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** For that matter, a lot of ''FireEmblem'' games - ''FireEmblemTheSacredStones'' was criticized as being "too short". While it is possibly the shortest game of the series (Seisen no Keifu aside, which compensates by having larger maps) it actually has about as much content as ''FireEmblem'' normally does. It wasn't a case of Sacred Stones being short - so much as Blazing sword being ''longer'' than average. These criticisms weren't present for FireEmblemTellius, which were shorter than Blazing Sword but still way longer than Sacred Stones. (But with less replay value outside of challenge or optional content in ''Radiant Dawn'')



* ''StarOcean''. This happened primarily to the first two games when they were each given an EnhancedRemake. The first ''StarOcean'' game was actually, for the most part, ''drastically'' different in story than most other [=RPG=]s (with a few exceptions like ''{{Fallout}}'' and a couple ''ShinMegamiTensei'' games who often used elements of Science Fiction) and the fact that this game was actually credited as the one that pushed the SNES's technology to the limit. People often criticized it as "There isn't enough Sci-Fi, there's magic so it's not Sci-Fi", "ItsShortSoItSucks", or "TheyChangedItNowItSucks" regarding the changes to their PSP versions. The plot for the first ''StarOcean'' game is ''very'' similar to an episode of ''Star Trek'', and the plot for the second one (called a ClicheStorm by some reviewers who had played the PSP remake) was actually ''far'' more original for the time than it was. The entire skill system (which was actually pretty in-depth and thorough) is often ignored, and the amount of recruitable characters and somewhat complex recruitment-branches (giving some more replay value than the typical "You get these eight characters but can use only three or four at a time"-RPG) is considered just one part of a ClicheStorm. Let's also not forget that it was one of the first games that featured optional "Private events" to develop characters since the plot was written with only the required characters needing to be involved.
** However, some justified criticisms of the game are that it's an ObviousBeta; and the PSP remake doesn't really help it too much. It's possible to beat the main story in about 15-20 hours. For a handheld game, that's not bad, but compared to games like ''{{Pokemon}}'' or even ''FinalFantasyTacticsAdvance'' that can take much ''much'' longer, it was criticised for being short.

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* ''StarOcean''. This happened primarily to the first two games when they were each given an EnhancedRemake. The first ''StarOcean'' game was actually, for the most part, ''drastically'' different in story than most other [=RPG=]s (with a few exceptions like ''{{Fallout}}'' and a couple ''ShinMegamiTensei'' games who often used elements of Science Fiction) and the fact that this game was actually credited as the one that pushed the SNES's technology to the limit. People often criticized it as "There isn't enough Sci-Fi, there's magic so it's not Sci-Fi", "ItsShortSoItSucks", or "TheyChangedItNowItSucks" regarding the changes to their PSP versions. The plot for the first ''StarOcean'' game is ''very'' similar to an episode of ''Star Trek'', and the plot for the second one (called a ClicheStorm by some reviewers who had played the PSP remake) was actually ''far'' more original for the time than it was.seems now. The entire skill system (which was actually pretty in-depth and thorough) is often ignored, and the amount of recruitable characters and somewhat complex recruitment-branches (giving some more replay value than the typical "You get these eight characters but can use only three or four at a time"-RPG) is considered just one part of a ClicheStorm. Let's also not forget that it was one of the first games that featured optional "Private events" to develop characters since the plot was written with only the required characters needing to be involved.
** However, some justified criticisms of the game are that it's an ObviousBeta; and the PSP remake doesn't really help it too much. It's possible to beat the main story in about 15-20 hours. For a handheld game, that's not bad, but compared to games like ''{{Pokemon}}'' or even ''FinalFantasyTacticsAdvance'' that can take much ''much'' longer, it was criticised for being short. Then again though, it's worth noting that if you beat the game in about 12 hours, you probably missed a ''lot'' of optional content.


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** For that mater, play many of the early TalesSeries games. Many of them don't exactly age well, with ''TalesOfDestiny II'' being hit the hardest - it wasn't until after this game that they decided to start becoming a DeconstructorFleet, so it can be a bit jarring to see how blatantly MarySue-like that Kyle and Reala are without any form of deconstruction. The Playstation version of ''TalesOfDestiny'' also falls right into the valley...in part because the EnhancedRemake was just ''that much better''.
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* ''DragonQuest'' created many of the tropes still used by JRPG's today,, to the point where the older games are often labelled 'archaic' or 'outdated', very much acting like the ''Seinfeld'' of JRPG's

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* ''DragonQuest'' created many of the tropes still used by JRPG's today,, to the point where the older games are often labelled 'archaic' or 'outdated', very much acting like the ''Seinfeld'' of JRPG'sJRPG's.
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* ''DragonQuest'' created many of the tropes still used by JRPG's today,, to the point where the older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of JRPG's

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* ''DragonQuest'' created many of the tropes still used by JRPG's today,, to the point where the older games are often labelled ''archaic'' 'archaic' or ''outdated'', 'outdated', very much acting like the ''Seinfeld'' of JRPG's
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* ''DragonQuest'' created many of the tropes still used by JRPG''s today,, to the point where the older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of JRPG's

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* ''DragonQuest'' created many of the tropes still used by JRPG''s JRPG's today,, to the point where the older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of JRPG's
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* ''DragonQuest'' created many of the tropes still used by JRPG''s today, to the point where the older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of JRPG's

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* ''DragonQuest'' created many of the tropes still used by JRPG''s today, today,, to the point where the older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of JRPG's

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previous example described how dragon quest has been improved upon, not how it\'s been copied to the point of apathy


* ''DragonQuest'' deserves a special mention. Many of the early games weren't even as customizable as the later ones. (Even ''DragonQuestVIII'' had a much more flexible cast than some of the previous games that didn't have job systems.)
** Plus the fact that ''DragonQuest'' essentially '''invented''' the console RPG. And after the complicated epic plots of ''DragonQuestV'' and the massive, breathtaking world and dozens of hours of gameplay of ''DragonQuestVIII'', a player who didn't grow up in the 8-bit era who decides to try the original game is in for a hell of a shock/letdown: a total of three boss battles, a total of four game objectives (save the Princess, round up the legendary equipment, build the bridge to the final dungeon, and beat the BigBad), and a ''metric assload'' of ForcedLevelGrinding, not to mention a menu-heavy interface that would seem more suited to a computer game than a console game.

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* ''DragonQuest'' deserves a special mention. Many created many of the early games weren't even as customizable as the later ones. (Even ''DragonQuestVIII'' had a much more flexible cast than some of the previous games that didn't have job systems.)
** Plus the fact that ''DragonQuest'' essentially '''invented''' the console RPG. And after the complicated epic plots of ''DragonQuestV'' and the massive, breathtaking world and dozens of hours of gameplay of ''DragonQuestVIII'', a player who didn't grow up in the 8-bit era who decides to try the original game is in for a hell of a shock/letdown: a total of three boss battles, a total of four game objectives (save the Princess, round up the legendary equipment, build the bridge
tropes still used by JRPG''s today, to the final dungeon, and beat point where the BigBad), and a ''metric assload'' older games are often labelled ''archaic'' or ''outdated'', very much acting like the ''Seinfeld'' of ForcedLevelGrinding, not to mention a menu-heavy interface that would seem more suited to a computer game than a console game.JRPG's
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Marathon didn\'t create tropes became apathetic of, it\'s just old.


* ''VideoGame/{{Marathon}}'', a 1994-1996 FirstPersonShooter trilogy by Bungie Studios has a unique and immersive plot, overall fun and ambitious gameplay, and is one of the first games to have allies that can actually assist the player. However, it is not very popular simply because it has DOOM-level graphics and stock sound effects. That said, with the release of Halo, a lot of Bungie fans have decided to give it a try and became die-hard fans.
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** This applies for most Atari games. As WebOriginal/TheAngryVideoGameNerd pointed out, the majority of Atari games suffered from bad sound effects and repetitive gameplay (CopyAndPasteEnvironments for instance), but still were revolutionary for the time.

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** This applies for most Atari games. As WebOriginal/TheAngryVideoGameNerd WebVideo/TheAngryVideoGameNerd pointed out, the majority of Atari games suffered from bad sound effects and repetitive gameplay (CopyAndPasteEnvironments for instance), but still were revolutionary for the time.
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*** For the console players, it was the FIRST time ever being allowed to multiplay through local network, up to 16 players at a time; by hooking up tv sets and systems; network play over the internet was available since doom, but it was considerably harder to set up properly; Quake 3 Arena and Counterstrike predate true online multiplayer for PC by a couple of years; in fact, what really constitutes a seinfield is unfunny option is the SERVER BROWSER, it is unthinkable today to ship a multiplayer game without a server browser or online match up making system on consoles; but there was a time wher you had to manually search for games; and in that regard Halo was indeed the FIRST FPS on console to feature a robust match making system.
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*** Early western RPGs were so mechanically similar that you could frequently import parties developed in other games. You could play ''BardsTale 2'' with your ''{{Wizardry}}'' party.

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*** Early western RPGs were so mechanically similar that you could frequently import parties developed in other games. You could play ''BardsTale 2'' with your ''{{Wizardry}}'' ''VideoGame/{{Wizardry}}'' party.
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* ''{{Marathon}}'', a 1994-1996 FirstPersonShooter trilogy by Bungie Studios has a unique and immersive plot, overall fun and ambitious gameplay, and is one of the first games to have allies that can actually assist the player. However, it is not very popular simply because it has DOOM-level graphics and stock sound effects. That said, with the release of Halo, a lot of Bungie fans have decided to give it a try and became die-hard fans.

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* ''{{Marathon}}'', ''VideoGame/{{Marathon}}'', a 1994-1996 FirstPersonShooter trilogy by Bungie Studios has a unique and immersive plot, overall fun and ambitious gameplay, and is one of the first games to have allies that can actually assist the player. However, it is not very popular simply because it has DOOM-level graphics and stock sound effects. That said, with the release of Halo, a lot of Bungie fans have decided to give it a try and became die-hard fans.
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* Point-and-click adventure games. Mostly due to a combination of GuideDangIt, YouCantGetYeFlask, and [=GUIs=] becoming popular (and more easy to program) it can be a little hard for even some fans of these to pick up old Sierra adventure games such as ''LauraBow'', ''KingsQuest'', ''SpaceQuest'', and ''LeisureSuitLarry'', text games like ''{{Zork}}'', and more.

