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* ''VideoGame/AliensColonialMarines'' is a mediocre game crushed under the weight of its own hype. Creator/GearboxSoftware, along with project lead Randy Pitchford, misled everybody at [[UsefulNotes/ElectronicEntertainmentExpo E3]]: the supposed gameplay was pre-rendered, with Randy pretending to play, controller in hand. The demo was absolutely fraudulent as it showcased wildly better graphics, animation, and AI than the final game had. There were multiple magazines with screenshots that looked like something out of ''VideoGame/AlienIsolation''. A lot of people pre-ordered it. But when the game finally came out (after multiple delays), it didn't justify the long development time. Gearbox outsourced development for cheap; they kept most the money from {{Creator/Sega}} that was intended to finish ''Colonial Marines'' and spent it on ''VideoGame/Borderlands2'' instead. Patient gamers thankfully dodged this fiasco, which launched with bugs, lousy AI, downgraded graphics from the "[[NeverTrustATrailer gameplay trailer]]", etc. You could tell they'd decided on short-notice that CM should be [[ThirdPersonShooter third-person]] instead of [[FirstPersonShooter first]]: camera placement is off-putting, character models are clunky, and the {{Finishing Move}}s are all [[CameraScrew obscured by the camera]] and wonky animations. (The Xenomorphs in ''Franchise/AlienVsPredator'' (1999) had more mobility, and the animations still hold up today.) Hilariously, one of the biggest problems with the AI was due to a typo in an ini file. But even with the fixes, Xenomorphs will stand still while you shoot them, and your squadmates will stand still while they (or you) are devoured.



* ''VideoGame/BanjoKazooie: Nuts 'n Bolts'' was criticized for being a major departure from the platforming elements seen in the previous games. Characters also broke the fourth wall constantly and went too far with the self-deprecation, such as making fun of platformers (the very genre of the series). All it did was add more tinder to the fire surrounding the game. In one of the early ''WebVideo/GameGrumps'' videos, they had Grant Kirkhope on, and he made it sound like it wasn't a product which {{Creator/Rare}} genuinely wanted to make. Microsoft's blood transfusion into Rare was probably the reason it turned out that way.
* ''VideoGame/BattlefieldV''. Over time, many fans came to view the [=BFV=] as one of the worst installments in the VideoGame/{{Battlefield}} franchise for its lack of polish, absence of meaningful updates and broken design. It all begun with the game's controversial reveal trailer, more specifically towards the appearance of a woman with a mechanical arm. In World War 2. It doesn't get any better as well since in the game you can choose to equip a post Cold-War gas mask in a battle that takes place in 1939. Upon launching in November 2018, the game had game-breaking bugs, lacked advertised features and omitted iconic World War II theaters. While past Battlefield games recovered from rocky launches, [=BFV=] still has problems to this day and said updates have taken too long to implement.[[note]]Most glaringly, tank customization, which was advertised in before release, didn't appear in the base game until February 2020, more than ''15 months'' after launch.[[/note]] The game couldn't even support double XP events or having more than 4 game modes at a time even though these features have been in every prior Battlefield game. ''Battlefield V'' became so reviled among the community that many fans stopped playing it in favor of past entries or even the rival ''Call of Duty'' games. The end of support to the game from its developers further aggravated the problem

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* ''VideoGame/BanjoKazooie: Nuts 'n Bolts'' was criticized for being a major departure from the platforming elements seen in the previous games. Characters also broke the fourth wall constantly and went too far with the self-deprecation, such as making fun of platformers (the very genre of the series). All it did was add more tinder to the fire surrounding the game. In one of the early ''WebVideo/GameGrumps'' videos, they had Grant Kirkhope on, and he made it sound like it wasn't a product which {{Creator/Rare}} genuinely wanted to make. Microsoft's blood transfusion into Rare was probably the reason it turned out that way.
* ''VideoGame/BattlefieldV''. Over time, many fans came to view the [=BFV=] as one of the worst installments in the VideoGame/{{Battlefield}} franchise for its lack of polish, absence of meaningful updates and broken design. It all begun with the game's controversial reveal trailer, more specifically towards the appearance of a woman with a mechanical arm. In World War 2. It doesn't get any better as well since in the game you can choose to equip a post Cold-War gas mask in a battle that takes place in 1939. Upon launching in November 2018, the game had game-breaking bugs, lacked advertised features and omitted iconic World War II theaters. While past Battlefield games recovered from rocky launches, [=BFV=] still has problems to this day and said updates have taken too long to implement.[[note]]Most glaringly, tank customization, which was advertised in before release, didn't appear in the base game until February 2020, more than ''15 months'' after launch.[[/note]] The game couldn't even support double XP events or having more than 4 game modes at a time even though these features have been in every prior Battlefield game. ''Battlefield V'' became so reviled among the community that many fans stopped playing it in favor of past entries or even the rival ''Call of Duty'' games. The end of support to the game from its developers further aggravated the problem



* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...All of those [[ShockingSwerve unnecessary twists]] are tacked on at the end. The game should have focused on Rad's longtime enemy Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.

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* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...All of those [[ShockingSwerve unnecessary twists]] are tacked on at the end. The game should have focused on Rad's longtime enemy Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.



* ''VideoGame/CallOfDuty''.
** ''[[VideoGame/CallOfDutyWorldAtWar World At War]]'' used [=WWII=] as a backdrop and introduced the series' staple Zombies mode. ''VideoGame/ModernWarfare'' was the first [=CoD=] to use a modern military setting. ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' is a conspiracy thriller set during the Cold War. ''Modern Warfare 3'' is the point where ''Call of Duty'' became a sports franchise like ''FIFA'' or ''Madden''. You can pick up ''FIFA'' '10 and wait a few years for ''FIFA'' '13 and not miss anything, just some tweaks and improvements. The multiplayer in ''3'' is the same and the maps are some of the worst in the entire series. The sniper mission ''Blood Brothers'' is a carbon copy of ''One Shot, One Kill'' from [=MW1=]. The segment with the AC-130 in ''Iron Lady'' is copied from [=MW1's=] ''Death From Above''. It ''does'' have the most balanced multiplayer in the franchise thus far, along with a bigger, much expanded version of Spec Ops mode. It also gave birth to a popular game mode, Kill Confirmed.
** ''VideoGame/CallOfDutyGhosts''. For a game which touted having a well-regarded writer, the campaign has a comical storyline and terrible level design. They eliminated battle-tested modes like Hardpoint, Demolition, and Capture the Flag and replaced them with new ones that were extremely-unpopular. Multiplayer which catered to noobs, which only served to punish people who didn’t camp. The only decent maps were DLC. The others were ugly, full of dead patches that killed dynamic gameplay, and most of them were made for ground wars with 16 players, but it didn’t have a mode to match the size of the maps. It was really the Time-To-Kill which ruined the experience, i.e. you melt so fast that every gunfight feels like a 50/50 coin toss (which further encouraged camping). Plus the game itself lagged, so you would be dead before even seeing damage register on your screen.
** Sledgehammer's first stab at the franchise was ''VideoGame/CallOfDutyAdvancedWarfare'', which is set in the future with "Exo Suits." Here's the thing with yearly release cycles: there’s almost too much choice, and fans preferred the "boots on the ground" movement of the others. All that clicking and jamming is murder on left analog sticks. Sledgehammer Games took a risk, but players were unwilling to not only adapt, but play fair: they spammed the shit out of [[DoubleJump boost-jumps]]. There was too much verticality for 16:9 monitors / televisions, and oftentimes you got killed by someone off-screen. The best weapons were roped-off behind "[[LootBox supply drops]]". {{Creator/Activision}} made it worse by making them Pay-to-Win i.e. the supply drops costs money.
** Sledgehammer reversed course with ''VideoGame/CallOfDutyWWII''. The game has improved a lot since launch. But this [=CoD=] had the rockiest launch in recent memory despite selling the most copies. The campaign tries to be ''Saving Private Ryan'', but puts Tommy Wiseau at the helm instead of Steven Spielberg. WWII-era rifles have these ridiculous red dot scopes, animations don't fit with certain weapons and attachments, and overall it doesn't feel like you're fighting in the forties. Sledgehammer is not only terrible at dealing with these issues, but interfacing with the community at large. Stuff gets resolved slowly, and Michael Condrey shrugs it off by insisting that the "data" shows fans are wrong. Who knows how he compiled this data. The most infamous claim is when he said the data shows that only 3/1000 spawns are bugged. (Plenty of players had to wait up to 30 seconds to spawn into a match they joined.)
* ''VideoGame/CallOfJuarezTheCartel'', riding off the successful ''VideoGame/CallOfJuarezBoundInBlood'', shifted the series from the Old West into a more modern setting and brought with it unresponsive controls, graphical glitches galore, and uninspired level design that [[{{Railroading}} penalizes you for going off track]]. Thankfully, the series was able to quickly get back on its feet with ''[[VideoGame/CallOfJuarezGunslinger Gunslinger]].''

