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Moved Tales of Symphonia Remastered Switch side to the multiplatform disaster as the remaster raun worse

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* ''[[VideoGame/TalesOfSymphonia Tales of Symphonia: Remastered]]'' is based on the [=PS3=] ''Chronicles'' port (itself based on the [=PS2=], but runs worse and loads slower than the native [=PS3=] hardware.
** The Switch port features missing screen transitions, backgrounds, longer load times than the 2003 original and has random frame drops outside of battle, on top of being locked at 30fps (the game's animation was changed from 60fps on the UsefulNotes/GameCube to 30fps on the UsefulNotes/PS2 and all future ports were based on this port. [[https://www.youtube.com/watch?v=4QPBSeIvJt8 Adjusting the frame rate on PC increases the game's speed, as well for wracked physics.]]) and featuring missing dialogue boxes compared to the UsefulNotes/GameCube original (because the number of text boxes was increased in localization, but the UsefulNotes/PS3 release and all subsequent ports use the original Japanese text boxes).
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* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate[[labelnote:Reason]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects; Series S is 1440p), unlike the majority of native [=PS5=] and Xbox Series X only games.[[/labelnote]], while the PC version got better framerate.

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* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on the [=PS5=] and Xbox Series X X/S got hit with a severe 30 FPS rate[[labelnote:Reason]]No option rate (due to give the '''lack of Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects; Series S is 1440p), unlike the majority of native [=PS5=] and Xbox Series X only games.[[/labelnote]], 1440p)''' options), while the PC version got better framerate.framerate with adjustable graphical and resolution settings (varies by the player's specs).

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If anyone want to mention Play Station as Play Station's, use the PlayStation's format instead.


** The =PlayStation=] port of ''VideoGame/FinalDoom'' featured maps from ''Master Levels of Doom II'' and carries over the well-received changes of the Doom 1/2 Playstation port, such as the coloured lighting, the improved sound effects, and [[https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition the creepy ambient music]], but overall is received much less favourably than the original release and the Doom 1/2 Playstation port. The biggest problem is the majority of maps were cut completely, with the game only having 30 of the 85 maps between ''Master Levels''/''TNT''/''Plutonia'', and of those, only a paltry ''six'' of ''Plutonia''[='=]s 32 maps were included. The port also receives flak for completely lacking the Spider Mastermind (while she does exist in the game's data and shows up in the ending roll call, she [[DummiedOut wasn't put into any of the maps]]), for generally under-utilizing the high tier enemies (e.g. Barons and Mancubi each only show up in ''just one map'', and Arachnotrons only show up in a few maps, while Hell Knights get overused in their place), enemies often being haphazardly cut out (e.g. some maps will have Shotgunners or Chaingunners removed without adding their weapon pickup, making their weapons unobtainable on a pistol-start run of the map), and for the back of its case lying about the number of maps included (with it claiming there were over 30 maps, despite having ''exactly that many''). Fans would end up rectifying this by recreating ''all'' of the cut maps [[https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels in the PSX style and with the Playstation's limitations in mind]], and would make a [[https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition mod that makes these recreated maps runnable on an actual Playstation]]. The fan-recreated maps also tended to do a better job at modifying enemy placement to satisfy the Playstation's limitations, doing a better job at keeping variety with the higher tier enemies and not removing enemies who were crucial to the map.

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** The =PlayStation=] [=PlayStation=] port of ''VideoGame/FinalDoom'' featured maps from ''Master Levels of Doom II'' and carries over the well-received changes of the Doom ''Doom'' 1/2 Playstation [=PlayStation=] port, such as the coloured lighting, the improved sound effects, and [[https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition the creepy ambient music]], but overall is received much less favourably than the original release and the Doom ''Doom'' 1/2 Playstation [=PlayStation=] port. The biggest problem is the majority of maps were cut completely, with the game only having 30 of the 85 maps between ''Master Levels''/''TNT''/''Plutonia'', and of those, only a paltry ''six'' of ''Plutonia''[='=]s 32 maps were included. The port also receives flak for completely lacking the Spider Mastermind (while she does exist in the game's data and shows up in the ending roll call, she [[DummiedOut wasn't put into any of the maps]]), for generally under-utilizing the high tier enemies (e.g. Barons and Mancubi each only show up in ''just one map'', and Arachnotrons only show up in a few maps, while Hell Knights get overused in their place), enemies often being haphazardly cut out (e.g. some maps will have Shotgunners or Chaingunners removed without adding their weapon pickup, making their weapons unobtainable on a pistol-start run of the map), and for the back of its case lying about the number of maps included (with it claiming there were over 30 maps, despite having ''exactly that many''). Fans would end up rectifying this by recreating ''all'' of the cut maps [[https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels in the PSX style and with the Playstation's [=PlayStation=]'s limitations in mind]], and would make a [[https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition mod that makes these recreated maps runnable on an actual Playstation]]. PlayStation]]. The fan-recreated maps also tended to do a better job at modifying enemy placement to satisfy the Playstation's [=PlayStation=]'s limitations, doing a better job at keeping variety with the higher tier enemies and not removing enemies who were crucial to the map.



** The [=PS3=] and Xbox 360 versions have poor anti-aliasing, low-res textures, a framerate that struggles above 20, and severe screen tearing with the [=PS3=] getting the worst of it. The 360 version also has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures. It should also be noted that the PC version has compressed audio.[[/note]]
** The ''Classic Edition'' of ''Far Cry 3'' on [=PS4=] and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''.

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** The [=PS3=] and Xbox 360 versions have poor anti-aliasing, low-res textures, a framerate that struggles above 20, and severe screen tearing with the [=PS3=] getting the worst of it. The 360 version also has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.[[note]][=XGD3=] (Xbox Game Disc 3; used in Fall 2011-end of lifespan [=X360=] games): 8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures. It should also be noted that the PC version has compressed audio.[[/note]]
** The ''Classic Edition'' of ''Far Cry 3'' (both base and ''Blood Dragon''[[note]]ironic on the latter which runs worse than the [=PS3=] nor [=X360=][[/note]]) on the [=PS4=] and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''. Dragon''.



* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate,[[labelnote:*]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects), unlike the majority of native [=PS5=] and Xbox Series X only games.[[/labelnote]] while the PC version got better framerate.

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* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate,[[labelnote:*]]No rate[[labelnote:Reason]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects), effects; Series S is 1440p), unlike the majority of native [=PS5=] and Xbox Series X only games.[[/labelnote]] [[/labelnote]], while the PC version got better framerate.



