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* The ''VideoGame/GrandTheftAuto: The Trilogy - The "Definitive Edition"'', a remaster consisting of ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' that launched with numerous problems, which are LOT of them, up to ''VideoGame/Cyberpunk2077'' levels of problems. While talking about the calamitous remaster, [[WebVideo/{{Jimquisition}} Jim Sterling]] accused the developer Rockstar hired of "cheaply and hurriedly cobbl[ing the collection] together with duct tape and jizz". To make matters worse, Rockstar also pulled all previous releases of the three games from digital storefronts shortly before the release of the "Definitive Edition", [[KeepCirculatingTheTapes making these inferior versions the only legal way to play the games]]. Rockstar eventually [[https://www.nintendolife.com/news/2021/11/rockstar-apologises-for-gta-trilogy-issues-first-of-multiple-updates-due-in-coming-days apologized for the atrocious state of the games]] and promised a ''VideoGame/NoMansSky''-esque series of patches to bring the ports to "the level of quality that they deserve to be", as well as restoring the original Windows versions of the games to their Rockstar Launcher store, but it'll be difficult to overcome the bad first impression since the internet has immortalized the following issues and more after the fact.

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* The ''VideoGame/GrandTheftAuto: The Trilogy - The "Definitive Edition"'', a remaster consisting of ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' that launched with numerous ''numerous'' problems, which are LOT of them, up to ''VideoGame/Cyberpunk2077'' levels of problems. While talking about the calamitous remaster, [[WebVideo/{{Jimquisition}} Jim Sterling]] accused the developer Rockstar hired of "cheaply and hurriedly cobbl[ing the collection] together with duct tape and jizz". To make matters worse, Rockstar also pulled all previous releases of the three games from digital storefronts shortly before the release of the "Definitive Edition", [[KeepCirculatingTheTapes making these inferior versions the only legal way to play the games]]. Rockstar eventually [[https://www.nintendolife.com/news/2021/11/rockstar-apologises-for-gta-trilogy-issues-first-of-multiple-updates-due-in-coming-days apologized for the atrocious state of the games]] and promised a ''VideoGame/NoMansSky''-esque series of patches to bring the ports to "the level of quality that they deserve to be", as well as restoring the original Windows versions of the games to their Rockstar Launcher store, but it'll be difficult to overcome the bad first impression since the internet has immortalized the following issues and more after the fact.



** It also doesn't help that, other than the unnecessary inclusion of the Hot Coffee files, said remasters were otherwise based on the mobile versions of the games instead of the console or PC originals, and was even done by the same developers as the mobile ports, Grove Street Games.[[note]]Formerly known as War Drum Studios[[/note]] Many people have already declared this port to be the new ''Silent Hill HD Collection'' or ''Warcraft III: Reforged''.

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** It also doesn't help that, other than the unnecessary inclusion of the Hot Coffee files, said remasters were otherwise based on the mobile versions of the games instead of the console or PC originals, and was even done by the same developers as the mobile ports, now known as Grove Street Games.[[note]]Formerly known as War Drum Studios[[/note]] Games. Many people have already declared this port to be the new ''Silent Hill HD Collection'' or ''Warcraft III: Reforged''.
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** The Sega [=32X=] port was inexplicably inferior to the SNES version despite running on superior hardware. Despite the graphics being better, the entire third episode, including the Cyberdemon, Spider Mastermind, and BFG are all missing (the game skips straight from the penultimate level of episode 2 to a version of the episode's secret level repurposed as a finale), beating the game would load up a DOS prompt if the player cheated or used the level select, and the soundtrack was ''butchered''. Especially unforgivable because the FM chip in the Genesis[[note]]the [=YM2612=]; the 32X uses 2 PWM channels[[/note]] is very similar to the [=YM2608=] (the FM chip used on later versions of the UsefulNotes/{{PC88}} and UsefulNotes/{{PC98}}), and it even has an additional PSG chip for sound effects.

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** The Sega [=32X=] port was inexplicably inferior to the SNES version despite running on superior hardware. Despite the graphics being better, the entire third episode, including the Cyberdemon, Spider Mastermind, and BFG are all missing (the game skips straight from the penultimate level of episode 2 to a version of the episode's secret level repurposed as a finale), beating the game would load up a DOS prompt if the player cheated or used the level select, and the soundtrack was ''butchered''. Especially unforgivable because the FM chip in the Genesis[[note]]the [=YM2612=]; the 32X uses 2 PWM channels[[/note]] is very similar to the [=YM2608=] (the FM chip used on later versions of the UsefulNotes/{{PC88}} Platform/{{PC88}} and UsefulNotes/{{PC98}}), Platform/{{PC98}}), and it even has an additional PSG chip for sound effects.

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** They wrecked the Chao system in a lot of ways. Fruit textures tend to glitch into using other Chao Garden models when exiting the Chao Stadium. All of the things exclusive to the Tiny Chao Garden in the [=GameCube=] port such as many fruits, jewel Chao and the official character Chao are unavailable in the HD re-releases. Planted trees render as if they were minuscule and float in midair. Shiny two-tone Chao's textures are broken and render with bright whites over most of their bodies.