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* Point-and-click adventure games. Mostly due to a combination of GuideDangIt, YouCantGetYeFlask, and [=GUIs=] becoming popular (and more easy to program) it can be a little hard for even some fans of these to pick up old Sierra adventure games such as ''LauraBow'', ''KingsQuest'', ''SpaceQuest'', and ''LeisureSuitLarry'', text games like ''{{Zork}}'', ''VideoGame/{{Zork}}'', and more.
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** For that matter, [[TheLegendOfZeldaOcarinaOfTime the]] {{Nintendo 64}} [[TheLegendOfZeldaMajorasMask games]]. They were a ''spectacular'' VideoGame3DLeap at the time, and are the base for every third-person game that exists now, having introduced features such as the now ubiquitous LockOn. However, just like VideoGame/SuperMario64, the low-poly graphics and mostly square environments don't look nearly as good today, especially when compared to [[TheLegendOfZeldaTheWindWaker newer]] [[TheLegendOfZeldaTwilightPrincess games]].

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** For that matter, [[TheLegendOfZeldaOcarinaOfTime the]] {{Nintendo 64}} [[TheLegendOfZeldaMajorasMask games]]. They were a ''spectacular'' VideoGame3DLeap at the time, and are the base for every third-person game that exists now, having introduced features such as the now ubiquitous LockOn.CameraLockOn. However, just like VideoGame/SuperMario64, the low-poly graphics and mostly square environments don't look nearly as good today, especially when compared to [[TheLegendOfZeldaTheWindWaker newer]] [[TheLegendOfZeldaTwilightPrincess games]].

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Long, pointless arguments about what inspired what don\'t belong here


* ''DoubleDragon'', when it came out, was extremely popular, and fresh, to the point that it more of less CREATED the side scrolling BeatEmUp genre of games. Well, all you have to do is look through your old SNES and/or Genesis library to see how influential it was. In fact, some estimate that as much as 90% of the early 90s 16-bit console games were side scrolling {{Beat Em Up}}s. Now that the genre is DeaderThanDisco, it's quite understandable that [[HypeBacklash nobody really remembers]] DoubleDragon as anything more than a generic BeatEmUp.
* ''SimCity'' was at one time considered to be a great achievement for gaming, bringing in the whole WideOpenSandbox and SimulationGame genre in, as well as providing interesting gameplay. Later versions in the series would up the ante and make the game even more intriguing (and provide [[MemeticMutation odd sense of humor with]] [[EverythingsBetterWithLlamas llamas]]. Now these days, most people won't want to try it because they find it too boring and difficult to get interested in.
** Then again, ''TheSims'' and ''{{Spore}}'' have taken over the Maxis game scene, so much that many people will actually assume that Maxis was created when the ''The Sims'' was. Most people tend to forget that ultimately, if it weren't for ''Sim City'', there would be no ''Sims''.
** And before there was ''Spore'', there was ''SimEarth'', which is almost unheard of.
** Plus, the original ''SimCity'' can quickly get boring because there are a very, very limited number of things you do in that game, unlike its sequels, but then when you get up to ''4'', you'll find it very ''overwhelming''.
** ''TheSims'' itself. The original version of the Sims, ''without'' any form of mods or expansion packs seems quite dull in of itself. There's no form of direction to what you can do (And you don't ''have'' to follow your Sims' wishes, you know), several meters like "Comfort" and "room" that meant absolutely ''nothing'', you were rather limited in how much you were capable of doing compared to even a bare-bones ''TheSims3'', and there was ''no'' aging whatsoever.

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* ''DoubleDragon'', when it came out, was extremely popular, and fresh, to the point that it more of less CREATED the side scrolling BeatEmUp genre of games. Well, all you have to do is look through your old SNES and/or Genesis library to see how influential it was. In fact, some estimate that as much as 90% of the early 90s 16-bit console games were side scrolling {{Beat Em Up}}s. Now that the genre is DeaderThanDisco, it's quite understandable that [[HypeBacklash nobody really remembers]] DoubleDragon as anything more than a generic BeatEmUp.
* ''SimCity'' was at one time considered to be a great achievement for gaming, bringing in the whole WideOpenSandbox and SimulationGame genre in, as well as providing interesting gameplay. Later versions The original ''SimCity'' can quickly get boring because there are a very, very limited number of things you do in the series that game, but its sequels would up the ante and make the game even more intriguing (and provide [[MemeticMutation odd sense of humor with]] [[EverythingsBetterWithLlamas llamas]]. Now these days, most people won't want to try it because they find it too boring and difficult to get interested in.
** Then again, ''TheSims'' and ''{{Spore}}'' have taken over the Maxis game scene, so much that many people will actually assume that Maxis was created when the ''The Sims'' was. Most people tend to forget that ultimately, if it weren't for ''Sim City'', there would be no ''Sims''.
** And before there was ''Spore'', there was ''SimEarth'', which is almost unheard of.
** Plus, the original ''SimCity'' can quickly get boring because there are a very, very limited number of things you do in that game, unlike its sequels, but then when you get up to ''4'', you'll find it very ''overwhelming''.
** ''TheSims'' itself.
* ''TheSims''. The original version of the Sims, game, ''without'' any form of mods or expansion packs seems quite dull in of itself. There's no form of direction to what you can do (And you don't ''have'' to follow your Sims' wishes, you know), several meters like "Comfort" and "room" that meant absolutely ''nothing'', you were rather limited in how much you were capable of doing compared to even a bare-bones ''TheSims3'', and there was ''no'' aging whatsoever.



* ''{{Warhammer}}''. In a sign of FanDumb there were a number of people that accused it of being a rip off of ''{{Warcraft}}''. This was particularly common when ''WarhammerOnline'' was released. More likely ''Warcraft'' was influenced by ''Warhammer'', but they could just share some similar fantasy clichés.
** There were rumours that ''Warcraft'' ''started off'' as a ''Warhammer'' spinoff. The Warhammer universe came about before the Warcraft universe, but ''WorldOfWarcraft'' came out before ''WarhammerOnline'' did. The same thing happened to ''VideoGame/TheLordOfTheRingsOnline'' (which also came out after ''WorldOfWarcraft'' did), even though its source material ''long'' predates the Warcraft universe.
** Hilariously, the same rumor exists for ''StarCraft'' - this time that it was supposed to be an adaptation of ''WarHammer40000'' instead.
*** Usually it sounds like, "''Warcraft'' took its setting from ''Literature/TheLordOfTheRings'', but ''VideoGame/TheLordOfTheRingsOnline'' takes its mechanics from ''WorldOfWarcraft''." Except that they [[OlderThanTheyThink weren't original in]] ''WorldOfWarcraft'', either.
*** Don't forget most Power Armour wearing Space Marines like the Master Chief from ''{{Halo}}'' and The Terrans of ''{{Starcraft}}'' fame owe their inspiration to the Space Marines - ironically, fans of those franchises and others [[DidNotDoTheResearch often accuse Games Workshop of copying them.]]
**** And said Space Marines were based off of the MI of StarshipTroopers...

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Removing examples that don\'t explain why they\'re unpopular now


* ''VideoGame/{{Wolfenstein 3D}}'': The first FPS as far as most people are aware.



* ''SecretOfMana'' was quite possibly the most aesthetically rich video game to date at the time of its release.
** Also one of the first action [=RPGs=] to support multiple players. (In fact, still one of the few... it just didn't catch on. More recent action [=RPGs=] with multiple characters like From Software's ''ForeverKingdom'' and Bandai's ''[[DotHack .hack]]'' either go for AI characters or character-swapping.)
* ''StreetFighter''. [[SequelDisplacement The ORIGINAL]] ''StreetFighter''. Back then, arcade games were almost universally simple affairs. Punch, kick, jump, shoot, duck, defend on occasion, maybe if it got ''really'' wild you had an alternate weapon. Large sprites, one-on-one gameplay, a pair of ''analog'' buttons which produced a variety of strikes (later replaced by the now-standard six-button grid), holding back to block, super-lethal attacks unleashed by '''secret joystick movements''', and unique opponents with a variety of styles and attacks... all of these were ''amazing'' innovations. Especially for Capcom, which at the time had almost nothing but platformers and various {{Shoot Em Up}}s. It was a HUGE success, better than anyone could've imagined. Today, good luck finding someone who remembers that this game ''existed'', much less will admit to liking it.

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* ''SecretOfMana'' was quite possibly the most aesthetically rich video game to date at the time of its release.
** Also one of the first action [=RPGs=] to support multiple players. (In fact, still one of the few... it just didn't catch on. More recent action [=RPGs=] with multiple characters like From Software's ''ForeverKingdom'' and Bandai's ''[[DotHack .hack]]'' either go for AI characters or character-swapping.)
* ''StreetFighter''.
''VideoGame/StreetFighter''. [[SequelDisplacement The ORIGINAL]] ''StreetFighter''.''VideoGame/StreetFighter''. Back then, arcade games were almost universally simple affairs. Punch, kick, jump, shoot, duck, defend on occasion, maybe if it got ''really'' wild you had an alternate weapon. Large sprites, one-on-one gameplay, a pair of ''analog'' buttons which produced a variety of strikes (later replaced by the now-standard six-button grid), holding back to block, super-lethal attacks unleashed by '''secret joystick movements''', and unique opponents with a variety of styles and attacks... all of these were ''amazing'' innovations. Especially for Capcom, which at the time had almost nothing but platformers and various {{Shoot Em Up}}s. It was a HUGE success, better than anyone could've imagined. Today, good luck finding someone who remembers that this game ''existed'', much less will admit to liking it.
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** Plus the fact that ''DragonQuest'' essentially '''invented''' the console RPG. And after the complicated epic plots of ''DragonQuestV'' and the massive, breathtaking world and dozens of hours of gameplay of ''DragonQuestVIII'', a player who didn't grow up in the 8-bit era who decides to try the original game is in for a hell of a shock/letdown: a total of three boss battles, a total of four game objectives (save the Princess, round up the legendary equipment, build the bridge to the final dungeon, and beat the BigBad), and a ''metric assload'' of ForcedLevelGrinding.

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** Plus the fact that ''DragonQuest'' essentially '''invented''' the console RPG. And after the complicated epic plots of ''DragonQuestV'' and the massive, breathtaking world and dozens of hours of gameplay of ''DragonQuestVIII'', a player who didn't grow up in the 8-bit era who decides to try the original game is in for a hell of a shock/letdown: a total of three boss battles, a total of four game objectives (save the Princess, round up the legendary equipment, build the bridge to the final dungeon, and beat the BigBad), and a ''metric assload'' of ForcedLevelGrinding.ForcedLevelGrinding, not to mention a menu-heavy interface that would seem more suited to a computer game than a console game.
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I\'m not even sure what this is supposed to mean


* DOS games in general have this partly due to incompatibilities with todays' computers[[hottip:*:Starting with XP, no consumer-oriented versions of Windows were based on DOS at all anymore as with the 9x line -- XP and later run DOS programs via emulation, not unlike the previous business-oriented NT-based operating systems (XP, which merged the home and business lines, was the first version to use the NT code base for home versions as well as business versions) such as NT 4 and 2000]], but also because DOS was one big GuideDangIt.
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* ''StreetFighter''. [[SequelDisplacement The ORIGINAL]] ''StreetFighter''. Back then, arcade games were almost universally simple affairs. Punch, kick, jump, shoot, duck, defend on occasion, maybe if it got ''really'' wild you had an alternate weapon. Large sprites, one-on-one gameplay, a pair of ''analog'' buttons which produced a variety of strikes (later replaced by the now-standard six-button grid), holding back to block, super-lethal attacks unleashed by '''secret joystick movements''', and unique opponents with a variety of styles and attacks... all of these were ''amazing'' innovations. Especially for Capcom, which at the time had almost nothing but platformers and various 3rd person shooters. No one had ever done a bosses-only action game before, and Capcom, of all companies, made it a reality. Oh yeah, it was a HUGE success, better than anyone could've imagined. Today, good luck finding someone who remembers that this game ''existed'', much less will admit to liking it.