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* ''VideoGame/CallOfDuty''.
** ''[[VideoGame/CallOfDutyWorldAtWar World At War]]'' used [=WWII=] as a backdrop and introduced the series' staple Zombies mode. ''VideoGame/ModernWarfare'' was the first [=CoD=] to use a modern military setting. ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' is a conspiracy thriller set during the Cold War. ''Modern Warfare 3'' is the point where ''Call of Duty'' became a sports franchise like ''FIFA'' or ''Madden''. You can pick up ''FIFA'' '10 and wait a few years for ''FIFA'' '13 and not miss anything, just some tweaks and improvements. The multiplayer in ''3'' is the same and the maps are some of the worst in the entire series. The sniper mission ''Blood Brothers'' is a carbon copy of ''One Shot, One Kill'' from [=MW1=]. The segment with the AC-130 in ''Iron Lady'' is copied from [=MW1's=] ''Death From Above''. It ''does'' have the most balanced multiplayer in the franchise thus far, along with a bigger, much expanded version of Spec Ops mode. It also gave birth to a popular game mode, Kill Confirmed.
** ''VideoGame/CallOfDutyGhosts''. For a game which touted having a well-regarded writer, the campaign has a comical storyline and terrible level design. They eliminated battle-tested modes like Hardpoint, Demolition, and Capture the Flag and replaced them with new ones that were extremely-unpopular. Multiplayer which catered to noobs, which only served to punish people who didn’t camp. The only decent maps were DLC. The others were ugly, full of dead patches that killed dynamic gameplay, and most of them were made for ground wars with 16 players, but it didn’t have a mode to match the size of the maps. It was really the Time-To-Kill which ruined the experience, i.e. you melt so fast that every gunfight feels like a 50/50 coin toss (which further encouraged camping). Plus the game itself lagged, so you would be dead before even seeing damage register on your screen.
** Sledgehammer's first stab at the franchise was ''VideoGame/CallOfDutyAdvancedWarfare'', which is set in the future with "Exo Suits." Here's the thing with yearly release cycles: there’s almost too much choice, and fans preferred the "boots on the ground" movement of the others. All that clicking and jamming is murder on left analog sticks. Sledgehammer Games took a risk, but players were unwilling to not only adapt, but play fair: they spammed the shit out of [[DoubleJump boost-jumps]]. There was too much verticality for 16:9 monitors / televisions, and oftentimes you got killed by someone off-screen. The best weapons were roped-off behind "[[LootBox supply drops]]". {{Creator/Activision}} made it worse by making them Pay-to-Win i.e. the supply drops costs money.
** Sledgehammer reversed course with ''VideoGame/CallOfDutyWWII''. The game has improved a lot since launch. But this [=CoD=] had the rockiest launch in recent memory despite selling the most copies. The campaign tries to be ''Saving Private Ryan'', but puts Tommy Wiseau at the helm instead of Steven Spielberg. WWII-era rifles have these ridiculous red dot scopes, animations don't fit with certain weapons and attachments, and overall it doesn't feel like you're fighting in the forties. Sledgehammer is not only terrible at dealing with these issues, but interfacing with the community at large. Stuff gets resolved slowly, and Michael Condrey shrugs it off by insisting that the "data" shows fans are wrong. Who knows how he compiled this data. The most infamous claim is when he said the data shows that only 3/1000 spawns are bugged. (Plenty of players had to wait up to 30 seconds to spawn into a match they joined.)
* ''VideoGame/CallOfJuarezTheCartel'', riding off the successful ''VideoGame/CallOfJuarezBoundInBlood'', shifted the series from the Old West into a more modern setting and brought with it unresponsive controls, graphical glitches galore, and uninspired level design that [[{{Railroading}} penalizes you for going off track]]. Thankfully, the series was able to quickly get back on its feet with ''[[VideoGame/CallOfJuarezGunslinger Gunslinger]].''



* ''VideoGame/CommandAndConquerTiberianTwilight''. How do you make a successful sequel to a beloved franchise known for its single-player stories, resource gathering and base building? Why naturally you create an RTT (Real Time Travesty?) which ignores the lore, has a laughably bad story, cartoony graphics, a low unit cap with no base-building or economy management! Admittedly, earlier C&C stories were also laughably bad, but they were ''Rocky Horror'' sort of bad: so B-movie and campy that they were quite good. C&C4 was just bad. Kane leaves Earth like Poochie at the end of that ''Simpsons'' episode.
* ''VideoGame/CommandAndConquerRedAlert3''. Resource gathering is too simple (refineries ''right next to'' the deposits). Base-building is worthless. Every unit can traverse over land or sea. (The emphasis on amphibious warfare sounded cool on paper. They decided bodies of water shouldn't be limitations and added a bunch of amphibious vehicles ''and'' buildings.) They kinda gimped the Allies and Soviets in order to make the Empire of the Rising Sun more formidable. Which wasn't a good choice since [[Creator/GeorgeTakei Emperor Sulu]] was ''already'' strong on his own without the {{nerf}}s the Allies and Soviets took. The AI gets a half dozen power-ups, so you are constantly getting bombs teleported into your base and space stations dropped on you. They require no line of sight and can use them with such frequency that you spend half of your time dealing with their [[TheComputerIsACheatingBastard cheap shit]]. The cartoony art style is very busy, and it doesn't sit well as a sequel to [=RA1's=] darkness of war, or [=RA2's=] Cold War funk. Crazy stuff like rocketeers and battle blimps, yeah, but parachuting bear cannons? Shrink rays? If we can't have nukes 'cause Einstein is erased from history, ''then we shouldn't have Prisms and Chronospheres, either!'' It may have jumped the shark a little more then fans were comfortable with.

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* ''VideoGame/CommandAndConquerTiberianTwilight''. How do you make a successful sequel to a beloved franchise known for its single-player stories, resource gathering and base building? Why naturally you create an RTT (Real Time Travesty?) which ignores the lore, has a laughably bad story, cartoony graphics, a low unit cap with no base-building or economy management! Admittedly, earlier C&C stories were also laughably bad, but they were ''Rocky Horror'' sort of bad: so B-movie and campy that they were quite good. C&C4 was just bad. Kane leaves Earth like Poochie at the end of that ''Simpsons'' episode.
* ''VideoGame/CommandAndConquerRedAlert3''. Resource gathering is too simple (refineries ''right next to'' the deposits). Base-building is worthless. Every unit can traverse over land or sea. (The emphasis on amphibious warfare sounded cool on paper. They decided bodies of water shouldn't be limitations and added a bunch of amphibious vehicles ''and'' buildings.) They kinda gimped the Allies and Soviets in order to make the Empire of the Rising Sun more formidable. Which wasn't a good choice since [[Creator/GeorgeTakei Emperor Sulu]] was ''already'' strong on his own without the {{nerf}}s the Allies and Soviets took. The AI gets a half dozen power-ups, so you are constantly getting bombs teleported into your base and space stations dropped on you. They require no line of sight and can use them with such frequency that you spend half of your time dealing with their [[TheComputerIsACheatingBastard cheap shit]]. The cartoony art style is very busy, and it doesn't sit well as a sequel to [=RA1's=] darkness of war, or [=RA2's=] Cold War funk. Crazy stuff like rocketeers and battle blimps, yeah, but parachuting bear cannons? Shrink rays? If we can't have nukes 'cause Einstein is erased from history, ''then we shouldn't have Prisms and Chronospheres, either!'' It may have jumped the shark a little more then fans were comfortable with.



* ''VideoGame/DeusExInvisibleWar'' is a stark downgrade from the original in every way except for the graphics. Levels were smaller and had less-varied paths. The entire city of Seattle was reduced to a few hallways and a bar. Universal ammo system? Could have worked but it was implemented very poorly, so that you can only hold a limited number of clips, meaning it also limits you to a few weapons. Most of the RPG elements from the first game were severely scaled back. If it weren't for the name, the game would've been completely forgotten along with the likes of ''Project [=IGI=]''. Not long after the game was released, some fans dug around the .ini files and found that there were many references to the original Xbox. The developers later admitted that it was a crappy Xbox port.
* Zigzagged for the ''VideoGame/DevilMayCry'' franchise. ''VideoGame/DevilMayCry2'' is generally considered to be far inferior to the original, what with its lousy story, turning protagonist Dante from a MagnificentBastard into TheStoic, bland combat, and greatly lowered difficulty level. ''VideoGame/DevilMayCry3DantesAwakening'' is usually seen as much better ([[EvenBetterSequel sometimes even better than the original]]). ''VideoGame/DevilMayCry4'' is also seen by some as inferior, while others consider it to be decent but not as good as ''1'' or ''3''. As for the reboot, Ninja Theory's ''[[VideoGame/DmCDevilMayCry DmC: Devil May Cry]]'', it is widely despised by fans due to its "Westernized" approach, overly simplified combat system, and Dante becoming unappealingly douchey and his dialogue being completely immature and unfunny. Fuels are added to the fire even more when lead developer Tameem Antoniades responded that he didn't think Old Dante is cool enough (there's also a moment in the game itself where Dante crashed into a wig shop and saw himself wearing a wig that made him looked like original Dante. He then proceeded to throw it away in disgust). The negative reaction to ''[=DmC=]'' lead Capcom to shelve the reboot continuity altogether and eventually release [[VideoGame/DevilMayCry5 a new game]] set in the original continuity, to considerable acclaim. [[note]] Do note though that Ninja Theory eventually WinBackTheCrowd with ''VideoGame/HellbladeSenuasSacrifice'' [[/note]]



** The original game was a fairly innovative beat 'em up that introduced some of the conventions used in later games of the genre like two-player co-op and obtainable weapons, while the arcade version of ''Double Dragon II'' was mostly a MissionPackSequel with a fairly improved NES version. ''Double Dragon III'' on the other hand, featured crappier "realistic" graphics, replaced half of the original game's moves and weapons with ineffectual new ones, and added a gimmicky shopping system where you can purchase power-ups for your character (including a replacement character) [[BribingYourWayToVictory by inserting more tokens to the machine]]. There were a few more ''Double Dragon'' games after the third one, but the series never achieved the same level of popularity it once had with the first two games.
** On home consoles, the NES edition of ''Double Dragon III'' is still seen as a very good game despite its [[NintendoHard absurdly high difficulty]]. The series didn't really go downhill until ''Super Double Dragon'', which was rushed out to store shelves as an ObviousBeta. Then came the dismal ''Double Dragon V'' which, despite being a numbered sequel, wasn't even by the original developers, threw out the beat 'em up formula and swapped it for lackluster one-on-one fighting.
* The infamous ''VideoGame/DukeNukemForever'' faced a decade-long DevelopmentHell cycle, a mountain of hype, and nostalgia goggles simultaneously. After 14 years, the game was released in June 2011, garnering mixed-to-negative reviews. The gameplay, humor and graphics were all met with derision.



* ''VideoGame/EarthwormJim'' is a weird but well-received game.
** The second game is a mixed bag: the levels aren't as intricately-designed, and there's an overzealous use of [[UnexpectedGameplayChange gameplay gimmicks]] and lack of original music.

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* ''VideoGame/EarthwormJim'' is a weird but well-received game.
**
game. The second game is a mixed bag: the levels aren't as intricately-designed, and there's an overzealous use of [[UnexpectedGameplayChange gameplay gimmicks]] and lack of original music.



