the moon on a whale, fighting inside giant mechs, and defeating the BigBad with the PowerOfFriendship. While it's true that the games became extremely long-winded and cheesy with the introduction of voice-acting and motion capture, characters were silly and expressive for a long time before that. What changed, however, is that real dialogue meant that we couldn't just mash A to speed past the bazillionth conversation and the motion-acting made it more and more obvious that the characters were conceived for Japanese audiences.
** And finally, exploration was largely an illusion even in the franchise's "heyday". Even if the game gave players two or three different directions to go, most of those directions are [[BrokenBridge blocked off]] or don't provide them with much to do until more of the game is unlocked. Starting with ''Videogame/FinalFantasyX'', however, this illusion was completely shattered because by this point, the player wasn't even allowed to wander around pointless empty space anymore to provide the illusion of freedom. Further, around this time, open-world sandbox games had really become the norm, which meant that linear paths were much less tolerable. By ''Videogame/FinalFantasyXIII'', Square had decided to double down on their stance of "story over exploration" by flat out stating that they didn't want freedom to distract players from their awesome story. By ''XIII-2'', ''Lighning Returns'' and ''FFXV'', however, they abandoned that approach due to negative player feedback and featured some type of open environment for each of those games.
** As detailed in [[https://www.youtube.com/watch?v=shE05uqR0Lk this video]], ''VideoGame/FinalFantasyVII'', with its focus on flashy visuals, cutscenes, and production values to rival Hollywood blockbusters, birthed many of the problems that plagued not only later games in the ''Franchise/FinalFantasy'' series (which culminated in the divisive ''VideoGame/FinalFantasyXIII''), but also AAA gaming in general, which became increasingly dominated by gorgeous graphics and cinematic spectacle at the cost of highly linear gameplay that's barely interactive. The difference was that ''Final Fantasy VII'' still had a deep combat system and a well-written (if muddled by BlindIdiotTranslation) story to make up for it.
** ''Final Fantasy VII'' was well-praised at the time and still often today for its dramatic and over-the-top DysfunctionJunction cast, with the main characters more complex and developed than anything ''Final Fantasy'' had managed before. The protagonist Cloud was an especially successful innovation, his arc about his cool demeanour being a fabrication of the secretly weak person he really is striking a chord with a mostly teenage playerbase. While in ''Final Fantasy VII'' these elements are mostly in the background, they were pushed into the foreground in future ''Final Fantasy'' games, causing a descent into more psychological, melodramatic plotlines featuring moody teenagers at the expense of strong plots and goofy humour. As for Cloud, his success caused the entire JRPG genre to spend the next five years furiously trying to FollowTheLeader with {{Wangst}}-ridden, {{BFS}}-swinging teenagers with murky origins and ridiculous hair to the point where it's now the [[DeadUnicornTrope stereotype of the genre]] and has retroactively tarnished ''Final Fantasy VII'''s reputation.
* Creator/{{Nintendo}}'s censorship policies have existed since the beginning of their console career. It was justified during the 1980s due to the fact that many infamous games that helped crash the industry were glorified porn (such as Custer's Revenge and Beat Em and Eat Em). Nintendo's family-friendly approach (to the point of calling their first console a ''Family Computer (Famicom)'') arguably saved gaming. However, their continued adherence to censorship guidelines during the releases subsequent consoles has [[NeverLiveItDown followed them in two ways]]. In the first case, it was what led to Nintendo having the negative reputation of being "kiddie games". The censorship of the original ''VideoGame/{{Mortal Kombat|1}}'' was especially infamous, since the UsefulNotes/SegaGenesis version was released with the gore intact (albeit hidden behind a cheat code), and was much better received by fans despite being technically inferior to the [[UsefulNotes/SuperNintendoEntertainmentSystem Super NES]] version. On the other end, Nintendo's censorship practices also showed the early signs of their strenuous relationship with third-party developers. By the time the [[UsefulNotes/TheFifthGenerationOfConsoleVideoGames fifth generation of gaming]] came, Nintendo's censorship combined with their refusal to adopt CD technology caused developers like Square to get fed up with their practices and jump ship to [[UsefulNotes/PlayStation Sony]]. Nintendo's lack of strong third-party support has been a reoccurring flaw in all of their consoles since.