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* ''StreetFighter''. [[SequelDisplacement The ORIGINAL]] ''StreetFighter''. Back then, arcade games were almost universally simple affairs. Punch, kick, jump, shoot, duck, defend on occasion, maybe if it got ''really'' wild you had an alternate weapon. Large sprites, one-on-one gameplay, a pair of ''analog'' buttons which produced a variety of strikes (later replaced by the now-standard six-button grid), holding back to block, super-lethal attacks unleashed by '''secret joystick movements''', and unique opponents with a variety of styles and attacks... all of these were ''amazing'' innovations. Especially for Capcom, which at the time had almost nothing but platformers and various 3rd person shooters. No one had ever done a bosses-only action game before, and Capcom, of all companies, made it a reality. Oh yeah, it {{Shoot Em Up}}s. It was a HUGE success, better than anyone could've imagined. Today, good luck finding someone who remembers that this game ''existed'', much less will admit to liking it.
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* ''ResidentEvil'' did for video games what ''NightoftheLivingDead'' did for movies. Zombies. Used to be, zombies were about as common or less likely for one to encounter as the old 80s stand-by enemies, the robot and the ninja. Then ''Resident Evil'' came along. Now-days, zombies are almost as ubiquitous in games as [[CrateExpectations crates]]. Not to mention the entire shift in what a SurvivalHorror title even ''is''. These days, the genre is more focused on action, with combat being quicker and more frantic and story and level progression more fast-paced. This is a far cry from the "tank/turret-style" controls and complex puzzle-oriented gameplay of the first Survival Horror titles.

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* ''ResidentEvil'' did for video games what ''NightoftheLivingDead'' did for movies. Zombies. Used to be, zombies were about as common or less likely for one to encounter as the old 80s stand-by enemies, the robot and the ninja. Then ''Resident Evil'' came along. Now-days, zombies are almost as ubiquitous in games as [[CrateExpectations crates]]. Not to mention the entire shift in what a SurvivalHorror title even ''is''. These days, the genre is more focused on action, with combat being quicker and more frantic and story and level progression more fast-paced. This is a far cry from the "tank/turret-style" controls and complex puzzle-oriented gameplay of the first Survival Horror titles.titles.
* ''Renegade'' was the first "belt-scrolling" BeatEmUp and pioneered such features as throwing enemies. The Japanese version launched the KunioKun series, and the Westernized version was popular enough to get its own line of sequels. Yet ''Renegade'' tends to be looked on nowadays as an inferior ''VideoGame/DoubleDragon'' clone; it would be more accurate to say that ''Double Dragon'' was a conceptual refinement of ''Renegade''.
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* ''GoldenSun'' has a hatedom that has pretty much attacked the game for being a "generic GameBoyAdvance RPG" - without realizing that there wasn't really that much else available on the GameBoyAdvance at the time (''maybe'' in Japan). Considering that the Game Boy Advance was a new format in ''itself'', ''GoldenSun'' still had some rather detailed environments and perhaps the best use of the Game Boy Advance sound systems for ''a while'' -- it was perhaps one of the first games released ''on'' the format to actually ''use'' a lot of the potential technology it had, other than a few others like ''{{Bomberman}}'', ''AdvanceWars'', and maybe ''VideoGame/MarioKart'', amongst a slew of remakes (like ''BreathOfFire'' and ''SuperMarioBros'') and [[TheProblemWithLicensedGames licensed games]].

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* ''GoldenSun'' has a hatedom that has pretty much attacked the game for being a "generic GameBoyAdvance RPG" - without realizing that there wasn't really that much else available on the GameBoyAdvance at the time (''maybe'' in Japan). Considering that the Game Boy Advance was a new format in ''itself'', ''GoldenSun'' still had some rather detailed environments and perhaps the best use of the Game Boy Advance sound systems for ''a while'' -- it was perhaps one of the first games released ''on'' the format to actually ''use'' a lot of the potential technology it had, other than a few others like ''{{Bomberman}}'', ''VideoGame/{{Bomberman}}'', ''AdvanceWars'', and maybe ''VideoGame/MarioKart'', amongst a slew of remakes (like ''BreathOfFire'' and ''SuperMarioBros'') and [[TheProblemWithLicensedGames licensed games]].
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* BreathOfFireII, for the Super NES. Compared to today's games, its mild swearing (a single "damn" and "hell", explicit references to death, and religious themes (including a CorruptChurch and explicit references to gods) may seem tame; nonetheless, it was definitely DarkerAndEdgier than anything ever before seen on a Nintendo system.

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* BreathOfFireII, for the Super NES. Compared to today's games, its mild swearing (a single "damn" and "hell", "hell"), explicit references to death, and religious themes (including a CorruptChurch and explicit references to gods) may seem tame; nonetheless, it was definitely DarkerAndEdgier than anything ever before seen on a Nintendo system.
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* BreathOfFireII, for the Super NES. Compared to today's games, its mild swearing (a single "damn" and "hell", explicit references to death, and religious themes (including a CorruptChurch and explicit references to gods) may seem tame; nonetheless, it was definitely DarkerAndEdgier than anything ever before seen on a Nintendo system.
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* ''{{Wolfenstein 3D}}'': The first FPS as far as most people are aware.

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* ''{{Wolfenstein ''VideoGame/{{Wolfenstein 3D}}'': The first FPS as far as most people are aware.
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* The ''[[SOCOMUSNavySeals SOCOM]]'' series lately looks like a candidate for this trope. Back when the PS2's internet play was available, the ''SOCOM'' series blended the best aspects of PC tactical shooters (mainly ''VideoGame/{{Counter-Strike}}'', ''DeltaForce'' and ''RainbowSix'') and made the gameplay palatable for console gamers. Combine this with the ultra-popular PS2 and the result? [[http://therealsocom.com/forums/showthread.php?tid=1068 Six million total sales between the first two games alone]] (with ''SOCOM 1'' getting the 3.45 mil bulk.) Unfortunately, ''SOCOM''[='=]s relevance was mostly symbiotic with Sony's problematic online gaming support, which worsened overtime. Xbox Live's reputation eventually surpassed the PS2 online service, thanks to the lack of a built-in hard drive causing numerous issues (mainly with cheaters and being dropped from games). Then ''{{Halo 2}}'' exploded in popularity. And then the worst combination for the series: PS3's problematic launch handicapping sales for years, and developer Zipper not making a ''SOCOM'' game for years after the PS3 launched, all while many different tactical shooters have flooded the console market (e.g., the TomClancy line of shooters, ''MetalGear Online'', ''GearsOfWar'', ''{{Battlefield}}'' variants, and especially Call of Duty). With that, ''SOCOM'' became increasingly niche and dated in comparison. By the time ''SOCOM 4'' was released, only longtime fans remained interested, while everyone else moved on. Worse, ''SOCOM 4'''s attempts to convert new fans was a failure, and the remaining fans are [[BrokenBase caught into a bitter civil war with the franchise]]. Give or take a few more years, and the franchise's impact on console online gaming will be mostly forgotten.

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* The ''[[SOCOMUSNavySeals SOCOM]]'' series lately looks like a candidate for this trope. Back when the PS2's internet play was available, the ''SOCOM'' series blended the best aspects of PC tactical shooters (mainly ''VideoGame/{{Counter-Strike}}'', ''DeltaForce'' and ''RainbowSix'') and made the gameplay palatable for console gamers. Combine this with the ultra-popular PS2 and the result? [[http://therealsocom.com/forums/showthread.php?tid=1068 Six million total sales between the first two games alone]] (with ''SOCOM 1'' getting the 3.45 mil bulk.) Unfortunately, ''SOCOM''[='=]s relevance was mostly symbiotic with Sony's problematic online gaming support, which worsened overtime. Xbox Live's reputation eventually surpassed the PS2 online service, thanks to the lack of a built-in hard drive causing numerous issues (mainly with cheaters and being dropped from games). Then ''{{Halo 2}}'' exploded in popularity. And then the worst combination for the series: PS3's problematic launch handicapping sales for years, and developer Zipper not making a ''SOCOM'' game for years after the PS3 launched, all while many different tactical shooters have flooded the console market (e.g., the TomClancy line of shooters, ''MetalGear Online'', ''GearsOfWar'', ''{{Battlefield}}'' ''VideoGame/{{Battlefield}}'' variants, and especially Call of Duty). With that, ''SOCOM'' became increasingly niche and dated in comparison. By the time ''SOCOM 4'' was released, only longtime fans remained interested, while everyone else moved on. Worse, ''SOCOM 4'''s attempts to convert new fans was a failure, and the remaining fans are [[BrokenBase caught into a bitter civil war with the franchise]]. Give or take a few more years, and the franchise's impact on console online gaming will be mostly forgotten.
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* The remake of the first ''FireEmblem'' game ever created (Shadow Dragon), received a lot of criticism about how "The plot is cliché," "The game is very simplistic," and "There's not a lot of character development" on top of the cries of "Where are the supports?", "What happened to branching classes?", "Why's Marth not promotable?", "Why are the magics just linked into one family?", and "Why is my priest able to use fire and ice magic when they could use only Light magic in other games?" from fans of the game. (Both long-time fans who've been playing since the NoExportForYou era, and the fans who joined in at ''[[SequelFirst Fire Emblem 7]]'' when a lot of elements were added or refined.) It's rather ''quite'' amazing how even ''old-school Fire Emblem'' (even ones who first started with a ROM of the NES or SNES versions) fans criticised the game for being loyal to the 1990 version, when at the same time, if Nintendo and Intelligent Studios had taken the time to completely overhaul the game, their UnpleasableFanbase would complain that it ''isn't'' loyal to the originals. Sure, it's not by any means the ''best'' game in the series, but there was a time in which 90% of the stuff that it and ''ShiningForce'' did was an incredibly new thing for gaming, combining turn-based strategy gameplay one is used to seeing in wargames and adding fundamental RPG elements and a story that was more than just-another-recreation-of-a-historical-battle.