* The first two episodes of ''VideoGame/EyeOfTheBeholder'', while not revolutionary, were excellent dungeon crawlers and the second is recognized as an EvenBetterSequel. Then Westwood went on to work on VideoGame/LandsOfLore but SSI decided to make another sequel anyway. The result was a game that brought back many of the flaws of the original and amplified them, with absurd mazes and frustrating difficulty, and suffered from a mediocrely programmed engine too.
* ''VideoGame/Fallout76'': In what seems to be a trend for Fallout spinoffs, the game is generally considered by gamers and critics to be the worst game in the series since Bethesda bought the franchise. Dated visuals, buggy gameplay, an outdated engine, the absence of a story and human [=NPC=]s, and insipid and asinine gameplay all add up to a game that has been savaged by review outlets and fans alike. The result is a game that seemingly pleases no one. It's worth noting that many fans and critics agree that the idea of a multiplayer Fallout game is a great one, but its implementation leaves a lot to be desired.
* While there's a lot of flame wars out there about which ''Franchise/FinalFantasy'' this applies to (they always [[CriticProof smash sales records regardless]]), ''[[VideoGame/FinalFantasyAllTheBravest All the Bravest]]'' was a bridge too far. Gameplay is nothing but rubbing the right side of the screen until you win. There's no strategy, except when you shell out real-world money to buy a Gold Hourglass. You can't even ''choose which character you buy''. There are over 30 premium characters that sell for $1 each (plus more money to Revive them if they die), and every time you buy one, it's random. $5 for each new map you want to play. $5 for an airship ticket. These are no longer "micro" transactions. Worse yet, the [=F2P=] route meant '''guaranteed''' death versus some bosses, unless you burned an Hourglass to revive, used a Super Chain attack, or [[AllegedlyFreeGame purchased enough Gacha heroes]] who were are strong enough to beat said bosses. Some bosses would also have an opening attack that would wipe out your team. They'd actually wait for you to start attacking, when the team can't possibly dodge, to launch these cheese attacks, too. The game scored an infamous "25/100" in ''Metacritic'', the lowest of the franchise. It was the ''{{WebVideo/Jimquisition}}''[='s=] Shittiest Game of 2013.

to:

* The first two episodes of ''VideoGame/EyeOfTheBeholder'', while not revolutionary, were excellent dungeon crawlers and the second is recognized as an EvenBetterSequel. Then Westwood went on to work on VideoGame/LandsOfLore but SSI decided to make another sequel anyway. The result was a game that brought back many of the flaws of the original and amplified them, with absurd mazes and frustrating difficulty, and suffered from a mediocrely programmed engine too.
* ''VideoGame/Fallout76'': In what seems to be a trend for Fallout spinoffs, the game is generally considered by gamers and critics to be the worst game in the series since Bethesda bought the franchise. Dated visuals, buggy gameplay, an outdated engine, the absence of a story and human [=NPC=]s, and insipid and asinine gameplay all add up to a game that has been savaged by review outlets and fans alike. The result is a game that seemingly pleases no one. It's worth noting that many fans and critics agree that the idea of a multiplayer Fallout game is a great one, but its implementation leaves a lot to be desired.
of
* While there's a lot of flame wars out there about which ''Franchise/FinalFantasy'' this applies to (they always [[CriticProof smash sales records regardless]]), ''[[VideoGame/FinalFantasyAllTheBravest All the Bravest]]'' was a bridge too far. Gameplay is nothing but rubbing the right side of the screen until you win. There's no strategy, except when you shell out real-world money to buy a Gold Hourglass. You can't even ''choose which character you buy''. There are over 30 premium characters that sell for $1 each (plus more money to Revive them if they die), and every time you buy one, it's random. $5 for each new map you want to play. $5 for an airship ticket. These are no longer "micro" transactions. Worse yet, the [=F2P=] route meant '''guaranteed''' death versus some bosses, unless you burned an Hourglass to revive, used a Super Chain attack, or [[AllegedlyFreeGame purchased enough Gacha heroes]] who were are strong enough to beat said bosses. Some bosses would also have an opening attack that would wipe out your team. They'd actually wait for you to start attacking, when the team can't possibly dodge, to launch these cheese attacks, too. The game scored an infamous "25/100" in ''Metacritic'', the lowest of the franchise. It was the ''{{WebVideo/Jimquisition}}''[='s=] Shittiest Game of 2013.



* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch'' series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.



* Nearly any ''VideoGame/{{Lemmings}}'' game after ''Lemmings 2: The Tribes''.
* ''VideoGame/LEGOIsland 2: The Brickster's Revenge'' is somewhere between this and ContestedSequel. It was beyond rushed to the shelves, and the final product a very extreme case of LoadsAndLoadsOfLoading, dull and lifeless voice acting, painfully linear gameplay, no replay factor, [[ChuckCunninghamSyndrome a removal of a lot of characters]], [[GuideDangIt little explanation to anything]], and mediocre animation.
* The first ''VideoGame/LEGOStarWars'' game was somewhat enjoyable for kids, and since that focused on the prequel trilogy it made sense to eventually follow it up with a sequel based on the classic trilogy. However since then, discounting minor additions they've essentially been using the exact same gameplay and simply applied it to different licensed themes, having now done ''VideoGame/LegoIndianaJones'' (two of 'em), ''VideoGame/LegoHarryPotter'', ''VideoGame/LegoTheLordOfTheRings'', ''VideoGame/LegoBatman'', and ''VideoGame/LegoMarvelSuperHeroes''. Aside from the last two, all the games are made up of levels loosely based on scenes from their respective movies (with cutscenes that are just cheesy re-enactments with no dialogue) and some hanging out in a notable location from the respective franchise in between.
* ''VideoGame/MaddenNFL'' and similar sport game series are notorious for being continued every year, usually with next to no changes in gameplay or even graphics. The main difference is updated statistics and players. EA bought an exclusive license from NFL and, while they don't own the rights to football and football games, EA has the exclusive rights to a huge number of real teams, players and stadiums, giving them a monopoly on mainstream football games.

to:

* Nearly any ''VideoGame/{{Lemmings}}'' game after ''Lemmings 2: The Tribes''.
* ''VideoGame/LEGOIsland 2: The Brickster's Revenge'' is somewhere between this and ContestedSequel. It was beyond rushed to the shelves, and the final product a very extreme case of LoadsAndLoadsOfLoading, dull and lifeless voice acting, painfully linear gameplay, no replay factor, [[ChuckCunninghamSyndrome a removal of a lot of characters]], [[GuideDangIt little explanation to anything]], and mediocre animation.
* The first ''VideoGame/LEGOStarWars'' game was somewhat enjoyable for kids, and since that focused on the prequel trilogy it made sense to eventually follow it up with a sequel based on the classic trilogy. However since then, discounting minor additions they've essentially been using the exact same gameplay and simply applied it to different licensed themes, having now done ''VideoGame/LegoIndianaJones'' (two of 'em), ''VideoGame/LegoHarryPotter'', ''VideoGame/LegoTheLordOfTheRings'', ''VideoGame/LegoBatman'', and ''VideoGame/LegoMarvelSuperHeroes''. Aside from the last two, all the games are made up of levels loosely based on scenes from their respective movies (with cutscenes that are just cheesy re-enactments with no dialogue) and some hanging out in a notable location from the respective franchise in between.
* ''VideoGame/MaddenNFL'' and similar sport game series are notorious for being continued every year, usually with next to no changes in gameplay or even graphics. The main difference is updated statistics and players. EA bought an exclusive license from NFL and, while they don't own the rights to football and football games, EA has the exclusive rights to a huge number of real teams, players and stadiums, giving them a monopoly on mainstream football games.



* The ''VideoGame/CapcomVs'' series is widely agreed to have peaked in relevancy with ''VideoGame/MarvelVsCapcom2''. You can use teams with [[ComplacentGamingSyndrome extremely-basic]] gameplans (i.e. Cable) or you can use teams with [[DifficultButAwesome weird and out-there]] gameplans. Synergistic team-ups are popular, ex: one is grappler, the other is a zoner (projectiles or long-range moves). [[CherryTapping Chip damage]] isn't a real threat in ''3'' but ''2''[='s=] Strider/Doom can really mess you up if you keep blocking.
** Being honest, ''VideoGame/MarvelVsCapcom3'' is an anime fighter, just like its predecessor ''VideoGame/TatsunokoVsCapcom''. It was made by a lot of the same people and the gameplay is way more-similar to it than [=MvC2=]. It has as much depth as a ''VideoGame/NarutoUltimateNinja'' game. And if you thought [=MvC3=] was bad, they went and made it worse with ''Ultimate''. ''Marvel'' is ridiculously-fast to start with, but "X-Factor" puts it on a whole different level: it can temporarily transform bad characters into good ones, and allow scrubs to steal matches. It's fraudulent in the name of fun. One thing everyone can agree on is that the OTG time is gratuitous, cheap, and flow-interrupting. Off The Ground is in reference to attacks that connect while your opponent [[CycleOfHurting is already on their way to the pavement]]. Sentinel's rocket punch lifts you off the ground after his frying pan spike, before following it up with a Super move. Akuma can finish an air combo by slamming you down and then do his air beam Super to hit you while you're on the ground.
** ''VideoGame/MarvelVsCapcomInfinite''. This is the one time that {{Creator/Marvel}} has a bigger hand in development, and suddenly we see a lot of dumb decisions that benefit no one but Marvel (specifically {{Creator/Disney}}). The game was rushed. The game had no budget. It wasn't really ''Marvel vs Capcom''; it was ''[[Franchise/MarvelCinematicUniverse Avengers]] vs. Capcom (Guest-Starring [[Film/GhostRiderSpiritOfVengeance Ghost Rider]]).'' Marvel forced the "cinematic" art style on the developers. (It was actually a step down from [=MvC3=].) Very little info was leaked about the game, and what little came out what objectively bad press. Meanwhile. ''VideoGame/Injustice2'' and ''VideoGame/Tekken7'' were blowing up. On top of that, ''VideoGame/BlazBlueCrossTagBattle'' and ''VideoGame/DragonballFighterZ'' were announced at around the same time, both filling the niche left behind by [=MvC=].
* The truth is ''VideoGame/MassEffectAndromeda'' wasn't met with hatred but apathy, at a time when all of its competitors were releasing amazing products. No game-affecting choices (presumably the choices affect a sequel [[CutShort which will now never exist]]), angsty YA dialogue, Miss "My Face Is Tired" i.e. facial animations that are worse than [[VideoGame/MassEffect ME1]], a prolific number of bugs on release, and ''the entire concept'', namely open world and useless sidequests: You're supposed to be this space pioneer exploring a brand new galaxy, but there's already a base on every planet. We don't get to see any weird First Contact situations. And there should've been more than just two new species considering that less than half the Milky Way species are present. Ore mining combines the worst of the Mako surveying with the worst of the [[VideoGame/MassEffect2 ME2]] planet scanning. Getting dropped by EA and {{Creator/BioWare}} hasn't exactly helped. Maybe the DLC could have changed things (though the idea that a whole bunch of the Milky Way races wouldn't be included except as DLC is one of the reasons ''Andromeda'' fell short), other things could have been done via patches, but instead EA just let it die. It's not the first EA game to come out half-baked, but [=BioWare=] Montreal ([=BioWare=] in name only) spent two years (2013-2015) on a "procedurally generated worlds" concept similar to what ''VideoGame/NoMansSky'' was supposed to be, which went nowhere. ''Andromeda'' was staffed with way too many unqualified fans who behaved like the game would build itself. So although EA probably pushed the release date to boost their [=Q4=] numbers, there was no reason for ''Andromeda'' to take 5 years, or for [=BioWare=] to entrust their marquee title to a bunch of newbies.



