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* ''''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to plenty of unrelated sprites that shouldn't be transparent as well, such as the medallions' effects or any objects present, rendering them transparent for no discernible reason. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees or fairies spawn in them, as well as use the medallions. This was fixed in the GBA port.

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* ''''VideoGame/TheLegendOfZeldaALinkToThePast'': ''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to plenty of unrelated sprites that shouldn't be transparent as well, such as the medallions' effects or any objects present, rendering them transparent for no discernible reason. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees rupees, bombs or fairies spawn in them, as well as use the medallions. This was fixed in the GBA port.
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** ''''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to plenty of unrelated sprites that shouldn't be transparent as well, such as the medallions' effects or any objects present, rendering them transparent for no discernible reason. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees or fairies spawn in them, as well as use the medallions. This was fixed in the GBA port.

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** * ''''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to plenty of unrelated sprites that shouldn't be transparent as well, such as the medallions' effects or any objects present, rendering them transparent for no discernible reason. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees or fairies spawn in them, as well as use the medallions. This was fixed in the GBA port.

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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards''. The problem is that you can make the camera angle change by merging into a wall. So in many places, merging with a vertical wall lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.

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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards''. The problem is that you can make the camera angle change by merging into a wall. So wall, which in many places, merging with a vertical wall lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.expect.
**''''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to plenty of unrelated sprites that shouldn't be transparent as well, such as the medallions' effects or any objects present, rendering them transparent for no discernible reason. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees or fairies spawn in them, as well as use the medallions. This was fixed in the GBA port.
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* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]

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* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme, theme or language, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]
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* ''VideoGame/FinalFantasyXII'', due to a possible glitch, has Vaan's abs look ''really'' off to the point where people thought he looked anorexic. Luckily, this was corrected in the HD remaster. The game also has the background near zone borders look like cheap flat background as if it was green screen, which you can see when moving the camera. It's not too noticeable on the Playstation 2 version due to the lower resolution, but the HD remaster makes the effect a lot more obvious due to the higher details.
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** Non water surface reflections were added in the first expansion pack for ''VideoGame/FinalFantasyXIV''. While it looks great, any character or object that is moving has the reflection move with nearly 80% of the frame rate missing on the reflection. While this was likely done to keep resource use down (being an MMO, dozens of enemy and player characters with active reflections could be problematic), but it makes the effect look completely terrible. Similar to the ''Divinity Original Sin'' example, player characters that enter water or get hit with a water spell will have their models look wet and the entire body will also become wet if a player only steps into the water at the ankles.
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* ''VideoGame/HellbladeSenuasSacrifice'', though graphically impressive, has some very low-quality sound effects, especially for things like footsteps and breathing, which you'll be hearing a lot. This is made all the worse by the game recommending you wear headphones.

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* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has an animation for every possible movement Link can do, but there's no animation for Link doing a backflip while aiming the bow, slingshot, or hookshot; his model just rotates in a full circle without any animations at all. Strangely, the 3DS version gives Link updated animations and he still lacks animations from the previous backflip problem.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image. The 3DS port rectifties this by making the boss move in slow motion during its intro.



* ''VideoGame/Left4Dead2'' has several quirks that can break the immersion of the game. The pistols have no walking animation in first person view, which makes them look like they're just floating in the air when equipped. The hunting rifle has a strange bug where if you play with a high field of view and aim up or down, the survivor's left wrist warps and twists to the point of being broken. When the survivors from the first game was ported over to the sequel, their arm models in first person view was never updated, thus their textures look plain and less detailed compared to the new survivors. On top of this, the bone rigging of the old survivors are still used from their home game and don't quite work with the new guns and items, which causes them to clip into the survivor's hands and fingers.

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* ''VideoGame/Left4Dead2'' has several quirks that can break the immersion of the game. The pistols have no walking animation in first person view, which makes them look like they're just floating in the air when equipped. The hunting rifle has a strange bug where if you play with a high field of view and aim up or down, the survivor's left wrist warps and twists to the point of being broken. When the survivors from the first game was ported over to the sequel, their arm models in first person view was were never updated, thus their textures look plain and less detailed compared to the new survivors. On top of this, the bone rigging of the old survivors are still used from their home game and don't quite work with the new guns and items, which causes them to clip into the survivor's hands and fingers.
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* ''VideoGame/ResidentEvil4'' was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess.

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* ''VideoGame/ResidentEvil4'' was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess. The reload animations for the rifles are strangely played in 30 FPS while everything else in the game runs at 60 FPS. Even the subtitles are screwed up where Leon's text during the commlink scenes can sometimes vanish before Leon is finished speaking.

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* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.

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* ''VideoGame/ResidentEvil4'' was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly. Overall, the graphical upgrades are still quite an improvement over the HD remaster of ''VideoGame/ResidentEvil4''
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* In both ''VideoGame/CrossBeats'' and its arcade spinoff ''crossbeats REV.'', failing a song on a Survival or Ultimate LifeMeter (two gauge types that instantly fail the player if drained entirely) causes the game to ''very abruptly'' cut to the GameOver screen, with no real transition from the gameplay interface.
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love oblivion but it looks fucking awful nowadays; statements like this age wiki edits very quickly


* ''VideoGame/TheElderScrollsIVOblivion''. Despite having some of the best graphics ever seen in a video game, there's this bit: the cheap, looping fire animations on the sides of the bridge between Skingrad and Skingrad Castle. It's made even worse by the fact that there's two rows of about twenty of them, all identical and looping in sync.

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* ''VideoGame/TheElderScrollsIVOblivion''. Despite having some of the best graphics ever seen in ''VideoGame/TheElderScrollsIVOblivion'' has a video game, there's this bit: good example: the cheap, looping fire animations on the sides of the bridge between Skingrad and Skingrad Castle. It's made even worse by the fact that there's two rows of about twenty of them, all identical and looping in sync.
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** Also, when SCAT member Jason barges in to the Downstairs Hallway and crouches down, you can hear some stifled laughter from the crew before he speaks through his walkie-talkie.

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* ''Lodge Massacre'', at one point, has a ghostly, disfigured face floating past a window -- which is literally just the [[MemeticMolester memetic]] photo of [[http://www.snopes.com/photos/people/peppers.asp Brian Peppers]] with a blue filter applied. UnfortunateImplications[[note]]of using a [[http://en.wikipedia.org/wiki/Crouzon_syndrome Crouzon syndrome]] sufferer's face as a "scary face"[[/note]] notwithstanding, the comments of the WebVideo/{{Retsupurae}} [[https://www.youtube.com/watch?v=croeirrF_vk video]] indicate that the use of this face [[NightmareRetardant fooled absolutely nobody]].

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* ''Lodge Massacre'', at one point, has a ghostly, disfigured face floating past a window -- which is literally just the [[MemeticMolester memetic]] {{memetic|Molester}} photo of [[http://www.snopes.com/photos/people/peppers.asp Brian Peppers]] with a blue filter applied. UnfortunateImplications[[note]]of using a [[http://en.wikipedia.org/wiki/Crouzon_syndrome Crouzon syndrome]] sufferer's face as a "scary face"[[/note]] notwithstanding, the comments of the WebVideo/{{Retsupurae}} [[https://www.youtube.com/watch?v=croeirrF_vk video]] indicate that the use of this face [[NightmareRetardant fooled absolutely nobody]].


