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** The ''Ultima'' games may be more than just arguable: According to Richard Garriott, the many bugs and plot holes in ''VideoGame/UltimaVIII'' and ''[[VideoGame/UltimaIX IX'''' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers and still demanded the game be released on time. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.

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** The ''Ultima'' games may be more than just arguable: According to Richard Garriott, the many bugs and plot holes in ''VideoGame/UltimaVIII'' and ''[[VideoGame/UltimaIX IX'''' IX]]'' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers [[WhatAnIdiot and still demanded the game be released on time.time]]. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.
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Already mentioned above.


* Many gamers accused {{Ubisoft}} of doing this to the much-anticipated RaymanLegends. The original WiiU-exc;usive version of the game was finished and was ready to be released in a couple of weeks-only to be delayed for several more months so that it can be ported to other consoles and be released on time in them. If that wasn't enough, the slated release date was September-a time when many large-profile games are going to be released during that season.
** Some people would also argue that Ubisoft screwed over the Wii U as well as a result, as the Wii U lost the exclusivity to what was arguably a killer app of a game that would had been released in a "drought season" of any other high-profile games that the console was going through.
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* Many gamers accused {{Ubisoft}} of doing this to the much-anticipated RaymanLegends. The original WiiU-exc;usive version of the game was finished and was ready to be released in a couple of weeks-only to be delayed for several more months so that it can be ported to other consoles and be released on time in them. If that wasn't enough, the slated release date was September-a time when many large-profile games are going to be released during that season.
** Some people would also argue that Ubisoft screwed over the Wii U as well as a result, as the Wii U lost the exclusivity to what was arguably a killer app of a game that would had been released in a "drought season" of any other high-profile games that the console was going through.
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* Arguably, after EA bought them, ''every'' Origin franchise that wasn't ''VideoGame/{{Ultima}}'', and every ''VideoGame/{{Ultima}}'' game that wasn't ''VideoGame/UltimaOnline''.
** The Ultima games may be more than just arguable: According to Richard Garriott, the many bugs and plot holes in ''Ultima VIII'' and ''IX'' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers and still demanded the game be released on time. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.
* Arguably, after EA bought them, ''every BioWare franchise'' that hadn't already ended. Not a little of the InternetBackdraft over ''VideoGame/MassEffect3'' is due to a perception that EA's business model requires regular releases of easy-to-sell games from franchises such as ''Madden NFL'' and ''FIFA'', and therefore that there simply wasn't sufficient time given to BioWare to properly write and develop the storyline for ''VideoGame/MassEffect3''.
** In regards to BioWare after the EA buyout, ''VideoGame/DragonAgeII'' had it worse being completely rushed out the door just so EA could cash in on the hype generated from ''Origins: Awakening''. For Bioware to make a better game than ''Origins'' within a limited 11 month timeframe just wasn't going to happen.

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* Arguably, after EA bought them, ''every'' Origin franchise that wasn't ''VideoGame/{{Ultima}}'', ''Franchise/{{Ultima}}'', and every ''VideoGame/{{Ultima}}'' ''Franchise/{{Ultima}}'' game that wasn't ''VideoGame/UltimaOnline''.
** The Ultima ''Ultima'' games may be more than just arguable: According to Richard Garriott, the many bugs and plot holes in ''Ultima VIII'' ''VideoGame/UltimaVIII'' and ''IX'' ''[[VideoGame/UltimaIX IX'''' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers and still demanded the game be released on time. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.
* Arguably, after EA bought them, ''every BioWare Creator/BioWare franchise'' that hadn't already ended. Not a little of the InternetBackdraft over ''VideoGame/MassEffect3'' is due to a perception that EA's business model requires regular releases of easy-to-sell games from franchises such as ''Madden NFL'' and ''FIFA'', and therefore that there simply wasn't sufficient time given to BioWare to properly write and develop the storyline for ''VideoGame/MassEffect3''.
** In regards to BioWare after the EA buyout, ''VideoGame/DragonAgeII'' had it worse being completely rushed out the door just so EA could cash in on the hype generated from ''Origins: Awakening''. For Bioware Creator/BioWare to make a better game than ''Origins'' within a limited 11 month timeframe just wasn't going to happen.



** ''VideoGame/NeverwinterNights2'' did much better, coming out pretty much complete (though minus two {{romance sidequest}}s and a couple of cutscenes) and getting two {{expansion pack}}s and a [[DownloadableContent premium module]]. [[http://www.startribune.com/templates/Print_This_Story?sid=79556187 Then Hasbro sued Atari over breaches of the D&D and Forgotten Realms licensing agreements]], and the updates stopped when there were still several irritating bugs left.

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** ''VideoGame/NeverwinterNights2'' did much better, coming out pretty much complete (though minus two {{romance sidequest}}s and a couple of cutscenes) and getting two {{expansion pack}}s and a [[DownloadableContent premium module]]. [[http://www.startribune.com/templates/Print_This_Story?sid=79556187 Then Hasbro sued Atari over breaches of the D&D and Forgotten Realms licensing agreements]], and the updates stopped when there were still several irritating bugs left. It also resulted in the {{Steam}} version being pulled, though it has since been rereleased on Website/GOGDotCom.
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*** Add to the fact that while they managed to get the basic story finished, several developers commented that there would have been postgame options, such as future Legion territories. Instead, they were scrapped due to lack of time.
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Removing Nightmare Fuel potholes. NF should be on YMMV only.


* ''{{Allegiance}}'' averted this -- the game is ''so'' good, that it has lasted for ten years thanks to its fans despite Microsoft dropping all support for it soon after its original commercial release.

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* ''{{Allegiance}}'' averted this -- the game is ''so'' so good, that it has lasted for ten years thanks to its fans despite Microsoft dropping all support for it soon after its original commercial release.