* While ''VideoGame/KingdomHeartsChainOfMemories'' was fairly well-received and popular enough to get an UpdatedRerelease, it embodied a number of controversial trends that helped give the series a more UnpleasableFanbase:
** The decision to make a direct sequel to the first ''VideoGame/KingdomHearts'' game on the UsefulNotes/GameBoyAdvance, rather than on the UsefulNotes/PlayStation2, helped build a great deal of hype for the game. However, it also created a good deal of ContinuityLockout when ''VideoGame/KingdomHeartsII'' was released and many people got back into the games and were immediately faced with characters and plot points they had never seen before, and led the charge for many plot-relevant games in the series to be spread across all available portable systems. Following the story became a much more challenging and expensive prospect when it required one to have a Playstation 2, a [[VideoGame/KingdomHearts358DaysOver2 Nintendo]] [[VideoGame/KingdomHeartsCoded DS]], a [[VideoGame/KingdomHeartsBirthBySleep PSP]], and a [[VideoGame/KingdomHeartsDreamDropDistance Nintendo 3DS]] to fully understand what was going on. This was, thankfully, addressed somewhat by the 1.5 and 2.5 Remix compilations for the PS3: all the Kingdom Hearts games up to ''Birth By Sleep'' on one console... either as a full game or just as a 'movie' of the game's cutscenes so you can at least get the story.
** On a plot level, ''ChainOfMemories'' was the debut of a slide into a DarkerAndEdgier plot tone and the newer antagonists, Organization XIII and the Nobodies. By the time ''VideoGame/KingdomHeartsII'' was released, the KudzuPlot and influx of original characters became highly controversial among the players and reviewers.
* One of the biggest criticisms of ''VideoGame/DukeNukemForever'' was the character of Duke himself, who many reviewers described as a [[JerkAss repulsively unlikeable person]]. Back in the days of ''VideoGame/DukeNukem3D'', though, Duke had still been a pretty unlikeable person, but he was lauded for the fact that he had a personality ''at all'', compared to non-characters like the VideoGame/{{Doom}} Marine or [[VideoGame/{{Wolfenstein}} BJ.]] In the following [[DevelopmentHell fifteen years]], however, many shooter games had been released featuring extremely fleshed-out and likeable protagonists, and Duke hadn't evolved at all — if anything, he'd become more unlikeable. Other criticized elements of ''DNF''[='=]s humor also hail from ''3D'': the {{Take That}}s to other franchises, and the pop culture references. The Take Thats worked back then because ''3D'' was a genuinely innovative game that improved on ''Doom''[='=]s formula, so a bit of gloating didn't feel undeserved. ''DNF'', however, tried to deliver Take Thats to games that it was outright copying, while bringing very little to the table gameplay-wise. In terms of pop culture, ''3D''[='=]s jokes were either very topical or referencing sources [[TheWeirdAlEffect obscure enough that people thought they were original jokes.]] On the other hand, ''DNF''[='=]s infamously long development cycle meant that many of its jokes or references had already become {{Discredited Meme}}s (most infamously a lengthy LeeroyJenkins joke, [[WereStillRelevantDammit made in]] ''[[WereStillRelevantDammit 2011]]'').
* ''[[Videogame/{{X}} X-Universe]]'' series of games had fundamentally flawed gameplay design - in the developer's own opinion - due to the Singularity Engine Time Accelerator, [[YearOutsideHourInside a device which makes the game run faster]] to make the long travel times bearable. It wasn't too bad with the [[EarlyInstallmentWeirdness simplistic]] gameplay of ''Videogame/XBeyondTheFrontier'', but as the games went on, it became more and more obvious to Egosoft that they had built up the entire game around the abuse of SETA. If they were to speed up the slow item production rate at factories[[note]]players would park their ship somewhere, engage SETA and watch a show while their factories made goods[[/note]], the economy would implode when the player traveled across a sector with SETA. If they were to make ships faster to reduce travel time, the AI would break (well, [[ArtificialStupidity break harder than normal]]), battles would turn into [[AirJousting jousting matches]] and the economy would implode from traders instantly grabbing every deal. They attempted to rectify the flaw in ''Videogame/XRebirth'' by introducing a completely different travel system and were somewhat successful, though the [[ObviousBeta nigh-unplayable state of affairs at release]] brought up a whole slew of new issues.