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** In the second part of the driveway, when Weird Eddie flees from the threatening Martin cousins Jeff and Tony, if you listen hard, you can hear the boys' laughter followed by a director calling out "Cut!" from the background.
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** Both games are not very "cinematic", and use LimitedAnimation. This has the result of characters having conversations or even giving items where they are halfway across the room. Since talking is not a free action, this can also result in characters having a conversation when they are ''on fire'' (or even lying down) and are going just fine.
*** The LimitedAnimation even renders the climactic end scene of ''VideoGame/OriginalSinII'' unintentionally hilarious because [[spoiler: your character doesn't even ''walk'' to the throne to make their choice, they simply ''teleport'' there, and a text box promptly blocks them.]]
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* Sometimes in ''VideoGame/DivinityOriginalSin'' or its sequel ''VideoGame/DivinityOriginalSinII'', a character might die and their body falls against something... prompting them to literally have their bodies ''lie on thin air''.
** When the "wet" status is put on, it gives a "sheen" to the character models. The problem is, it appears even if you step in ankle-deep water, making the character look like they're wrapped in saran wrap or made out of rubber.
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* ''Franchise/{{Ultima}}'':

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* ''Franchise/{{Ultima}}'':''VideoGame/{{Ultima}}'':

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%% * There are some glitches (whether intentional or otherwise) that can cause these to happen.

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%% * There are some Loading the game's world and assets is either done via loading screen or is procedurally loaded in as the player moves around in the game. If the loading glitches (whether intentional out, fails, or otherwise) is not coded correctly, you can see assets either pop into view from nowhere. For loading that is streamed, not only pop in can cause these occur, but textures can look blurry, have worse colors, or no colors at all while the game tries to happen.load the textures in.


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* ''VideoGame/Left4Dead2'' has several quirks that can break the immersion of the game. The pistols have no walking animation in first person view, which makes them look like they're just floating in the air when equipped. The hunting rifle has a strange bug where if you play with a high field of view and aim up or down, the survivor's left wrist warps and twists to the point of being broken. When the survivors from the first game was ported over to the sequel, their arm models in first person view was never updated, thus their textures look plain and less detailed compared to the new survivors. On top of this, the bone rigging of the old survivors are still used from their home game and don't quite work with the new guns and items, which causes them to clip into the survivor's hands and fingers.

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* In the [[ObviousBeta infamously unpolished]] ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.

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* ''Franchise/{{Ultima}}'':
**
In the [[ObviousBeta infamously unpolished]] ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
collapses. The cutscenes are rendered with in-game models by the game engine. This often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on.
** Not to mention, when When you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. ** In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
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* The first three games in the ''Franchise/ResidentEvil'' games look fine, but the immersion can be broken if you kill a monster next to a wall. Because all the backgrounds are pre rendered, any enemy body that goes limp on top of the wall look like it's phasing into the wall.

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* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''

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* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene.cutscene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''''
* TheXFilesGame is a FMV game, thus everything uses real life scenery and actors. When observing your surroundings, some areas have background events going on like a car going by. Said car can be seen going one way and then mysteriously going in reverse before going forward again. The backgrounds were clearly put on an endless loop, making it look painfully obvious.
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** The game is designed for daytime lighting. This results in the open world being absurdly ugly during the night.
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* [[spoiler: Chitose's death]] in ''VideoGame/TalesOfInnocence R''. In the original, she [[spoiler: takes out her knife and stabs herself]], conveyed in the limited model rather well - a simple "Fall down" animation plays. It was perfectly fine, but the Vita version changes this by [[spoiler: making Chitose's model explode into a million pieces by pixellating]]. The fact that this happens for ''no apparent reason'' makes it [[{{Narm}} unintentionally funny]].
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* The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games (and it's not like the anime had [[OffModel particularly nice animation]] either). Hand are almost always hidden; there are amounts of DullSurprise; characters often return to default positions and/or expressions; [[NoFlowInCGI hair physics are uneven]]; and there's a ''terrible'' case of SpritePolygonMix gone wrong. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.

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* The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games (and it's not like the anime had [[OffModel particularly nice animation]] either). Hand Hands are almost always hidden; there are heavy amounts of DullSurprise; characters often return to default positions and/or expressions; [[NoFlowInCGI hair physics are uneven]]; and there's a ''terrible'' case of SpritePolygonMix gone wrong. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.

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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards''. The problem is that you can make the camera angle change by merging into a wall. So in many places, merging with a vertical wall lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.



* ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline.

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* ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline. This is fixed in the UsefulNotes/WiiU HD version.


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* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards''. The problem is that you can make the camera angle change by merging into a wall. So in many places, merging with a vertical wall lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.
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* Stairs in 3D games can cause a character traversing up or down them to look a bit wonky if the collision box isn't made properly. Because the collision box is usually made as a single ramp, you can sometimes see your character hovering above the steps and move up/down the stairs in a smooth motion instead of a jerky motion that one would expect when going through each step.
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* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the VirtualConsole version, the colors in the same level appear muted and are not as vibrant.

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* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the VirtualConsole UsefulNotes/VirtualConsole version, the colors in the same level appear muted and are not as vibrant.



* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator.

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* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the VirtualConsole UsefulNotes/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator.

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fixed alphabetisation


* In the [[ObviousBeta infamously unpolished]] ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.



* In the [[ObviousBeta infamously unpolished]] ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them.



* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them.

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* There are some glitches (whether intentional or otherwise) that can cause these to happen.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and ''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was known for having very atmospheric fog effects, but the HD port lost most of the fog effects, causing the game to lose its creepy atmosphere. This may be because most of the fog in the original game was due to the [=PlayStation=]'s low draw distance.
* Playing a PC game with a screwy graphics card can count towards this.

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%% * There are some glitches (whether intentional or otherwise) that can cause these to happen.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and ''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was is known for having very atmospheric fog effects, but the HD port lost loses most of the fog effects, causing the game to lose its creepy atmosphere. This may be because most of the fog in the original game was is due to the [=PlayStation=]'s low draw distance.
%% * Playing a PC game with a screwy graphics card can count towards cause this.



* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they were just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds would sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While programming the otherwise beautiful lighting and shadow effects for ''VideoGame/BioShock'', the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, sucks a ''lot'' of the atmosphere out.
* The least of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the animation bones are visibly poking through her model.
* The early ''BreathOfFire'' games are particularly egregious in this regard. Some characters would just disappear, and it was unclear that they were actually defeated for good or merely wounded, since some of them would show up later on.

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* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they were they're just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds would will sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While programming the otherwise ''VideoGame/BioShock'' mostly has beautiful lighting and shadow effects for ''VideoGame/BioShock'', effects, but the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, attack, which unfortunately sucks a ''lot'' of the atmosphere out.
* The least of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s Game'' is barely finished as it is. The least of its problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the face. The animation bones are even visibly poking through her model.
* The early ''BreathOfFire'' ''VideoGame/BreathOfFire'' games are particularly egregious in this regard. Some characters would will just disappear, and it was it's unclear that they were whether they're actually defeated for good or merely wounded, since some of them would will show up later on.



* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in Tiberium Sun, there would be scenes where real actors would be talking to noticeably CGI armies of soldiers.
** ''VideoGame/EmperorBattleForDune'' wasn't all that better. The actors' skin will occasionally have green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters may occasionally stretch it out when placing in on their heads.
* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games. With hands almost always hidden; excessive amounts of DullSurprise; characters returning to default positions and/or expressions; [[NoFlowInCGI uneven hair physics]] and a ''terrible'' case of SpritePolygonMix gone wrong. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.