* ''VideoGame/MegaManX7''. The [=3D=] gameplay controls worse than ''VideoGame/MegamanLegends'' from a prior console generation, the [=2D=] sections don't control at all like ''{{Franchise/Megaman}}'' should, and the graphics were criticized for their low quality.
* The first three games in Sony's ''NFL [=GameDay=]'' series (especially ''[=GameDay=] '98'') were highly innovative in both their realism and gameplay; one reviewer predicted that ''[=GameDay=]'' would displace EA's well-established ''Madden NFL'' franchise. In fact, the opposite occurred; ''Madden'' grew more sophisticated over time, while subsequent ''[=GameDay=]'' installments were criticized for having mediocre graphics and uninspired gameplay. Gamers evidently agreed, as sales declined until Sony cancelled the series in 2005.
* Creator/HideoKojima is not ''Franchise/MetalGear''. Plenty of games have been made without Kojima's involvement: ''[[VideoGame/MetalGearGhostBabel Ghost Babel]]'', ''VideoGame/MetalGearAcid'', ''[[VideoGame/MetalGearSolidPortableOps Portable Ops]]'', ''{{VideoGame/Metal Gear Rising|Revengeance}}''. ''[[VideoGame/MetalGearSolidVGroundZeroes Ground Zeroes]]'' was the first real cash-grab with "''Metal Gear''" stamped on the title. ''VideoGame/MetalGearSurvive'', however, is not a ''Metal Gear'' game. It has absolutely nothing that feels like ''Metal Gear'' except the aesthetic and the controls. The stealth mechanics are more in line with ''VideoGame/TheLastOfUs''. The missions are straightforward and don't really lend themselves to variation. And there's no real overarching villain. The plot is more like ''{{Franchise/Stargate|Verse}}'' than Metal Gear. So if you go in expecting ''Metal Gear'' with zombies, you'll be disappointed, because ''Metal Gear'' with zombies could actually be really fun if it featured anyone from ''any'' MGS game or had a plot which at least somewhat resembled a ''Metal Gear'' game. A fair amount of people were upset that {{Creator/Konami}} got fed up with Kojima (he went massively over-budget and missed a ton of deadlines) '''and''' game development in general and crapped out a subpar sequel, even though they had all the assets of ''VideoGame/MetalGearSolidV'' (along with the Fox Engine) to play with. If this game wasn't made on a budget of zero dollars, it could've been great, despite its goofy premise. But as is, it's an insult.
-->'''[[{{LetsPlay/Videogamedunkey}} Dunkey]]''': ''Nobody'' wanted this game. This is like if {{Creator/Nintendo}} fired [[Creator/ShigeruMiyamoto Miyamoto]] and announced that the next [[Franchise/SuperMarioBros Mario]] game would be an M-rated {{dating sim}} coming out exclusively for the fuckin' UsefulNotes/VirtualBoy.
* ''VideoGame/MetroidOtherM'' was met with mixed reactions from critics and outright derision from fans over the story (especially the way it tries to characterize Samus), gameplay (the authorization mechanic is hated for being not only contrary to the nature of the ''Metroid'' series, but also for being inconsistent under certain circumstances), and linear progression. It doesn't help that many of the controversial decisions were made by series co-creator Yoshio Sakamoto, instead of developers Team Ninja.



* ''VideoGame/PacMan2TheNewAdventures'' never got any respect back in the day. For those who don't know, it's a point and click adventure game where you're some dude who has to tell Pac-Man what to do. Well, you see, the problem is Pac-Man is ''el douche'' so you have to slingshot rocks at him to get him to listen to you, and even then he's the most uncooperative little bastard imaginable. It makes no sense that this is a ''Pac-Man'' game. Controlling Pac-Man with all of his mood swings is annoying, and sometimes the thing you want him to ''[[ViolationOfCommonSense avoid]]'' doing is necessary to progress, like in ''VideoGame/WonderProjectJ''. Don't be ashamed to [[GuideDangIt look up a FAQ]] because the puzzles are really obtuse. For all its flaws, though, it's still a unique experience.



* ''Franchise/ResidentEvil'':
** The {{Gaiden Game}}s in the series were hit by this: ''[[VideoGame/ResidentEvilGunSurvivor Survivor]]'', ''[[VideoGame/ResidentEvilGaiden Gaiden]]'', ''Dead Aim'', the ''[[VideoGame/ResidentEvilOutbreak Outbreak]]'' games, and ''VideoGame/ResidentEvilOperationRaccoonCity''.
** ''VideoGame/ResidentEvilZero'' has no box to store excess items. Having to trek backward through half the game to retrieve a key item gets old fast. The gimmick is being able to switch between Billy and Rebecca, but all that means is that you run around to fetch stuff that you had to leave in different places.
** ''VideoGame/ResidentEvil6''. It did a couple of things well, but they were limited to controls. The gameplay, scenarios and boss fights were all criticized, and having to redo segments between different stories was a bad move. That each character's scenario tried to recap the vibe of a previous game made this one lack any major identity. {{Creator/Capcom}} actually went on record apologizing for this game.