* ''VideoGame/SilentHill2'', while still remembered as quite possibly the best game in the ''Franchise/SilentHill'' series, held the origin of two trends that plagued the series in the long term.
** The first was with its monsters. ''[=SH2=]'' was acclaimed for its creative enemy design, the two monsters most heavily identified with the game being the chilling figure known as Pyramid Head, an ImplacableMan wearing [[ExactlyWhatItSaysOnTheTin a pyramid-shaped helmet]], and the sexy, faceless nurses in the hospital. They weren't the main villains, but they were both incredibly popular, and became unofficial mascots of the series. However, they served a very specific purpose in that game, acting as metaphorical representations of the protagonist James Sunderland's guilt and sexual anxiety. This didn't stop the nurses from reappearing in later games (and in [[Film/SilentHill the film adaptations]]), growing increasingly sexualized in the process, nor did it stop several attempts to try and copy Pyramid Head, be it with similar "icon" monsters (like the Butcher in ''[[VideoGame/SilentHillOrigins Origins]]'' and the Bogeyman in ''[[VideoGame/SilentHillDownpour Downpour]]'') who felt shoehorned in more often than not, or by simply bringing him back straight-up (as in ''[[VideoGame/SilentHillHomecoming Homecoming]]'', the films, and some of the comics). However, the symbolism of what they represented no longer applied in these new stories. While ''[=SH2=]'' remembered to give its creepy, cool monsters a purpose beyond just the RuleOfScary, later games took only those monsters' most superficial elements in the name of {{fanservice}}.
** Secondly, ''[=SH2=]'' laid the groundwork for the series' BrokenBase. Whereas [[VideoGame/SilentHill1 the first game]] was about a battle with a {{cult}} known as the Order that's trying to bring about the birth of their god, the second game's story, about a man who had lost his wife only to receive a mysterious letter from her, was much smaller and more personal in scope. Outside the setting, the style, and a few {{Continuity Nod}}s, it had little in common with the original game, and fans were divided between the original and the sequel almost from the get-go. The divide grew wider with later games alternating between continuing the story of the Order and telling stories separate from it. Today, there are essentially two ''Silent Hill'' fandoms, one which prefers the MythArc about the Order and the other preferring the standalone stories.
* In ''VideoGame/WarioLand3'', Wario farts as he climbs ladders. This was the first attempt at ToiletHumour involving Wario, and it comes across as subtle and downright witty compared to the games that took the vulgar humor and ran with it, with ''VideoGame/WarioWare'' and ''Master of Disguise'' featuring a greater proportion of crude humour.
* ''VideoGame/FireEmblem'': As the series that overhauled ''[[VideoGame/FireEmblemJugdral Genealogy's]]'' "Love and War" system into the modern [[RelationshipValues Support]] [[LevelUpAtIntimacy5 mechanic]], fans often consider the [[VideoGame/FireEmblemElibe GBA]] [[VideoGame/FireEmblemSacredStones titles]] the gold standard when it comes to Support writing quality, character development, and proper romantic escalation when appropriate. Well, NostalgiaAintLikeItUsedToBe. While it's true that, overall, having to write so ''many'' Supports has led to a bit of a quality-control problem for [[VideoGame/FireEmblemAwakening modern]] [[VideoGame/FireEmblemFates titles]], just as many Elibe supports contained exactly the same problems: one-note characters that don't really develop, badly-written romances, or entire conversation trees that amounted to little more than broad comedy fluff. But, since any given character could only have five conversations total per playthrough, because characters in general had much smaller support pools, and, again, because of blatant NostalgiaFilter, these flaws weren't quite as obvious to their detractors as they would later become. And since children weren't part of the equation, due to losing that aspect of the "Love and War" system, every male character didn't need a romantic relationship to be possible with every female character.