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** They wrecked the The Chao system is broken in a lot of many ways. Fruit textures Fruits tend to glitch into using other Chao Garden models when exiting the Chao Stadium. All of the things Everything exclusive to the Tiny Chao Garden in the [=GameCube=] port such as many fruits, fruit, jewel Chao and the official character Chao are unavailable in the HD re-releases. Planted trees render as if they were minuscule and float in midair. Shiny two-tone Chao's textures are broken glitched and render with bright whites as a blinding white over most of their bodies.



** The music and sound effects in the HD re-releases have been pitched WAY too loud compared to the original Dreamcast version and [=GameCube=] port.
** The cutscenes in Story mode have many, MANY problems. Starting from having transparency issues, the character models looking way darker than they're supposed to be (even compared to their in-game models), the loss of colors and effects in some areas, shadows either being misplaced or absent, poor replicas of missing effects (especially noticeable in one cutscene with Rouge and the last one in the Dark path storyline), and Amy's character model suffering from texture issues and her eyes and head not aligning correctly, making her look like she's cross-eyed.
** As with its predecessor, many fans have been patching and modding the game on Steam to fix it so it can be more like its Dreamcast version, with mods that restore the Chao system to its Dreamcast counterpart, fix the lighting and audio issues, correct issues with both character and object models ''and'' correct cutscenes issues.

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** The music and sound effects in the HD re-releases have been pitched WAY too loud compared to are even louder than in the [=GameCube=] port, which was already louder than the original Dreamcast version and [=GameCube=] port.
version.
** The cutscenes in Story mode have many, MANY ''many'' problems. Starting from having There are countless transparency issues, the character models looking look way darker than they're supposed to be (even compared to their in-game models), the loss of colors and effects are missing in some areas, shadows either being misplaced or absent, poor replicas of missing effects areas and replicated poorly in others (especially noticeable in one cutscene with Rouge and the last one in the Dark path storyline), many shadows are either misplaced or absent, and Amy's character model suffering suffers from texture issues and her eyes and head not aligning correctly, making her look like she's cross-eyed.
cross-eyed.
** The Maria menu theme, which was downloadable on Dreamcast and unlockable by collecting 180 Emblems and linking with a Game Boy Advance ''Sonic'' game on [=GameCube=], is completely inaccessible in the HD release.
** As with its predecessor, many fans have been patching and modding the game on Steam to fix it so it can be more like its Dreamcast version, with mods that restore the Chao system to its Dreamcast counterpart, fix the lighting and audio issues, correct issues with both character and object models ''and'' correct cutscenes cutscene issues.
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* The PC version of ''Sonic Origins'', on top of having demanding system requirements for a compilation of remastered Sega Genesis games that can easily run on any smartphone made within the early 2010's, also suffers from many of the same issues seen in the console versions, along with poor performance even on high-end systems, frequent crashes at the title screen, and save data corruption. Some of these problems have been addressed through patches similarly to the console versions.

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* The PC version of ''Sonic Origins'', on top of having demanding system requirements for a compilation of remastered Sega Genesis games that can easily run on any smartphone made within the early 2010's, also suffers from many of the same issues seen in the console versions, along with poor performance even on high-end systems, systems thanks to everyone's favorite DRM system Denuvo, frequent crashes at the title screen, and save data corruption. Some of these problems have been were addressed through patches similarly to the console versions.
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** While the SNES version even existing is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (as have many enemy sprites, leading to the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this. The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could.[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, then the SNES version sounds absolutely muffled compared to its glory. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]]

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** While the SNES version even existing is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (as have many enemy sprites, leading to the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this. The sound effects are muffled as well, a good portion of the levels have been excised, and [[FakeDifficulty it's impossible to turn and sidestep at the same time]]--something that even the SNES port of ''VideoGame/Wolfenstein3D'' could manage. The only truly good part of the game is its soundtrack, which is fun to listen to because the SNES's sampler makes the MIDI soundtrack sound much more like real instruments than the Sound Blaster's FM synth ever could.[[note]]Unless you cut your teeth with the PC version of Doom on a PC with a Gravis Ultrasound, Ultrasound (or if you were ''really'' rich, an actual MIDI synth like the Roland SC-55), then the SNES version sounds absolutely muffled compared to its glory. Because, like the SNES' [=SPC700=], the Ultrasound was a sampler-based sound card, which Doom had full support for and would load its own custom soundfonts if one is used, and unlike the SNES' [=SPC700=], it had ''at least'' '''four''' times the amount of memory compared to the [=SPC700=] (256kb upgradable to 1MB, vs 64kb). And the [=AWE32=] (another sampler-based card) ain't too far behind either.[[/note]]
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* The PC port of ''VideoGame/TheCallistoProtocol'' was slammed with an overwhelmingly negative reception at launch due to severe graphics stutter, even when being played on high-end machines. It was theorized that the poor optimization was caused by Unreal Engine 4's shader compilation with certain builds, compounded with the required use of the performance zapping anti-piracy DRM tool, Denuvo.

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