* In America, the SegaSaturn got an even worse treatment than the 32X did. Sega was orginally going to launch the system on "Saturnday", September 2, 1995, so it would be in direct competition with the PlayStation, but they changed their minds at the last minute and decided to launch it on May 11 instead, a time when most developers didn't have their games finished yet, so only a few games existed at launch. Then came the "Theater of the Eye" ads which were largely promoted on FOX and MTV, they were bizarre and surreal ads depicting the human body's reaction to playing the console, and it was meant to catch people's attention and convince them to buy a Saturn, [[NightmareFuel but instead it ended up scaring the shit out of potential customers]]. Then came corporate douchebag [[CorruptCorporateExecutive Bernie Stolar]], who Sony already fired, so he had to come to Sega. He refused to let most of the really good games come to America, so the American Saturn game selection ended up being average, and most gamers found themselves buying a [=PlayStation=] or Nintendo 64 instead. Many great games that were planned for release (like ''Sonic X-treme'' and an English version of Creator/HideoKojima's ''VisualNovel/{{Policenauts}}'') were soon cancelled, and the console finally gave out in 1998. Many non-import American gamers claim the Saturn to be one of the worst consoles ever because of all these problems, whereas in Japan, Saturn was a success, and has become immensely popular in Japanese culture.

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* In America, the SegaSaturn got an even worse treatment than the 32X did. Sega was orginally going to launch the system on "Saturnday", September 2, 1995, so it would be in direct competition with the PlayStation, but they changed their minds at the last minute and decided to launch it on May 11 instead, a time when most developers didn't have their games finished yet, so only a few games existed at launch. Then came the "Theater of the Eye" ads which were largely promoted on FOX and MTV, they were bizarre and surreal ads depicting the human body's reaction to playing the console, and it was meant to catch people's attention and convince them to buy a Saturn, [[NightmareFuel but instead it ended up scaring the shit out of potential customers]].customers. Then came corporate douchebag [[CorruptCorporateExecutive Bernie Stolar]], who Sony already fired, so he had to come to Sega. He refused to let most of the really good games come to America, so the American Saturn game selection ended up being average, and most gamers found themselves buying a [=PlayStation=] or Nintendo 64 instead. Many great games that were planned for release (like ''Sonic X-treme'' and an English version of Creator/HideoKojima's ''VisualNovel/{{Policenauts}}'') were soon cancelled, and the console finally gave out in 1998. Many non-import American gamers claim the Saturn to be one of the worst consoles ever because of all these problems, whereas in Japan, Saturn was a success, and has become immensely popular in Japanese culture.
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** It seems that the sequel ''VideoGame/RaymanLegends'' will suffer the same fate, since the game has been delayed to September, which is when bigger names like ''VideoGame/GrandTheftAutoV'' will come around.
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** ''VideoGame/CallOfDuty'' itself is hit with a form this due to its annual release schedule. Basically, once a game in the series is released, new patches and DownloadableContent come for it all the time - but once the next game in the series is released, apart from multiplayer servers being left up it's essentially entirely forgotten about.
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* On August 30th, 2012, the folks at Paragon Studios were working hard and had just solidified plans for content for the next three to five ''years'' for their flagship game, ''VideoGame/CityOfHeroes''. On August 31, they came into the office to find an official memo that parent company NCSoft was shutting down the studio and letting everyone go, effective immediately, with the servers getting a final shutdown at the end of November. The official reasons why Paragon was chosen to be the group dropped while NCSoft got their books in order are varied and often self-conflicting, but the fact that they either outright refused offers for purchase of the IP or set exorbitantly high prices (one claim putting the asking price at ''more than double'' the total value of NCSoft as a corporate entity) indicates it was more than just financing.
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* A recent SEGA screw-up would be AnarchyReigns. The game, which was 100 percent completed, translated, ready to go, came out July 2012 for Japan. Sounds fine for them, right? For America, we're getting it quite soon...in EARLY 2013. The development team of the game wasn't even informed until as soon as the announcement was made. It's going against some pretty popular titles, and it's been based-priced at $30 (half-off for a normal game in the US), which not only effects how much money will be earned from the game, but might scare some off, thinking of it as a budget title.
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* ''The Sith Lords'', the highly-awaited sequel to the critically acclaimed ''Franchise/StarWars'' ''VideoGame/KnightsOfTheOldRepublic'', was completely screwed over courtesy of LucasArts pushing its [[ChristmasRushed release date to Christmas]], giving Obsidian barely a SINGLE YEAR to develop the game after Creator/{{Bioware}} handed it to them. As a result, the game was heavily unfinished, suffering from unresolved plotlines to noticeable chunks of the game missing outright. While this may be chalked up to standard ExecutiveMeddling, what happened next was what shot this into here: When Obsidian desired to release a whole patch that would, essentially, finish the game and fill in everything that was missing, LucasArts [[WhatAnIdiot promptly denied that notion]] and, therefore, only fan efforts have been able to attempt to fill in the blanks. In defense of LucasArts, since the original release wasn't XBox Live-enabled, any patch would have been PC-only.

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* ''The Sith Lords'', the highly-awaited sequel to the critically acclaimed ''Franchise/StarWars'' ''VideoGame/KnightsOfTheOldRepublic'', was completely screwed over courtesy of LucasArts pushing its [[ChristmasRushed release date to Christmas]], giving Obsidian barely a SINGLE YEAR to develop the game after Creator/{{Bioware}} handed it to them. As a result, the game was heavily unfinished, suffering from unresolved plotlines to noticeable chunks of the game missing outright. While this may be chalked up to standard ExecutiveMeddling, what happened next was what shot this into here: When Obsidian desired to release a whole patch that would, essentially, finish the game and fill in everything that was missing, LucasArts [[WhatAnIdiot promptly denied that notion]] and, therefore, only fan efforts have been able to attempt to fill in the blanks. In defense of LucasArts, since the original release wasn't XBox Live-enabled, any patch would have been PC-only. The modding community eventually stepped in and restored most of the cut content; the mod in question is available [[http://knightsoftheoldrepublic.filefront.com/file/TSL_Restored_Content_Mod;111657 here]].
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* Disney Interactive Studios, publishers of the racing game ''VideoGame/SplitSecond'', denied developer Black Rock Studio an opportunity to make a follow up, which ended up pushing the studio into closure. This comes after the game was ''left on a cliffhanger'' (which is unusual for a racing game).
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Namespace


* ''PanzerDragoon''. The third game, which changed the series from a rail shooter to an RPG (and with very positive response), was released in America during the time that the Saturn was dying. Then the fourth game, which went back to the rail shooter gameplay, was released as an Xbox-exclusive, and needless to say, the series met the same fate that ''Shenmue'' did. It also doesn't help that the series' developer team, Smilebit (formerly known as Team Andromeda) went out of business when Sega merged with Sammy, and later reincarnated into Sega's Sports R&D.