* ''[[VideoGame/FantasticNightDreamsCotton Magical Night Dreams Cotton 2]]'', ''Magical Night Dreams Cotton Boomerang'', and ''Guardian Force'', three games that already have about five frames (or 1/12 of a second) of input lag on UsefulNotes/SegaSaturn, somehow managed to achieve [[FromBadToWorse even worse lag]] when they were included in City Connection's ''Cotton Guardian Force Tribute'' CompilationReRelease for UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, bumping up the input lag to ''10 frames'' (or 1/6 of a second). In [[ShootEmUp a genre where even just two or three frames of input delay can make a world of difference]], 10 frames is just straight up not acceptable. While the Switch is known for having a couple more frames of input lag than its contemporaries, even the [=PS4=] version has roughly the same amount of delay. As it turns out, the games use the ''[=SSF2=]'' Saturn emulator, which is already known for its share of input lag. Inherent lag + emulator lag + console-induced lag + likely lag on the porting team's[[note]]Zerodiv, the team that previously ported Psikyo games to Switch with 7-8 frames of lag and which was later acquired by City Connection[[/note]] port = what many players consider a steaming pile of FakeDifficulty.



* Online play in ''VideoGame/NickelodeonAllStarBrawl'' is problematic on the Nintendo Switch and Xbox One X. Though the [=PlayStation=] versions allow up to four players to a match, the Switch version can only accommodate two. In addition, despite much hype about the game having rollback netcode that should make lag imperceptible, online play on the Switch suffers from unpredictable but severe lag and slowdown that, after multiple updates, has not been alleviated at all. The most common theory from players is that the game's netcode was designed strictly for wired play, whereas the Switch, by nature as a partially handheld system--and the Switch Lite as a fully handheld system, which ''Nickelodeon All-Star Brawl'' is compatible with--would have the majority of people playing over Wi-Fi, which requires different netcode rules and that rollback notoriously struggles with. The Xbox One X version is worse, as it shipped with a glitch that causes players to be unable to find each other online at all. Instead of having some people start lobbies and others join them, everybody gets their own lobby, effectively preventing anyone from meeting each other. In both cases, as this game is a PlatformFighter, its central modes are effectively scuttled.



* ''[[VideoGame/FantasticNightDreamsCotton Magical Night Dreams Cotton 2]]'', ''Magical Night Dreams Cotton Boomerang'', and ''Guardian Force'', three games that already have about five frames (or 1/12 of a second) of input lag on UsefulNotes/SegaSaturn, somehow managed to achieve [[FromBadToWorse even worse lag]] when they were included in City Connection's ''Cotton Guardian Force Tribute'' CompilationReRelease for UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4, bumping up the input lag to ''10 frames'' (or 1/6 of a second). In [[ShootEmUp a genre where even just two or three frames of input delay can make a world of difference]], 10 frames is just straight up not acceptable. While the Switch is known for having a couple more frames of input lag than its contemporaries, even the [=PS4=] version has roughly the same amount of delay. As it turns out, the games use the ''[=SSF2=]'' Saturn emulator, which is already known for its share of input lag. Inherent lag + emulator lag + console-induced lag + likely lag on the porting team's[[note]]Zerodiv, the team that previously ported Psikyo games to Switch with 7-8 frames of lag and which was later acquired by City Connection[[/note]] port = what many players consider a steaming pile of FakeDifficulty.
* Online play in ''VideoGame/NickelodeonAllStarBrawl'' is problematic on the Nintendo Switch and Xbox One X. Though the [=PlayStation=] versions allow up to four players to a match, the Switch version can only accommodate two. In addition, despite much hype about the game having rollback netcode that should make lag imperceptible, online play on the Switch suffers from unpredictable but severe lag and slowdown that, after multiple updates, has not been alleviated at all. The most common theory from players is that the game's netcode was designed strictly for wired play, whereas the Switch, by nature as a partially handheld system--and the Switch Lite as a fully handheld system, which ''Nickelodeon All-Star Brawl'' is compatible with--would have the majority of people playing over Wi-Fi, which requires different netcode rules and that rollback notoriously struggles with. The Xbox One X version is worse, as it shipped with a glitch that causes players to be unable to find each other online at all. Instead of having some people start lobbies and others join them, everybody gets their own lobby, effectively preventing anyone from meeting each other. In both cases, as this game is a PlatformFighter, its central modes are effectively scuttled.

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This violates indentation rules


** The =PlayStation=] port of ''VideoGame/FinalDoom'' featured maps from ''Master Levels of Doom II'' and carries over the well-received changes of the Doom 1/2 Playstation port, such as the coloured lighting, the improved sound effects, and [[https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition the creepy ambient music]], but overall is received much less favourably than the original release and the Doom 1/2 Playstation port. The biggest problem is the majority of maps were cut completely, with the game only having 30 of the 85 maps between ''Master Levels''/''TNT''/''Plutonia'', and of those, only a paltry ''six'' of ''Plutonia''[='=]s 32 maps were included. The port also receives flak for completely lacking the Spider Mastermind (while she does exist in the game's data and shows up in the ending roll call, she [[DummiedOut wasn't put into any of the maps]]), for generally under-utilizing the high tier enemies (e.g. Barons and Mancubi each only show up in ''just one map'', and Arachnotrons only show up in a few maps, while Hell Knights get overused in their place), enemies often being haphazardly cut out (e.g. some maps will have Shotgunners or Chaingunners removed without adding their weapon pickup, making their weapons unobtainable on a pistol-start run of the map), and for the back of its case lying about the number of maps included (with it claiming there were over 30 maps, despite having ''exactly that many'').
*** Fans would end up rectifying this by recreating ''all'' of the cut maps [[https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels in the PSX style and with the Playstation's limitations in mind]], and would make a [[https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition mod that makes these recreated maps runnable on an actual Playstation]]. The fan-recreated maps also tended to do a better job at modifying enemy placement to satisfy the Playstation's limitations, doing a better job at keeping variety with the higher tier enemies and not removing enemies who were crucial to the map.

to:

** The =PlayStation=] port of ''VideoGame/FinalDoom'' featured maps from ''Master Levels of Doom II'' and carries over the well-received changes of the Doom 1/2 Playstation port, such as the coloured lighting, the improved sound effects, and [[https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition the creepy ambient music]], but overall is received much less favourably than the original release and the Doom 1/2 Playstation port. The biggest problem is the majority of maps were cut completely, with the game only having 30 of the 85 maps between ''Master Levels''/''TNT''/''Plutonia'', and of those, only a paltry ''six'' of ''Plutonia''[='=]s 32 maps were included. The port also receives flak for completely lacking the Spider Mastermind (while she does exist in the game's data and shows up in the ending roll call, she [[DummiedOut wasn't put into any of the maps]]), for generally under-utilizing the high tier enemies (e.g. Barons and Mancubi each only show up in ''just one map'', and Arachnotrons only show up in a few maps, while Hell Knights get overused in their place), enemies often being haphazardly cut out (e.g. some maps will have Shotgunners or Chaingunners removed without adding their weapon pickup, making their weapons unobtainable on a pistol-start run of the map), and for the back of its case lying about the number of maps included (with it claiming there were over 30 maps, despite having ''exactly that many'').
***
many''). Fans would end up rectifying this by recreating ''all'' of the cut maps [[https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels in the PSX style and with the Playstation's limitations in mind]], and would make a [[https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition mod that makes these recreated maps runnable on an actual Playstation]]. The fan-recreated maps also tended to do a better job at modifying enemy placement to satisfy the Playstation's limitations, doing a better job at keeping variety with the higher tier enemies and not removing enemies who were crucial to the map.
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** The =PlayStation=] port of ''VideoGame/FinalDoom'' featured maps from ''Master Levels of Doom II'' and carries over the well-received changes of the Doom 1/2 Playstation port, such as the coloured lighting, the improved sound effects, and [[https://aubreyhodges.bandcamp.com/album/final-doom-playstation-official-soundtrack-20th-anniversary-extended-edition the creepy ambient music]], but overall is received much less favourably than the original release and the Doom 1/2 Playstation port. The biggest problem is the majority of maps were cut completely, with the game only having 30 of the 85 maps between ''Master Levels''/''TNT''/''Plutonia'', and of those, only a paltry ''six'' of ''Plutonia''[='=]s 32 maps were included. The port also receives flak for completely lacking the Spider Mastermind (while she does exist in the game's data and shows up in the ending roll call, she [[DummiedOut wasn't put into any of the maps]]), for generally under-utilizing the high tier enemies (e.g. Barons and Mancubi each only show up in ''just one map'', and Arachnotrons only show up in a few maps, while Hell Knights get overused in their place), enemies often being haphazardly cut out (e.g. some maps will have Shotgunners or Chaingunners removed without adding their weapon pickup, making their weapons unobtainable on a pistol-start run of the map), and for the back of its case lying about the number of maps included (with it claiming there were over 30 maps, despite having ''exactly that many'').
*** Fans would end up rectifying this by recreating ''all'' of the cut maps [[https://doomwiki.org/wiki/PSX_Doom:_The_Lost_Levels in the PSX style and with the Playstation's limitations in mind]], and would make a [[https://doomwiki.org/wiki/PlayStation_Doom:_Master_Edition mod that makes these recreated maps runnable on an actual Playstation]]. The fan-recreated maps also tended to do a better job at modifying enemy placement to satisfy the Playstation's limitations, doing a better job at keeping variety with the higher tier enemies and not removing enemies who were crucial to the map.
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None


** The PS3 and Xbox 360 versions have poor anti-aliasing, low-res textures, a framerate that struggles above 20, and severe screen tearing with the PS3 getting the worst of it. The 360 version also has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures. It should also be noted that the PC version has compressed audio.[[/note]]
** The ''Classic Edition'' of ''Far Cry 3'' on PS4 and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''.

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** The PS3 [=PS3=] and Xbox 360 versions have poor anti-aliasing, low-res textures, a framerate that struggles above 20, and severe screen tearing with the PS3 [=PS3=] getting the worst of it. The 360 version also has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures. It should also be noted that the PC version has compressed audio.[[/note]]
** The ''Classic Edition'' of ''Far Cry 3'' on PS4 [=PS4=] and Xbox One is not based on PC, but the inferior console ports with performance issues, in addition to removing co-op multiplayer and ''Blood Dragon''.
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Grammar and more info.


* ''VideoGame/FarCry3'' has inferior versions compare to the PC version:
** The [=PS3=] and Xbox 360 versions due to being high demanding to run lacked of anti-aliasing, low-res textures and a framerate struggled above 20, while the latter platform has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures.[[/note]]
** The ''Classic Edition'' is not based on the PC ported, but rather as the inferior console ports continue with performance issues, in addition to removing co-op play and ''Blood Dragon''.

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* ''VideoGame/FarCry3'' has and ''VideoGame/FarCry4'' both have inferior versions compare compared to the PC version:
PC.
** The [=PS3=] PS3 and Xbox 360 versions due to being high demanding to run lacked of have poor anti-aliasing, low-res textures and textures, a framerate struggled that struggles above 20, while and severe screen tearing with the latter platform PS3 getting the worst of it. The 360 version also has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures. It should also be noted that the PC version has compressed audio.[[/note]]
** The ''Classic Edition'' of ''Far Cry 3'' on PS4 and Xbox One is not based on the PC ported, PC, but rather as the inferior console ports continue with performance issues, in addition to removing co-op play multiplayer and ''Blood Dragon''.

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Far Cry 3 is an issue for every platform, but the most noticeable is the console ports.


* ''VideoGame/FarCry3'' has inferior versions compare to the PC version:
** The [=PS3=] and Xbox 360 versions due to being high demanding to run lacked of anti-aliasing, low-res textures and a framerate struggled above 20, while the latter platform has overcompressed audio voices and sound efffects in order to fit into a single DVD-DL.[[note]]8.3 GB of usable space (both in-game data and firmware updates), leaving 200 MB for anti-piracy measures.[[/note]]
** The ''Classic Edition'' is not based on the PC ported, but rather as the inferior console ports continue with performance issues, in addition to removing co-op play and ''Blood Dragon''.



* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate,[[labelnote:*]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects), unlike the majority of native [=PS5=] and Xbox Series X only games./[[/labelnote]] while the PC version got better framerate.

to:

* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate,[[labelnote:*]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects), unlike the majority of native [=PS5=] and Xbox Series X only games./[[/labelnote]] [[/labelnote]] while the PC version got better framerate.



* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. ''The Wrath of the Chosen'' expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game (rather by the porting team of ''[[VideoGame/WWEVideoGames WWE 2K18]]'''s Switch port and the remastering team of ''[[VideoGame/SonicColors Sonic Colors Ultimate]]''), and it really shows.

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* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. ''The Wrath of the Chosen'' expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game (rather by game[[labelnote:*]]Blind Squirrel Games, the porting team of ''BioShock: The Collection'', ''[[VideoGame/WWEVideoGames WWE 2K18]]'''s Switch port and the remastering team process of ''[[VideoGame/SonicColors Sonic Colors Ultimate]]''), Ultimate]]'').[[/labelnote]], and it really shows.
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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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A Plague Tale: Requiem does not have Performance nor Fidelity Modes as the same Gotham Knights never have it as an option.


* ''VideoGame/GothamKnights'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.

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* ''VideoGame/GothamKnights'' and ''VideoGame/APlagueTaleRequiem'' on [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate, rate,[[labelnote:*]]No option to give Performance Mode (in 1080p/1440p 60fps without ray-tracing effects) nor Fidelity Mode (in 4K 30fps with RT effects), unlike the majority of native [=PS5=] and Xbox Series X only games./[[/labelnote]] while the PC version got better framerate.
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None


* ''VideoGame/TheLionKing'' for the NES was a disaster, with sluggish and unresponsive controls, physics and jumping mechanics that are broken beyond belief, and short levels (the game can be completed in under 20 minutes) which are presented without any kind of story context. On top of that, the game only covers the young Simba levels from the 16-bit games, meaning that not only do you not play as the eponymous Lion King, but ''the film's villain Scar is completely absent from gameplay'' (outside of the EasyModeMockery ending screen). What's sad about this port is even the ''bootleg port'' created by Super Game is superior to it both gameplay-wise and aesthetically (musically as well, since all of Super Game's ports are done with the Konami sound engine) and resembles the original game more. North American and Japanese gamers were at least spared from seeing this exist in their region, as it was only released in PAL territories. There's evidence pointing towards this port being [[ObviousBeta an unfinished release]], as the Game Boy version of the game manages to include every level from its 16-bit counterparts except Be Prepared while polishing up some of the rough spots.