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* The remake of the first ''FireEmblem'' game ever created (Shadow Dragon), received a lot of criticism about how "The plot is cliché," "The game is very simplistic," and "There's not a lot of character development" on top of the cries of "Where are the supports?", "What happened to branching classes?", "Why's Marth not promotable?", "Why are the magics just linked into one family?", and "Why is my priest able to use fire and ice magic when they could use only Light magic in other games?" from fans of the game. (Both long-time fans who've been playing since the NoExportForYou era, and the fans who joined in at ''[[SequelFirst Fire Emblem 7]]'' when a lot of elements were added or refined.) It's rather ''quite'' amazing how even ''old-school Fire Emblem'' (even ones who first started with a ROM of the NES or SNES versions) fans criticised the game for being loyal to the 1990 version, when at the same time, if Nintendo and Intelligent Studios Systems had taken the time to completely overhaul the game, their UnpleasableFanbase would complain that it ''isn't'' loyal to the originals. Sure, it's not by any means the ''best'' game in the series, but there was a time in which 90% of the stuff that it and ''ShiningForce'' did was an incredibly new thing for gaming, combining turn-based strategy gameplay one is used to seeing in wargames and adding fundamental RPG elements and a story that was more than just-another-recreation-of-a-historical-battle.
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** ''KaizoMarioWorld''. Remember that at the time, all those cruel tricks were actually original, and even things like the KaizoTrap or invisible coin blocks were used sparingly and in a clever way. And things like invisible/underwater Bowser, that Big Boo boss in the second, the final Reznor fight and many of the levels were actually fairly well designed, it's just the imitators that came since copied so much of it that the game itself is old hat.

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** ''KaizoMarioWorld''. Remember that at the time, all those cruel tricks were actually original, and even things like the KaizoTrap or invisible coin blocks were used sparingly and in a clever way. And things like invisible/underwater Bowser, that Big Boo boss in the second, the final Reznor fight and many of the levels were actually fairly well designed, it's just the imitators that came since copied so much of it that the game itself is old hat.hat.
* ''ResidentEvil'' did for video games what ''NightoftheLivingDead'' did for movies. Zombies. Used to be, zombies were about as common or less likely for one to encounter as the old 80s stand-by enemies, the robot and the ninja. Then ''Resident Evil'' came along. Now-days, zombies are almost as ubiquitous in games as [[CrateExpectations crates]]. Not to mention the entire shift in what a SurvivalHorror title even ''is''. These days, the genre is more focused on action, with combat being quicker and more frantic and story and level progression more fast-paced. This is a far cry from the "tank/turret-style" controls and complex puzzle-oriented gameplay of the first Survival Horror titles.
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** How about a more straight example? ''ShinMegamiTenseiI'' was one of the first major [=RPGs=] (another was ''SaGa 1'', also known as ''FinalFantasyLegend'') to include heavy Christian imagery and [[GodIsEvil cast God as a villain]]. It pre-dates ''NeonGenesisEvangelion'' by three years, ''FinalFantasyTactics'' by five years and ''{{Xenogears}}'' by six. It also focuses heavily on story (a rarity at the time), includes a [[WideOpenSandbox free-roaming environment]], has MultipleEndings and gives you the option of [[VillainProtagonist choosing what kind of morality you want to follow]] [[KarmaMeter based on the actions you take in the game]], which significantly changes the story. [[TheEndOfTheWorldAsWeKnowIt One of the villains destroys the world]] partway through the game [[VideoGame/FinalFantasyVI two years before Kefka did it]]. And most importantly, in a genre filled with Cliché Storms at the time, this was an UrbanFantasy set in the real world that quickly shifts into AfterTheEnd. This isn't even mentioning the ultimate twist, which rarely leaves its series '''''to this day''''' - you only had two party members, while the four other spots were filled with MonsterAllies. Of course, since all of these controversial themes [[NoExportForYou kept it inside Japan for over a decade]], most fans don't even realize it was a trendsetter because they just never had an opportunity to play them and by the time they did come over, the themes that are frequent fodder for the franchise had already become commonplace.

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** How about a more straight example? ''ShinMegamiTenseiI'' was one of the first major [=RPGs=] (another was ''SaGa 1'', also known as ''FinalFantasyLegend'') to include heavy Christian imagery and [[GodIsEvil cast God as a villain]]. It pre-dates ''NeonGenesisEvangelion'' by three years, ''FinalFantasyTactics'' by five years and ''{{Xenogears}}'' ''VideoGame/{{Xenogears}}'' by six. It also focuses heavily on story (a rarity at the time), includes a [[WideOpenSandbox free-roaming environment]], has MultipleEndings and gives you the option of [[VillainProtagonist choosing what kind of morality you want to follow]] [[KarmaMeter based on the actions you take in the game]], which significantly changes the story. [[TheEndOfTheWorldAsWeKnowIt One of the villains destroys the world]] partway through the game [[VideoGame/FinalFantasyVI two years before Kefka did it]]. And most importantly, in a genre filled with Cliché Storms at the time, this was an UrbanFantasy set in the real world that quickly shifts into AfterTheEnd. This isn't even mentioning the ultimate twist, which rarely leaves its series '''''to this day''''' - you only had two party members, while the four other spots were filled with MonsterAllies. Of course, since all of these controversial themes [[NoExportForYou kept it inside Japan for over a decade]], most fans don't even realize it was a trendsetter because they just never had an opportunity to play them and by the time they did come over, the themes that are frequent fodder for the franchise had already become commonplace.
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* A couple of ''SuperMarioWorld'' [[LevelEditor hacks]] have actually fallen into this category as well.

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* A couple of ''SuperMarioWorld'' [[LevelEditor [[GameMod hacks]] have actually fallen into this category as well.
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** There were rumours that ''Warcraft'' ''started off'' as a ''Warhammer'' spinoff. The Warhammer universe came about before the Warcraft universe, but ''WorldOfWarcraft'' came out before ''WarhammerOnline'' did. The same thing happened to ''TheLordOfTheRingsOnline'' (which also came out after ''WorldOfWarcraft'' did), even though its source material ''long'' predates the Warcraft universe.

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** There were rumours that ''Warcraft'' ''started off'' as a ''Warhammer'' spinoff. The Warhammer universe came about before the Warcraft universe, but ''WorldOfWarcraft'' came out before ''WarhammerOnline'' did. The same thing happened to ''TheLordOfTheRingsOnline'' ''VideoGame/TheLordOfTheRingsOnline'' (which also came out after ''WorldOfWarcraft'' did), even though its source material ''long'' predates the Warcraft universe.



*** Usually it sounds like, "''Warcraft'' took its setting from ''TheLordOfTheRings'', but ''TheLordOfTheRingsOnline'' takes its mechanics from ''WorldOfWarcraft''." Except that they [[OlderThanTheyThink weren't original in]] ''WorldOfWarcraft'', either.