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* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in Tiberium Sun, ''Tiberium Sun'', there would be are scenes where real actors would be are talking to noticeably CGI armies of soldiers.
** ''VideoGame/EmperorBattleForDune'' wasn't isn't all that better. The actors' skin will occasionally have has green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters may occasionally stretch it out when placing in it on their heads.
* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games. With hands games (and it's not like the anime had [[OffModel particularly nice animation]] either). Hand are almost always hidden; excessive there are amounts of DullSurprise; characters returning often return to default positions and/or expressions; [[NoFlowInCGI uneven hair physics]] physics are uneven]]; and there's a ''terrible'' case of SpritePolygonMix gone wrong. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.



* ''VideoGame/DeusEx'' had some minor examples of this (often in the final level, which was cobbled together from other unused levels):

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* ''VideoGame/DeusEx'' had has some minor examples of this (often in the final level, which was is cobbled together from other unused levels):



** During the last three stages, you can see small fires burning at inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.

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** During the last three stages, you can see small fires burning at in inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.



** For that matter, ''VideoGame/TheElderScrollsIIIMorrowind'' had a similar problem with the glowing weapons that looked more like they were wrapped in saran-wrap, and enchanted robes that looked as though you'd got dressed in christmas wrapping paper.
** In ''VideoGame/TheElderScrollsVSkyrim'', to become a werewolf, you have to undergo a ritual where you drink a werewolf's blood. The werewolf has her arm cut... and the knife goes straight through her wrist, as blood just suddenly appears in the ceremonial bowl.
*** [[http://youtu.be/uo2efCOzkqo?t=4m9s *slice* ... *SPLOOGE*]]

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** For that matter, ''VideoGame/TheElderScrollsIIIMorrowind'' had has a similar problem with the glowing weapons that looked look more like they were they're wrapped in saran-wrap, and enchanted robes that looked look as though you'd got you're dressed up in christmas Christmas wrapping paper.
** In ''VideoGame/TheElderScrollsVSkyrim'', to become a werewolf, you have to undergo a ritual where you drink a werewolf's blood. The werewolf has her arm cut... [[http://youtu.be/uo2efCOzkqo?t=4m9s and the knife goes straight through her wrist, as blood just suddenly appears in the ceremonial bowl.
*** [[http://youtu.be/uo2efCOzkqo?t=4m9s *slice* ... *SPLOOGE*]]
bowl.]]



* In ''VideoGame/EscapeFromMonkeyIsland'' in the cutscene, where Elaine and Guybrush discuss their course of action right after arriving to Melee island, the camera frequently is placed ''inside'' a monkey. Fortunately, most of the monkey is transparent, only its muzzle and several torso polygons are visible.

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* In ''VideoGame/EscapeFromMonkeyIsland'' ''VideoGame/EscapeFromMonkeyIsland'', in the cutscene, cutscene where Elaine and Guybrush discuss their course of action right after arriving to on Melee island, Island, the camera frequently is placed ''inside'' a monkey. Fortunately, most of the monkey is transparent, transparent; only its muzzle and several torso polygons are visible.



* Cutscenes in ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as if this weren't bad enough already, half of these movies render the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and his detailed CGI rendition that actually matches his character artwork in the middle of cutscenes.
* The 3D versions of ''VideoGame/FinalFantasyIV'' have the characters swing in the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions had the same attack animation regardless of who was getting hit, but the 3D version shows Barnabas swinging in the direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny for [[NarmCharm all the wrong reasons, but it was intended to be funny]].
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models so that the character models can be consistent throughout the game. [[note]]The original game would swap between the default models and higher quality models when it was called for and you can easily spot the differences when it happens such as Tidus' hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models was not quite smooth since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being Auron pushing past a Guado guard as the party flees and said guard gets knocked over in about one second after Auron pushed him aside instead of falling over instantly as soon as he gets pushed.

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* Cutscenes in ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as As if this weren't bad enough already, half of these movies render the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and cube-shaped hands and his detailed CGI rendition that actually matches his character artwork in the middle of cutscenes.
* The 3D versions of ''VideoGame/FinalFantasyIV'' have the characters swing in the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions had have the same attack animation regardless of who was is getting hit, but the 3D version shows Barnabas swinging in the direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny funnier for [[NarmCharm all the wrong reasons, but it was intended to be funny]].reasons]].
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models models, so that the character models can be consistent throughout the game. [[note]]The original game would swap swaps between the default models and higher quality models when it was it's called for for, and you can easily spot the differences when it happens happens, such as Tidus' hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models was not isn't quite smooth smooth, since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction correction, while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being is Auron pushing past a Guado guard as the party flees flees, and said guard gets knocked over in about one second after Auron pushed pushes him aside instead of falling over instantly as soon as he gets pushed.down immediately.



* ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that makes everyone look smooth and crisp. However, the texture improvements also works against itself due to the pre rendered backgrounds still using the same low resolution and blurry assets that the original Playstation version used. It is believed that a fire that happened in Square-Enix's office some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria where his high res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken a hit by having them compressed so that the game can fit on smartphones, but they were left compressed on the Steam version; many sound effects sound a bit lower or muffled and the pitch for certain sound effects sound higher than the original.

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* ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that makes make everyone look smooth and crisp. However, the texture improvements also works work against itself themselves due to the pre rendered pre-rendered backgrounds still using the same low resolution and low-resolution, blurry assets that the original Playstation version used. uses. It is believed that a fire that happened in Square-Enix's office the Square Enix offices some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria Alexandria, where his high res high-res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and low-res, blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken took a hit by having them compressed so that the game can could fit on smartphones, but they were they're left compressed on the Steam version; many sound effects sound a bit lower or muffled muffled, and the pitch for certain sound effects sound is higher than the original.



** Early on at Galdan Quay, the water's waves sometimes don't display - which makes the water look like saran-wrap. It happens with most water bodies such as lakes, but it's ''especially'' notable at the Quay.
** Prompto might take pictures of something but plantlife gets in the way. The result is just about always a pixellated mess.
** Lighting will sometimes accidentally display seams that should be invisible

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** Early on at Galdan Quay, the water's waves sometimes don't display render - which makes the water look like saran-wrap. It happens with most water bodies such as lakes, but it's ''especially'' notable at the Quay.
** Prompto might take pictures of something something, but plantlife gets in the way. The result is just about always a pixellated mess.
** Lighting will sometimes accidentally display displays seams that should be invisible



* ''VideoGame/TheForceUnleashed 2'' had amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the UsefulNotes/Nintendo64.

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* ''VideoGame/TheForceUnleashed 2'' had has amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the UsefulNotes/Nintendo64.



** In one cutscene during the mission "The Shootist" in ''VideoGame/GrandTheftAutoViceCity'', Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.

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** In one cutscene during the mission "The Shootist" in ''VideoGame/GrandTheftAutoViceCity'', during the mission "The Shootist", Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.