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* ''PanzerDragoon''.''VideoGame/PanzerDragoon''. The third game, which changed the series from a rail shooter to an RPG (and with very positive response), was released in America during the time that the Saturn was dying. Then the fourth game, which went back to the rail shooter gameplay, was released as an Xbox-exclusive, and needless to say, the series met the same fate that ''Shenmue'' did. It also doesn't help that the series' developer team, Smilebit (formerly known as Team Andromeda) went out of business when Sega merged with Sammy, and later reincarnated into Sega's Sports R&D.
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Recognized a paraphrased quotation and happened to know what the actual turn of phrase was.


* ''VideoGame/{{Psychonauts}}''...hoo boy, where do we even begin? It was originally going to be a horror-like platformer released early in the Xbox's lifespan, and was to be published by Microsoft. Halfway through development, Double Fine retooled the game into a [[LighterAndSofter lighter, humorous]] platformer (but with some creepy elements). Upon finding this out, Microsoft outright '''refused''' to publish the game, because apparently they found its new incarnation too "kiddie" (never mind the fact that they would go on to making ''VivaPinata'', which also has a "kiddie" appearance), so Double Fine spent a long time trying to find a new publisher. Majesco made a deal with Double Fine that they would be the publishers for the game, but ended up giving the game terrible promotion on par to ''VideoGame/{{Earthbound}}''. The TV commercial ended with the scene where Dogen sneezes out his brain, which lead people to believe that it was going to be a grossout platformer, when actually, outside of the brain-sneezing scenes (and the Meat Circus), the game isn't even gross at all. Also, there was a magazine ad that said something along the lines of "This game is so amazing, it'll make your brain fly out of your nose". Despite being one of the most critically-acclaimed games of the year, it had awful retail sales, most likely because of the botched advertising.

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* ''VideoGame/{{Psychonauts}}''...hoo boy, where do we even begin? It was originally going to be a horror-like platformer released early in the Xbox's lifespan, and was to be published by Microsoft. Halfway through development, Double Fine retooled the game into a [[LighterAndSofter lighter, humorous]] platformer (but with some creepy elements). Upon finding this out, Microsoft outright '''refused''' to publish the game, because apparently they found its new incarnation too "kiddie" (never mind the fact that they would go on to making ''VivaPinata'', which also has a "kiddie" appearance), so Double Fine spent a long time trying to find a new publisher. Majesco made a deal with Double Fine that they would be the publishers for the game, but ended up giving the game terrible promotion on par to ''VideoGame/{{Earthbound}}''. The TV commercial ended with the scene where Dogen sneezes out his brain, which lead people to believe that it was going to be a grossout platformer, when actually, outside of the brain-sneezing scenes (and the Meat Circus), the game isn't even gross at all. Also, there was a magazine ad insert that said something along used the lines of "This game is so amazing, it'll make slogan [[IncrediblyLamePun "It'll blow your brain fly mind... out of your nose".nose"]]. Despite being one of the most critically-acclaimed games of the year, it had awful retail sales, most likely because of the botched advertising.
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** [[NetworkToTheRescue That is until recently, Sega having announced an HD XBL/PSN port of the game, including Honey the cat.]]

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** [[NetworkToTheRescue That is until recently, Sega having announced an HD XBL/PSN port of the game, including Honey the cat.Cat.]]
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** [[NetworkToTheRescue That is until recently, Sega having announced an XBL/PSN port of the game, including Honey the cat.]]

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** [[NetworkToTheRescue That is until recently, Sega having announced an HD XBL/PSN port of the game, including Honey the cat.]]
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Outside its own namespace on Sugar Wiki, And The Fandom Rejoiced should only be used for in-universe examples or trope page descriptions.


** [[NetworkToTheRescue That is until recently,]] [[AndTheFandomRejoiced Sega having announced an XBL/PSN port of the game, including Honey the cat]]

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** [[NetworkToTheRescue That is until recently,]] [[AndTheFandomRejoiced recently, Sega having announced an XBL/PSN port of the game, including Honey the cat]]cat.]]
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corrected a mistake in the Sonic 2006 section.


* A more visible example of this trope in action is the much-reviled ''[[SonicTheHedgehog2006 Sonic '06]]''. The game, meant to highlight Sonic's fifteenth anniversary, was ChristmasRushed(allegedly due to both Microsoft and Sony pressuring Sega to get the game done by that time), and it shows. Inconsistent camera, long load times, and incomplete game mechanics(to the point where many of the things in the manual are incorrect) were only a few of the problems the game suffered from due to it's rushed release. Thankfully, Sega seemed to have learned a few lessons from this, as they're next game, SonicColors was much better received.

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* A more visible example of this trope in action is the much-reviled ''[[SonicTheHedgehog2006 Sonic '06]]''. The game, meant to highlight Sonic's fifteenth anniversary, was ChristmasRushed(allegedly due to both Microsoft and Sony pressuring Sega to get the game done by that time), and it shows. Inconsistent camera, long load times, and incomplete game mechanics(to the point where many of the things in the manual are incorrect) were only a few of the problems the game suffered from due to it's rushed release. Thankfully, Sega seemed to have learned a few lessons from this, as they're next game, SonicUnleashed and SonicColors was were much better received.
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Updated the Sonic the Fighters section.

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**[[NetworkToTheRescue That is until recently,]] [[AndTheFandomRejoiced Sega having announced an XBL/PSN port of the game, including Honey the cat]]
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* A more visible example of this trope in action is the much-reviled ''[[SonicTheHedgehog2006 Sonic '06]]''. The game, meant to highlight Sonic's fifteenth anniversary, was ChristmasRushed, and boy, does it ever show. Inconsistent camera, unbelievably long load times, reused/placeholder graphics from previous Sonic games, annoying or incomplete game mechanics, and a huge dash of DarkerAndEdgier are only a few of the things wrong with the game, and it's considered one of the worst games of its era. Thankfully, Sega seemed to have learned a few lessons from this, as their [[SonicColors next entry]] was much LighterAndSofter, and they've stopped trying to rush games out the door.