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*** Usually it sounds like, "''Warcraft'' took its setting from ''TheLordOfTheRings'', ''Literature/TheLordOfTheRings'', but ''TheLordOfTheRingsOnline'' ''VideoGame/TheLordOfTheRingsOnline'' takes its mechanics from ''WorldOfWarcraft''." Except that they [[OlderThanTheyThink weren't original in]] ''WorldOfWarcraft'', either.
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* Video Games in general tend to be more susceptible to this trope than most other media for the simple reason that [[TechnologyMarchesOn the next generation always has more robust hardware, and thus is capable of more innovations]], hence the existence of the PolygonCeiling trope. Graphics seem to be especially vulnerable to it. Some games age better than others, but it happens to all of them. Games have a tendency to utilize mechanics from previous games. Most people can not pinpoint where mechanics come from and attribute them to the most famous game of the genre, which may not have been the originator.
** Changes in game design can make a game age badly too, especially if it was made in the era where NintendoHard was the norm; many of these games contain design solutions which would now be considered ridiculously sadistic and unfair to the player...or weren't actually from the game at all, but from shortcomings in the game code/engine/system hardware.
** Controls. Playing many old-school controls can lead to a DamnYouMuscleMemory when played today, because we're so used to an unofficial control-scheme of standardization. Especially for some games like ''ApeEscape''. (mentioned below)
* With modern processing technology, it can be hard to believe that ''{{Myst}}'' was once [[SceneryPorn the most beautiful game on the market]]. The graphics aren't the only thing that haven't aged well.
* ''{{Marathon}}'', a 1994-1996 FirstPersonShooter trilogy by Bungie Studios has a unique and immersive plot, overall fun and ambitious gameplay, and is one of the first games to have allies that can actually assist the player. However, it is not very popular simply because it has DOOM-level graphics and stock sound effects. That said, with the release of Halo, a lot of Bungie fans have decided to give it a try and became die-hard fans.
* ''VideoGame/{{Adventure}}'' for the {{Atari 2600}} makes this OlderThanTheNES. Old codgers and video game historians recognize the game as revolutionary. Your character is graphically represented on screen! He can pick up graphical representations of items! The items can be left anywhere in the game world and the game will "remember" where they are! Graphically represented enemies with AI that changes based on the environment! And the game has an actual goal and ''ends'' when you complete the goal, instead of going on forever!
** This applies for most Atari games. As WebOriginal/TheAngryVideoGameNerd pointed out, the majority of Atari games suffered from bad sound effects and repetitive gameplay (CopyAndPasteEnvironments for instance), but still were revolutionary for the time.
** Or, for that matter, the {{Atari 2600}} itself, which was [[TropeCodifier the first commercially successful]] home console to store games on interchangeable cartridges.
* [[RolePlayingGame Console RPGs]]. The plots of many early ones seem to a modern audience more like textbook cliché storms. Or, at best, like they're StrictlyFormula. By now, [[VideoGame/FinalFantasyI quests to save the]] {{Cosmic Keystone}}s, [[WakeUpGoToSchoolSaveTheWorld children stumbling into]] [[VideoGame/FinalFantasyIII a quest far bigger than themselves]], [[VideoGame/FinalFantasyIV and becoming a]] [[DefectorFromDecadence turncoat against]] TheEmpire are all old hat.
** ''VideoGame/FinalFantasyVII'' in particular tends to suffer from this. Oh, sure, having a moody protagonist (who may have amnesia) chase around WhiteHairedPrettyBoy homicidal maniac might seem played out, but at the time you would've been hard-pressed to find a large amount of [=JRPG=]s with that formula. While earlier ''FinalFantasy'' games had troubled heroes, ''VideoGame/FinalFantasyVII'' was the first to truly run with the concept to the point of presenting a hero that turns out to be an UnreliableNarrator questioning his existence. As a very specific example: the first few seconds of the opening sequence, with the camera panning out slowly from a classic piece of shiny magic rock to a dark futuristic city, were initially meant to be ''shocking''. Can you imagine?
** ''VideoGame/FinalFantasyVI''. Getting rid of the Crystals, which were a key staple of ''Final Fantasy'' before this game, was highly controversial at the time, and the game paved the way for the AnachronismStew and SchizoTech that the series is most widely known for. The exclusion of the Crystals is lost on most modern fans, and a common criticism is that the cast is shallow and unexplored and the gameplay is easy and simple. The game's BigBad Kefka is frequently written off as a goofy [[TheJoker Joker]] knock-off, but prior to Kefka ''Final Fantasy'' villains fit the generic TinTyrant[=/=]EvilOverlord mold, and Kefka's insane wise-cracks and clown-like appearance were a huge departure. Similarly, rather than turning into a generic monster as the FinalBoss, Kefka became a PhysicalGod, and the final battle had many parallels to ''TheDivineComedy''. These days, [=JRPGs=] including ''Final Fantasy'' frequently have angelic and divine final bosses, and FauxSymbolism is par for the course, ''especially'' with ''Final Fantasy''.
** How about [[VideoGame/FinalFantasyI the original Final Fantasy]]? For its time, it was groundbreaking. Instead of just [[SaveThePrincess saving a princess]], you save ''the world.'' You have a fully customizable party. And most importantly, '''it saved {{Square}} from going bankrupt, even though ''RadRacer'' came out around the same time and sold five times as many copies.''' These days, it shows its age, with the clunky interface, SaveGameLimits, repetitive RandomEncounters, and a variety of GameBreakingBugs that render many spells either not as effective as they say on the tin, or worse, ''outright useless.'' Even its remakes don't get off much more easily.
* ''RockBand 2'' came out in the US at the same time as ''Rock Band 1'' did in Australia, so anyone playing RB1 online in Australia had no one to play with save for a few Aussies that bought it.
* ''DragonQuest'' deserves a special mention. Many of the early games weren't even as customizable as the later ones. (Even ''DragonQuestVIII'' had a much more flexible cast than some of the previous games that didn't have job systems.)
** Plus the fact that ''DragonQuest'' essentially '''invented''' the console RPG. And after the complicated epic plots of ''DragonQuestV'' and the massive, breathtaking world and dozens of hours of gameplay of ''DragonQuestVIII'', a player who didn't grow up in the 8-bit era who decides to try the original game is in for a hell of a shock/letdown: a total of three boss battles, a total of four game objectives (save the Princess, round up the legendary equipment, build the bridge to the final dungeon, and beat the BigBad), and a ''metric assload'' of ForcedLevelGrinding.
** The series has been doomed to almost-niche status abroad due to the following: long localization holdups with the 8-bit generation games rendering them either obsolete or in competition with the new 16-bit generation, the temporary foldup of Enix's American wing, and last but definitely not least, the game to break the genre in the west and define it, ''VideoGame/FinalFantasyVII'', stood in stark contrast, being more about outrageous battle systems and cinematic spectacle.
* ''GoldenSun'' has a hatedom that has pretty much attacked the game for being a "generic GameBoyAdvance RPG" - without realizing that there wasn't really that much else available on the GameBoyAdvance at the time (''maybe'' in Japan). Considering that the Game Boy Advance was a new format in ''itself'', ''GoldenSun'' still had some rather detailed environments and perhaps the best use of the Game Boy Advance sound systems for ''a while'' -- it was perhaps one of the first games released ''on'' the format to actually ''use'' a lot of the potential technology it had, other than a few others like ''{{Bomberman}}'', ''AdvanceWars'', and maybe ''VideoGame/MarioKart'', amongst a slew of remakes (like ''BreathOfFire'' and ''SuperMarioBros'') and [[TheProblemWithLicensedGames licensed games]].
* The original ''{{Half-Life}}'', being the first modern, highly scripted first person shooter with adaptive AI, now seems somewhat typical after being endlessly copied, ripped off and modified by just about every first person shooter that came after it.
* ''{{Hydlide}}'', originally released in 1984 for the PC88, was one of the first {{Action RPG}}s ever (along with ''VideoGame/DragonSlayer'' from the same year), but by 1989, when the {{NES}} version was first released in North America, it was much more primitive than other similar games (especially the ''VideoGame/{{Ys}}'' series).
* The first ''MegamanBattleNetwork'' game definitely fits this trope, especially if you've played even the second and third games (considered the best with the fifth and sixth often competing). It was released in 2001, when the GameBoyAdvance was still a very new format. Nowadays, it can practically pass for a Touch-screen telephone game with how bare-bones it is compared to even the second, which introduced style changes for replay, the third which added customization outside of and in addition to style changes, and so on and so on until you get the SurprisinglyImprovedSequel of the fifth and sixth. It can only compare to the franchise-killing fourth. It practically seems like an ObviousBeta when you play it, nowadays. (Very few wood chips, HP gets recovered, bosses top out at a thousand HP, game just gets disgustingly easy.)
* ''[[AtelierSeries Atelier Iris]]''. In an odd combination of SeinfeldIsUnfunny and NoExportForYou, when it ''finally'' came over to the U.S. in 2005. "So it's a standard [=JRPG=] with "alchemy crafting"?" While the "standard [=JRPG=]" bit is, well, [[ClicheStorm not exactly false]] for ''Iris'', what a lot of Western consumers fail to understand in shrugging off the crafting system is that the progenitor of the ''Atelier'' series, ''Atelier Marie'', was the first [=JRPG=] to not only feature a very robust (in the case of ''Marie'', absurdly robust) crafting system, but was the first [=JRPG=] to feature alchemy heavily. After ''Marie'' and its sequel sold a quarter million copies each, you suddenly had alchemy coming out of the woodwork in Japanese pop culture and nearly every [=JRPG=] in the wake of ''Marie'' has featured some kind of crafting system. The problem is, due to some [[ScrewedByTheNetwork poor business decisions]] on the part of multiple parties, practically '''everything else''' that was influenced by ''Atelier'' crossed the Pacific before it did, and the original games never came over at all. So the ''Atelier'' series is regarded as punctuation in the story of [=RPG=] history in the West, when in fact it seems to have had nearly as much influence on game design in Japan as other staple series.
* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', one of the first VideoGames based on movies [[TheProblemWithLicensedGames that didn't suck]] (in some ways, it was better than the movie), now suffers from this. At the time, the game was basically the first console FirstPersonShooter done right and is, in many ways, the reason why the genre became so popular on consoles (before, it was almost entirely PC based). But by today's standards, its lack of online play (not its fault, since it was on the [[NintendoSixtyFour Nintendo 64]]), crude aiming system, heavy dose of {{Escort Mission}}s, lack of voice acting (again, not its fault, it was on the Nintendo 64 and was an early game on the console to boot), large amount of linearity (which is ironic, since at the time ''[=GoldenEye=]'' was possibly the least linear game on the market) and dated graphics. Ironically, there was a JamesBond FPS for the N64 that ''vastly'' improved graphics, control, missions, and plot. Anyone remember that one... anyone?
** ''GoldenEye'' was the first time many, if not most, gamers of the day ever had something like a sniper rifle to play with. Today, it's hard to realize how cool it was to take your buddy out from 300 yards away in ANY FPS, not just a console game.
** Among the PC gaming crowd, ''{{Halo}}'' itself may count as well. Most shooters nowadays have regenerating health [[hottip:*:Halo is one of the few that accounts for regenerating shields in its story; health is depleted separately in the first game and ''HaloReach'' and does not replenish on its own]], let you carry only two weapons at once, use the weapon you're holding as a melee weapon instead of using a separate weapon that you have to switch to (e.g., a [[HalfLife crowbar]]), allow you to throw grenades without making you switch to them first, have enemies drop their weapons and equipment when they die instead of just having weapons pre-placed on the stage, etc. All of these elements were around before ''Halo'', but never all in the same game. ''Halo'' was all that in one game, ''and'' on a console. It was also the first console game to include networked multiplayer, which soon gave birth to online multiplayer.
* ''{{DOOM}}''. ASpaceMarineIsYou, demons, [[ForebodingArchitecture Foreboding]], [[BenevolentArchitecture Benevolent]], and MalevolentArchitecture, futuristic techbases... I've SeenItAMillionTimes already.