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* ''VideoGame/SimCity2013''. Launch was an absolute nightmare. It got so bad that they quickly pushed a patch which limited players from playing at [=3x=] speed in order to "ease load on the servers"; an absolute steaming load because what kind of idiot would program a game to relay data ''to a server'' for basic math and wait to receive results? The game required you to always be connected to the internet. They lied out their asses about "cloud computing", when the only thing this all-powerful cloud did was manage the multiplayer functionality (which didn't even work). Maxis eventually did make offline single-player happen, but by then, ''VideoGame/CitiesSkylines'' was taking off, piggybacking on disgruntled ''[=SimCity=]'' fans. The game engine/back-end was hyped as super-complex and advanced. Digging through the game files and code revealed that this wasn't true at all: it was mundane and simple, and the game fudged numbers to make it look like there's a lot going on. Your cities really only ever had [[https://i.kym-cdn.com/photos/images/original/000/514/347/53e.jpg 1/10th]] of what it said you did. Every morning your Sims wake up, decide to go to the job closest to them, and if that's taken when they get there, then they drive to ''the second-nearest'' available job. Then when they go home, they find the closest housing in the same way! Brownouts and lack of water not because of supply, but because too many buildings 'grabbed' the power (whatever that means) before it got to the edge of your network. Traffic calculating what would be the fastest route if the roads were empty, then choosing ''not'' to go on the totally-empty 6-lane highway because a dirt road with traffic backed up for a few hours would be faster ''if everybody else wasn't doing the same thing''.
* ''VideoGame/SNKVsCapcom: Card Fighters DS'', despite its much wider variety of playable cards compared to its two UsefulNotes/NeoGeo Color Pocket predecessors, is commonly perceived as having a weaker and more [[GameBreaker easy-to-break]] battle system. First-run English copies also contained an unavoidable GameBreakingBug that prevented completion of the NewGamePlus.
* Franchise/SonicTheHedgehog. Of Sonic's three fathers - Yuji Naka, Naoto Oshima, & Hirozaku Yasuhara - only Yuji kept in touch to help out the fresh faces, but he was busier trying to get his studio PROPE off the ground. Of the old guard, only Takeshi Iizuka and the musicians are still around. As for Iizuka, once his ambitions for a Sonic RPG (which was the basis of the first ''VideoGame/SonicAdventure'' game) got the better of him, he forgot all of the lessons Yasuhara-sensei taught him. Between the time of ''Adventure'' to ''VideoGame/SonicTheHedgehog2006'', they were adding two or three new characters per game, giving them each different play styles that never ended up being as fun as the Sonic sections. The series also struggled with the leap to 3D graphics. At its core, Sonic is about going fast (to show off Sega's impressive hardware at the time), which isn't easy to transplant into 3D. It also demands sprawling levels that you don't necessarily ''play'' but watch. Sonic zooming through loop-de-loops and ramps was marketing gold in the [=90s=], [[FranchiseOriginalSin but now it's just boring.]] The camera was also a constant issue as it struggled to keep up with Sonic and his environment. Note also how difficult Sonic is to control when he's ''not'' on rails. George Weidman has [[https://www.youtube.com/watch?v=-kE9BR24XIw a good video]] which explores some of this.
** ''Sonic'' '06 is universally-hated for everything it tried to do. The game haphazardly introduces the new characters Silver the Hedgehog and Elise the human love interest for Sonic. The game is a bug-ridden mess with a confusing, uninspired story, sloppy controls, and horrible level design and mechanics. It was rushed out the door to coincide with Sonic's 15th anniversary.
** ''VideoGame/SonicBoom'' suffers from repetitive and dull design, an unspired story, bad graphics, annoying characters who won't shut up during gameplay, a poor framerate during speed sections, and numerous glitches. Even after the 1 GB patch fixed a lot of bugs and improved the framerate, the game is still mediocre at best.
--->'''''WebAnimation/ZeroPunctuation''''': “Bounce-pad!” announces Sonic as he touches a bounce-pad. “It's Bounce-pad time!” he adds. “I’m bouncing off something with pad-like characteristics!” he clarifies. And when it’s not that, it’s the game weakly attempting to praise itself. “This is awesome!” cries a sprinting character as they faceplant into another rock. “This place looks amazing!” they say, taking in the boxy buildings worthy of a pre-analog sticks [[{{UsefulNotes/PlayStation}} PS1]] game. But saying something isn’t enough to make it true, unless you say something like “Sega are attracting derision, the massive wankers.”
** ''VideoGame/SonicForces'' has sluggish controls, barren graphics, slapdash level design, and a baffling plot which goes nowhere. If Eggman's taken over 99% of the world in the span of several months, why does it look like [[TakeOurWordForIt he's barely made any progress?]] Oh, right, here's why: a lot of assets are reused from ''VideoGame/SonicGenerations'', just recolored and airbrushed throughout. Classic Sonic's appearance seems shoehorned in to appeal to nostalgia. Overall, the game is too short for the full price, and the only thing that really stands out about it is the bare-bones character creator. Iizuka's lofty ambition has yielded a lot of loyal fans, but he was sacked after that awful ''Forces'' trailer dropped, which hurt sales. The game hadn't even hit shelves yet.
** Creator/SonicTeam tried to ride the nostalgia train with ''VideoGame/SonicTheHedgehog4'', a "sequel" to the original trilogy. It's actually a mobile game which they decided to dump onto consoles instead. How do you manage to make the graphics look ''uglier'' than a game from 1990? Bad implementation of the Rush engine; Rush and the classics are completely different kinds of games.
* The ''VideoGame/{{Soul|Series}}'' series got hit with this pretty hard in TheNewTens. ''Soul Edge'' was a respectable 3D fighter, though it wound up being overshadowed by [[VideoGame/{{Tekken}} its sister series]] and then [[SequelDisplacement displaced by its sequel]] ''Soulcalibur'', which became a major KillerApp for the UsefulNotes/SegaDreamcast. ''Soulcalibur II'' [[EvenBetterSequel continued to improve upon its predecessor's refinements]] and is considered one of the best fighting games of all time. The third and fourth ''Calibur'' games aren't bad, but couldn't match the standards set by ''II''. Then came ''Videogame/SoulcaliburV'', which was full of FakeBalance and a number of changes to the story that were met with a lot of derision from the fanbase. Major League Gaming, the crowd that ''V'' was meant to appeal to, rejected it outright. Then, the series shifted focus with ''Soulcalibur: Unbreakable Soul'' and ''Soulcalibur: Lost Swords'', which got even more backlash from the inclusion of {{microtransactions}} and online DRM, respectively. [[note]]The always-online DRM was seen as a particular sticking point since it was a single-player only game.[[/note]] Couple that with all three of those titles coming out in a twelve-month period, and for a long time, the subsequent fall from grace had left the fate of the series up in the air. Subverted with ''VideoGame/SoulcaliburVI'', which fortunately managed to reverse the downwards spiral and [[WinBackTheCrowd won acclaim from critics and fans alike]].
* The ''VideoGame/SpiderManTheMovie'' games demonstrated much the same path as the movies: the first one is good, the second is ''awesome'', then things go a bit downhill. Fortunately, ''[[VideoGame/SpiderManWebOfShadows Web of Shadows]]'' was there to fix matters after ''[[VideoGame/SpiderManFriendOrFoe Friend or Foe]]'', which we [[FanonDiscontinuity do not talk about]].
* ''VideoGame/StarControl'' was a fun turn-based strategy game. ''Star Control 2'' was an epic action-adventure EvenBetterSequel. ''Star Control 3'', made by none of the people involved with the first two, is a game most fans [[FanonDisContinuity try to forget about]].
* A very divisive example is the ''VideoGame/StarFox'' series after ''VideoGame/StarFox64''. There's so much FanMyopia that it has led to one of the most [[BrokenBase broken]] fanbases of all time. Creator/{{Nintendo}} themselves have caught on to the decrease in sales, and though Miyamoto joked about it, it took the series ''almost a decade'' to get a new game (''Star Fox 64 3D'' notwithstanding).



* ''VideoGame/StreetFighterXTekken'', despite a lot of early excitement among the fighting game community, never caught on as well as Capcom's previous IntercontinuityCrossover games did (with the exception of ''Capcom Fighting Evolution'', which is perceived to be just as bad), mainly due to its slower pacing and gimmicky "Gem" system that granted temporary status buffs. The decision to lock most of ''[=SFxT's=]'' content behind a paywall (most infamously including a dozen fighters that were coded into the game discs at launch, but not officially added to the roster until months after the game's release) drew even heavier criticism, along with derisive jokes about future Capcom games shipping with disc-locked DLC.
* ''{{VideoGame/Strider}} Returns'' is an unfair example because Capcom had nothing to do with that. US Gold still possessed the rights to the franchise in the West, so they outsourced a sequel to some studio who churned out a crappy game bearing the name.
* ''Franchise/SuperMarioBros'':
** The ''VideoGame/NewSuperMarioBros'' series. While they all received a generally great critical reception and were huge commercial successes for Nintendo, the sequels have also fallen under criticism for [[ItsTheSameNowItSucks not bringing much to the table]]. The biggest point of contention are the games' static presentation, with the games reusing the same music and level tropes (as well as the same sequence order of level tropes), and all having a similar artstyle (though the fourth game, ''VideoGame/NewSuperMarioBrosU'', is generally credited to have at least significantly tweaked the aesthetics). The third game in particular, ''VideoGame/NewSuperMarioBros2'', is usually considered the weakest entry in the series. The only real major addition to the formula being a coin-collection gimmick. Tellingly enough, an interview with the game's directors revealed the game's development team [[BTeamSequel was primarily composed of newcomers]], while veteran 2D Mario developers worked on ''New Super Mario Bros. U''.
** The ''VideoGame/MarioParty'' series. Every sequel has had a few new gimmicks and mini games to stand out from the game before it, but eventually, the games started to rehash older mini games/boards/gimmicks with a slight tweak to them. Fan favorite Donkey Kong was quickly shunted to the side as an NPC after being a playable character in a few games and has even completely vanished from some of the party games as well. Other characters kept coming and going like a revolving door; characters like Toad and Blooper would appear in only one or two games while others like Birdo and Dry Bones only appeared in certain other games. Since the party games kept being released every year or every other year, fans started to notice just how stale the series was getting, which may explain why ''Mario Party 9'' came out four years after the eighth party and revamped the basics of the game. It was poorly received by the fanbase, viewed as neither interesting ''nor'' unique. That being said, even detractors preferred it over ''10'', thanks to Bowser Mode being weighed ''heavily'' in Bowser's favor, to the point where it's almost impossible for the other players to win. It wouldn't be until ''Super Mario Party'' was released on the Nintendo Switch that a ''Mario Party'' installment would be generally warmly received by the fanbase.
** The ''VideoGame/PaperMario'' games have this. [[VideoGame/PaperMarioTheThousandYearDoor The second]] is usually considered superior to the original and is seen as the high point of the series. ''VideoGame/SuperPaperMario'' is generally agreed to be a step down in gameplay, but it's said to have the best story out of all the games. ''VideoGame/PaperMarioStickerStar'', however, is considered to be a complete step down in both [[ExcusePlot story]] and gameplay by revamping combat and making battles redundant. ''VideoGame/PaperMarioColorSplash'' is [[BrokenBase polarizing]], but the general consensus is that it's at least much better than ''Sticker Star''.
** The ''VideoGame/MarioTennis'' subseries hit this trope with its Wii U installment, ''Mario Tennis: Ultra Smash'', getting significantly worse reviews than its predecessors for its abysmal lack of content. Many of its players have noted that, in some respects, it feels more like an open beta for the significantly more polished and much better-received ''Mario Tennis Aces''.
** A ''VideoGame/SuperMarioWorld'' hack series, [[http://u9.getuploader.com/SIG Super Sig World]], has ''twenty five'' installments in about two or three years. They're considered terrible, with the best ones being merely average as the amount of reused content is kind of staggering. Just making a 70-level game every three months is perceived like overkill.



[[folder:T-Z]]
* ''VideoGame/ThunderForce VI''. Released over 10 years after ''Thunder Force V'', it came to be a massive disappointment amongst fans. Very short game length (even by shmup standards), the lack of the "direct" control scheme from ''V'', bosses that are made [[BreatherBoss pathetically easy]] thanks to a certain ship's LimitBreak, excessive {{Internal Homage}}s, and stages that pale in comparison to the rest of the series; the last stage, for instance, looks like a cheap version of ''Thunder Force V'''s Stage 4.
* Because ''VideoGame/TombRaider'' sold so well, {{Creator/Eidos|Interactive}} demanded that a new ''Tomb Raider'' be made every year. This led to rapid burnout and the eventual release of ''VideoGame/TombRaiderTheAngelOfDarkness'', which caused the franchise to go dormant for a while and then get rebooted twice. (Core [[TorchTheFranchiseAndRun tried earlier to kill off Lara Croft]] at the end of ''VideoGame/TombRaiderTheLastRevelation''.) Eidos wanted the game to release alongside the movie ''[[Film/LaraCroftTombRaider The Cradle of Life]]'', to boost sales through advertising. In doing so, Core Design didn't have time to finish it. Especially since it was already in development for 3 years and was scrapped and restarted from scratch on more than one occasion. Simple acts such as picking up items, opening doors and hopping over small ledges become challenging actions in of themselves. Lara feels like the world's most-annoying wind-up toy: there's always direct lag every time you input a command. The jumping sections kill more people than any enemy due to how hard she is to control. The game was meant to have RPG elements, such as leveling-up your strength by using it more. Since the game is unfinished, most of it was torn out or never even implemented. Still, the level design ''assumes'' you'll be able to jump a certain height, so they added a quick and dirty system where pushing a random thing or climbing a ledge will upgrade Lara for no reason. There's actually several places in the game where you can miss these upgrades, like an arbitrary ledge in an out-of-the-way location.
* The ''VideoGame/TonyHawksProSkater'' series was a genre pioneer, with the [=PS2=] port of the third installment being one of the most critically-acclaimed games of its time. As the series progressed with the ''Underground'' titles, however, the changes became minimal and predictable, the in-your-face tone got stale quickly, and the series declined in overall quality, with the peripheral-based ''RIDE'' and ''SHRED'' installments getting battered from critics and fans alike. It didn't help that EA's ''VideoGame/{{Skate}}'' had stolen the market from Activision. They tried to rekindle interest with a ''Tony Hawk Pro Skater 5'', which was unfinished. Nobody bought it because of how outwardly obvious it was; the signs were all there, clear as day.
[[/folder]]


* The ''VideoGame/CapcomVs'' series is widely agreed to have peaked in relevancy with ''VideoGame/MarvelVsCapcom2''. You can use teams with [[ComplacentGamingSyndrome extremely-basic]] gameplans (i.e. Cable) or you can use teams with [[DifficultButAwesome weird and out-there]] gameplans. Synergistic team-ups are popular: one is runaway, the other is keep away. [[CherryTapping Chip damage]] isn't a real threat in ''3'' but ''2''[='s=] Strider/Doom can really mess you up if you keep blocking.