* ''Videogame/MechWarrior'''s signature [=MechLab=] - a form of DesignItYourselfEquipment for your HumongousMecha - was never very well balanced to begin with, but as the series went on and more mechanics were added and the games were tweaked, it became more and more broken resulting in massive GameplayDerailment. Its first incarnation in ''Mechwarrior 2'' was barebones and the game's many coding oddities resulted in it being balanced if only because of the byzantine design. ''Mech 3'' is where it started to go crazy, with heavy ComplacentGamingSyndrome of identical loadouts on identical mechs. ''Mech 4'' attempted to fix it but introduced a slew of unforeseen gameplay consequences. In ''Online'', the game has multiple painfully ObviousRulePatch mechanics to limit the [=MechLab=]'s silliness and still fails spectacularly, resulting in players with OneHitKill-capable or [[CycleOfHurting infinite screen shake]] autocannon spam mechs. ''Living Legends'' avoided implementing the [=MechLab=] until the game was feature complete and balanced ("version 1.0"), specifically because the lab [[GameBreaker fundamentally broke]] the competitive multiplayer of every previous game, though it was never implemented due to the game being ScrewedByTheLawyers in version 0.7.
* The fourth ''VideoGame/SuperSmashBros'' game brought some problems to a head:
** One of the biggest complaints was its overuse of clone characters. This is something not unique to that installment -- the first game already had a clone in the form of Luigi, and the much-loved ''Melee'' had over a quarter of its roster devoted to clones. The problem was that ''Brawl'' had done quite a bit to avert this, by cutting out some of the most obvious clones and {{Decomposite Character}}s (Roy, Young Link, Pichu, Dr. Mario), diversifying the rest, and making sure that its own "clone" additions (Lucas, Wolf) were pretty unique. ''4'', meanwhile, went back to the well of {{Decomposite Character}}s (including adding Dr. Mario back in), and made its clone additions essentially identical (Lucina is just Marth without tipping, Dark Pit is just Pit with different knockback on two moves and Zelda's Final Smash). Compounding the problem further was that ''4'' introduced alternate costumes to add more characters to the roster, which just made its clones feel even more arbitrary and unnecessary -- why lump the Koopalings into a single character, then declare Lucina or Dark Pit to be too distinct to not get their own slots?
** Far less extensive but still notable enough to deserve a mention, {{Counter|Attack}}. It has been a staple of nearly every ''Franchise/FireEmblem'' character's moveset since ''Melee'' as a nod to their series' battle flow, with Peach having a variation in the form of Toad. However, whereas only five fighters ''total''--and no more than four per game--in a cast of 25+ had access to moves of that nature between ''Melee'' and ''Brawl'' (Marth, Roy, Peach, Ike, Lucario), the amount suddenly doubled in ''[=SSB4=]'' (Lucina, Little Mac, Palutena, Greninja, Shulk, and Mii Swordfighter), greatly reducing its novelty, frustrating players who had to endure fights that devolved into Counterfests, and simultaneously bypassing potentially more inventive attacks that could've been used in their place. Some characters have justifiable reasons for having a counter,[[note]]the aforementioned Lucina is a ''FE'' rep and [[MovesetClone a clone of Marth]], Greninja gets Substitute (a move it can legitimately use in [[Franchise/{{Pokemon}} its home series]]), Shulk's Vision is a pragmatic adaptation of his CombatClairvoyance in ''VideoGame/{{Xenoblade}}'', etc.[[/note]] but there's been lengthy debates about who actually deserves to keep the move and sarcastic remarks that [[SerialEscalation everyone might as well have a Counter in the next game]].