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* A more visible example of this trope in action is the much-reviled ''[[SonicTheHedgehog2006 Sonic '06]]''. The game, meant to highlight Sonic's fifteenth anniversary, was ChristmasRushed, ChristmasRushed(allegedly due to both Microsoft and boy, does Sony pressuring Sega to get the game done by that time), and it ever show. shows. Inconsistent camera, unbelievably long load times, reused/placeholder graphics from previous Sonic games, annoying or and incomplete game mechanics, and a huge dash mechanics(to the point where many of DarkerAndEdgier the things in the manual are incorrect) were only a few of the things wrong with problems the game, and game suffered from due to it's considered one of the worst games of its era. rushed release. Thankfully, Sega seemed to have learned a few lessons from this, as their [[SonicColors they're next entry]] game, SonicColors was much LighterAndSofter, and they've stopped trying to rush games out the door.better received.
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** And in 2010, it happened to ''CrashBandicoot''. Due to being a platformer, it wasn't quite as big as ''Call of Duty'' or other cash cows, but was a fairly popular and well thought of series. In 2010, however, Activision fired half the staff working on the next game and cancelled said new game. The guy in charge has said he loved the series, but the only games that have came out are cellphone/mobile spinoffs.

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** And in 2010, it happened to ''CrashBandicoot''.''Franchise/CrashBandicoot''. Due to being a platformer, it wasn't quite as big as ''Call of Duty'' or other cash cows, but was a fairly popular and well thought of series. In 2010, however, Activision fired half the staff working on the next game and cancelled said new game. The guy in charge has said he loved the series, but the only games that have came out are cellphone/mobile spinoffs.
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* ''VideoGame/SonicTheFighters'' (A.K.A. ''Sonic Championship'') saw a limited release in American arcades because Sega of America found it to be "too violent" (although all of the "violence" is comical and played for laughs, and is on par with what you'd see on a SaturdayMorningCartoon), and that it would tarnish their mascot's image. The game even got very negative reception upon original release, and a planned Sega Saturn port that would include a character named Honey the Cat was soon cancelled.

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Including info about Capcom\'s killing of Tatsunoko vs Capcom


** ''VideoGame/MegaManLegends 3'' was announced in a blaze of publicity with lots of hype about how fans would be able to participate in its development. Then it got cancelled about a year later after Keiji Imafune's departure from Capcom. [[SuspiciouslySpecificDenial Which the company had specifically denied]].

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** ''VideoGame/MegaManLegends 3'' was announced in a blaze of publicity with lots of hype about how fans would be able to participate in its development. Then it got cancelled about a year later after Keiji Imafune's departure from Capcom. [[SuspiciouslySpecificDenial Which the company had specifically denied]].


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** A precursor to the Megaman massascre, Capcom had Megaman Volnutt appear as a playable character in the Japan-only Wii fighter ''Tatsunoko vs. Capcom'' which, after much demand, managed to get an international release. The game came out to excellent reviews and positive sales.
*** A mere three months after release, Capcom unveiled ''Marvel vs Capcom 3'' which, due to the recognizability of Marvel, essentially killed interest in ''Tatsunoko vs Capcom.'' It did enjoy an EVO run, but next year was replaced by ''Marvel vs Capcom 3''
*** Capcom then stated that TvC "exceeded sales expectations" but wished it "caught a little more fire." When questioned, Capcom Sales VP Christian Svennson refused to believe that the unveiling of ''Marvel vs Capcom 3'' had any negative impact on sales. Capcom also refused to make a digital or multi-platform release of the game.
*** Capcom recently let the rights for the game lapse, meaning they cannot even sell the game in their online store. It is now out of print and Capcom has no plans to produce a sequel or remake, despite it being received better than both ''Marvel vs Capcom 3'' and ''Street Fighter X Tekken''
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* A more visible example of this trope in action is the much-reviled ''[[SonicTheHedgehog2006 Sonic '06]]''. The game, meant to highlight Sonic's fifteenth anniversary, was ChristmasRushed, and boy, does it ever show. Inconsistent camera, unbelievably long load times, reused/placeholder graphics from previous Sonic games, annoying or incomplete game mechanics, and a huge dash of DarkerAndEdgier are only a few of the things wrong with the game, and it's considered one of the worst games of its era. Thankfully, Sega seemed to have learned a few lessons from this, as their [[SonicColors next entry]] was much LighterAndSofter, and they've stopped trying to rush games out the door.
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Calm down.


* Oh boy, we could make a '''whole fucking page''' out of Sega's screw-ups. Another great example is ''{{Shenmue}}''. The first game [[WordOfGod reportedly]] had the biggest budget that any game in ''existence'' has had, was very ahead of its time, was one of the most impressive games on the console, and got rave reviews from critics and [[SegaDreamcast Dreamcast]] fanatics. However, it failed to be a best-seller since most people knew about the console's lack of copy protection, so most ended up pirating it. Then came its sequel, which was released for Dreamcast in Europe and Japan ([[RegionalBonus The PAL version even had the original Japanese voice tracks rather than the hammy English dubbing]]), but due to Sega having already pulled the plug on the system in America, they released it as an {{Xbox}}-exclusive. Xbox, the console in which mainly FPS and sports games sold well. Because of this, a third ''Shenmue'' was never developed, so the series was left unfinished.

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* Oh boy, we could make a '''whole fucking page''' out of Sega's screw-ups.bad decisions. Another great example is ''{{Shenmue}}''. The first game [[WordOfGod reportedly]] had the biggest budget that any game in ''existence'' has had, was very ahead of its time, was one of the most impressive games on the console, and got rave reviews from critics and [[SegaDreamcast Dreamcast]] fanatics. However, it failed to be a best-seller since most people knew about the console's lack of copy protection, so most ended up pirating it. Then came its sequel, which was released for Dreamcast in Europe and Japan ([[RegionalBonus The PAL version even had the original Japanese voice tracks rather than the hammy English dubbing]]), but due to Sega having already pulled the plug on the system in America, they released it as an {{Xbox}}-exclusive. Xbox, the console in which mainly FPS and sports games sold well. Because of this, a third ''Shenmue'' was never developed, so the series was left unfinished.
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I recently discovered that there actually \'\'was\'\' an American ad for JSRF, it just didn\'t air much however.