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* The ''VideoGame/CapcomVs'' series is widely agreed to have peaked in relevancy with ''VideoGame/MarvelVsCapcom2''. You can use teams with [[ComplacentGamingSyndrome extremely-basic]] gameplans (i.e. Cable) or you can use teams with [[DifficultButAwesome weird and out-there]] gameplans. Synergistic team-ups are popular: popular, ex: one is runaway, grappler, the other is keep away.a zoner (projectiles or long-range moves). [[CherryTapping Chip damage]] isn't a real threat in ''3'' but ''2''[='s=] Strider/Doom can really mess you up if you keep blocking.


* While the ''VideoGame/DynastyWarriors'' series has long been accused of CapcomSequelStagnation, even longtime defenders found it hard to say much good about 2018's ''Dynasty Warriors 9''. One of the biggest points of contention was the new open-world map design, which failed to add anything meaningful to gameplay but made it trivial to bypass enemy soldiers to take down the commanders. Combat was also stripped down and homogenized, with the combo system being completely altered to give every character a set of attacks that only differ aesthetically. Weapon diversity was similarly butchered, ostensibly in the name of realism; more cynical individuals posit that the actual reason was to sell DLC weapon packs later on.

to:

* While the ''VideoGame/DynastyWarriors'' series has long been accused of CapcomSequelStagnation, even longtime defenders found it hard to say much good about 2018's ''Dynasty Warriors 9''. One of the biggest points of contention was the new open-world map design, which failed to add anything meaningful to gameplay but made it trivial to bypass enemy soldiers to take down the commanders. Combat was also stripped down and homogenized, with the combo system being completely altered to give every character a set of attacks that only differ aesthetically. Weapon diversity was similarly also butchered, ostensibly in the name of realism; more cynical individuals posit that the actual reason was to sell DLC weapon packs later on.



** Dave Perry and Doug [=TenNapel=] were the spirit of EJ, and without them, it's a hollow shell for whatever any publisher who has the rights to exploit. ''Earthworm Jim HD'' is an example of this, with Doug and Dave not even being asked to consult or voice their characters, but by the grace of God, Tallarico was bought back to redo the music.

to:

** Dave Perry and Doug [=TenNapel=] were the spirit of EJ, and without them, it's a hollow shell for whatever any publisher who has the rights to exploit. See ''Earthworm Jim HD'' is an example of this, with HD'': Doug and Dave not even being asked to consult or voice their characters, but by the grace of God, Tallarico was bought back to redo the music.



* The first ''VideoGame/LEGOStarWars'' game was somewhat enjoyable for kids, and since that focused on the prequel trilogy it made sense to eventually follow it up with a sequel based on the classic trilogy. However since then, discounting minor additions they've essentially been using the exact same gameplay and simply applied it to different licensed themes, having now done ''VideoGame/LegoIndianaJones'' (two of 'em), ''VideoGame/LegoHarryPotter'', ''VideoGame/LegoTheLordOfTheRings'', ''VideoGame/LegoBatman'', and ''VideoGame/LegoMarvelSuperHeroes''. Aside from the last two, all the games are basically made up of levels loosely based on scenes from their respective movies (with cutscenes that are literally just cheesy re-enactments with no dialogue) and some hanging out in a notable location from the respective franchise in between.

to:

* The first ''VideoGame/LEGOStarWars'' game was somewhat enjoyable for kids, and since that focused on the prequel trilogy it made sense to eventually follow it up with a sequel based on the classic trilogy. However since then, discounting minor additions they've essentially been using the exact same gameplay and simply applied it to different licensed themes, having now done ''VideoGame/LegoIndianaJones'' (two of 'em), ''VideoGame/LegoHarryPotter'', ''VideoGame/LegoTheLordOfTheRings'', ''VideoGame/LegoBatman'', and ''VideoGame/LegoMarvelSuperHeroes''. Aside from the last two, all the games are basically made up of levels loosely based on scenes from their respective movies (with cutscenes that are literally just cheesy re-enactments with no dialogue) and some hanging out in a notable location from the respective franchise in between.



* The truth is ''VideoGame/MassEffectAndromeda'' wasn't met with hatred but apathy, at a time when all of its competitors were releasing amazing products. No game-affecting choices (presumably the choices affect a sequel [[CutShort which will now never exist]]), angsty YA dialogue, Miss "My Face Is Tired" i.e. facial animations that are worse than [[VideoGame/MassEffect ME1]], a prolific number of bugs on release, and ''the entire concept'', namely open world and useless sidequests: You're supposed to be this space pioneer exploring a brand new galaxy, but there's already a base on every planet. We don't get to see any weird First Contact situations. And there should've been more than just two new species considering that less than half the Milky Way species are present. Ore mining combines the worst of the Mako surveying with the worst of the [[VideoGame/MassEffect2 ME2]] planet scanning. Getting dropped by EA and {{Creator/BioWare}} hasn't exactly helped. Maybe the DLC could have changed things (though the idea that a whole bunch of the Milky Way races wouldn't be included except as DLC is one of the reasons ''Andromeda'' fell short), other things could have been done via patches, but instead EA just let it die. It's not the first EA game to come out half-baked, but [=BioWare=] Montreal (basically [=BioWare=] in name only) spent two years (2013-2015) on a "procedurally generated worlds" concept similar to what ''VideoGame/NoMansSky'' was supposed to be, which went nowhere. ''Andromeda'' was staffed with way too many unqualified fans who behaved like the game would build itself. So although EA probably pushed the release date to boost their [=Q4=] numbers, there was no reason for ''Andromeda'' to take 5 years, or for [=BioWare=] to entrust their marquee title to a bunch of newbies.

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* The truth is ''VideoGame/MassEffectAndromeda'' wasn't met with hatred but apathy, at a time when all of its competitors were releasing amazing products. No game-affecting choices (presumably the choices affect a sequel [[CutShort which will now never exist]]), angsty YA dialogue, Miss "My Face Is Tired" i.e. facial animations that are worse than [[VideoGame/MassEffect ME1]], a prolific number of bugs on release, and ''the entire concept'', namely open world and useless sidequests: You're supposed to be this space pioneer exploring a brand new galaxy, but there's already a base on every planet. We don't get to see any weird First Contact situations. And there should've been more than just two new species considering that less than half the Milky Way species are present. Ore mining combines the worst of the Mako surveying with the worst of the [[VideoGame/MassEffect2 ME2]] planet scanning. Getting dropped by EA and {{Creator/BioWare}} hasn't exactly helped. Maybe the DLC could have changed things (though the idea that a whole bunch of the Milky Way races wouldn't be included except as DLC is one of the reasons ''Andromeda'' fell short), other things could have been done via patches, but instead EA just let it die. It's not the first EA game to come out half-baked, but [=BioWare=] Montreal (basically [=BioWare=] ([=BioWare=] in name only) spent two years (2013-2015) on a "procedurally generated worlds" concept similar to what ''VideoGame/NoMansSky'' was supposed to be, which went nowhere. ''Andromeda'' was staffed with way too many unqualified fans who behaved like the game would build itself. So although EA probably pushed the release date to boost their [=Q4=] numbers, there was no reason for ''Andromeda'' to take 5 years, or for [=BioWare=] to entrust their marquee title to a bunch of newbies.



* ''Toys/{{Bionicle}}'''s ''Mata Nui Online Game'' is a rough around the edges, hastily made and not too challenging, but charming PointAndClickGame that many fans consider the franchise's best piece of media for its memorable characters, commendable writing, great world establishment and fantastic atmosphere. ''Mata Nui Online Game II'' is a step up in technical terms, it looks more polished and the gameplay is a lot more involved, but has none of the original's story element and likable characters. Grinding is a massive chore, the bartering system is tedious, world-building is replaced with walls of {{exposition}} that read like religious mantra, and the ending is unfulfilling: you don't get to play the championship you trained hours for, because Franchise/{{Lego}} forced the developers to tie the game into their then-upcoming animated film. It is also literally unplayable without fan patches thanks to Lego losing some gamefiles. The ''Voya Nui Online Game'', a RolePlayingGame unrelated to the previous two in all but name and a few characters, is either an improvement for being more fun, or even worse for being more tedious in its later parts and not being canon to the franchise's story.

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* ''Toys/{{Bionicle}}'''s ''Mata Nui Online Game'' is a rough around the edges, hastily made and not too challenging, but charming PointAndClickGame that many fans consider the franchise's best piece of media for its memorable characters, commendable writing, great world establishment and fantastic atmosphere. ''Mata Nui Online Game II'' is a step up in technical terms, it looks more polished and the gameplay is a lot more involved, but has none of the original's story element and likable characters. Grinding is a massive chore, the bartering system is tedious, world-building is replaced with walls of {{exposition}} that read like religious mantra, and the ending is unfulfilling: you don't get to play the championship you trained hours for, because Franchise/{{Lego}} forced the developers to tie the game into their then-upcoming animated film. It is also literally unplayable without fan patches thanks to Lego losing some gamefiles. The ''Voya Nui Online Game'', a RolePlayingGame unrelated to the previous two in all but name and a few characters, is either an improvement for being more fun, or even worse for being more tedious in its later parts and not being canon to the franchise's story.