** ''VideoGame/{{Halo 2}}'' really pushed the limits of the Xbox's graphics rendering engine, and it shows, mostly in the cutscenes. They sometimes took up to a minute to completely render, leaving the graphics fuzzy and indistinct, characters not appearing where they should be or most jarringly of all ''missing body parts''. It's quite amusing when for about thirty seconds, you get told how awesome those indistinct blobs of the Orbital Defense network cannons are by a headless Sgt. Johnson, who is speaking to a floating helmet and arm.
** Averted in ''VideoGame/{{Halo 3}}'' where the explosions look beautifully rendered, especially in Theater mode. Creator/{{Bungie}} ''[[EnforcedTrope HAD]]'' to make the game look good because of Theater, since now the player was allowed to examine the landscape as long as he wanted, wherever they wanted. The fact that they had to use so many cheats in the original ''VideoGame/HaloCombatEvolved'' is the reason why Theater wasn't included in the ''Anniversary'' re-release.
* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' messed up, and having hilariously bad FMV special effects during cutscenes.

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** ''VideoGame/{{Halo 2}}'' really pushed pushes the limits of the Xbox's graphics rendering engine, and it shows, mostly in the cutscenes. They sometimes took take up to a minute to completely render, leaving the graphics fuzzy and indistinct, characters not appearing where they should be or most jarringly of all ''missing body parts''. It's quite amusing when for about thirty seconds, you get told how awesome those indistinct blobs of the Orbital Defense network cannons are by a headless Sgt. Johnson, who is speaking to a floating helmet and arm.
** Averted in ''VideoGame/{{Halo 3}}'' where the explosions look beautifully rendered, especially in Theater mode. Creator/{{Bungie}} ''[[EnforcedTrope HAD]]'' to make the game look good because of Theater, since now the player was is allowed to examine the landscape as long as he wanted, they want, wherever they wanted. want. The fact that they had to use so many cheats in the original ''VideoGame/HaloCombatEvolved'' is the reason why Theater wasn't isn't included in the ''Anniversary'' re-release.
* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' really, really, REALLY messed up, up]], and having hilariously bad FMV special effects during cutscenes.



** In cutscenes, whenever someone fires a gun, nothing comes out of them.

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** In cutscenes, whenever someone fires a gun, nothing comes out of them.it.



* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' had Kreia's flashback about her last days as Dark Lady of the Sith. When Sion grabs her head and slams her against the wall, his arm briefly runs through the camera.
** In the original ''VideoGame/KnightsOfTheOldRepublic'', Mission pleading with the player to help her brother Griff could easily be spoiled if, for example, she was holding a vibroblade. Because she never actually puts ''down'' her weapons before begging, she proceeds to ram about three feet of vibroblade through her own head. This can also happen if you are holding a vibroblade and a civilian may walk through it.

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* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' had has Kreia's flashback about her last days as Dark Lady of the Sith. When Sion grabs her head and slams her against the wall, his arm briefly runs clips through the camera.
** In the original ''VideoGame/KnightsOfTheOldRepublic'', Mission pleading with the player to help her brother Griff could easily be spoiled if, for example, she was is holding a vibroblade. Because she never actually puts ''down'' her weapons before begging, she proceeds to ram about three feet of vibroblade through her own head. This can also happen if you are holding a vibroblade and a civilian may walk walks through it.



* ''VideoGame/LostOdyssey'', which sported very sharp visuals, nevertheless fell victim to this trope in one dungeon. There was one dungeon which had some shallow pools of water, which they wanted to throw a ripply reflection of the characters as they moved in and around it. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated the character as he appeared onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect made the "reflecting pool" into a mirror you could look into and see the back of your own head.
* ''Franchise/MassEffect'': Listing every clipping glitch in the ''Mass Effect'' games would break this wiki in half.

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* ''VideoGame/LostOdyssey'', which sported sports very sharp visuals, nevertheless fell falls victim to this trope in one dungeon. There was one dungeon which had are some shallow pools of water, water which they wanted the dev tried to throw make display a ripply reflection of the characters as they moved move in and around it.them. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated duplicates the character as he appeared appears onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect made makes the "reflecting pool" into a mirror you could can look into and see the back of your own head.
* ''Franchise/MassEffect'': Listing every ''Franchise/MassEffect'' has so many clipping glitch in the ''Mass Effect'' games glitches that listing all of them would break this wiki in half.



** For a very special kind of hilarity, there's your fish tank in ''3'', in which the fish are not actually restricted to the boundaries of the tank and can occasionally be seen "swimming" through the air, or the wall underneath the tank, or in extreme cases on your desk, three feet away from the glass.

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** For a very special kind of hilarity, there's your fish tank in ''3'', in which the ''3''. The fish are not actually restricted to the boundaries of the tank and can occasionally be seen "swimming" through the air, or the wall underneath the tank, or in extreme cases on your desk, three feet away from the glass.



* ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the player character over an intercom, and eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the audio-only scene is added into the BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and getting killed again.
* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.

to:

* ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, Ten immersion-ruining seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the player character over an intercom, and who is eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the audio-only scene is added into part of the BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and getting killed again.
* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform platform, and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.



* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* An example of this was one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had better-looking explosions than this.

to:

* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When In ''VideoGame/MetroidPrime3Corruption'', when you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* An example of this was is one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had have better-looking explosions than this.



* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].

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* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for by the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].



* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation suddenly creates a dying animation.

to:

* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation game suddenly creates a dying animation.



* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.

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* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.



* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas were not as fortunate; certain rooms were simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
** Likewise, the remaster of ''VideoGame/GrimFandango'' didn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models and even add realistic lighting, and even re-recording the entire soundtrack from scratch.

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* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas were are not as fortunate; certain rooms were are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
** Likewise, the remaster of ''VideoGame/GrimFandango'' didn't doesn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models and even models, add realistic lighting, and even re-recording re-record the entire soundtrack from scratch.



* ''SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but there's one little scene in Episode 1 where Sybil's box of belongings fall down into the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a ''pre-rendered 2D image''.

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* ''SamAndMax: ''VideoGame/SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but there's one little scene in Episode 1 where Sybil's box of belongings fall down into the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a ''pre-rendered pre-rendered 2D image''.image.



** The HD port of ''Sonic Adventure 2'' does the game justice, but there's one cutscene that the dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in a moment later. Because the cut scene was originally created in the 4:3 ratio and not 16:9, you can see Amy standing to the side in T pose with a ''really'' weird facial expression. This was likely Sega's quirk in loading character models that were needed for a scene, but with a wider screen, the quirk looks bad.

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** The HD port of ''Sonic Adventure 2'' does the game justice, but there's one cutscene that the dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in a moment later. Because the cut scene was originally created in the 4:3 ratio and not 16:9, you can see Amy standing to the side in T pose with a ''really'' weird facial expression. This was is likely Sega's quirk in loading character models that were are needed for a scene, but with a wider screen, the quirk looks bad.



** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This was fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than pre-recorded videos of 3D areas.

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** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This was is fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than being pre-recorded videos of 3D areas.



** One of the first things people noticed when starting a new game in ''Silent Hill 2'' is the very thick fog, which adds to the creepy atmosphere. In the HD version, the fog barely exists and what you get instead is a fog like "sphere" where you see nothing but a gray void a few feet in front of you no matter where you look. Several areas, such as the apartment complex, were made darker in the HD version where even setting the in game brightness setting to the max would still be too dark to see anything clearly. The first meeting with Maria at the lakeside shows the ground near the lake suddenly cutting off and nothing else is rendered beyond that point, which was covered up by fog in the original version so that you couldn't see it. The first encounter with Pyramid Head has his chest glow red in the dark, but in the HD version, the glow mysteriously vanishes if you shine your flashlight on it. Lastly, Maria's "death" at the hand of two Pyramid Heads in the HD version has the texture of her right eye replaced with ''teeth'', which, while completely creepy and fitting to the nature of the game, completely ruins the scene.
** While ''Silent Hill 3'' didn't suffer from many problems in the HD port compared to ''Silent Hill 2'', there were still several notable problems. While all the textures in ''Silent Hill 2'' were given the HD makeover, many textures for objects and background elements were simply scaled up from their low res versions, making them a blurry mess. When Heather meets Douglas at the amusement park, his shadow on the bench he's slumped over is extremely low res and blocky. Some cutscenes had their dialogue changed, but the subtitles still retain the original lines, which can make the game look like a bad dub.