* While the original ''VideoGame/JetSetRadio'' got a heavy amount of promotion from Sega, the sequel ([[MindScrew or possibly]] AlternateContinuity) ''Jet Set Radio Future'' hardly got any in the states (at first, anyway, but we'll get to that in a moment). There were virtually no commercials or magazine ads for it at all (as opposed to the original, which got a commercial, a two-page magazine ad, and Beat even made a few blink-and-you'll-miss-it cameos in a commercial for the [=SegaNet=] service), only piece of advertising it got was on [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 an Xbox ad]] in which it showed beta footage [[note]]Notice how Yoyo has a smaller health capacity, and how the spray can icon is not green, meaning that he could originally hold a higher spray can capacity than 30[[/note]] and didn't mention what the game was. But later, in an example of NetworkToTheRescue, Sega realized that the game was suffering from poor sales, and decided to put this and ''Sega GT 2002'' on one disc together and package it with Xbox consoles during the Holiday season of 2002. And it worked. Go on eBay and you'll notice that the promotion pack sells for cheap, while buying the game on its own [[CrackIsCheaper doesn't]]. Also, Gamestop's website (and the store too, back when they used to carry original Xbox games and accessories) carries used copies of the bundle for 99 cents.

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* While the original ''VideoGame/JetSetRadio'' got a heavy amount of promotion from Sega, the sequel ([[MindScrew or possibly]] AlternateContinuity) ''Jet Set Radio Future'' hardly got any in the states (at first, anyway, but we'll get to that in a moment). There were virtually no commercials or magazine ads for it at all (as As opposed to the original, which got a commercial, a two-page magazine ad, and Beat even made a few blink-and-you'll-miss-it cameos of Beat in a commercial for the [=SegaNet=] service), service, the only piece pieces of advertising it JSRF got was on [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 an Xbox ad]] in which it showed beta footage [[note]]Notice how Yoyo has a smaller health capacity, and how the spray can icon is not green, meaning that he could originally hold a higher spray can capacity than 30[[/note]] and but didn't mention what the game was.was, and a commercial for the game itself that got very little air time, because Sega was more focused on advertising the Gamecube port of ''VideoGame/SonicAdventure2'' instead. But later, in an example of NetworkToTheRescue, Sega realized that the game was suffering from poor sales, and decided to put this and ''Sega GT 2002'' on one disc together and package it with Xbox consoles during the Holiday season of 2002. And it worked. Go on eBay and you'll notice that the promotion pack sells for cheap, while buying the game on its own [[CrackIsCheaper doesn't]]. Also, Gamestop's website (and the store too, back when they used to carry original Xbox games and accessories) carries used copies of the bundle for 99 cents.
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* Allegiance averted this -- the game is ''so'' good, that it has lasted for ten years thanks to its fans despite Microsoft dropping all support for it soon after its original commercial release.

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* Allegiance ''{{Allegiance}}'' averted this -- the game is ''so'' good, that it has lasted for ten years thanks to its fans despite Microsoft dropping all support for it soon after its original commercial release.
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* Allegiance averted this -- the game is ''so'' good, that it has lasted for ten years thanks to its fans despite Microsoft dropping all support for it soon after its original commercial release.
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* While the original ''VideoGame/JetSetRadio'' got a heavy amount of promotion from Sega, the sequel ([[MindScrew or possibly]] AlternateContinuity) ''Jet Set Radio Future'' hardly got any in the states (at first, anyway, but we'll get to that in a moment). There were virtually no commercials or magazine ads for it at all (as opposed to the original, which got a commercial, a two-page magazine ad, and Beat even made a few blink-and-you'll-miss-it cameos in a commercial for the [=SegaNet=] service), only piece of advertising it got was on [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 an Xbox ad]] in which it showed beta footage [[note]]Notice how Yoyo has a smaller health capacity, and how the spray can icon is not green, meaning that he could originally hold a higher spray can capacity than 30[[/note]] and didn't mention what the game was. But thankfully, in an example of later being SavedByTheNetwork, Sega realized that the game was suffering from poor sales, and decided to put this and ''Sega GT 2002'' on one disc together and package it with Xbox consoles during the Holiday season of 2002. And it worked. Go on eBay and you'll notice that the promotion pack sells for cheap, while buying the game on its own [[CrackIsCheaper doesn't]].

to:

* While the original ''VideoGame/JetSetRadio'' got a heavy amount of promotion from Sega, the sequel ([[MindScrew or possibly]] AlternateContinuity) ''Jet Set Radio Future'' hardly got any in the states (at first, anyway, but we'll get to that in a moment). There were virtually no commercials or magazine ads for it at all (as opposed to the original, which got a commercial, a two-page magazine ad, and Beat even made a few blink-and-you'll-miss-it cameos in a commercial for the [=SegaNet=] service), only piece of advertising it got was on [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 an Xbox ad]] in which it showed beta footage [[note]]Notice how Yoyo has a smaller health capacity, and how the spray can icon is not green, meaning that he could originally hold a higher spray can capacity than 30[[/note]] and didn't mention what the game was. But thankfully, later, in an example of later being SavedByTheNetwork, NetworkToTheRescue, Sega realized that the game was suffering from poor sales, and decided to put this and ''Sega GT 2002'' on one disc together and package it with Xbox consoles during the Holiday season of 2002. And it worked. Go on eBay and you'll notice that the promotion pack sells for cheap, while buying the game on its own [[CrackIsCheaper doesn't]]. Also, Gamestop's website (and the store too, back when they used to carry original Xbox games and accessories) carries used copies of the bundle for 99 cents.
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* When presented with a completely reworked ''Conker's Quest'', now titled ''VideoGame/ConkersBadFurDay'', Nintendo of America was reportedly horrified to discover that the formerly [[TastesLikeDiabetes aggressively-cute]], child-aimed ''VideoGame/{{Banjo-Kazooie}}'' clone had been replaced by something inspired by ''WesternAnimation/SouthPark'', R-rated movies, and the ''Itchy and Scratchy'' cartoons from ''WesternAnimation/TheSimpsons''. In response, they gave the game very little advertising (sticking mostly to men's magazines, whose target demographic probably wasn't interested in cartoon talking squirrels), an ugly box with a giant M rating plus a warning stating that it was very clearly "not for anyone under 17", and had ''Magazine/NintendoPower'' refuse to acknowledge its existence, only doing a story on it two consoles later in July 2008. Creator/{{Rare}} was understandably upset with this treatment, likely softening the company up for a buyout by Microsoft.
** The game got somewhat better treatment in British video game publications, most probably because Rare is a British company and, at the time, most British Nintendo magazines practically worshipped the ground they walked on. The UK magazines seemed more interested in getting Nintendo into the mature gamers spotlight.
** Its {{Xbox}} remake, ''Live and Reloaded'', not only has a (smaller) warning label, but was also (and ironically) heavily censored, thereby losing much of its appeal. And the shutdown of Xbox Live for Xbox 1 screws the "Live" part of the game over.
* ''VideoGame/{{Fallout}}'' may just be the ultimate example of this trope, though screwed by incompetence and not malice. With "Van Buren" (the reputed ''VideoGame/{{Fallout 3}}'') nearly completed, Interplay pulled the plug on Black Isle Studios when going bankrupt -- but kept the ''Fallout'' IP. Two games were released without the input of Black Isle: ''Fallout Tactics'', which was a respectable tactical strategy game but lacked the freedom the series was renowned for, and ''Brotherhood of Steel'' is probably the source of a significant part of the resentment of ''Fallout'' fans). There was... more than a little trepidation on the part of many fans now that Bethesda has released ''Fallout 3'' (of course, giving ''New Vegas'' to Obsidian was pretty much a cause for squee, so perhaps this no longer applies).
** Speaking of ''Fallout New Vegas'', Obisidian seems to be on the receiving end of this trope quite a lot. Thanks to the publisher wanting to rush the game out to market, ''New Vegas'' received a quick and sloppy QA job from Bethesda and as a result, was released with numerous game-breaking bugs, resulting low Metacritic score, relative to its predecessor. The kicker? Obsidian's bonus was tied directly to the game's Metacritic score, which was a single point short of granting the independent developer a bonus payday, which resulted in layoffs for the company. Ouch.
* Arguably, after EA bought them, ''every'' Origin franchise that wasn't ''VideoGame/{{Ultima}}'', and every ''VideoGame/{{Ultima}}'' game that wasn't ''VideoGame/UltimaOnline''.
** The Ultima games may be more than just arguable: According to Richard Garriott, the many bugs and plot holes in ''Ultima VIII'' and ''IX'' were due to EA insisting the games be released at the scheduled date. ''IX'' was the most egregious because by then EA dropped support for everything but Online, drove out many of the game's developers and still demanded the game be released on time. When ''IX'' bombed EA threw Origin under the bus - they canceled all further projects including ''Ultima Online II'', drove out Garriott and laid the groundwork for shutting down Origin in 2004.
* Arguably, after EA bought them, ''every BioWare franchise'' that hadn't already ended. Not a little of the InternetBackdraft over ''VideoGame/MassEffect3'' is due to a perception that EA's business model requires regular releases of easy-to-sell games from franchises such as ''Madden NFL'' and ''FIFA'', and therefore that there simply wasn't sufficient time given to BioWare to properly write and develop the storyline for ''VideoGame/MassEffect3''.
** In regards to BioWare after the EA buyout, ''VideoGame/DragonAgeII'' had it worse being completely rushed out the door just so EA could cash in on the hype generated from ''Origins: Awakening''. For Bioware to make a better game than ''Origins'' within a limited 11 month timeframe just wasn't going to happen.
* Similar to the story of Lorraine Williams in the tabletop games listing, Jack Tramiel's takeover of {{Atari}} was seen by many as the beginning of the end for the company. Since he was the creator of and had a controlling stake in Commodore, he pretty much tried to kill off the gaming side of Atari and turn them into a budget computer outfit to complement his maiden company (which explains most of the aborted and/or half-assed attempts at making Commodore 64 clones in the late 1980s). He would sue lesser companies into oblivion, employee turnover became insane because the millions wasted on computer development meant they couldn't keep anyone around, and nepotism was rampant within the company.
* Creator/TimSchafer of DoubleFine ''thought [[VideoGame/BrutalLegend Brütal Legend]]'' had a safe haven under EA... until they completely and intentionally advertised the game as a single player adventure game, rather than a multiplayer RealTimeStrategy game, and forced Double Fine to keep quiet about it against their wishes. Schafer did his best to get the word out on his own, but was essentially drowned out by EA's hype machine. Making it worse was the [[TaintedByThePreview single player demo]]. When the RTS mechanics were revealed, players were divided between those few who were informed by Schafer, those who enjoyed the RTS elements, and those experiencing massive HypeBacklash. Though the game's reception was still largely positive, EA was very unhappy with the game's sales ([[http://www.gamasutra.com/view/feature/134654/schafer_admits_fantasy_of_.php?page=3 it sold 1.4 million copies a year and four months after release]]). They refused to release a highly-requested patch for the PS3 that Double Fine had already completed, canceled the sequel, and let Schafer take all the blame for the MisaimedMarketing. The move almost caused Double Fine to go out of business.