* ''VideoGame/MetroidOtherM'' was met with mixed reactions from critics and outright derision from fans due to the story (especially the way it tries to characterize Samus), gameplay (the authorization mechanic is hated for being not only contrary to the nature of the ''Metroid'' series, but also for being inconsistent under certain circumstances), and linear progression. It doesn't help that many of the controversial decisions were made by series co-creator Yoshio Sakamoto, instead of developers Team Ninja.

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* ''VideoGame/MetroidOtherM'' was met with mixed reactions from critics and outright derision from fans due to over the story (especially the way it tries to characterize Samus), gameplay (the authorization mechanic is hated for being not only contrary to the nature of the ''Metroid'' series, but also for being inconsistent under certain circumstances), and linear progression. It doesn't help that many of the controversial decisions were made by series co-creator Yoshio Sakamoto, instead of developers Team Ninja.



** For ''Yon'', the pacing was noticeably slowed down from ''Tsu'''s pacing, from the base gravity speed, to the time it takes for Puyo to split when placed on uneven piles. It also attempted to introduce special abilities for each character, but it falls flat due to the lack of competitive balance and potential for dragging out matches. The issues are absent in the Pocket version, but the console's flaws are often brought to the forefront.

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** For ''Yon'', the pacing was noticeably slowed down from ''Tsu'''s pacing, from the base gravity speed, to the time it takes for Puyo to split when placed on uneven piles. It also attempted to introduce special abilities for each character, but it falls flat due to the from a lack of competitive balance and potential for dragging out matches. The issues are absent in the Pocket version, but the console's flaws are often brought to the forefront.



** ''VideoGame/ResidentEvil6''. It did a couple of things well, but they were limited to controls. The gameplay, scenarios and boss fights were all criticized, and having to basically redo segments between different stories was a bad move. That each character's scenario tried to recap the vibe of a previous game made this one lack any major identity. {{Creator/Capcom}} actually went on record apologizing for this game.

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** ''VideoGame/ResidentEvil6''. It did a couple of things well, but they were limited to controls. The gameplay, scenarios and boss fights were all criticized, and having to basically redo segments between different stories was a bad move. That each character's scenario tried to recap the vibe of a previous game made this one lack any major identity. {{Creator/Capcom}} actually went on record apologizing for this game.



* Everything that comes after the original the original ''Franchise/SilentHill'' trilogy. It was a personal project of Akira Yamaoka, Masahiro Ito, Takayoshi Sato, and others. It was made with Japanese sensibilities, and when you staff your team with Americans steeped in SlasherMovie clichés, it becomes something else, and not as unique. Having {{Music/Korn}} do the title theme for ''[[VideoGame/SilentHillDownpour Downpour]]'' is a good example. That game and ''[[VideoGame/SilentHillHomecoming Homecoming]]'' were touted as getting back to basics. Prominent super-fans like Creator/BenCroshaw and Twin Perfect thought differently; their respective [=YouTube=] takedowns are really something to behold. ''Downpour'' and ''[[VideoGame/SilentHillShatteredMemories Shattered Memories]]'' have their defenders, but the split between the old-school and new-school fans is irreconcilable. It's hard to be neutral when you read and hear the dismissive things lead developer Tomm Hulett (your "''{{Franchise/Halo}}''-chugging buddy") and Creator/MaryElizabethMcGlynn have said about the quality of ''VideoGame/SilentHill2'' and ''[[VideoGame/SilentHill3 3]]''. The fallout from ''Downpour'' and ''[[VideoGame/SilentHillBookOfMemories Book of Memories]]'' (an unrelated IP which got [[DolledUpInstallment retooled into]] a ''Silent Hill'' game) got Hulett sacked; but at the end of the day, Hulett was just a hired hand who said and did what Konami wanted.
* ''VideoGame/SimCity2013''. Launch was an absolute nightmare. It got so bad that they quickly pushed a patch which limited players from playing at [=3x=] speed in order to "ease load on the servers"; an absolute steaming load because what kind of idiot would program a game to relay data ''to a server'' for basic math and wait to receive results? The game required you to always be connected to the internet. They lied out their asses about "cloud computing", when the only thing this all-powerful cloud did was manage the multiplayer functionality (which didn't even work). Maxis eventually did make offline single-player happen, but by then, ''VideoGame/CitiesSkylines'' was taking off, piggybacking on disgruntled ''[=SimCity=]'' fans. The game engine/back-end was hyped as super-complex and advanced. Digging through the game files and code revealed that this wasn't true at all: it was pretty mundane and simple, and the game fudged numbers to make it look like there's a lot going on. Your cities really only ever had [[https://i.kym-cdn.com/photos/images/original/000/514/347/53e.jpg 1/10th]] of what it said you did. Every morning your Sims wake up, decide to go to the job closest to them, and if that's taken when they get there, then they drive to ''the second-nearest'' available job. Then when they go home, they find the closest housing in the same way! Brownouts and lack of water not because of supply, but because too many buildings 'grabbed' the power (whatever that means) before it got to the edge of your network. Traffic calculating what would be the fastest route if the roads were empty, then choosing ''not'' to go on the totally-empty 6-lane highway because a dirt road with traffic backed up for a few hours would be faster ''if everybody else wasn't doing the same thing''.

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* Everything that comes after the original the original ''Franchise/SilentHill'' trilogy. It was a personal project of Akira Yamaoka, Masahiro Ito, Takayoshi Sato, and others. It was made with Japanese sensibilities, and when you staff your team with Americans steeped in SlasherMovie clichés, it becomes something else, and not as unique. Having See Tomm Hulett having {{Music/Korn}} do the title theme for ''[[VideoGame/SilentHillDownpour Downpour]]'' is a good example.Downpour]]''. That game and ''[[VideoGame/SilentHillHomecoming Homecoming]]'' were touted as getting back to basics. Prominent super-fans like Creator/BenCroshaw and Twin Perfect thought differently; their respective [=YouTube=] takedowns are really something to behold. ''Downpour'' and ''[[VideoGame/SilentHillShatteredMemories Shattered Memories]]'' have their defenders, but the split between the old-school and new-school fans is irreconcilable. It's hard to be neutral when you read and hear the dismissive things lead developer Tomm Hulett (your "''{{Franchise/Halo}}''-chugging buddy") and Creator/MaryElizabethMcGlynn have said about the quality of ''VideoGame/SilentHill2'' and ''[[VideoGame/SilentHill3 3]]''. The fallout from ''Downpour'' and ''[[VideoGame/SilentHillBookOfMemories Book of Memories]]'' (an unrelated IP which got [[DolledUpInstallment retooled into]] a ''Silent Hill'' game) got Hulett sacked; but at the end of the day, Hulett was just a hired hand who said and did what Konami wanted.
* ''VideoGame/SimCity2013''. Launch was an absolute nightmare. It got so bad that they quickly pushed a patch which limited players from playing at [=3x=] speed in order to "ease load on the servers"; an absolute steaming load because what kind of idiot would program a game to relay data ''to a server'' for basic math and wait to receive results? The game required you to always be connected to the internet. They lied out their asses about "cloud computing", when the only thing this all-powerful cloud did was manage the multiplayer functionality (which didn't even work). Maxis eventually did make offline single-player happen, but by then, ''VideoGame/CitiesSkylines'' was taking off, piggybacking on disgruntled ''[=SimCity=]'' fans. The game engine/back-end was hyped as super-complex and advanced. Digging through the game files and code revealed that this wasn't true at all: it was pretty mundane and simple, and the game fudged numbers to make it look like there's a lot going on. Your cities really only ever had [[https://i.kym-cdn.com/photos/images/original/000/514/347/53e.jpg 1/10th]] of what it said you did. Every morning your Sims wake up, decide to go to the job closest to them, and if that's taken when they get there, then they drive to ''the second-nearest'' available job. Then when they go home, they find the closest housing in the same way! Brownouts and lack of water not because of supply, but because too many buildings 'grabbed' the power (whatever that means) before it got to the edge of your network. Traffic calculating what would be the fastest route if the roads were empty, then choosing ''not'' to go on the totally-empty 6-lane highway because a dirt road with traffic backed up for a few hours would be faster ''if everybody else wasn't doing the same thing''.



** The ''VideoGame/NewSuperMarioBros'' series. While they all received a generally great critical reception and were huge commercial successes for Nintendo, the sequels have also fallen under criticism for [[ItsTheSameNowItSucks not bringing much to the table]]. The biggest point of contention are the games' static presentation, with the games reusing the same music and level tropes (as well as the same sequence order of level tropes), and all having a similar artstyle (though the fourth game, ''VideoGame/NewSuperMarioBrosU'', is generally credited to have at least significantly tweaked the aesthetics). The third game in particular, ''VideoGame/NewSuperMarioBros2'', is usually considered the weakest entry in the series, due to the only real major addition to the formula being a coin-collection gimmick. Tellingly enough, an interview with the game's directors revealed the game's development team [[BTeamSequel was primarily composed of newcomers]], while veteran 2D Mario developers worked on ''New Super Mario Bros. U''.

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** The ''VideoGame/NewSuperMarioBros'' series. While they all received a generally great critical reception and were huge commercial successes for Nintendo, the sequels have also fallen under criticism for [[ItsTheSameNowItSucks not bringing much to the table]]. The biggest point of contention are the games' static presentation, with the games reusing the same music and level tropes (as well as the same sequence order of level tropes), and all having a similar artstyle (though the fourth game, ''VideoGame/NewSuperMarioBrosU'', is generally credited to have at least significantly tweaked the aesthetics). The third game in particular, ''VideoGame/NewSuperMarioBros2'', is usually considered the weakest entry in the series, due to the series. The only real major addition to the formula being a coin-collection gimmick. Tellingly enough, an interview with the game's directors revealed the game's development team [[BTeamSequel was primarily composed of newcomers]], while veteran 2D Mario developers worked on ''New Super Mario Bros. U''.