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** One of the first things people noticed notice when starting a new game in ''Silent Hill 2'' is the very thick fog, which adds to the creepy atmosphere. In the HD version, the fog barely exists and what you get instead is a fog like fog-like "sphere" where you see nothing but a gray void a few feet in front of you no matter where you look. Several areas, such as the apartment complex, were are made darker in the HD version where even setting the in game in-game brightness setting to the max would is still be too dark to see anything clearly. The first meeting with Maria at the lakeside shows the ground near the lake suddenly cutting off off, and nothing else is rendered beyond that point, which was is covered up by fog in the original version so that you couldn't can't see it. The first encounter with Pyramid Head has his chest glow red in the dark, but in the HD version, the glow mysteriously vanishes if you shine your flashlight on it. Lastly, Maria's "death" at the hand hands of two Pyramid Heads in the HD version has the texture of her right eye replaced with ''teeth'', which, while completely very creepy and fitting to the nature of the game, completely ruins the scene.
** While ''Silent Hill 3'' didn't doesn't suffer from many problems in the HD port compared to ''Silent Hill 2'', there were are still several notable problems. issues. While all the textures in ''Silent Hill 2'' were given the HD makeover, many textures for objects and background elements were are simply scaled up from their low res low-res versions, making them a blurry mess. When Heather meets Douglas at the amusement park, his the shadow he casts on the bench he's slumped over is extremely low res low-res and blocky. Some cutscenes had have their dialogue changed, but the subtitles still retain the original lines, which can make the game look like a bad dub.



* ''[[VideoGame/TheSims The Sims 2: Seasons]]'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks like it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that rain isn't falling outside. And worst of all, this makes the game lag like hell.
* ''{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.

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* ''[[VideoGame/TheSims The Sims ''VideoGame/TheSims 2: Seasons]]'' Seasons'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) years), they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks like it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that rain isn't falling outside. And worst of all, this makes the game lag like hell.
* ''{{Singularity}}'' ''VideoGame/{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.



* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into place. It isn't all that noticeable, but once you've seen it...

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* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When campaign, when the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into in place. It isn't all that noticeable, but once you've seen it...



** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that they were 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], that they all looked considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.

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** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that they were they're 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus they had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were are so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], UncannyValley[[/note]] that they all looked look considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.



* In addition to its notorious overuse of joystick-waggling StockFootage, ''VideoGame/StarStrike1995'' also has ships that are obviously miniatures.
* ''Franchise/StarWars: Super Return of the Jedi'' had a sound glitch with the boss of level 2 in Jabba's Palace. When you reflected the boss' shots back at him, his hurt voice clip is the same one of the character you are using.
* ''VideoGame/StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This was mostly due to glitches in the programming. One example of this is the boss of round 5 is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]] Or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]

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* In ''VideoGame/StarStrike1995'', in addition to its notorious overuse of joystick-waggling StockFootage, ''VideoGame/StarStrike1995'' also has ships that are obviously miniatures.
* ''Franchise/StarWars: Super Return of the Jedi'' had has a sound glitch with the boss of level 2 in Jabba's Palace. When you reflected reflect the boss' shots back at him, his hurt voice clip is the same one of the character you are using.
* ''VideoGame/StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This was is mostly due to glitches in the programming. One example of this is the boss of round 5 5, who is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]] Or suit[[note]]or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]post!]]



* If a unit is in the red sea of Universal Century Earth in ''VideoGame/SuperRobotWarsV'', [[DevelopersForesight the sea background will be recolored to match]]. The problem? The ''sky'' is colored red too, even though it's commonly shown to be blue in other shots with the red sea. [[https://youtu.be/7HYeRKf9p2Q?t=19m21s This can get particularly jarring when some attack animations show a red sky in one shot, only to transition to a blue sky in the next shot.]]

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* If a unit is in the red sea of Universal Century Earth in ''VideoGame/SuperRobotWarsV'', [[DevelopersForesight the sea background will be recolored to match]].match. The problem? The ''sky'' is colored red too, even though it's commonly shown to be blue in other shots with the red sea. [[https://youtu.be/7HYeRKf9p2Q?t=19m21s This can get particularly jarring when some attack animations show a red sky in one shot, only to transition to a blue sky in the next shot.]]



** Lara's teenager model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
** The first three ''Tomb Raider'' games had Lara's upper body and lower body meshed together, but you can see the torso move independently from the waist if you use the look button. By the 4th game, they animated the look feature better so the movement looks more natural.

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** Lara's teenager teenage model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high resolution high-resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
** The first three ''Tomb Raider'' games had have Lara's upper body and lower body meshed together, but you can see the torso move independently from the waist if you use the look button. By the 4th fourth game, they animated the look feature better so the movement looks more natural.



* A neccesary evil for ''VideoGame/TransformersDevastation'', as the character models were based off of [[WesternAnimation/TheTransformers their original character models]]. So constant clipping errors were bound to occur.
** Less excusable are the reuse of the same few car models during the opening cutscene.

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* A neccesary evil for ''VideoGame/TransformersDevastation'', as the character models were are based off of [[WesternAnimation/TheTransformers their original character models]]. So models]], so constant clipping errors were bound to occur.
**
occur. Less excusable are is the reuse of the same few car models during the opening cutscene.



* The original ''TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...

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* The original ''TwistedMetal'' ''VideoGame/TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...
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[[AC: In General]]
* Any PC game that tries to make a smooth transition to or from the desktop as it quits or starts is going to fail the moment the screen blinks as the video drivers are loaded. In egregious cases, it becomes even more obvious the game took a screenshot of the desktop when the player tabs out of the game and moves windows around.
* Clipping through objects is one of the most common failures to see when playing a game, more so if it's a 3D game.
* EverythingFades is a common bad special effect. Rather than dying or leaving even a pile of bones, the character just winks out. This can be confusing if he instead flees, joins the party, etc.
* There are some glitches (whether intentional or otherwise) that can cause these to happen.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and ''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was known for having very atmospheric fog effects, but the HD port lost most of the fog effects, causing the game to lose its creepy atmosphere. This may be because most of the fog in the original game was due to the [=PlayStation=]'s low draw distance.
* Playing a PC game with a screwy graphics card can count towards this.