* Creator/ChrisAvellone is well-known for consistently [[DeconstructorFleet deconstructing whatever genre, medium, or world he's working with]], often through the use of [[AuthorAvatar mouthpiece characters]]. In the case of ''VideoGame/PlanescapeTorment'', this led to a massively-acclaimed examination of DeathIsASlapOnTheWrist, OrderVersusChaos, and other core tropes of D&D. ''VideoGame/KnightsOfTheOldRepublicII'' was also well-liked, but his AuthorAvatar Kreia is a major BaseBreaker because she provides him an opportunity to [[AuthorFilibuster rant on everything he hates about Star Wars]], and a lot of players considered Kreia to be almost as annoying as [[ObviousBeta the buggy state of the game]]. However, things finally collapsed in the DLC for ''VideoGame/FalloutNewVegas'', when his AuthorAvatar, Ulysses, became a CreatorsPet of unimaginable proportions; not only is he a mouthpiece for AuthorFilibuster, everyone else who talks about him is constantly [[CharacterShilling shilling him as an epic badass]], the DLC about him is portrayed as a fated confrontation, and it's spent fighting through an army of tough monsters while listening to him rant about how he hates the setting and wants to nuke everything again (because Avellone dislikes how Fallout has rebuilt itself from the post-apocalyptic setting of the first game).
* ''Franchise/MetalGear'' has always has problems with its female characters, like holding onto TheSmurfettePrinciple with an iron grip, many of them being MsFanservice, MaleGaze out the wazoo, repeatedly sidelining them, and often [[StuffedIntoTheFridge killing them off to give a male character angst]], but the earlier games always gave them interesting characterisation and at least some vital importance to the plot to make them decent characters in their own right. But with ''[[VideoGame/MetalGearSolid4GunsOfThePatriots Guns of the Patriots]]'' all recurring female characters lose all the importance they previously had and the female villains exist as nothing but eye-candy, a boss fight in ''[[VideoGame/MetalGearSolidPeaceWalker Peace Walker]]'' starts with numerous lingering chest and butt shots of a sixteen-year-old in her underwear, and the same character [[spoiler:is killed off]] in the most gratuitously sexual manner possible in ''Ground Zeros''. This eventually leads to ''[[VideoGame/MetalGearSolidVThePhantomPain The Phantom Pain]]'', where the only prominent female character [[TheVoiceless never speaks]], has no plot importance, spends her entire screentime in a bikini top and ripped tights, and has multiple [[BigLippedAlligatorMoment completely out of nowhere]] scenes that serve as nothing but excuses for her to make sensual poses in front of the camera.
* ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDutyGhosts'' is the game in the franchise that started the trend of nerfing kill/score/pointstreaks for future games even though the developers of those games intended these streaks to be weakened so that there would be less offensive streak-spamming and spawn-killing by offensive streaks. This had the unfortunate side-effect of making high offensive-streaks almost useless to go after. In Ghosts' case, most players just ran either the Support or Specialists Strike Packages instead of the Assault Strike Package due to many items in the Assault Package being too weak to run with (this also contributed to Ghosts' criticism for encouraging camping-style play in multiplayer).
** ''VideoGame/CallOfDuty4ModernWarfare'''s SignatureScene was, by the opinions of just about every player and gaming outlet, the nuke. It was about as big of a DownerEnding as could possibly happen for the American side of the campaign; shocking, visceral, and utterly tragic. It's very likely responsible for lifting the series from merely a well-rated set of games to a CashCowFranchise. Later games, however, would try to top the nuke scene over and over, with ShockingSwerve after ShockingSwerve, moments that existed seemingly solely for shock value ("No Russian"), and a few sequences that just plain repeated the nuke sequence verbatim. By ''Modern Warfare 3'', the audience had come to expect these events, and they'd stopped being shocking and started feeling manufactured and trite.
* ''VideoGame/AssassinsCreed'' has recently gotten a lot of complaints about the fact that the core gameplay of social stealth and combat has barely changed since the first game with [[http://www.escapistmagazine.com/articles/view/video-games/columns/extra-punctuation/14964-When-Will-Assassins-Creed-End later games merely adding a bunch of features]] to pass things off as new.
** ''VideoGame/AssassinsCreedIII'' is cited as the point where this became a problem, as many felt that the game's main missions was basically scripted events, even the Assassination missions which should be stealthy and open-ended. It was also seen as being overstuffed with side activities and additional features. However, this was an ongoing trend since the well-liked ''VideoGame/AssassinsCreedII'' and its follow-ups ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'', had moved away from the stealthy original and was filled with additional features and content. What made them acceptable was that the games were MissionPackSequel and as such the additional features were condoned, and seen as part of the appeal of the touristy cities with exotic architecture. The fact that the New World setting of AC-3 lacked the tall buildings and fancy architecture only brought these problems forward.