* ''{{Wolfenstein 3D}}'': The first FPS as far as most people are aware.
* ''DoubleDragon'', when it came out, was extremely popular, and fresh, to the point that it more of less CREATED the side scrolling BeatEmUp genre of games. Well, all you have to do is look through your old SNES and/or Genesis library to see how influential it was. In fact, some estimate that as much as 90% of the early 90s 16-bit console games were side scrolling {{Beat Em Up}}s. Now that the genre is DeaderThanDisco, it's quite understandable that [[HypeBacklash nobody really remembers]] DoubleDragon as anything more than a generic BeatEmUp.
* ''SimCity'' was at one time considered to be a great achievement for gaming, bringing in the whole WideOpenSandbox and SimulationGame genre in, as well as providing interesting gameplay. Later versions in the series would up the ante and make the game even more intriguing (and provide [[MemeticMutation odd sense of humor with]] [[EverythingsBetterWithLlamas llamas]]. Now these days, most people won't want to try it because they find it too boring and difficult to get interested in.
** Then again, ''TheSims'' and ''{{Spore}}'' have taken over the Maxis game scene, so much that many people will actually assume that Maxis was created when the ''The Sims'' was. Most people tend to forget that ultimately, if it weren't for ''Sim City'', there would be no ''Sims''.
** And before there was ''Spore'', there was ''SimEarth'', which is almost unheard of.
** Plus, the original ''SimCity'' can quickly get boring because there are a very, very limited number of things you do in that game, unlike its sequels, but then when you get up to ''4'', you'll find it very ''overwhelming''.
** ''TheSims'' itself. The original version of the Sims, ''without'' any form of mods or expansion packs seems quite dull in of itself. There's no form of direction to what you can do (And you don't ''have'' to follow your Sims' wishes, you know), several meters like "Comfort" and "room" that meant absolutely ''nothing'', you were rather limited in how much you were capable of doing compared to even a bare-bones ''TheSims3'', and there was ''no'' aging whatsoever.
* ''{{Elite}}''. David Braben and Ian Bell's game was completely groundbreaking when it was published in the mid-80s with its open-ended trading/shooting gameplay and massive universe of stars and planets to the extent that it's still talked about with fondness by those who apparently spent hours at a time playing it back then. And yet to many who didn't play it in the '80s it's hard to see what all the fuss is about.
** The immediate successors, however, either due to slightly improved interface (or perspective shift), customization, or storyline, did not suffer so terribly. Chalk most of it up to youngsters these days being untrained to deal with vector graphics and unable to gauge depth properly. It is still a commonly used and cherished game mechanic, since it's tough to mass-produce this sort of thing to the point of disgust without sinking a company. ''StarFlight'' and ''VideoGame/{{Privateer}}'' to name just a pair of the oldest.
* ''SuperSmashBros.'' The original game is often considered just normal now, even though no fighting game like it had appeared at the time.
* The remake of the first ''FireEmblem'' game ever created (Shadow Dragon), received a lot of criticism about how "The plot is cliché," "The game is very simplistic," and "There's not a lot of character development" on top of the cries of "Where are the supports?", "What happened to branching classes?", "Why's Marth not promotable?", "Why are the magics just linked into one family?", and "Why is my priest able to use fire and ice magic when they could use only Light magic in other games?" from fans of the game. (Both long-time fans who've been playing since the NoExportForYou era, and the fans who joined in at ''[[SequelFirst Fire Emblem 7]]'' when a lot of elements were added or refined.) It's rather ''quite'' amazing how even ''old-school Fire Emblem'' (even ones who first started with a ROM of the NES or SNES versions) fans criticised the game for being loyal to the 1990 version, when at the same time, if Nintendo and Intelligent Studios had taken the time to completely overhaul the game, their UnpleasableFanbase would complain that it ''isn't'' loyal to the originals. Sure, it's not by any means the ''best'' game in the series, but there was a time in which 90% of the stuff that it and ''ShiningForce'' did was an incredibly new thing for gaming, combining turn-based strategy gameplay one is used to seeing in wargames and adding fundamental RPG elements and a story that was more than just-another-recreation-of-a-historical-battle.
** However; the game actually ''was'' praised for changing a couple things, such as how the game could be made almost unwinnable if you missed a key item (The Falchion) and with how many units were actually ''usable'' because in the original, only some units could promote.
* Point-and-click adventure games. Mostly due to a combination of GuideDangIt, YouCantGetYeFlask, and [=GUIs=] becoming popular (and more easy to program) it can be a little hard for even some fans of these to pick up old Sierra adventure games such as ''LauraBow'', ''KingsQuest'', ''SpaceQuest'', and ''LeisureSuitLarry'', text games like ''{{Zork}}'', and more.
** And it isn't just the ancient parser adventures - even the most advanced of InteractiveFiction games get overlooked now, because who wants to ''type'' their commands in, after years of YouCantGetYeFlask leaving a bad taste in peoples' mouths?
* DOS games in general have this partly due to incompatibilities with todays' computers[[hottip:*:Starting with XP, no consumer-oriented versions of Windows were based on DOS at all anymore as with the 9x line -- XP and later run DOS programs via emulation, not unlike the previous business-oriented NT-based operating systems (XP, which merged the home and business lines, was the first version to use the NT code base for home versions as well as business versions) such as NT 4 and 2000]], but also because DOS was one big GuideDangIt.
* ''StarOcean''. This happened primarily to the first two games when they were each given an EnhancedRemake. The first ''StarOcean'' game was actually, for the most part, ''drastically'' different in story than most other [=RPG=]s (with a few exceptions like ''{{Fallout}}'' and a couple ''ShinMegamiTensei'' games who often used elements of Science Fiction) and the fact that this game was actually credited as the one that pushed the SNES's technology to the limit. People often criticized it as "There isn't enough Sci-Fi, there's magic so it's not Sci-Fi", "ItsShortSoItSucks", or "TheyChangedItNowItSucks" regarding the changes to their PSP versions. The plot for the first ''StarOcean'' game is ''very'' similar to an episode of ''Star Trek'', and the plot for the second one (called a ClicheStorm by some reviewers who had played the PSP remake) was actually ''far'' more original for the time than it was. The entire skill system (which was actually pretty in-depth and thorough) is often ignored, and the amount of recruitable characters and somewhat complex recruitment-branches (giving some more replay value than the typical "You get these eight characters but can use only three or four at a time"-RPG) is considered just one part of a ClicheStorm. Let's also not forget that it was one of the first games that featured optional "Private events" to develop characters since the plot was written with only the required characters needing to be involved.
** However, some justified criticisms of the game are that it's an ObviousBeta; and the PSP remake doesn't really help it too much. It's possible to beat the main story in about 15-20 hours. For a handheld game, that's not bad, but compared to games like ''{{Pokemon}}'' or even ''FinalFantasyTacticsAdvance'' that can take much ''much'' longer, it was criticised for being short.
* ''VideoGame/TalesOfPhantasia''. This was a complaint when it had ''finally'' been localized, even though part of it was the fact that Namco had pretty much tried to port a Playstation game onto a Game Boy Advance and lead to some "Chugginess" during battles. The first two ''Tales Of'' games (''Phantasia'' and ''Destiny'') may also be somewhat hard to get into with how their battle systems (which was actually a rather major change in what {{RPG}} gamers have been accustomed to since the days of DungeonsAndDragons and what was just showing up in action games like ''WorldOfMana'' and ''SecretOfEvermore'') are much slower and simplistic than in the more recent games in the series like ''Vesperia'' and ''Dawn Of the New World''. You were restricted to just a 2D plane, there wasn't a lot of comboing, and the action froze to display spells & Special attacks. Also added was the fact that in Japan, ''VideoGame/TalesOfPhantasia'' was called "The game that sings" for having a theme song, unlike most other games at the time. Nowadays everyone more or less ''expects'' the games to be fast-paced action or else they don't fulfill the Action Quota produced in part ''by'' ''Phantasia'' and ''Destiny''. And having a theme song? Psssh... nearly every game's got one of those now.
** Some of these were subverted by the {{Enhanced Remake}}s the two had. (The Playstation version of ''Phantasia'' is considered the best version of ''Phantasia''.)
* ''DragonsLair''. When new technology opened up new potential doors for media for the video games' storytelling, it can be rather hard to appreciate some of the early attempts at adding voice and cutscenes to games beyond this game's rather simplistic gameplay. Especially games like ''KingsQuest V'' and ''VI'' or the first two ''{{Lunar}}'' games. ''King's Quest V'' was a rather early example of adventure games and [=RPG=]s using more media to spread information and the story. Nowadays people will probably view the cutscenes on YouTube and just laugh at the stiff animation, the voice acting, or the syncing (Usually a fault of the software used to put the file on YouTube), often praising games like ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' for "doing the [[FullMotionVideo FMVs]] right" without acknowledging that even the most recent of those games (''EternalBlue'') was made at least two years before ''Daggerfall'' was even finished. (And even then, ''Daggerfall'''s videos could all be counted on one-hand.) Despite how rather laughable the cutscenes and voice acting is nowadays, one may have to consider that with the exception of ''LunarEternalBlue'' (which was made in 1994), all of those games were released within the range of 1990-92, and even then, the technology was rather new for the time. (''King's Quest V'', for example, showed a lot of people the potential of using CD-based games as opposed constantly switching out floppy discs.)
** Another funny example are the people saying that Ghaleon is just another silver-haired pretty villain who is a result of developers trying to create another Sephiroth. Now take one look at the release dates mentioned above and try reading that again with a straight face... By the time people watched Sephiroth burn down Nibelheim, the exploits of the Magic Emperor Ghaleon were already five years old. And when he returned for round two? Three years old... and don't even get some of these people ''started'' on the rather effeminate looking Zophar (who really isn't that effeminate looking on the Sega CD until he absorbs the power of Althena) who is also considered another Sephiroth ripoff... despite trying to take over the universe of ''{{Lunar}}'' at least three years before Sephiroth did.
* Full-motion video. Many early attempts in the 90's are seen today as really, really corny. (Morgan Webb of ''XPlay'' said on one episode that there was once a time in which community theatre actors could find work in games.) Heck, the full-motion video games nowadays have this really "Grainy" appearance, while the old attempts at CG-I now look like everything is made out of plastic and rubber. It can be hard to appreciate some games like ''TheSeventhGuest'', which was one of the first games period to even use the ''CD format'', let alone combine live-actors acting out scenes and pre-rendered CG-I. (Of course, the game in question may be hard to get into for [[SoupCans other]] [[GuideDangIt reasons]] beyond how dated it is.)
** Not to mention, take one look at ''[[VideoGame/DarkForcesSaga Dark Forces 2: Jedi Knight]]''. At the time, seeing ''actual'' actors in a Star wars game made it seem more like an entry into the ''StarWars'' canon rather than just a GaidenGame.
* Voice Acting. Many classic games from the late 90's such as ''SilentHill'', ''ResidentEvil'', and to a lesser extent, ''MetalGearSolid'' have some pretty {{Narm}}y voice acting by modern standards, but at the time they were considered revolutions in video game story telling. Indeed most of the best remembered video games of the PlayStation Era where hits because of the then fresh and exciting "3D graphics, voice acting, movie inspired plots" formula.