[[AC: Specific Examples]]
* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they were just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds would sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While programming the otherwise beautiful lighting and shadow effects for ''VideoGame/BioShock'', the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, sucks a ''lot'' of the atmosphere out.
* The least of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the animation bones are visibly poking through her model.
* The early ''BreathOfFire'' games are particularly egregious in this regard. Some characters would just disappear, and it was unclear that they were actually defeated for good or merely wounded, since some of them would show up later on.
* ''VideoGame/BurnCycle'' features live actors projected against pre-rendered backdrops. These environments don't always correspond to the actors' line of sight, especially the wide angles. When Sol his companion arrive at the hotel, the characters are projected at an extreme slant; Sol exits the frame by literally marching up the wall.
* This is all over the place in ''VideoGame/CallOfJuarezTheCartel''. Vehicle collisions have no weight or impact, the subtitles are usually either [[RougeAnglesOfSatin misspelled]] or don't match the dialogue (like, ''at all''), characters jump around between cutscene and gameplay (most frequently to dump the player into the driver's seat of a car since the AI won't drive), facial animations are [[DullSurprise painfully limited]], and game scripts and AI pathfinding are so buggy that a player-controlled Kim will most likely have to do most of AI Ben and Eddie's work for them in one level when they split up to cover a meeting.
* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in Tiberium Sun, there would be scenes where real actors would be talking to noticeably CGI armies of soldiers.
** ''VideoGame/EmperorBattleForDune'' wasn't all that better. The actors' skin will occasionally have green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters may occasionally stretch it out when placing in on their heads.
* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games. With hands almost always hidden; excessive amounts of DullSurprise; characters returning to default positions and/or expressions; [[NoFlowInCGI uneven hair physics]] and a ''terrible'' case of SpritePolygonMix gone wrong. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.
* ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good.
* ''VideoGame/DeusEx'' had some minor examples of this (often in the final level, which was cobbled together from other unused levels):
** One of the funniest is during the wrap-up to the Hell's Kitchen level, when JC goes back to UNATCO and eavesdrops on UNATCO chief Manderley having a conversation in his office with the shadowy FEMA director seen in the introduction. The FEMA rep walks out of the office by unlocking the inner door... and a cry of pain is heard and he immediately runs backwards as the door opens, ruining the moment.
** During the last three stages, you can see small fires burning at inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.
** Also in Area 51, looking right up at the sniper tower with a pair of Tech Goggles immediately when you begin the level (just as Jock's helicopter is taking off) reveals a stationary NPC with its hands stuck way out to its sides, because it hasn't yet started its programmed patrol route.
** During the entrance to Sector 4 in Area 51, the high-tension moment of JC discovering the cloning facility where he and Paul were born while Bob Page goads him is ruined by the unnatural arc of a door exploding from one end of the room to the other. It looks a lot slower than the force of the explosion would have caused. And then there's the "Kill Bob Page" ending, where you press the button to overload his chamber, Page screams as he's seemingly blown up, and... the action continues for a good ten seconds after that, where his body is still present and the player can unload as much small-arms fire as they want into him without his reaction.
* Opening Remake 101: When remaking the ''Manga/DragonBall Z'' opening in CG, there's three things one should '''''never''''' do--make the characters look like arthritic Lego people that barely emote convincingly; have Chaozu look like he stepped out of the UncannyValley; and make sure that when Gohan flies past, not to 'noclip' through his head. Sadly, [[http://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].
* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.
* In ''VideoGame/DJMAXTechnika'', if you fail a song by way of emptying out your LifeMeter, the game momentarily pauses before suddenly transitioning into the GameOver screen. This is corrected from ''Technika 2'' onwards, where, upon failure, shutters seamlessly come down on the screen without delay to show the "YOU FAILED" screen.
* ''VideoGame/TheElderScrollsIVOblivion''. Despite having some of the best graphics ever seen in a video game, there's this bit: the cheap, looping fire animations on the sides of the bridge between Skingrad and Skingrad Castle. It's made even worse by the fact that there's two rows of about twenty of them, all identical and looping in sync.
** For that matter, ''VideoGame/TheElderScrollsIIIMorrowind'' had a similar problem with the glowing weapons that looked more like they were wrapped in saran-wrap, and enchanted robes that looked as though you'd got dressed in christmas wrapping paper.
** In ''VideoGame/TheElderScrollsVSkyrim'', to become a werewolf, you have to undergo a ritual where you drink a werewolf's blood. The werewolf has her arm cut... and the knife goes straight through her wrist, as blood just suddenly appears in the ceremonial bowl.
*** [[http://youtu.be/uo2efCOzkqo?t=4m9s *slice* ... *SPLOOGE*]]
** Blacksmith forges usually have a water trough nearby. The water looks as if it were frozen in time.
* In ''VideoGame/EscapeFromMonkeyIsland'' in the cutscene, where Elaine and Guybrush discuss their course of action right after arriving to Melee island, the camera frequently is placed ''inside'' a monkey. Fortunately, most of the monkey is transparent, only its muzzle and several torso polygons are visible.
* The ''VideoGame/FalloutNewVegas'' add-on ''Dead Money'' pushes the limits of the Gamebryo engine when in dialogue with Christine. For the first half of the mission, she is unable to speak, so her conversation is a bracketed description of her physical responses to your dialogue. The game tries its best to have her character model imitate what the text says, to jarring results, especially when a "nod" is her expressionless face looking down and then up very quickly.
* Cutscenes in ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as if this weren't bad enough already, half of these movies render the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and his detailed CGI rendition that actually matches his character artwork in the middle of cutscenes.
* The 3D versions of ''VideoGame/FinalFantasyIV'' have the characters swing in the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions had the same attack animation regardless of who was getting hit, but the 3D version shows Barnabas swinging in the direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny for [[NarmCharm all the wrong reasons, but it was intended to be funny]].
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models so that the character models can be consistent throughout the game. [[note]]The original game would swap between the default models and higher quality models when it was called for and you can easily spot the differences when it happens such as Tidus' hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models was not quite smooth since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being Auron pushing past a Guado guard as the party flees and said guard gets knocked over in about one second after Auron pushed him aside instead of falling over instantly as soon as he gets pushed.
* ''VideoGame/FinalFantasyX'' has a lot of cutscenes, and they're all pretty. Most of the plot-important ones are rendered in FMV, but the rest are regular engine-rendered. In Bevelle, there's a long series of plot-important cutscenes back-to-back. Some are in FMV, some aren't. The difference is very noticeable.
* ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that makes everyone look smooth and crisp. However, the texture improvements also works against itself due to the pre rendered backgrounds still using the same low resolution and blurry assets that the original Playstation version used. It is believed that a fire that happened in Square-Enix's office some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria where his high res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken a hit by having them compressed so that the game can fit on smartphones, but they were left compressed on the Steam version; many sound effects sound a bit lower or muffled and the pitch for certain sound effects sound higher than the original.
* ''VideoGame/FinalFantasyXV'' is a ''very'' beautiful game, but unfortunately it has a few instances of this:
** Early on at Galdan Quay, the water's waves sometimes don't display - which makes the water look like saran-wrap. It happens with most water bodies such as lakes, but it's ''especially'' notable at the Quay.
** Prompto might take pictures of something but plantlife gets in the way. The result is just about always a pixellated mess.
** Lighting will sometimes accidentally display seams that should be invisible
** [=NPCs=] sometimes just look off. Key [=NPCs=] like Cid, Cindy, or Ardyn are gorgeously animated... random shopkeepers? Not so much.
* ''VideoGame/TheForceUnleashed 2'' had amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the UsefulNotes/Nintendo64.