** ''III'' was criticized for its [[TheGump Gump Factor]] with the hero interacting on first name basis with all of America's founding fathers and participating in several key events of the American Revolution which to many beggared disbelief. Yet this was always part of the Franchise's appeal: Altair in AC-1 conversed on even terms with the very Christian King Richard the Lionheart and later fought Genghis Khan, Ezio counted Leonardo da Vinci and Machiavelli among his best friends, and interacted with a "who's who" of the Renaissance, ''Black Flag'' also had the hero interact with every famous English pirate of that time. In the case of ''III'' the American Founding Fathers and the events of the Revolution were perhaps ''too'' prominent, known to every schoolboy, with the setting seen by foreign gamers as {{Eagleland}}. The other historical figures and settings, while somewhat well known aren't held in nearly the same reverence nor are their memories part of current political discourse.
** ''VideoGame/AssassinsCreedUnity'' is an inversion, an example of a Franchise, as a result of the divisive reaction to ''III'', returning to the Franchise's roots -- greater focus on stealth, less focus on side activities, more assassination missions, toning down TheGump -- and getting thoroughly trashed for essentially repeating its original sins. ''VideoGames/AssassinsCreedI'' was criticized in its time for repetitive side activities, lack of additional interaction with the open world and endless collectibles. ''Unity'' returned with repititive Side Story quests, endless collectibles that dotted out the map to the extent that people became nostalgic for the much reviled flags of ''I''. Where ''III'' was criticized for Connor being too central to the Revolution, ''Unity'' was criticized for [[CantGetAwayWithNuthin the hero being too marginal]] to the events, with the game being highly criticized for its shallow representation of history. The game which followed, ''Syndicate'' [[HereWeGoAgain recieved praise]] for making more diverse side missions, a fairer look at the historical events and having additional features missing in Unity.
* ''{{Franchise/Halo}}''
** The ''Halo'' series has been criticized for its games being too dependent on backstory from the ExpandedUniverse, meaning ''VideoGame/Halo5Guardians'' doesn't make much sense without having read ''Literature/HaloEscalation'', ''[[VideoGame/{{Halo 4}} Spartan Ops]]'', ''Literature/HaloNightfall'', ''Literature/HaloNewBlood''... etc. This reliance on the expanded universe for backstory goes back to the franchise's first two entries: ''VideoGame/HaloCombatEvolved'' and its tie-in novel ''Literature/HaloTheFallOfReach''. Without ''The Fall of Reach'', the player had no clue about where [[TheHero Master Chief]] came from, why [[ScaryDogmaticAliens the Covenant]] were attacking, where [[SpaceshipGirl Cortana]] came from, what the ''[[CoolStarship Pillar of Autumn]]'' ship was evacuating from, and so on. But the difference was that ''Combat Evolved'''s plot was self-contained to the events on the titular Halo ring, so all the missing backstory didn't matter to the events in-game. This pattern of keeping the games' and books' plots separate was largely the same until Creator/ThreeFourThreeIndustries took over the series, making the EU more prominent but with mixed results on its games.
** Additionally, the complaints about ''Halo'' devolving into a ''Series/CallOfDuty'' rip-off after 343 took over. Many complained about the focus on gimmicks such as Armor/Spartan Abilities, the addition of sprinting, the removal of Elites as a playable model, increasing the pace of the game, blatantly mimicking ''Call of Duty''[='=]s class system, and finally, the addition of ADS (Aiming Down Sights) which sparked the most controversy. Many of these things, beside the ADS, were present in ''VideoGame/HaloReach'', the last ''Halo'' game Bungie created. ''Reach'' added Armor Abilities; including the ability to sprint, reduced playing as Elites to exclusive modes, and added loadouts for each match for differentiation. [[https://www.youtube.com/watch?v=SAwRp7Il4LY Sprint was even considered for]] ''{{VideoGame/Halo 2}}'' at one point. The difference is that Bungie knew when to draw the line, making sure that it was its own original game. Specifically, the loadouts were pre-determined and could not be customized in matchmaking, the gameplay still felt like Halo despite the Armor Abilities as opposed to being blatantly influenced by ''Call of Duty'', and the emphasis on balanced, map-oriented gameplay was still there (just not as much as before). 343 on other hand, took it to another level and turned ''Halo'' into something that's barely recognizable from the older games. All by doing what Bungie did, but going even further with it than they dared to go.