** ''Alone in the Dark'' (2008). The ''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero he doesn't remember who he is!]]''' Also the name of the song which plays at that moment is "'''Who Am I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice.

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** ''Alone in the Dark'' (2008). The ''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero it--''[[AmnesiacHero he doesn't remember who he is!]]''' is!]]'' Also the name of the song which plays at that moment is "'''Who "''Who Am I'''"! I''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice.



* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...All of those [[ShockingSwerve unnecessary twists]] are tacked on at the end; the game should have focused on Rad's longtime enemy Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.

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* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...All of those [[ShockingSwerve unnecessary twists]] are tacked on at the end; the end. The game should have focused on Rad's longtime enemy Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.



* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch'' series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. The [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.

to:

* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch'' series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. The [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.


** ''Alone in the Dark'' (2008). The ''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero he doesn't remember who he is!]]''' Also the name of the song which plays at that moment is "'''Who Am I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:
--->"I'm the light-bringer. I'M THE FUCKIN' UNIVERSE!"

to:

** ''Alone in the Dark'' (2008). The ''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero he doesn't remember who he is!]]''' Also the name of the song which plays at that moment is "'''Who Am I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:\n--->"I'm the light-bringer. I'M THE FUCKIN' UNIVERSE!"


* ''Heart of the Alien''. Apparently, the creator of ''VideoGame/AnotherWorld'', Eric Chahi, was not involved. He didn't want any part of a sequel despite Interplay (who brought AW to North American shores) wanting to proceed with one. He was asked what sequel he would have made, as he had never planned a continuation. His response was to have it take place from your alien buddy's perspective. Well, that's what they did. Rumors state that Eric wasn't impressed with this game, and disowned it based on the ending alone. ([[spoiler:Lester]] blunders into a force field [[DroppedABridgeOnHim and zapped to death]] as he [[DeathThrows dances the deadly samba]] 'til he can dance no more.) The game itself is all trial-and-error. Sometimes you die really cheap deaths. There wasn't much imagination put into the story, either, and it is rather slow-moving. Players will be very lost on [[WhereWasIGoingAgain where to go next]]. Levels consist of samey corridors, and the animation is very low-rent and badly-rotoscoped.

to:

* ''Heart of the Alien''. Apparently, the creator of ''VideoGame/AnotherWorld'', Eric Chahi, was not involved. He didn't want any part of a sequel despite Interplay (who brought AW to North American shores) wanting to proceed with one. He was asked what sequel he would have made, as he had never planned a continuation. His response was to have it take place from your alien buddy's perspective. Well, that's what they did. Rumors state that Eric wasn't impressed with this game, and disowned it based on the ending alone. ([[spoiler:Lester]] blunders into a force field [[DroppedABridgeOnHim and is zapped to death]] as he [[DeathThrows dances the deadly samba]] 'til he can dance no more.) The game itself is all trial-and-error. Sometimes you die really cheap deaths. There wasn't much imagination put into the story, either, and it is rather slow-moving. Players will be very lost on [[WhereWasIGoingAgain where to go next]]. Levels consist of samey corridors, and the animation is very low-rent and badly-rotoscoped.


* ''Heart of the Alien''. Apparently, the creator of ''VideoGame/AnotherWorld'', Eric Chahi, was not involved. He didn't want any part of a sequel despite Interplay (who brought AW to North American shores) wanting to proceed with one. He was asked what sequel he would have made, as he had never planned a continuation. His response was to have it take place from your alien buddy's perspective. Well, that's what they did. Rumors state that Eric wasn't impressed with this game, and disowned it based on the ending alone. ([[spoiler:Lester]] is thrown into a force field [[DroppedABridgeOnHim and zapped to death]] as he [[DeathThrows dances the deadly samba]] 'til he can dance no more.) The game itself is all trial-and-error. Sometimes you die really cheap deaths. There wasn't much imagination put into the story, either, and it is rather slow-moving. Players will be very lost on [[WhereWasIGoingAgain where to go next]]. Levels consist of samey corridors, and the animation is very low-rent and badly-rotoscoped.

to:

* ''Heart of the Alien''. Apparently, the creator of ''VideoGame/AnotherWorld'', Eric Chahi, was not involved. He didn't want any part of a sequel despite Interplay (who brought AW to North American shores) wanting to proceed with one. He was asked what sequel he would have made, as he had never planned a continuation. His response was to have it take place from your alien buddy's perspective. Well, that's what they did. Rumors state that Eric wasn't impressed with this game, and disowned it based on the ending alone. ([[spoiler:Lester]] is thrown blunders into a force field [[DroppedABridgeOnHim and zapped to death]] as he [[DeathThrows dances the deadly samba]] 'til he can dance no more.) The game itself is all trial-and-error. Sometimes you die really cheap deaths. There wasn't much imagination put into the story, either, and it is rather slow-moving. Players will be very lost on [[WhereWasIGoingAgain where to go next]]. Levels consist of samey corridors, and the animation is very low-rent and badly-rotoscoped.


* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. The [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.

to:

* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch ''VideoGame/KaneAndLynch'' series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. The [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.

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* ''VideoGame/HitmanAbsolution''. They took the much-reviled ''VideoGame/KaneAndLynch series and combined it with ''VideoGame/SplinterCell''. Not only that, they picked the black sheep of ''Splinter Cell'' to plagiarize! If you never played ''Hitman'' before, then it's an okay game in a vacuum. But if you have played other games in the series, ''Absolution'' takes it in the other direction at a rate of knots. The bite-sized levels are conceptually flawed for stealth. The plot makes ''The Fast and the Furious'' look like Shakespeare. No assassinations in half the levels. The constant score meter at the top penalizing you as you play. The [[ContinuingIsPainful The save points suck]] because the whole world resets if you reload. This also adds to the linear feel, since you only care about running to the next checkpoint. It represents a trend at Creator/SquareEnix where they take a well-known game series and strip away the player's control in favor of cutscenes and a "cinematic" experience. The same thing happened to ''Thief'' but worse.


** ''Alone in the Dark'' (2008). Thev''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero he doesn't remember who he is!]]''' Also the name of the song which plays at that moment is "'''Who Am I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:

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** ''Alone in the Dark'' (2008). Thev''Sonic'' The ''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--'''[[AmnesiacHero he doesn't remember who he is!]]''' Also the name of the song which plays at that moment is "'''Who Am I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:


** ''Alone in the Dark'' (2008). The game ends on a cliffhanger and they were intending on following it up, but most people hated it, so they canned that idea. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--''[[AmnesiacHero he doesn't remember who he is!]]'' Also the name of the song which plays at that moment is "Who Am I"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:

to:

** ''Alone in the Dark'' (2008). The game ends on a cliffhanger and they were intending on following it up, but most people hated it, so they canned that idea.Thev''Sonic'' '06 of the horror genre. It's like a AAA passion project, [[ObviousBeta but with no finesse behind it]]. It tries to include every mechanic it can think of, but since there's no concentration on any one mechanic, [[ScrappyMechanic they're all terrible.]] You and your car get lifted into the air by six small bats. The fact that your character [[CoversAlwaysLie looks nothing like the hunk on the cover]]. Edward looks at himself in a mirror and then smashes it, because--wait for it--''[[AmnesiacHero it--'''[[AmnesiacHero he doesn't remember who he is!]]'' is!]]''' Also the name of the song which plays at that moment is "Who "'''Who Am I"! I'''"! Also, give him a scar across his face, but like a tear coming from his eye. The girl who loves Edward gets possessed by Lucifer, and she asks, "How does it feel to be so ''Alone''?" "I'm used to it," replies Edward in Max Payne's voice. (Too on the nose?) Speaking of Lucifer, this is an [[{{Narm}} amazing line]] to include in a game:



* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...the list is endless. All of these are [[ShockingSwerve unnecessary twists]] that were tacked on at the end; the game should have focused on Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.

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* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...the list is endless. All of these are those [[ShockingSwerve unnecessary twists]] that were are tacked on at the end; the game should have focused on Rad's longtime enemy Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic.


-->-- '''[[Website/GiantBomb Jeff Gerstmann]]''', revewing ''[[VideoGame/TonyHawkProSkater Tony Hawk's Pro Skater 5]]''

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-->-- '''[[Website/GiantBomb Jeff Gerstmann]]''', revewing reviewing ''[[VideoGame/TonyHawkProSkater Tony Hawk's Pro Skater 5]]''


* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...the list is endless. All of these are [[ShockingSwerve unnecessary twists]] that were tacked on at the end; the game should have focused on Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic. ''Bionic Commando Rearmed'' is a sort of apology; it's a perfect remake of the NES game.

to:

* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...the list is endless. All of these are [[ShockingSwerve unnecessary twists]] that were tacked on at the end; the game should have focused on Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic. ''Bionic Commando Rearmed'' is a sort of apology; it's a perfect remake of the NES game.

Added DiffLines:

* ''VideoGame/BionicCommando'' (2009) came out during the [[CapcomSequelStagnation "Crapcom"]] days. The game is short, and levels are narrow. (It invited unfavorable comparisons to ''Spider-Man'', which allows you to freely swing through an open world.) It featured some bizarre walls of death: you swing ''one meter'' further than Capcom wants you to (such as picking up a collectible), and you are dead. But the nonsense story is likely the biggest reason it was hated on: Rad Spencer looking like a hobo, [[spoiler:Super Joe]] collaborating with Nazis, [[spoiler:your dead wife's brain]] being part your cybernetic arm...the list is endless. All of these are [[ShockingSwerve unnecessary twists]] that were tacked on at the end; the game should have focused on Groeder. It was doubly-disappointing since the original ''Bionic Commanndo'' is such a classic. ''Bionic Commando Rearmed'' is a sort of apology; it's a perfect remake of the NES game.


* ''VideoGame/BombermanActZero''. It tried to appeal to Western audiences, [[https://i.imgur.com/zFLCSQt.jpg and this is where the problems began.]]. The game is incredibly difficult since you're forced to play through all of the levels in one go with no checkpoints. Multiplayer is horribly unbalanced, but an absolute spectacle due to all the explosions going off. That one match where LetsPlay/ProtonJon was in a crossfire between several players who had Infinite Bombs and Line Bombs is a perfect encapsulation of ''Act Zero'' bullshit.

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