* In one mission in ''VideoGame/GrandTheftAutoSanAndreas'', you have to follow Caesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.
** In one cutscene during the mission "The Shootist" in ''VideoGame/GrandTheftAutoViceCity'', Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.
** During the Paleto Score heist in ''VideoGame/GrandTheftAutoV'', Trevor turns to shoot out a security camera with a shotgun when storming the bank. Said camera remains completely undamaged, even after sustaining a point-blank shot.
* ''Franchise/{{Halo}}'':
** ''VideoGame/{{Halo 2}}'' really pushed the limits of the Xbox's graphics rendering engine, and it shows, mostly in the cutscenes. They sometimes took up to a minute to completely render, leaving the graphics fuzzy and indistinct, characters not appearing where they should be or most jarringly of all ''missing body parts''. It's quite amusing when for about thirty seconds, you get told how awesome those indistinct blobs of the Orbital Defense network cannons are by a headless Sgt. Johnson, who is speaking to a floating helmet and arm.
** Averted in ''VideoGame/{{Halo 3}}'' where the explosions look beautifully rendered, especially in Theater mode. Creator/{{Bungie}} ''[[EnforcedTrope HAD]]'' to make the game look good because of Theater, since now the player was allowed to examine the landscape as long as he wanted, wherever they wanted. The fact that they had to use so many cheats in the original ''VideoGame/HaloCombatEvolved'' is the reason why Theater wasn't included in the ''Anniversary'' re-release.
* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' messed up, and having hilariously bad FMV special effects during cutscenes.
** The worst example is during one of the most notorious scenes: [[spoiler:when your baby sister's eyes [[https://www.youtube.com/watch?v=CzNQFONW4Gg pop out]]]]. MS Paint would have ''improved'' on that.
* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]
* The UsefulNotes/TurboGrafx16 version of ''VideoGame/ItCameFromTheDesert'' has plenty of these:
** The (Stop-motion) ant at the power plant [[StockFootage and]] the canyon doesn't crawl from the ground insomuch as slide up and move its appendages.
** Whenever a character appears on TV, their heads poke ''out'' from the top of the screen.
** The graphical quality of the game itself, which is extremely pixelated and grainy, also counts.
** In cutscenes, whenever someone fires a gun, nothing comes out of them.
* ''VideoGame/KingdomHearts'' has one at the very end. As the party is walking through the green meadow, they receive a missive from Pluto, who tears away with the party in pursuit. Look closely, and it's revealed that Pluto is clearly just sliding along, translating up the hill with no animation. This happens any time the scene appears (the beginning of ''Chain of Memories'', the static-y memories of ''Kingdom Hearts 2''), and even came back in the HD remakes.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' had Kreia's flashback about her last days as Dark Lady of the Sith. When Sion grabs her head and slams her against the wall, his arm briefly runs through the camera.
** In the original ''VideoGame/KnightsOfTheOldRepublic'', Mission pleading with the player to help her brother Griff could easily be spoiled if, for example, she was holding a vibroblade. Because she never actually puts ''down'' her weapons before begging, she proceeds to ram about three feet of vibroblade through her own head. This can also happen if you are holding a vibroblade and a civilian may walk through it.
* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards''. The problem is that you can make the camera angle change by merging into a wall. So in many places, merging with a vertical wall lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image.
* ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline.
** The game also features very impressive distortion effects that are marred by one flaw - anything near the point of distortion is ''reflected''. This does not apply to heat-based distortion, which is perfect.
* ''Lodge Massacre'', at one point, has a ghostly, disfigured face floating past a window -- which is literally just the [[MemeticMolester memetic]] photo of [[http://www.snopes.com/photos/people/peppers.asp Brian Peppers]] with a blue filter applied. UnfortunateImplications[[note]]of using a [[http://en.wikipedia.org/wiki/Crouzon_syndrome Crouzon syndrome]] sufferer's face as a "scary face"[[/note]] notwithstanding, the comments of the WebVideo/{{Retsupurae}} [[https://www.youtube.com/watch?v=croeirrF_vk video]] indicate that the use of this face [[NightmareRetardant fooled absolutely nobody]].
* ''VideoGame/LostOdyssey'', which sported very sharp visuals, nevertheless fell victim to this trope in one dungeon. There was one dungeon which had some shallow pools of water, which they wanted to throw a ripply reflection of the characters as they moved in and around it. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated the character as he appeared onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect made the "reflecting pool" into a mirror you could look into and see the back of your own head.
* ''Franchise/MassEffect'': Listing every clipping glitch in the ''Mass Effect'' games would break this wiki in half.
** You can also get some very strange arm, hand and head movements, especially in the third game, where the skeleton used for everyone concerned apparently has a ''much'' less restricted neck joint than human anatomy actually possesses.
** For a very special kind of hilarity, there's your fish tank in ''3'', in which the fish are not actually restricted to the boundaries of the tank and can occasionally be seen "swimming" through the air, or the wall underneath the tank, or in extreme cases on your desk, three feet away from the glass.
** If you romance Traynor in ''3'', they have a love scene in the shower which is unintentionally hilarious for multiple reasons. One is that in an especially lazy censor dodge, Traynor is showering in her underwear and Shepard joins her fully clothed. Another is that rather than looking wet, the overly shiny texture applied to them makes them look like they've been ''laminated''.
** The Illusive Man's cigarette in ''2'' tends to bounce around at random, sometimes floating a foot and a half from his hand. Presumably he cuts his tobacco with Element Zero.
* ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the player character over an intercom, and eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the audio-only scene is added into the BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and getting killed again.
* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.
** The X-Ray Visor also lets you see Samus's right hand through her arm cannon. The developers forgot to rig the skeleton to recoil with the weapon, thus it clips through the cannon whenever you fire it.
* ''VideoGame/MetroidPrime2Echoes'' has U-Mos, who is [[InvulnerableCivilians completely immune to your weapons by using a psychic shield]]. The shield pops up when you try to attack him. During the scene where U-Mos gives Samus the [[spoiler: Light Suit]], firing at him will have the shots still bounce off of him, but the shield effect doesn't appear. It returns to normal once you acquire the item.
* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* An example of this was one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had better-looking explosions than this.
* A very minor one in ''VideoGame/MortalKombat9'': during a story mode cutscene where Stryker is using a walkie-talkie, you can briefly see its antenna clip through the brim of his hat.
* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].
* The "Infinite Worlds" trailer for the otherwise [[SugarWiki/VisualEffectsOfAwesome amazing looking]] ''VideoGame/NoMansSky'' has a brief one where the player-character emerges from an alien ocean... to look out at scenery from an earlier pre-release of the game. (It even says [=Planet1=] in the HeadsUpDisplay!) Kind of jarring for a trailer with much better-looking content for the game.
* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation suddenly creates a dying animation.
* ''VideoGame/PokemonSunAndMoon'' features non-interactive doors on various walls throughout the game in an attempt to make the game world seem larger without wasting cartridge space on additional rooms. This would have worked better if the "dummy" doors weren't of vastly lower detail than real ones, lacking tidbits such as door frames or 3D doorknobs, and they end up looking exactly like fake doors painted on a wall.
* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas were not as fortunate; certain rooms were simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
** Likewise, the remaster of ''VideoGame/GrimFandango'' didn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models and even add realistic lighting, and even re-recording the entire soundtrack from scratch.
* In ''VideoGame/RuneFactory2'', there are some maps that are presented with a top-down camera angle, and others (like areas of the town) that are closer to the ground with more of a side-view camera angle. The problem is when it rains, it's simply an overlay of the rain animation on top of the screen. It looks okay in the top-view, but in the side-view you'll see the rain fall and splash on the sky itself. And sometimes {{NPC}}s will cut corners on the street and end up walking on top of the sides of buildings...