* The ''VideoGame/SoulSeries'' had been fairly consistent with the roster until ''Soulcalibur V'', which was the first game created by Daishi Odasima. Many complained about ''V'' jumping forward 17 years while removing fan-favorites such as Sophitia, Taki, and Xianghua, while replacing them with [[ReplacementScrappy considerably less-liked successors]]. However, a smaller-scale variation of this happened in the earlier games. Specifically Hwang and Li-Long, who appeared in the original ''Soul Edge'' (''Soul Blade'' in America), were removed from subsequent games and replaced by Yun-Seong and Maxi respectively. This caused considerable outcry back then, but had since subsided over time. Additionally, Cassandra was ''meant'' to replace Sophitia in ''II'', as she was the only one in the original arcade release. However, due to popular fan demand, Sophitia was brought back. Now that Daishi has left the team and has been replaced by Masaki Hoshino, who appears to have different views over the series, only time will tell if this remains.
* One of the biggest complaints about the ''VideoGame/{{Tekken}}'' roster is that the roster has become increasingly unbelievable as the years went on, focusing less on actual martial artists and more on made up styles that look cool with blatant {{anime}}-influences. It reached a sort of critical mass in ''Tekken 7'', with Lucky Chloe, an extremely {{kawaii}} pop-idol with GratuitousEnglish who fights by [[DanceBattler dancing]] was made into an official character leading to unbridled ''rage'' [[AmericansHateTingle in the west]]. While Harada said that he would replace her with a [[RatedMForManly muscular skinhead]] in the US, it was confirmed he was only [[TrollingCreator trolling]]. Western gamers shared a CollectiveGroan over having to deal with her. That's not with mentioning other unrealistic characters, such as Kazumi, Claudio, Gigas, and [[Franchise/StreetFighter Akuma]]. However, as it turns out, this type of unbelievability was there from the beginning. The original ''Tekken'' featured Yoshimitsu, a cyborg ninja that seemed completely out of place amongst a roster of mostly martial arts-based fighters. There was also Kuma, a ''bear'' as a playable character, which was also out of place. The sequel even adding a {{Boxing Kangaroo}} and a freaking ''utahraptor''. The primary difference here is the fact that these characters were few and far-between, instead of being shoved in as the stars of the game and taking up a sizable portion of the roster.
* ''Franchise/StreetFighter'' fans became rather burned out on the series after ''[[CapcomSequelStagnation Ultra]]'' ''Videogame/StreetFighterIV'' came out, adding yet ''more'' characters to an already overcrowded roster and making the combo system even more complicated with Red Focus. Casual fans complained because now they were being asked to spend even ''more'' money on what is essentially a single game that cost roughly $100 in total (even more if you purchased all the DLC) and had now gotten so ''incredibly'' difficult to play that getting started now would take ''months'' of training just to learn the ''basics''. Fans of ''Street Fighter'' since 1991 can tell you that this sounds ''very'' familiar. ''Videogame/StreetFighterII'' went through the same problems--although the competitive scene reveres the ''Super Turbo'' edition as the series magnum opus, by the time it came out, the casual fans were just about done. Further sub-series in the franchise (such as ''[[Videogame/StreetFighterIII III]]'' and ''[[Videogame/StreetFighterAlpha]]'' increased the complexity of the fighting system, making it nigh-inaccessible for casual players, and by the time the console version of ''Alpha 3'' hit sshelves, the roster had expanded to ''thirty-six''. These problems are why the series took such a long hiatus between ''[[Videogame/StreetFighterEX EX3]]'' and ''SFIV''.

----

Top