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* ''VideoGame/TheLionKing'' for the NES was a disaster, with sluggish and unresponsive controls, physics and jumping mechanics that are broken beyond belief, and short levels (the game can be completed in under 20 minutes) which are presented without any kind of story context. On top of that, the game only covers the young Simba levels from the 16-bit games, meaning that not only do you not play as the eponymous Lion King, but ''the film's villain Scar is completely absent from gameplay'' (outside of the EasyModeMockery ending screen). What's sad about this port is even the ''bootleg port'' created by Super Game is superior to it both gameplay-wise and aesthetically (musically as well, since all of Super Game's ports are done with the Konami sound engine) and resembles the original game more. North American and Japanese gamers were at least spared from seeing this exist in their region, as it was only released in PAL territories.Europe and Australia. There's evidence pointing towards this port being [[ObviousBeta an unfinished release]], as the Game Boy version of the game manages to include every level from its 16-bit counterparts except Be Prepared while polishing up some of the rough spots.
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* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bugs that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games range from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would get stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed disappointment over how the collection turned out]] on his personal Twitter.

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bugs that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games range from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would get stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed disappointment over how the collection turned out]] on his personal Twitter. That said, [[AuthorsSavingThrow most of the collection's flaws have been ironed out with patches]], while various [[GameMod mods]] were made for the PC version, [[https://gamebanana.com/sounds/62326 such as a mod to restore the original soundtracks (with a multitude of alternate soundtracks to choose from, to boot!)]] and a [[https://gamebanana.com/mods/385416 mod]] to either disable the smoothing filter or replace it with the much sharper filters from ''VideoGame/SonicMania'', including {{Retraux}} CRT shaders.
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Like SSX, a slightly inferior for the game controller isn’t enough for this trope. PS 2 is valid, but covered on consoles already.


* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good as the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original. Worst of all, the [=PS2=] version suffers from LoadsAndLoadsOfLoading.
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Not sure if this game should even be on here if the only problem is a downgraded framerate, but I'll leave that for someone more familiar with the game to decide


* ''VideoGame/GothamKnights'' on =PS5= and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.

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* ''VideoGame/GothamKnights'' on =PS5= [=PS5=] and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.
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Blind Squirrel Games mainly screwed up the ports, except for Sunset Overdrive's PC port and a supporting team of Mass Effect Legendary Edition. If only they are treated carefully like ME:LE does.


* ''VideoGame/GothamKnights'' on PS5 and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.

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* ''VideoGame/GothamKnights'' on PS5 =PS5= and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.



* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. The Wrath of the Chosen expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game, and it really shows.

to:

* ''VideoGame/XCOM2'' has pretty bad performance on both [=PS4=] and Xbox One. The ''The Wrath of the Chosen Chosen'' expansion, instead of fixing it, made the performance ten times worse, to the point where many players would consider it unplayable. An awful frame rate that frequently dips into the single digits, controls that jerk and tend to randomly delay, and hanging and crashes galore. The console port was not done by the same development team that created the original PC game, game (rather by the porting team of ''[[VideoGame/WWEVideoGames WWE 2K18]]'''s Switch port and the remastering team of ''[[VideoGame/SonicColors Sonic Colors Ultimate]]''), and it really shows.
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None

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*''VideoGame/GothamKnights'' on PS5 and Xbox Series X got hit with a severe 30 FPS rate, while the PC version got better framerate.
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typo


* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, such graphical corruptions (which is especially prone to happen on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations glitching out in bizarre ways thanks to the developers removing the expired licensed music tracks very poorly, mission-related bugs and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. Things would only get worse when War Drum Studios (now rebranded as Groove Street Games) went on to develop...

to:

* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, such graphical corruptions (which is especially prone to happen on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations glitching out in bizarre ways thanks to the developers removing the expired licensed music tracks very poorly, mission-related bugs and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. Things would only get worse when War Drum Studios (now rebranded as Groove Grove Street Games) went on to develop...
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None


* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed disappointment over how the collection turned out]] on his personal Twitter.

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug bugs that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges range from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would get stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed disappointment over how the collection turned out]] on his personal Twitter.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good as the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original.

to:

* ''VideoGame/SuperMonkeyBall: Deluxe'' on the [=PS2=] and Xbox may have levels and content from both the original games in one DVD, plus more, but both versions suffer from the controls not being anywhere as good as the UsefulNotes/GameCube versions. Worse yet for the [=PS2=] version having some framerate issues and, with the [=PS2=]'s hardware not being as powerful as the [=GameCube=], graphics that don't look as good as the original. Worst of all, the [=PS2=] version suffers from LoadsAndLoadsOfLoading.
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That example is only on this practical port (moved to Consoles section).


* ''VideoGame/WolfensteinTheNewOrder'' for the Xbox 360 has no tutorials, meaning you can get stuck at various points because the game won't explain dash-sliding and leaning, and has a GameBreakingBug that can ''jam the system's Bluetooth communications chip,'' meaning your controller won't stay connected.
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None

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* ''VideoGame/WolfensteinTheNewOrder'' for the Xbox 360 has no tutorials, meaning you can get stuck at various points because the game won't explain dash-sliding and leaning, and has a GameBreakingBug that can ''jam the system's Bluetooth communications chip,'' meaning your controller won't stay connected.
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* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the UsefulNotes/PlayStation4 and the UsefulNotes/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN.

to:

* Creator/CDProjektRed delayed ''VideoGame/Cyberpunk2077'' eight months due to the problems they had getting it to run on the older hardware of the UsefulNotes/PlayStation4 and the UsefulNotes/XboxOne, and by all accounts, [[https://www.polygon.com/2020/12/9/22166912/cyberpunk-2077-base-ps4-xbox-one-bugs-issues-glitches-performance-trees-bushes it wasn't nearly enough.]] Textures would take upwards of twenty seconds to load in, pop-in was so bad that it was not uncommon for players to get into car accidents because other vehicles materialized right in front of them, and the consoles frequently [[GameBreakingBug crashed out to the dashboard]]. Many fans were left wondering both how things went so wrong[[note]]It should be noted that when the game was initially announced in 2012, the [=PS4=] and Xbox One were about to be released as the next-gen consoles themselves and the game went into proper development in 2015, well into the systems' lifespans but also well before the announcement of the next generation, with the obvious expectation being that it would be able to run on the two generations just fine. Indeed, the trailers released in 2018 [[NeverTrustATrailer all seemed to suggest as much]].[[/note]] and why the developers didn't just cancel the [=PS4=] and Xbox One releases entirely and make the game a [[UsefulNotes/TheNinthGenerationOfConsoleVideoGames next-gen]] and PC exclusive. It was bad enough to prompt the company to [[https://mobile.twitter.com/CyberpunkGame/status/1338390123373801472 publicly apologize for these versions and offer refunds.]] To further illustrate how badly the last-gen versions were botched, at the time of launch, [[https://twitter.com/metacritic/status/1338657833823289345?s=21 the Metacritic scores for the console versions]] were a dismal 47 (for [=PS4=]) and 51 (for Xbox One), whereas the PC version had a significantly higher score of 90/100. The release was so bad that less than a week after release [[https://www.ign.com/articles/sony-removing-cyberpunk-2077-from-ps-store-will-offer-refunds-to-playstation-players-who-already-bought-it Sony pulled the game from its online store and offered refunds]], the latter of which was something they rarely offered to customers who already downloaded the game from PSN. Ultimately, the [=PS4=] and Xbox One versions had development support dropped on September 2022 following the release of Patch 1.6, with the development team focusing on just the [=PS5=], Xbox Series, and PC versions with future content and updates, starting with the "Phantom Liberty" DLC.
Is there an issue? Send a MessageReason:
None


* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed regret for how the collection turned out]] on his personal Twitter.

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not ''Sonic Genesis'' levels of unplayable), they're less than ideal, and quite far from the "definitive versions" of the games they were touted as. Simon Thomley of Headcannon [[CreatorBacklash has expressed regret for disappointment over how the collection turned out]] on his personal Twitter.
Is there an issue? Send a MessageReason:
None


* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon [[CreatorBacklash was not happy about]].

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these Fans generally agree that while the collection ''works'' and the games are still fundamentally good (the ports are certainly not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for levels of unplayable), they're less than ideal, and quite far from the Game Boy Advance, "definitive versions" of the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that games they were touted as. Simon Thombley Thomley of Headcannon [[CreatorBacklash was not happy about]].has expressed regret for how the collection turned out]] on his personal Twitter.
Is there an issue? Send a MessageReason:
None


* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon [[CreatorBacklash was not happy about]].

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases releases, as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon [[CreatorBacklash was not happy about]].



* 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, these games also suffer from many of the same issues seen in the console versions along with poor performance even on high-end systems and frequent crashes at the title screen.

to:

* 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, these games also suffer suffers from many of the same issues seen in the console versions versions, along with poor performance even on high-end systems and frequent crashes at the title screen.
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* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, with graphical corruptions (especially on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations glitching out in bizarre ways thanks to the developers removing the expired licensed tracks very poorly, mission-related bugs and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. All of this however pales in comparison to...
* The ''VideoGame/GrandTheftAuto: The Trilogy - The "Definitive Edition"'' remaster consisting of ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' launched with numerous problems, and we're talking about a LOT of them to ''VideoGame/Cyberpunk2077'' levels. 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 besides.

to:

* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, with such graphical corruptions (especially (which is especially prone to happen on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations glitching out in bizarre ways thanks to the developers removing the expired licensed music tracks very poorly, mission-related bugs and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. All of this however pales in comparison to...
Things would only get worse when War Drum Studios (now rebranded as Groove Street Games) went on to develop...
* The ''VideoGame/GrandTheftAuto: The Trilogy - The "Definitive Edition"'' Edition"'', a remaster consisting of ''VideoGame/GrandTheftAutoIII'', ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'', and ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]'' that launched with numerous problems, and we're talking about a which are LOT of them them, up to ''VideoGame/Cyberpunk2077'' levels.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 besides.after the fact.



** Many weather effects from the original console or PC versions of the games has been overly simplified or cut entirely, especially in ''San Andreas'', while other effects has been broken or cause bizarre issues with the already atrocious character models. Vadim M goes through the visual downgrades and errors introduced in the Definitive version of ''San Andreas'' [[https://www.youtube.com/watch?v=ZSvoC6lZl5s this comparison video]].
** [[https://twitter.com/Velcomia/status/1459232698527096833 Broken, eye-searing rain effects]] to the point that, prior to Patch 1.03 replacing this SensoryAbuse with proper rain effects, it made several missions [[FakeDifficulty impossible to complete.]] To make matters not so much worse as even more unacceptable, the potentially seizure-inducing rain was drawn ''behind bodies of water''.
** A lot of [[GameBreakingBug Game-Breaking Bugs]] that can cause the game to crash often. And there are some other noncrashing glitches as well like a car being able to randomly flip over at any time which will cause it to explode. And the framerate dips to low levels a lot.

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** Many visual and weather effects from the original console or PC versions of the games has been overly simplified or cut entirely, especially in ''San Andreas'', making all three games look identical to each other, while other effects has been broken or cause introduced in this collection causes bizarre rendering issues with the already atrocious character models. models and interiors. Vadim M goes through the visual downgrades and errors introduced in the Definitive version of ''San Andreas'' in [[https://www.youtube.com/watch?v=ZSvoC6lZl5s this comparison video]].
** [[https://twitter.com/Velcomia/status/1459232698527096833 Broken, eye-searing rain effects]] to the point that, prior to Patch 1.03 replacing this SensoryAbuse with proper rain effects, it made several missions [[FakeDifficulty impossible to complete.]] complete]]. To make matters not so much worse as even more unacceptable, the potentially seizure-inducing rain was drawn ''behind bodies of water''.
water''. It was also possible to manipulate the rain effects while flying in ''San Andreas'' prior to Patch 1.03, causing it to speed up, slow down, or stop in motion.
** A lot of [[GameBreakingBug Game-Breaking Bugs]] that can cause the game to crash often. And there are some other noncrashing glitches as well well, like a car being able to randomly flip over at any time which will cause it to explode. And the The framerate in these games dips to low levels a lot.

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** Fog and high draw distance issues. Older games use fog to cover up unpolished areas when loading them, but the Definitive release removed this, unintentionally revealing how glaringly unpolished it is combined with the port's high draw distance, especially in ''San Andreas'' when you use a [[https://pbs.twimg.com/media/FD--XF3UUAQ0BHP?format=jpg&name=large plane.]]