* ''SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but there's one little scene in Episode 1 where Sybil's box of belongings fall down into the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a ''pre-rendered 2D image''.
* In the first release of ''VideoGame/TheSecondRealityProject [[VideoGameRemake Reloaded]]'', during the cutscene where [[spoiler:the [[WaveMotionGun Glitch Cannon]] fires at the recently deactivated portal to the First Reality]], the laser clearly flies past its intended target, rather than through it. It can be seen in [[http://www.youtube.com/watch?v=pqp2ICIUdec&feature=player_detailpage#t=241 this video]]. Later releases of the game avoid this by having the cutscene end just before the deception is revealed.
* Several UsefulNotes/SegaDreamcast games fall victim to this. Some examples:
** In ''VideoGame/SonicAdventure'' and [[VideoGame/SonicAdventure2 its sequel]], quite a few cutscenes feature the in-game character models placed against pre-rendered backdrops and videos, leaving a rather jarring ChromaKey effect.
** The HD port of ''Sonic Adventure 2'' does the game justice, but there's one cutscene that the dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in a moment later. Because the cut scene was originally created in the 4:3 ratio and not 16:9, you can see Amy standing to the side in T pose with a ''really'' weird facial expression. This was likely Sega's quirk in loading character models that were needed for a scene, but with a wider screen, the quirk looks bad.
** In ''VideoGame/JetSetRadio'', at Shibuya-Cho there are some areas that you have to go through in order to get to the next area of the city, in which they put a pre-rendered 2D image of city buildings in front of it. It makes you feel like you're [[WesternAnimation/BluesClues Blue and Steve]], how they "skidoo" into pictures.
*** Citizens aren't even outlined. [[http://steamcommunity.com/sharedfiles/filedetails/?id=99261010 The caption of this screenshot says it best.]]
** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This was fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than pre-recorded videos of 3D areas.
* The ''Silent Hill HD Collection'' completely butchers ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'':
** One of the first things people noticed when starting a new game in ''Silent Hill 2'' is the very thick fog, which adds to the creepy atmosphere. In the HD version, the fog barely exists and what you get instead is a fog like "sphere" where you see nothing but a gray void a few feet in front of you no matter where you look. Several areas, such as the apartment complex, were made darker in the HD version where even setting the in game brightness setting to the max would still be too dark to see anything clearly. The first meeting with Maria at the lakeside shows the ground near the lake suddenly cutting off and nothing else is rendered beyond that point, which was covered up by fog in the original version so that you couldn't see it. The first encounter with Pyramid Head has his chest glow red in the dark, but in the HD version, the glow mysteriously vanishes if you shine your flashlight on it. Lastly, Maria's "death" at the hand of two Pyramid Heads in the HD version has the texture of her right eye replaced with ''teeth'', which, while completely creepy and fitting to the nature of the game, completely ruins the scene.
** While ''Silent Hill 3'' didn't suffer from many problems in the HD port compared to ''Silent Hill 2'', there were still several notable problems. While all the textures in ''Silent Hill 2'' were given the HD makeover, many textures for objects and background elements were simply scaled up from their low res versions, making them a blurry mess. When Heather meets Douglas at the amusement park, his shadow on the bench he's slumped over is extremely low res and blocky. Some cutscenes had their dialogue changed, but the subtitles still retain the original lines, which can make the game look like a bad dub.
* There is a cutscene in ''VideoGame/SilentHillHomecoming'' where a character's hand clips briefly, yet noticeably, through the camera's perspective.
* ''[[VideoGame/TheSims The Sims 2: Seasons]]'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks like it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that rain isn't falling outside. And worst of all, this makes the game lag like hell.
* ''{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.
* The SoBadItsGood ''Sniper: Path of Vengeance'' is another ObviousBeta. Among all the deforming, contorting characters and ludicrous clippings, some of the more famous goofs are the bus that clips through the prison gate before it opens, enemies regularly walking through doors, and the final cutscene, where the guns are missing and the characters enact a shootout by pointing with their fingers.
* ''VideoGame/SonicTheHedgehog2006'' is chock full of these thanks to its ObviousBeta status (and even some that would've stayed even if the game had been finished properly), from giant towers toppling over at lightning fast speeds with absolutely no sense of weight to them, to enemies clipping through scenery and getting {{Tele Frag}}ged when picked up with psychokinesis, to the creepy UncannyValley humans and their wild, over-the-top talking animations.
* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into place. It isn't all that noticeable, but once you've seen it...
* In ''VideoGame/StarControl3'', there is a race called the Harika/Yorn. The Harika are a race of green goblin-like aliens, while the Yorn is a rodent species they use as food. As with most aliens in ''Star Control 3'', they are played by puppets. At one point, the Harika captain you speak to eats one of the Yorn... which is done by having the Harika open his mouth, the Yorn puppet slide in an incredibly awkward fashion up the Harika's chest, go into his mouth, and ''sit there'' for about thirty seconds before the screen [[http://www.youtube.com/watch?v=ScwquQ8wjvo#t=0m27s abruptly cuts to the original shot of Harika with Yorn in pocket]].
** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that they were 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], that they all looked considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the VirtualConsole version, the colors in the same level appear muted and are not as vibrant.
* ''VideoGame/StarFoxAdventures'' has some very broken effects-heat distortion, water reflections, and floor reflections are incorrectly programmed, marring the graphics of an otherwise-graphically-impressive game.
* In addition to its notorious overuse of joystick-waggling StockFootage, ''VideoGame/StarStrike1995'' also has ships that are obviously miniatures.
* ''Franchise/StarWars: Super Return of the Jedi'' had a sound glitch with the boss of level 2 in Jabba's Palace. When you reflected the boss' shots back at him, his hurt voice clip is the same one of the character you are using.
* ''VideoGame/StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This was mostly due to glitches in the programming. One example of this is the boss of round 5 is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]] Or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]
* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator.
* If a unit is in the red sea of Universal Century Earth in ''VideoGame/SuperRobotWarsV'', [[DevelopersForesight the sea background will be recolored to match]]. The problem? The ''sky'' is colored red too, even though it's commonly shown to be blue in other shots with the red sea. [[https://youtu.be/7HYeRKf9p2Q?t=19m21s This can get particularly jarring when some attack animations show a red sky in one shot, only to transition to a blue sky in the next shot.]]
* In ''VideoGame/SuperSmashBrosBrawl'''s Subspace Emissary, Pokemon Trainer is not CG-rendered like the other characters and instead just uses his ingame model. As a result he looks extremely out of place in the otherwise very well-designed cutscenes.
* ''Franchise/TombRaider'':
** Lara's teenager model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
** The first three ''Tomb Raider'' games had Lara's upper body and lower body meshed together, but you can see the torso move independently from the waist if you use the look button. By the 4th game, they animated the look feature better so the movement looks more natural.
* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets.
** Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]] of the game reuses his Aligned counterpart's animations.
* A neccesary evil for ''VideoGame/TransformersDevastation'', as the character models were based off of [[WesternAnimation/TheTransformers their original character models]]. So constant clipping errors were bound to occur.
** Less excusable are the reuse of the same few car models during the opening cutscene.
* ''VideoGame/TheTuringTest'': Most photographs featuring crew members look ''very'' obviously photoshopped.
* The original ''TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...
** The 2012 [=PS3=] game decided to revisit the live-action FMV concept. Although they're not a complete failure like the scrapped cutscenes of the first game, they're still rife with Special Effect Failure. Although they tried to go for a SoBadItsGood grindhouse vibe, the end result clashes with the grimdark feel of the game itself, making the [=FMVs=] just straight up crappy.
* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''
* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them.
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