* After Creator/HumongousEntertainment went independent again (after going through Infogrames and {{Atari}} ownership), it sold off four of its best-selling franchises and [[TheyChangedItNowItSucks ruined]] [[VideoGame/BackyardSports the fifth one]] forever.
** And [[VideoGame/PuttPutt two]] [[VideoGame/PajamaSam more]]. Both had only ''one game'' too, before people started hating them. However, a [[http://humongous.wikia.com/wiki/Humongous_Entertainment_Games_Wiki:Poll_History#Should_Atari_bring_back_Humongous.3F poll]] in mid-2011 indicated that most fans wish {{Atari}} would bring back Humongous's old series.
* ''The Sith Lords'', the highly-awaited sequel to the critically acclaimed ''Franchise/StarWars'' ''VideoGame/KnightsOfTheOldRepublic'', was completely screwed over courtesy of LucasArts pushing its [[ChristmasRushed release date to Christmas]], giving Obsidian barely a SINGLE YEAR to develop the game after Creator/{{Bioware}} handed it to them. As a result, the game was heavily unfinished, suffering from unresolved plotlines to noticeable chunks of the game missing outright. While this may be chalked up to standard ExecutiveMeddling, what happened next was what shot this into here: When Obsidian desired to release a whole patch that would, essentially, finish the game and fill in everything that was missing, LucasArts [[WhatAnIdiot promptly denied that notion]] and, therefore, only fan efforts have been able to attempt to fill in the blanks. In defense of LucasArts, since the original release wasn't XBox Live-enabled, any patch would have been PC-only.
** ''VideoGame/NeverwinterNights2'' did much better, coming out pretty much complete (though minus two {{romance sidequest}}s and a couple of cutscenes) and getting two {{expansion pack}}s and a [[DownloadableContent premium module]]. [[http://www.startribune.com/templates/Print_This_Story?sid=79556187 Then Hasbro sued Atari over breaches of the D&D and Forgotten Realms licensing agreements]], and the updates stopped when there were still several irritating bugs left.
* ''VideoGame/EverQuest''. Oh man. They took the profits from it and created something like seven different games... which all failed. They refuse to spend any money improving ''VideoGame/EverQuest'' itself or advertising it. The graphics are ancient and the server and client software is a mess of code. Apparently the idea of investing in a winner to make it even better is beyond them. They are currently spending more money on a new game ''EverQuest Next'' (working title) instead of fixing ''VideoGame/EverQuest''.
* ''VideoGame/LegoIsland 2'' was going to be far more than what it turned out to be. However, anybody who actually wanted quality left the game, and everybody else said "Hurry up and finish the game so we can make money." We ended up with a ContestedSequel.
* Creator/{{Activision}} screwed over ''True Crime: Hong Kong'' by cancelling it right when it was nearly complete because in they're words "it just wouldn't sell enough copies." The game was since [[NetworkToTheRescue picked up by SquareEnix]] and released as ''VideoGame/SleepingDogs'' (since Square Enix doesn't have rights to the ''True Crime'' IP), and the resulting game has garnered tons of critical praise and been one of the best selling games of 2012.
** And now, they've done it to ''VideoGame/GuitarHero''. Activision cancelled ''[[TooDumbToLive the entire series,]]'' [[WhatAnIdiot just because the multibillion-dollar franchise sales have gone down]], [[CapcomSequelStagnation due to constant sequels and spinoffs.]]
** And in 2010, it happened to ''CrashBandicoot''. Due to being a platformer, it wasn't quite as big as ''Call of Duty'' or other cash cows, but was a fairly popular and well thought of series. In 2010, however, Activision fired half the staff working on the next game and cancelled said new game. The guy in charge has said he loved the series, but the only games that have came out are cellphone/mobile spinoffs.
* Creator/{{Capcom}} keeps cancelling so much ''Mega Man''-related stuff, many fans think they're trying to kill the series :
** The ''MegaManX Collection'' had several improvements made to the games in it, such as replacing the atrocious dubbing of X4 and smoothing out the BlindIdiotTranslation of X6 along with several gameplay changes. They were removed at the very last minute due to planned remakes on the PSP that never panned out.
** The ''VideoGame/MegaManZX'' and ''VideoGame/MegaManStarforce'' series sold fairly poorly, and as a result ended up with very few entries.
** ''Universe'' was announced as a celebration of all things ''Mega Man''...then unceremoniously cancelled about a year later. (but this might have been for the better, since most who had played the beta version had nothing but negative things to say)
** ''VideoGame/MegaManLegends 3'' was announced in a blaze of publicity with lots of hype about how fans would be able to participate in its development. Then it got cancelled about a year later after Keiji Imafune's departure from Capcom. [[SuspiciouslySpecificDenial Which the company had specifically denied]].
*** However, it didn't really help that Capcom's method of gauging fan interest was to release a demo of the game and ''charge money for it''. When fans didn't take the bait, Capcom had an excuse to cancel the game and blame it on them.
**** It would have been better if the demo was put on the eShop at all. Only one man from ''NintendoPower'' (who wasn't in Capcom) got to play the demo, when it was still on track for a release.
** Mega Man finally made it into a MascotFighter, ''VideoGame/StreetFighterXTekken''... as the overweight loser version from the first game's horrible North American box art. This was actually supported by Mega Man's creator as a funny homage, [[TooSoon but under the circumstances]], [[DudeNotFunny not many fans found the joke amusing]].
** Even outside of games, Dr. Wily was slated to make a cameo in ''Disney/WreckItRalph'' as one of several gaming villains in Ralph's support group. He got cut and replaced with ''Franchise/StreetFighter'''s M. Bison (even though that series was already represented with Zangief).
** And on Mega Man's 25th anniversary, Capcom releases...a ''Mega Man'' social game for the iOS.
* Creator/SquareEnix's American branch seems content with giving the ''VideoGame/DragonQuest'' series the shaft, with Nintendo ultimately stepping in to localize the ninth and sixth installments, not to mention ''DQ Monsters: Joker 2''.
* Though companies such as XSEED have offered to translate some of the ''Tales'' games left in Japan, Bandai Namco adamantly refuses, wishing to be the only company to release games in the franchise. Seriously, it's not gonna break our hearts if another company's name appears on and in the game. And even if the games do see foreign releases, they tend not to get very good advertisement, and consequentially sell poorly.