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** Fog and high draw distance issues. Older games use fog to cover up unpolished areas when loading them, but the Definitive release removed this, unintentionally revealing how glaringly unpolished it is combined with the port's high draw distance, especially in ''San Andreas'' when you use a [[https://pbs.twimg.com/media/FD--XF3UUAQ0BHP?format=jpg&name=large plane.]]plane]].
** Many weather effects from the original console or PC versions of the games has been overly simplified or cut entirely, especially in ''San Andreas'', while other effects has been broken or cause bizarre issues with the already atrocious character models. Vadim M goes through the visual downgrades and errors introduced in the Definitive version of ''San Andreas'' [[https://www.youtube.com/watch?v=ZSvoC6lZl5s this comparison video]].
Is there an issue? Send a MessageReason:
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* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, with visual corruptions (especially on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations randomly bugging out thanks to the developers removing the expired licensed tracks very poorly, mission-related glitches and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. All of this however pales in comparison to...

to:

* ''VideoGame/GrandTheftAutoSanAndreas'' and its "remastered" version on Xbox 360 and later [=PlayStation=] 3, which were actually based on the 2013 mobile version by War Drum Studios, except much worse in many ways. On top of the [[TheyChangedItNowItSucks contentious]] visual aesthetic changes, these direct mobile-to-console ports are rife with various glitches, with visual graphical corruptions (especially on the Xbox 360 version), broken and/or missing effects (even moreso on the [=PlayStation=] 3 version), random voice-overs cutting off mid-sentence during cutscenes, sound effects compressed so badly to the point of being ear-grating, radio stations randomly bugging glitching out in bizarre ways thanks to the developers removing the expired licensed tracks very poorly, mission-related glitches bugs and crashes that can render the game unbeatable, broken or entirely missing local co-op features on [=PlayStation=] 3 and Xbox 360 respectively, and a poorly implemented checkpoint and auto-save system that can hinder you more than help. The only issue that was addressed in the "remastered" version was the initial optimization issues in the Xbox 360 version and they didn't bother to fix the rest of the problems introduced with these ports. Adding insult to injury, Rockstar used the broken remastered version to outright [[KeepCirculatingTheTapes replace]] the downloadable [=PlayStation=] 2 version on [=PlayStation=] Network and the older yet functional original Xbox port on the Xbox Store, without warning players or giving owners of the original versions the option to re-download them if they had it on their platform's respective accounts. All of this however pales in comparison to...



* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon was not happy about.

to:

* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon [[CreatorBacklash was not happy about.about]].



* 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, these games also suffer from many of the issues seen in the console versions, poor performance issues even on high-end systems, and crashes at the title screen.

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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, these games also suffer from many of the same issues seen in the console versions, versions along with poor performance issues even on high-end systems, systems and frequent crashes at the title screen.
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* All three console versions of ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare-bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who handled ''Arkham City''[='=]s Wii U port in-house), but otherwise the Wii U game actually seems better by comparison due to higher-quality graphics and much less game-breaking bugs.

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* All three console versions of ''VideoGame/BatmanArkhamOrigins'' suffer from some form of issues. Both the [=PS3=] and Xbox 360 versions suffer from some nasty [[GameBreakingBug Game-Breaking Bugs]] that apparently Warner Bros. simply has no interest in patching, which involves the game randomly crashing when trying to enter certain areas, along with both versions having a somewhat inconsistent framerate. The 360 suffers from even more freezing issues, occasional black screens, and even save data corruption. The Wii U version seemed to not be hit as hard, as its main issues mainly just involve a somewhat choppy framerate like the other versions, and the gamepad features feel a bit bare-bones compared to the Wii U port of ''VideoGame/BatmanArkhamCity'' (likely the result of the Wii U version being handled by Human Head Studios, the people behind ''VideoGame/Prey2006'', instead of the game's primary developer, WB Montreal, who handled ''Arkham City''[='=]s Wii U port in-house), but otherwise the Wii U game actually seems better by comparison due to higher-quality graphics and much less game-breaking bugs.



** While it's not a broken mess, the UsefulNotes/{{Xbox}} version of ''Doom'' and ''Doom II'' ported by Vicarious Visions, which is contained on the Collector's Edition of ''VideoGame/Doom3'' and ''Resurrection of Evil'', aren't flawless transitions. The music seems to run at a slower speed and the skyboxes for the later episodes don't render properly (which Activision curiously tried to [[HandWave write off]] as the game taking place on Mars). This is apparently due to the fact that the game isn't a real port but rather a real-time emulation of the original DOS version of the game. On the upside, ''Doom'' and ''Doom II'' each have an exclusive bonus level.
** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and even curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile, which someone who has access to the curated mod files can send them to other players.[[/note]]

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** While it's not a broken mess, the UsefulNotes/{{Xbox}} version of ''Doom'' and ''Doom II'' ported by Vicarious Visions, which is contained on the Collector's Edition of ''VideoGame/Doom3'' and ''Resurrection of Evil'', aren't flawless transitions. The music seems to run at a slower speed and the skyboxes for the later episodes don't render properly (which Activision curiously tried to [[HandWave write off]] as the game taking place on Mars). This is apparently due to the fact that because the game isn't a real port but rather a real-time emulation of the original DOS version of the game. On the upside, ''Doom'' and ''Doom II'' each have an exclusive bonus level.
** The ports of the first two games on UsefulNotes/XboxOne, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and [=iOS=]/Android for the "Year of Doom" in 2019 launched with a great deal of problems. While better from the outset than any official console port done prior to the original Xbox version, the playable resolution was improperly scaled somewhere between 4:3 and 16:9, making everything appear stretched, areas were too bright because shadows were broken from the increased rendering resolution, music and sound effects were slowed down, ''Doom II'' was missing the ''No Rest for the Living'' expansion that was in the previous-gen console ports, and although split-screen multiplayer is available, online multiplayer is not. [[https://kotaku.com/1993-s-doom-requires-a-bethesda-account-to-play-on-swit-1836743713 Most infamously]], however, was the fact that the ports launched with a mandatory log-in to Bethesda.net, despite nothing else about the games at the time actually needing an internet connection.[[note]]The purpose turned out to be enabling an OldSaveBonus that would unlock costumes in the then-upcoming ''VideoGame/DoomEternal''.[[/note]] Fortunately, patches were worked on to fix these ports; after removing the mandatory login, they also fixed the aspect-ratio, lighting and sound, bumped the framerate up from the original's 35 FPS to 60 or higher, 16:9 presentation with widescreen art assets, gyro motion controller support for systems that supported it, a weapon carousel to ease weapon switching (especially for controllers), a new Ultra-Violence+ difficulty, and adding not only ''No Rest for the Living'' as free downloadable add-ons, but also ''VideoGame/{{SIGIL}}'', both halves of ''VideoGame/FinalDoom'', and even curated versions of several high-profile [[GameMod mods]] such as both of the episodes of ''Back to Saturn X'', ultimately turning it from this trope into [[PolishedPort one of the best ports of the games ever]].[[note]]The only hiccup, however, is that you need a Bethesda account to play those mods, unless you're on PC or mobile, which someone who has access to the curated mod files can send them to other players.[[/note]]



** The Nintendo Switch port not only suffers from all the above issues, but adds in a bunch of its own problems such as an atrocious frame rate, the graphical settings being massively cut back to the point of losing some details and effects that were present on the ''[=PS2=]'' version, the resolution being unimpressive, and vehicle pop-in being so bad that it's possible for cars to spawn right in front of you, leading to unavoidable collisions and potential mission failures. [[https://www.youtube.com/watch?v=Y1JJt7xHTlE Digital Foundry]] named the Switch port as the single worst version of the trilogy ever to be released, worse even than the [=PS2=], original Xbox, and mobile ports.

to:

** The Nintendo Switch port not only suffers from all the above issues, but adds in a bunch of its own has many problems of its own, such as an atrocious frame rate, the graphical settings being massively cut back to the point of losing some details and effects that were present on the ''[=PS2=]'' version, the resolution being unimpressive, and vehicle pop-in being so bad that it's possible for cars to spawn right in front of you, leading to unavoidable collisions and potential mission failures. [[https://www.youtube.com/watch?v=Y1JJt7xHTlE Digital Foundry]] named the Switch port as the single worst version of the trilogy ever to be released, worse even than the [=PS2=], original Xbox, and mobile ports.