* This was actually what one of the criticisms when the Sega Saturn version of ''MagicKnightRayearth'' came out. The reviewer found no problems with the game itself, he considered the localization of a game that was 3 years old already a wasted effort.
* ''HydroThunder'' has fallen victim to this. It's very hard to imagine how it was innovative when pretty much every aspect of it (outside of the boat racing) has been immitated (mostly very poorly) and used. Mention it to anyone who wasn't around or into the arcade scene in the late '90s and you'll be bound to hear a bunch of groans complaining how they've seen it all before.
* ''{{Warhammer}}''. In a sign of FanDumb there were a number of people that accused it of being a rip off of ''{{Warcraft}}''. This was particularly common when ''WarhammerOnline'' was released. More likely ''Warcraft'' was influenced by ''Warhammer'', but they could just share some similar fantasy clichés.
** There were rumours that ''Warcraft'' ''started off'' as a ''Warhammer'' spinoff. The Warhammer universe came about before the Warcraft universe, but ''WorldOfWarcraft'' came out before ''WarhammerOnline'' did. The same thing happened to ''TheLordOfTheRingsOnline'' (which also came out after ''WorldOfWarcraft'' did), even though its source material ''long'' predates the Warcraft universe.
** Hilariously, the same rumor exists for ''StarCraft'' - this time that it was supposed to be an adaptation of ''WarHammer40000'' instead.
*** Usually it sounds like, "''Warcraft'' took its setting from ''TheLordOfTheRings'', but ''TheLordOfTheRingsOnline'' takes its mechanics from ''WorldOfWarcraft''." Except that they [[OlderThanTheyThink weren't original in]] ''WorldOfWarcraft'', either.
*** Don't forget most Power Armour wearing Space Marines like the Master Chief from ''{{Halo}}'' and The Terrans of ''{{Starcraft}}'' fame owe their inspiration to the Space Marines - ironically, fans of those franchises and others [[DidNotDoTheResearch often accuse Games Workshop of copying them.]]
**** And said Space Marines were based off of the MI of StarshipTroopers...
* ''{{Metroid}}''. SamusIsAGirl. So what's the big deal? It's quite forgotten that the original was released at a time when female protagonists (or any female fitting [[FlatCharacter any trope besides]] DamselInDistress) in video games were essentially unheard of, even the trend of required token females in fighting games hadn't started yet. A rather dull twist today was one hell of a shocker at the time.
* ''MortalKombat''. The violence of the first game, and its depiction of digitized characters mutilating, decapitating, and just plain murdering each other with their Fatalities caused quite a stir during the [[TheNineties early-1990's]] with both, players and parents. Nintendo caved in to the MoralGuardians when it came to "their" version of the game for the [[SuperNintendoEntertainmentSystem Super NES]], which had all the blood removed and some of the [[strike:Fatalities]] [[NeverSayDie Finishing Moves]] changed, resulting in significantly less units sold than its uncensored SegaGenesis counterpart. Arguably, ''Mortal Kombat'' could be cited as the game that single-handedly created the ESRB. Nowadays, the violence of the ''Mortal Kombat'' series seems cartoony and tame compared to some of the more disturbing games released since the rating system has been established, such as ''{{Manhunt}}'' and ''SilentHill''.
** ''{{Mortal Kombat 4}}'' specially suffers from this. While the game was nothing specially in the gore department, the use of swift good-looking 3D graphics made it a successful game. If you check the reviews of the time, it usually got pretty decent scores (6.5/10 to 8.5/10). Most people nowadays considere it a horrible game, forgetting that it was the first ''MortalKombat'' 3D game not to hit the PolygonCeiling.
** ''NightTrap'' also helped cause the ESRB to be formed, or was one of the prime motivators. Seeing it now it's amazing to think of how it was supposed to be so offensive on the Sega CD. Of course, even then, there wasn't any actual violence (implied, not actually shown), and many of the things that were shown were so fantastical people couldn't ''possibly'' replicate it. (As it was filmed) However, the sex... oh boy... a girl in a nightgown that looked like something in the 50s. ''SCANDALOUS!!!'' (However, the game's biggest criticizers at the time were people who [[ComplainingAboutShowsYouDontWatch hadn't actually seen it]].)
** Admittedly, ''Mortal Kombat'' did drift from its harsher origins over the course of the series. Fatalities in later titles were less about the raw violence and more about the spectacle. Kano went from ripping people's hearts out in the first game to using his EyeBeams to blow up his enemies by the third. It's still a finishing move, but the extremeness of the ''[=MK3=]'' fatality just lacked the cold-bloodedness and disturbing vibe the first game had.
* ''PhantasyStar''. A lot of the tropes of [=JRPG=]s in general come from this series, including the mash-up of sci-fi and fantasy elements, customizing party lineups by swapping out party members, and the emotionally shocking but dramatically effective storyline deaths of important protagonists[[hottip:*: Technically, ''VideoGame/FinalFantasyII'' had protagonists meet their demise over the course of the story but they were the fourth party member and not any of the main three]]. Now it's all par for the course.
** It does technically hold onto one claim to fame, though it is unfortunately [[BrokenBase at home in the 'Dark Horse' of the original quadrology]]. And that is a branching storyline caused by marital succession. Granted, such a thing is probably a massive pain in the arse to script then implement, so it is no surprise few others have a constantly refreshing cast of characters.
** Most of the early Western [=RPG=]s (such as ''{{Heavy on the Magick}}'' on the European 8-bit computers, or ''VideoGame/DungeonMaster'' on the Amiga and Atari ST) had little plot intrusion in the game with much of that sort of thing being in the "The story so far..." section of the instruction manual. Nowadays, while there are still segments of the gaming population that prefer games to have as little story as possible, even a story-lite game like ''VideoGame/TheElderScrolls'' still has a main plot thrown into the game with a few token cinematics.
** Amusingly, early {{RPG}}s copied each other so much there was little effective difference between them: ''[[DragonQuest Dragon Warrior/Dragon Quest]]'' and ''FinalFantasy'' were, if not the same, at least very similar thematically. Now, due to the proliferation of the RPG format, there are any number of different RPG genres. Which sort of makes it the reverse of SeinfeldIsUnfunny: earlier {{RPG}}s copied shamelessly, newer {{RPG}}s are much more diverse. Sort of. (The HateDumb for {{JRPG}}s tends to point fingers at games that have mere similarities, [[HypocriticalFandom while ignoring their own similarities as "part of the genre"]].)
*** Early western RPGs were so mechanically similar that you could frequently import parties developed in other games. You could play ''BardsTale 2'' with your ''{{Wizardry}}'' party.
** How about a more straight example? ''ShinMegamiTenseiI'' was one of the first major [=RPGs=] (another was ''SaGa 1'', also known as ''FinalFantasyLegend'') to include heavy Christian imagery and [[GodIsEvil cast God as a villain]]. It pre-dates ''NeonGenesisEvangelion'' by three years, ''FinalFantasyTactics'' by five years and ''{{Xenogears}}'' by six. It also focuses heavily on story (a rarity at the time), includes a [[WideOpenSandbox free-roaming environment]], has MultipleEndings and gives you the option of [[VillainProtagonist choosing what kind of morality you want to follow]] [[KarmaMeter based on the actions you take in the game]], which significantly changes the story. [[TheEndOfTheWorldAsWeKnowIt One of the villains destroys the world]] partway through the game [[VideoGame/FinalFantasyVI two years before Kefka did it]]. And most importantly, in a genre filled with Cliché Storms at the time, this was an UrbanFantasy set in the real world that quickly shifts into AfterTheEnd. This isn't even mentioning the ultimate twist, which rarely leaves its series '''''to this day''''' - you only had two party members, while the four other spots were filled with MonsterAllies. Of course, since all of these controversial themes [[NoExportForYou kept it inside Japan for over a decade]], most fans don't even realize it was a trendsetter because they just never had an opportunity to play them and by the time they did come over, the themes that are frequent fodder for the franchise had already become commonplace.
* ''FinalFantasyLegend'' has its leveling system (an improvement of ''VideoGame/FinalFantasyII'''s), which was improved in the following games, making it look rather old by comparison.
* ''VideoGame/{{Quake}}''. The original game was an immense hit in its day due to its technological innovations. But its once-shocking 3-D graphics now look... underwhelming, due to low polygon counts and lack of texture filtering.
** Similar deal is with the graphics of ''AloneInTheDark''. Or ''4-D Boxing''.
* ''SecretOfMana'' was quite possibly the most aesthetically rich video game to date at the time of its release.
** Also one of the first action [=RPGs=] to support multiple players. (In fact, still one of the few... it just didn't catch on. More recent action [=RPGs=] with multiple characters like From Software's ''ForeverKingdom'' and Bandai's ''[[DotHack .hack]]'' either go for AI characters or character-swapping.)
* ''StreetFighter''. [[SequelDisplacement The ORIGINAL]] ''StreetFighter''. Back then, arcade games were almost universally simple affairs. Punch, kick, jump, shoot, duck, defend on occasion, maybe if it got ''really'' wild you had an alternate weapon. Large sprites, one-on-one gameplay, a pair of ''analog'' buttons which produced a variety of strikes (later replaced by the now-standard six-button grid), holding back to block, super-lethal attacks unleashed by '''secret joystick movements''', and unique opponents with a variety of styles and attacks... all of these were ''amazing'' innovations. Especially for Capcom, which at the time had almost nothing but platformers and various 3rd person shooters. No one had ever done a bosses-only action game before, and Capcom, of all companies, made it a reality. Oh yeah, it was a HUGE success, better than anyone could've imagined. Today, good luck finding someone who remembers that this game ''existed'', much less will admit to liking it.
** ''VideoGame/StreetFighterII'' ACCIDENTALLY introduced animation cancelling, and as a result, the entire concept of combos in fighting games. This small mistake single-handedly extended the life of video arcades for a decade. Today, the system seems clunky and sometimes unresponsive; then again, it was a bug, and not an integrated component of the game engine.
* ''VideoGame/SuperMario64''. A lot of people complain that it is unwieldy and unimaginative, unaware that, outside of a couple crappy (even for their time) games, there really didn't exist 3D platformers in 1996.
** Or, hell, even the original ''VideoGame/SuperMarioBros'' for the NES. This one's famous enough to avert a lot of this, but there's still some people who don't realize that one game kickstarted Nintendo's juggernaut of a series. There was no such thing as [[GoombaStomp jumping on enemies' heads to kill them]] before ''SMB''. The number of people who have ripped off Miyamoto and Tezuka's work likely ranks up there with Shakespeare, Mozart, Disney, Rodgers/Hammerstein and the Beatles. And let's not forget the fact that it was one of the first, if not ''the'' first platformer to feature a moving screen.
*** Not to mention, platformers in ''general''. Look say... ''ApeEscape''. Nowadays, the game is plagued by DamnYouMuscleMemory and what is now considered terrible camera controls (in part because a standardized control scheme is "Right analog stick for camera, left analog stick for movement".) However, at the time, that game was a huge experiment in 3D control... as well as for the Playstation in general. For one, it was the first game to ''require'' the dual-analog controller.
* ''TombRaider''. Before this game most women in video games were [[DistressedDamsel only there to be rescued]] or [[TheSmurfettePrinciple be sidekicks]] (sometimes both). In other cases where you could actually control a female character, she would only be an option to the main, heroic male lead character. Lara Croft started a trend of women becoming the sole [[ActionGirl protagonist in action games]]. The game was also praised for its detailed, realistic interactive 3D environment and use of set-pieces, which was groundbreaking at the time. Nowadays, the original game rarely gets the respect it deserves, and even then it's mostly the {{Fanservice}} that is mentioned rather than the many other things it did and the major part it played in establishing the 3D ActionAdventure genre in general.