* ''VideoGame/RaymanOrigins'', a critically acclaimed game that marks Rayman's return to the platforming genre, Creator/{{Ubisoft}} chose to release in the U.S. the same day as two of their more anticipated products, ''VideoGame/AssassinsCreedRevelations'' and... ''The Music/BlackEyedPeas Experience''. Guess which ones got the higher sales and larger amounts of advertising. Said Black Eyed Peas game faded into obscurity in almost an instant.
* ''VideoGame/GearsOfWar 3'' was ready for an early summer release, but was forced by Microsoft into a September holiday release, putting it into direct competition with the blockbuster releases of ''VideoGame/{{Battlefield 3}}'' and ''VideoGame/ModernWarfare 3''. While the sales were still strong, the online multiplayer quickly dropped in population due to the competition and hasn't recovered.
* The Sega 32X. Sega wanted this thing to succeed, and according to draft papers for the cancelled ''Sonic Mars'', they thought that [[http://info.sonicretro.org/images/1/15/Sonicmars48.png "The 32X adapter, along with quality dedicated software, may greatly extend the lifetime of the Genesis."]] However, they screwed it by releasing it in November 1994 (only six months before their next console, the Saturn), giving it a poor launch, it had no killer apps whatsoever (except for ''VideoGame/VirtuaFighter''), and a lot of the great games that were planned for release were later cancelled. Not to mention, the TV and magazine ads were completely focused on sexual innuendos, which was another cause of its death.
* In America, the SegaSaturn got an even worse treatment than the 32X did. Sega was orginally going to launch the system on "Saturnday", September 2, 1995, so it would be in direct competition with the PlayStation, but they changed their minds at the last minute and decided to launch it on May 11 instead, a time when most developers didn't have their games finished yet, so only a few games existed at launch. Then came the "Theater of the Eye" ads which were largely promoted on FOX and MTV, they were bizarre and surreal ads depicting the human body's reaction to playing the console, and it was meant to catch people's attention and convince them to buy a Saturn, [[NightmareFuel but instead it ended up scaring the shit out of potential customers]]. Then came corporate douchebag [[CorruptCorporateExecutive Bernie Stolar]], who Sony already fired, so he had to come to Sega. He refused to let most of the really good games come to America, so the American Saturn game selection ended up being average, and most gamers found themselves buying a [=PlayStation=] or Nintendo 64 instead. Many great games that were planned for release (like ''Sonic X-treme'' and an English version of Creator/HideoKojima's ''VisualNovel/{{Policenauts}}'') were soon cancelled, and the console finally gave out in 1998. Many non-import American gamers claim the Saturn to be one of the worst consoles ever because of all these problems, whereas in Japan, Saturn was a success, and has become immensely popular in Japanese culture.
* Oh boy, we could make a '''whole fucking page''' out of Sega's screw-ups. Another great example is ''{{Shenmue}}''. The first game [[WordOfGod reportedly]] had the biggest budget that any game in ''existence'' has had, was very ahead of its time, was one of the most impressive games on the console, and got rave reviews from critics and [[SegaDreamcast Dreamcast]] fanatics. However, it failed to be a best-seller since most people knew about the console's lack of copy protection, so most ended up pirating it. Then came its sequel, which was released for Dreamcast in Europe and Japan ([[RegionalBonus The PAL version even had the original Japanese voice tracks rather than the hammy English dubbing]]), but due to Sega having already pulled the plug on the system in America, they released it as an {{Xbox}}-exclusive. Xbox, the console in which mainly FPS and sports games sold well. Because of this, a third ''Shenmue'' was never developed, so the series was left unfinished.
* ''PanzerDragoon''. The third game, which changed the series from a rail shooter to an RPG (and with very positive response), was released in America during the time that the Saturn was dying. Then the fourth game, which went back to the rail shooter gameplay, was released as an Xbox-exclusive, and needless to say, the series met the same fate that ''Shenmue'' did. It also doesn't help that the series' developer team, Smilebit (formerly known as Team Andromeda) went out of business when Sega merged with Sammy, and later reincarnated into Sega's Sports R&D.
* ''ToejamAndEarl 3: Mission to Earth'' was another Xbox-exclusive Sega sequel (notice a recurring trend going on here?), bringing the series to [[PolygonCeiling 3D]] and [[ExecutiveMeddling changing the theme of the series from funk to hip-hop]] as a weak attempt at targeting the console's demographic. To say it failed miserably would be an {{Understatement}}.
* While the original ''VideoGame/JetSetRadio'' got a heavy amount of promotion from Sega, the sequel ([[MindScrew or possibly]] AlternateContinuity) ''Jet Set Radio Future'' hardly got any in the states (at first, anyway, but we'll get to that in a moment). There were virtually no commercials or magazine ads for it at all (as opposed to the original, which got a commercial, a two-page magazine ad, and Beat even made a few blink-and-you'll-miss-it cameos in a commercial for the [=SegaNet=] service), only piece of advertising it got was on [[http://gameads.gamepressure.com/tv_game_commercial.asp?ID=602 an Xbox ad]] in which it showed beta footage [[note]]Notice how Yoyo has a smaller health capacity, and how the spray can icon is not green, meaning that he could originally hold a higher spray can capacity than 30[[/note]] and didn't mention what the game was. But thankfully, in an example of later being SavedByTheNetwork, Sega realized that the game was suffering from poor sales, and decided to put this and ''Sega GT 2002'' on one disc together and package it with Xbox consoles during the Holiday season of 2002. And it worked. Go on eBay and you'll notice that the promotion pack sells for cheap, while buying the game on its own [[CrackIsCheaper doesn't]].
* ''VideoGame/{{Psychonauts}}''...hoo boy, where do we even begin? It was originally going to be a horror-like platformer released early in the Xbox's lifespan, and was to be published by Microsoft. Halfway through development, Double Fine retooled the game into a [[LighterAndSofter lighter, humorous]] platformer (but with some creepy elements). Upon finding this out, Microsoft outright '''refused''' to publish the game, because apparently they found its new incarnation too "kiddie" (never mind the fact that they would go on to making ''VivaPinata'', which also has a "kiddie" appearance), so Double Fine spent a long time trying to find a new publisher. Majesco made a deal with Double Fine that they would be the publishers for the game, but ended up giving the game terrible promotion on par to ''VideoGame/{{Earthbound}}''. The TV commercial ended with the scene where Dogen sneezes out his brain, which lead people to believe that it was going to be a grossout platformer, when actually, outside of the brain-sneezing scenes (and the Meat Circus), the game isn't even gross at all. Also, there was a magazine ad that said something along the lines of "This game is so amazing, it'll make your brain fly out of your nose". Despite being one of the most critically-acclaimed games of the year, it had awful retail sales, most likely because of the botched advertising.

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