* The ''VideoGame/LifeIsStrange: Remastered Collection'' has been widely criticized for being prone to bugs and having graphical, lighting and even framerate issues, among other things. The game's "subtitles", more often than not, appear as a line of code calling the name of the subtitles file instead of the actual subtitle content. The [[https://www.youtube.com/watch?v=Y45YBXvCAc0 lighting]] glitches a lot and is inconsistent, with objects looking different and sometimes being hard to spot. Some character models [[https://www.youtube.com/watch?v=y2gsWAYJXBk suffer bizarre changes]] for no given reason, or items [[https://www.youtube.com/watch?v=MkfOxYpw2MY float in the air]]. It's entirely possible, if you get the "You can't rewind" message, for the screen to freeze and force you to restart the game. Additionally, it has been reported that some people [[GameBreakingBug got a black screen after completing episode 2]], forcing them to restart the game and having to redo all of episode 2. Framerate issues abound, with the performance for the [=PS4=] and Xbox One versions in particular dipping as low as 15 FPS.
* ''VideoGame/TheLionKing'' for the NES was a disaster, with sluggish and unresponsive controls, physics and jumping mechanics that are broken beyond belief, and short levels (the game can be completed in under 20 minutes) which are presented without any kind of story context. On top of that, the game only covers the young Simba levels from the 16-bit games, meaning that not only do you not play as the eponymous Lion King, but ''the film's villain Scar is completely absent from gameplay'' (outside of the EasyModeMockery ending screen). What's sad about this port is even the ''bootleg port'' created by Super Game is superior to it both gameplay-wise and aesthetically (musically as well, since all of Super Game's ports are done with the Konami sound engine) and even resembles the original game more. North American and Japanese gamers were at least spared from seeing this exist in their region, as it was only released in PAL territories. There's evidence pointing towards this port being [[ObviousBeta an unfinished release]], as the Game Boy version of the game manages to include every level from its 16-bit counterparts except Be Prepared while polishing up some of the rough spots.

to:

* The ''VideoGame/LifeIsStrange: Remastered Collection'' has been widely criticized for being prone to bugs and having graphical, lighting and even framerate issues, among other things. The game's "subtitles", more often than not, appear as a line of code calling the name of the subtitles file instead of the actual subtitle content. The [[https://www.youtube.com/watch?v=Y45YBXvCAc0 lighting]] glitches a lot and is inconsistent, with objects looking different and sometimes being hard to spot. Some character models [[https://www.youtube.com/watch?v=y2gsWAYJXBk suffer bizarre changes]] for no given reason, or items [[https://www.youtube.com/watch?v=MkfOxYpw2MY float in the air]]. It's entirely possible, if you get the "You can't rewind" message, for the screen to freeze and force you to restart the game. Additionally, it has been reported that some people [[GameBreakingBug got a black screen after completing episode 2]], forcing them to restart the game and having to redo all of episode 2. Framerate issues abound, with the performance for the [=PS4=] and Xbox One versions in particular dipping as low as 15 FPS.
* ''VideoGame/TheLionKing'' for the NES was a disaster, with sluggish and unresponsive controls, physics and jumping mechanics that are broken beyond belief, and short levels (the game can be completed in under 20 minutes) which are presented without any kind of story context. On top of that, the game only covers the young Simba levels from the 16-bit games, meaning that not only do you not play as the eponymous Lion King, but ''the film's villain Scar is completely absent from gameplay'' (outside of the EasyModeMockery ending screen). What's sad about this port is even the ''bootleg port'' created by Super Game is superior to it both gameplay-wise and aesthetically (musically as well, since all of Super Game's ports are done with the Konami sound engine) and even resembles the original game more. North American and Japanese gamers were at least spared from seeing this exist in their region, as it was only released in PAL territories. There's evidence pointing towards this port being [[ObviousBeta an unfinished release]], as the Game Boy version of the game manages to include every level from its 16-bit counterparts except Be Prepared while polishing up some of the rough spots.



* ''VideoGame/{{Redout}}'' has pretty mixed results across its console ports. The [=PlayStation=] 4 Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PlayStation=] 4 doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the original Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from 60 FPS on the other versions to 30 FPS, and can't even always manage ''that'' framerate smoothly. The Switch port of the game (which was handled by Creator/{{Nicalis}} as opposed to the original developer [=34BigThings=]), despite being pitched as a launch title for the system only to be delayed for two years, also has similar problems to the original Xbox One version with muddy variable resolution issues (especially when undocked) in an attempt to maintain 30 FPS gameplay.

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* ''VideoGame/{{Redout}}'' has pretty mixed results across its console ports. The [=PlayStation=] 4 Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PlayStation=] 4 doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the original Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from 60 FPS on the other versions to 30 FPS, and can't even always manage ''that'' framerate smoothly. The Switch port of the game (which was handled by Creator/{{Nicalis}} as opposed to the original developer [=34BigThings=]), despite being pitched as a launch title for the system only to be delayed for two years, also has similar problems to the original Xbox One version with muddy variable resolution issues (especially when undocked) in an attempt to maintain 30 FPS gameplay.



* ''[[VideoGame/SonicColors Sonic Colors Ultimate]]'' seemed like it would be a return to form for the Blue Blur, only to fall into this category again despite the port being on more powerful consoles. When the game was released for early access Digital Deluxe players, it came with a lot of bugs and glitches compared to the original release, including crashes, audio & visual glitchs, save data corruption, and [[https://twitter.com/GamerSTO265/status/1434356068214321154 seizure inducing glitches]], too. The Nintendo Switch version is considered the worst of them, amplifying all of the problems much more frequently. And it doesn't help that the developer who did the port is the same one who did the ''[[VideoGame/WWEVideoGames WWE 2K18]]'' Switch port, which is widely considered to be among the worst ports on the Switch. Unlike other ''Sonic'' examples, however, [[https://twitter.com/Blind_Squirrel_/status/1434660601800712197?s=20 the devs are currently working on patches to try and fix the issues after much feedback]].
* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. And in a similar move to the aforementioned ''Grand Theft Auto: The Trilogy - The Definitive Edition'', Sega pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon was not happy about.

to:

* ''[[VideoGame/SonicColors Sonic Colors Ultimate]]'' seemed like it would be a return to form for the Blue Blur, only to fall into this category again despite the port being on more powerful consoles. When the game was released for early access Digital Deluxe players, it came with a lot of bugs and glitches compared to the original release, including crashes, audio & visual glitchs, save data corruption, and [[https://twitter.com/GamerSTO265/status/1434356068214321154 seizure inducing glitches]], too. The Nintendo Switch version is considered the worst of them, amplifying all of the problems much more frequently. And it doesn't help that the developer who did the port is the same one who did the ''[[VideoGame/WWEVideoGames WWE 2K18]]'' Switch port, which is widely considered to be among the worst ports on the Switch. Unlike other ''Sonic'' examples, however, [[https://twitter.com/Blind_Squirrel_/status/1434660601800712197?s=20 the The devs are currently working on patches scrambled to try patch the game and fix the issues after much feedback]].
* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. And in a similar move to the aforementioned ''Grand Theft Auto: The Trilogy - The Definitive Edition'', Sega also pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon was not happy about.