* The ''SystemShock'' games, ''SystemShock2'' in particular. Despite being one of the most undersold games ever, never really moving beyond CultClassic, ''System Shock 2'' was a very well put together and innovative PC game. It was so good it has at least 2 [[SpiritualSuccessor Spiritual Successors]]. Both ''BioShock'' and ''DeadSpace'' copy its sold blend of SurvivalHorror/shooter in a SciFi environment with vending machines, upgrade stations allowing for a good deal of customization, and special powers (often used in puzzle solving), and a plot where everyone's turned into monsters and the only normal people are either on the other end of the radio, die five seconds after you meet them, or are the villains. However, improved graphics and gameplay, combined with the fact that not as many people played ''SystemShock'' create such moments as ''DeadSpace'' being described as "like ''BioShock'', but [[RecycledInSpace on a spaceship]]." Uh, excuse me, [[DidNotDoTheResearch where exactly]] do you think ''BioShock'' came from?
* The ''TokimekiMemorial'' series as a whole, [[FollowTheLeader being the series which made non-H Dating Sims and Otome Games popular]], and [[TropeCodifier having created or popularized]] a number of Romance and HaremSeries tropes along the way, suffers from this nowadays. Especially notable in the case of ''Tokimeki Memorial 4'', the latest game in the series: it's generally accepted that it's on par, if not superior to the best episode in the series, the back-then groundbreaking and extremely popular ''[[EvenBetterSequel Tokimeki Memorial 2]]''; but it's mostly shrugged off by critics and gamers alike as "so [[TheNineties Nineties]]" and "so old-school", being used by games such as ''VideoGame/TheIdolmaster'' and ''LovePlus''.
* ''{{Ultima}}''. [[BenCroshaw Yahtzee]] once described the series as "needlessly obtuse", which would make sense if there was anything better available at the time the games were released (which is only true for ''UltimaIX'' and perhaps ''UltimaVIII'').
** The early ''{{Ultima}}'' games were often described as "[=RPG=]/adventure hybrids" at the time, because they brought into [=RPG=]s such revolutionary elements as ''talking to [=NPCs=]'' and ''solving puzzles'' beyond "use key on door".
** It also was pretty much the first source of a [[KarmaMeter morality system]] in an RPG, in ''UltimaIV''.
** The ''UltimaUnderworld'' games, along with ''VideoGame/TheElderScrollsArena'', revolutionized RPG's with 360 degrees of 3 dimensional freedom, before the term FPS had even been coined. It looks less impressive compared to today's RPG hack-n-slashers.
* ''VirtuaFighter'' is horribly bland if you've played any 3D brawler game that came later, yet words fail to describe how innovative and astonishing it was when it came out. Of course, the very name indicates that it was made to demonstrate something new at the time.
* ''WelcomeToPiaCarrot''. The first game was made in 1995. Like many other [[HGame adult games]] and {{dating sim}}s, it lingered in NoExportForYou territory. By the time a FanTranslation of the PC-FX port was made in 2009, the art style looked quite old. (On the other hand, only a few other similar games in English in 2009 had simulation-style gameplay.)
* [[VideoGame/TheLegendOfZelda The original]] ''LegendOfZelda''. Compared to the newer games, it would look like it's missing a lot of the elements that are staples of the series (such as towns full of [=NPCs=], traveling by way of a horse or vehicle, and lots of dialogue and cutscenes) but at the time, it was an epic adventure the likes of which was almost completely unheard of in a console game, just because you had a more free-range environment, a whole arsenal of inventory items and needed a save feature just to finish it (this was an early NES game, and most of those games at the time were the kind you could finish in a single sitting (at least [[NintendoHard in principle]])).
** For that matter, [[TheLegendOfZeldaOcarinaOfTime the]] {{Nintendo 64}} [[TheLegendOfZeldaMajorasMask games]]. They were a ''spectacular'' VideoGame3DLeap at the time, and are the base for every third-person game that exists now, having introduced features such as the now ubiquitous LockOn. However, just like VideoGame/SuperMario64, the low-poly graphics and mostly square environments don't look nearly as good today, especially when compared to [[TheLegendOfZeldaTheWindWaker newer]] [[TheLegendOfZeldaTwilightPrincess games]].
** But still, the good things people say about ''Ocarina of Time'' and ''Majora's Mask'' kinda make up for it. Don't forget that ''Ocarina of Time'' is still considered the best ''Zelda'' game by many, and even considered one of the best games of all time.
* ''{{Sonic the Hedgehog}}'' evokes this trope in two ways: firstly, the speed which the eponymous Blue Blur ran through the levels in the first game in the series really seemed quite blistering to gamers of the day, even if nobody would think twice about it now. Also, in order to truly see the heavily promoted "edginess" of the character, you really need to be aware that when Sonic first appeared in 1991, the vast majority of platform heroes were promoted as squeaky-clean and cutesy. [[MascotWithAttitude A teenage hedgehog with a spiky hairstyle and a self-confident smirk was enough to seem uber-cool by comparison]].
** Actually, many fans nowadays feel like Sonic has slowed down in recent games.
* Logistics and diplomacy in a wargame. From the west came Virgin Interactive with ''Overlord'', ''{{MULE}}'' with trade, military pacts, and planetary bombardment, and from the east came Koei, with ''NobunagasAmbition''. Both were the first in their genres to combine obsessive resource management with the trappings of a standard setpiece wargame. How much your troops had trained and with what. How much food you had. The market of the food itself. The market behind your weaponry. Spying. Assassinations. Treaties. Aid pacts. Black markets. Taxation. Dividends. And in ''Nobunaga'''s case, even marriage was accounted for, as an alternative option to uniting your empire with another's. The information overload was staggering for its time, possibly even for some now. This was not merely there to bolster the wargame part ala ''Total War'' either. It was vitally important to do all these things at once lest you fall behind and face unexpected defeat in the coming battle.
* The ''CallOfDuty: ModernWarfare'' series is a microcosm of this trope. When the Marine player character in the first game [[spoiler: is permanently killed by the nuke]] in "Aftermath", it was a huge break from other FPS games of the era. The fact that you [[spoiler:controlled a dying character in the middle of a nuclear blast zone (and had no say over whether he lived or died), and that all your efforts in the American campaign were for naught]] was a ''huge'' deal then, and flew in the face of conventional video game tropes. The sequel, however, does the same thing [[spoiler:3]] separate times, and for players who played ''[=MW2=]'' before the original, the effect of the "Aftermath" level is lost.
* The ''BaldursGate'' games are considered WesternRPG landmarks. Try telling that to BioWare fans who got on board circa ''KnightsOfTheOldRepublic'', [[MassEffect if]] [[DragonAgeOrigins not]] [[MassEffect2 later]], when the developer had started going more for the cinematic angle.
* The original ''BattleArenaToshinden'' was one of the most highly-rated games for the original {{PlayStation}} when it originally came out. It was one of the most advertised launch titles for the platform in America, as well as the third game to ever get a score of 98% from ''Game Players'' magazine (the other two being the SNES port of ''Super VideoGame/StreetFighterII'' and ''VideoGame/FinalFantasyVI''). However, the sequels got progressively worse reviews (the fourth one wasn't even released in America) and the original game is now seen as a joke by hardcore fighting game enthusiasts compared to the original ''VirtuaFighter'' and ''{{Tekken}}'' (which had its console releases around the same time).
** Graphics-wise, they're comparible (with ''Toshinden'' arguably a notch above). Gameplay wise, ''VF'' and ''Tekken'' hold up. ''BAT''... doesn't.
* The ''[[SOCOMUSNavySeals SOCOM]]'' series lately looks like a candidate for this trope. Back when the PS2's internet play was available, the ''SOCOM'' series blended the best aspects of PC tactical shooters (mainly ''VideoGame/{{Counter-Strike}}'', ''DeltaForce'' and ''RainbowSix'') and made the gameplay palatable for console gamers. Combine this with the ultra-popular PS2 and the result? [[http://therealsocom.com/forums/showthread.php?tid=1068 Six million total sales between the first two games alone]] (with ''SOCOM 1'' getting the 3.45 mil bulk.) Unfortunately, ''SOCOM''[='=]s relevance was mostly symbiotic with Sony's problematic online gaming support, which worsened overtime. Xbox Live's reputation eventually surpassed the PS2 online service, thanks to the lack of a built-in hard drive causing numerous issues (mainly with cheaters and being dropped from games). Then ''{{Halo 2}}'' exploded in popularity. And then the worst combination for the series: PS3's problematic launch handicapping sales for years, and developer Zipper not making a ''SOCOM'' game for years after the PS3 launched, all while many different tactical shooters have flooded the console market (e.g., the TomClancy line of shooters, ''MetalGear Online'', ''GearsOfWar'', ''{{Battlefield}}'' variants, and especially Call of Duty). With that, ''SOCOM'' became increasingly niche and dated in comparison. By the time ''SOCOM 4'' was released, only longtime fans remained interested, while everyone else moved on. Worse, ''SOCOM 4'''s attempts to convert new fans was a failure, and the remaining fans are [[BrokenBase caught into a bitter civil war with the franchise]]. Give or take a few more years, and the franchise's impact on console online gaming will be mostly forgotten.
* GenreSavvy people are predicting this to happen to the original ''DefenseOfTheAncients'' because it was released on an engine considered "outdated". A lot of other early [[MultiplayerOnlineBattleArena MOBA]] games in general after other games like ''{{Demigod}}'', ''HeroesOfNewerth'', ''LeagueOfLegends'' and ''[=DotA=] 2'' improved and played with the formula a bit more.
* The first ''{{Persona}}'' game. It was made in 1996, and... quite honestly hasn't aged very well. It kicked off a series, and ''was'' a cult hit, but the sequels (even the second games, which followed the original formula, not the madly popular dating sim) polished the franchise so much better the first game is much ''much'' harder to just pick up and play than the later installments. This is one of those games where you spend either a couple hours poking around constantly finding the items... or five minutes with a guide.
** If you think that the LiteralSplitPersonality or the escapism are cliche, it's worth noting that you'd be hard pressed to find any more of that back in 1996.
* A couple of ''SuperMarioWorld'' [[LevelEditor hacks]] have actually fallen into this category as well.
** ''VideoGame/TheSecondRealityProject'' was one of the first major ''Super Mario World'' hacks. Completed in 2002 (around Lunar Magic's really early years), the game just had level edits and nothing else. But the creator did do a remake incorporating newer graphics, levels, and other things.
** Heck, [[http://www.smwcentral.net/?p=showhack&id=1163 Rob-Omb's Quest]] probably looks lousy today compared to other ''Super Mario World'' hacks, but around the time it came out, (many) people were impressed by the custom ''SuperMarioBros3'' music, overworld, and level ideas.
*** Even the ''SMB3'' music seems bland compared to the custom music that can be inserted in a ''SMW'' ROM hack now.
** ExGFX? Well, although some people still like playing [[http://www.smwcentral.net/?p=showhack&id=1040 Super Demo World: The Legend Continues]], it still doesn't have all the ASM and custom music that newer ''SMW'' hacks nowadays have. It's still a great hack to play though.
** The first hack that demonstrated what ASM editing is capable of? [[http://www.smwcentral.net/?p=showhack&id=1012 Brutal Mario]] was pretty famous for the custom bosses, sprites, and other things that were contained, but had bad level design. Nowadays, there are many other hacks that incorporate ASM.
** ''KaizoMarioWorld''. Remember that at the time, all those cruel tricks were actually original, and even things like the KaizoTrap or invisible coin blocks were used sparingly and in a clever way. And things like invisible/underwater Bowser, that Big Boo boss in the second, the final Reznor fight and many of the levels were actually fairly well designed, it's just the imitators that came since copied so much of it that the game itself is old hat.

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