* ''Grand Theft Auto: The Trilogy - The Definitive Edition'' on PC faces similar issues to its console versions with poor optimization, random crashes, and questionable system requirements among many other problems, including lack of a replay feature and custom soundtrack support, which were present in previous ''GTA'' PC ports. All of this is not helped by the fact that Rockstar's parent company, Take-Two Interactive, became increasingly hostile towards fans and modders who had developed their own reverse-engineered source ports of ''III'' and ''Vice City'' that were viewed favorably by comparison and taking them down with DMCA claims and lawsuits.

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* ''Grand Theft Auto: The Trilogy - The Definitive Edition'' on PC faces similar issues to its console versions with features poor optimization, random crashes, and questionable system requirements among many other problems, including lack of a replay feature and custom soundtrack support, which were present in previous ''GTA'' PC ports. All of this is not helped by the fact that Rockstar's parent company, Take-Two Interactive, became increasingly hostile towards fans and modders who had developed their own reverse-engineered source ports of ''III'' and ''Vice City'' that were viewed favorably by comparison and taking them down with DMCA claims and lawsuits.



* ''VideoGame/{{Turrican}}'' qualifies in every 8-bit computer version '''not''' on the C64 (the computer it was originally programmed for). Broken controls, choppy scrolling, and missing level features abound, and the graphics take strange liberties with the original material. Of course, this is probably more due to the computers' lack of hardware-accelerated sprites and scrolling (which the C64 had) than the programmers' incompetence, but one wonders why they attempted it at all. The exception is the Amstrad CPC version, which is well regarded and highly playable. Despite the scrolling and smaller game screen, the graphics are far better than the C64 graphics (but then the C64 has a horrendously drab palette to pick colors from). Still not sure why Turrican is green though when perfectly usable blues are available in the Amstrad palette and were used elsewhere in the games.
* Rare non-game example: Ports of the Clam antivirus program to UsefulNotes/MicrosoftWindows still do not have a real-time scanner. The original UsefulNotes/{{Unix}} versions started including a real-time scanner some years back, and the [[UsefulNotes/MacOS OS X]] version, while unable to get the original real-time scanner working, compensated with a completely rewritten real-time scanner called ''[=ClamXAV=] Sentry''. However, the Windows version lacked this basic amenity, because apparently the devs lack the manpower. It took Cisco taking ownership of the project and adding more manpower to it that the problem was resolved with the birth of the ''Immunet'' antivirus for Windows, which uses Clam Antivirus as it's backend.

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* ''VideoGame/{{Turrican}}'' qualifies in every 8-bit computer version '''not''' on the C64 (the computer it was originally programmed for). While most other computers at the time lacked the C64's hardware-accelerated sprites and scrolling, it makes one wonder why they attempted it at all. Broken controls, choppy scrolling, and missing level features abound, and the graphics take strange liberties with the original material. Of course, this is probably more due to the computers' lack of hardware-accelerated sprites and scrolling (which the C64 had) than the programmers' incompetence, but one wonders why they attempted it at all. The exception is the Amstrad CPC version, which is well regarded well-regarded and highly playable. Despite playable; despite the scrolling and smaller game screen, the graphics are far better than the C64 graphics (but then the C64 has a horrendously drab palette to pick colors from). Still not sure why Turrican is green though when perfectly usable blues are available in the Amstrad palette and were used elsewhere in the games.
from).
* Rare non-game example: Ports of the Clam antivirus program to UsefulNotes/MicrosoftWindows still do not have a real-time scanner. The original UsefulNotes/{{Unix}} versions started including a real-time scanner some years back, and the [[UsefulNotes/MacOS OS X]] version, while unable to get the original real-time scanner working, compensated with a completely rewritten real-time scanner called ''[=ClamXAV=] Sentry''. However, the Windows version lacked this basic amenity, because apparently the devs lack the manpower. It took Cisco taking ownership of the project and adding more manpower to it that the problem was resolved with the birth of the ''Immunet'' antivirus for Windows, which uses Clam Antivirus as it's backend.



** The music and sound effects in the HD re-releases have been pitched WAY too loud compared to the original Dreamcast version and even the [=GameCube=] port.

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** The music and sound effects in the HD re-releases have been pitched WAY too loud compared to the original Dreamcast version and even the [=GameCube=] port.
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* ''Sonic Origins'', a compilation of the mobile remasters of ''Sonic the Hedgehog 1'', ''2'', ''CD'', and a long-awaited updated version of ''Sonic 3 & Knuckles'' was touted as the definitive versions of the Sonic's 16-bit roots. This collection, however, has shipped with a litany of inaccuracies and bug that never occurred in their original Genesis releases or the mobile versions due to Sega rushing the development of these ports in time for Sonic's 31st Anniversary. The issues in these games ranges from characters being able to reach places that were not intended for them due to unlocked speed cap which also broke the physics, visual glitches, missing sounds (such as Sonic's and Amy's voice in ''CD''), scripting errors (often Tails would stuck in places when he's too far from Sonic and doesn't respawn within Sonic's vicinity, resulting in Tails constantly jumping around for no reason), and broken collision detection. The collection also has a persistent smoothing filter applied to every game that can never be disabled for those who prefer sharper pixel graphics[[labelnote:*]](although this issue isn't new to this collection; it has been implemented since the mobile releases as well as the Steam port of ''Sonic CD'' to prevent shimmering while scrolling the screen)[[/labelnote]]. And in a similar move to the aforementioned ''Grand Theft Auto: The Trilogy - The Definitive Edition'', Sega pulled the original Genesis releases of these games from digital distribution ahead of this collection's release, leaving the mobile versions as well as the 3D and Sega Ages ports of ''Sonic 1'' and ''2'' by M2 on Nintendo 3DS and Switch respectively as the only surviving versions. While these games are not broken beyond playability such as the infamous ''Sonic the Hedgehog Genesis'' for the Game Boy Advance, the rushed and sloppy execution of this compilation has left a dirty mark on these classic games, something that Simon Thombley of Headcannon was not happy about.


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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, these games also suffer from many of the issues seen in the console versions, poor performance issues even on high-end systems, and crashes at the title screen.

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