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** In the opening cutscene of World of Light in ''VideoGame/SuperSmashBrosUltimate'', if you look closely and quickly before they get wiped out by Galeem, you can see that the Darknut, Pigma, Annie, Joan, and the Zinger are actually just their spirit artwork placed into the scene instead of fully-rendered 3D models like the playable characters, again looking extremely out of place in the otherwise very well-designed cutscene.

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** In the opening cutscene of World of Light in ''VideoGame/SuperSmashBrosUltimate'', if you look closely and quickly before they get wiped out by Galeem, you can see that the Darknut, Pigma, Annie, Joan, [[Franchise/TheLegendOfZelda Darknut]], [[Franchise/StarFox Pigma]], [[VideoGame/WarioWare Annie]], [[VideoGame/AnimalCrossing Joan]], and the Zinger [[VideoGame/DonkeyKongCountry Zinger]] are actually just their spirit artwork placed into the scene instead of fully-rendered 3D models like the playable characters, again looking extremely out of place in the otherwise very well-designed cutscene.
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* ''VideoGame/TheLegendOfZelda''

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* ''VideoGame/TheLegendOfZelda''''Franchise/TheLegendOfZelda''
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* The UsefulNotes/TurboGrafx16 version of ''VideoGame/ItCameFromTheDesert'' has plenty of these:

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* The UsefulNotes/TurboGrafx16 version of ''VideoGame/ItCameFromTheDesert'' ''VideoGame/{{It Came from the Desert|1992}}'' has plenty of these:

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* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]]. The final cutscene where the player kills the BigBad also have their ''guns'' disappearing - looking like the villain was killed via FingerGun.

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* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].
*
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 cutscene, where the player kills guns are missing and the BigBad also have characters enact a shootout by pointing with their ''guns'' disappearing - looking like the villain was killed via FingerGun. fingers.



* 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.
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* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - leading to the slain mook somehow "floating" a few feet off the ground when killed. The final cutscene where the player kills the BigBad also have their ''guns'' disappearing - looking like the villain was killed via FingerGun.

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* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed.killed]]. The final cutscene where the player kills the BigBad also have their ''guns'' disappearing - looking like the villain was killed via FingerGun.
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* ''VideoGame/SniperPathOfVengeance'' have plenty of graphic issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - leading to the slain mook somehow "floating" a few feet off the ground when killed. The final cutscene where the player kills the BigBad also have their ''guns'' disappearing - looking like the villain was killed via FingerGun.
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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly laughable example in James' [[https://youtu.be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps of the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.

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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly laughable [[{{Narm}} laughable]] example in James' [[https://youtu.be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps of off the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.
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* ''VideoGame/{{Neuro}}'', an FPS from 2006 but made with a fraction of budgets for games of it's time, tends to be overwhelmed with graphic problems. Even standing still, the gun you're holding is too low giving off the impression that you're a three-foot midget; when crouching and looking down larger guns in your hands ''will'' clip it's muzzle through the floor surface. Then there are enemies clipping through doors, and if you perform a RailingKill (which the game generously decide to program in despite graphic limitations) the enemy model will clip through the upper railings before twisting and contorting like rubber mannequins.
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** ''VideoGame/GrandTheftAutoSanAndreas'' has one mission where 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.[[note]] Kendl's overworld model was based on a beta design and when the dev team finalized Kendel's cutscene model, they didn't have time to make an overworld model of her.[[/note]] Another goof occurs in the HD remaster where all the character models have a very noticeable shiny look to them, which even applies to their skin.

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** ''VideoGame/GrandTheftAutoSanAndreas'' has one mission where you have to follow Caesar Cesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar Cesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.[[note]] Kendl's overworld model was based on a beta design and when the dev team finalized Kendel's cutscene model, they didn't have time to make an overworld model of her.[[/note]] Another goof occurs in the HD remaster where all the character models have a very noticeable shiny look to them, which even applies to their skin.
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* ''Videogame/TekWar'', being a low-budget tie-in game to the series with the same name, have it's share of problems including clipping, inconsistently-sized NPC characters, eyesore-inducing graphics and animations (even for 1994 standards), glitching and the like. One prominent error, however, is the "floating" blood - certain mooks killed when against a wall or door will leave behind a bloody patch, which the game seems to register as static. When splattered on an automatic door, the door moves... but the blood doesn't. [[https://youtu.be/SRsHlWJmdUI?t=740 Like this]].
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*** Skirts and capes have a very rocky relationship with physics, or lack thereof. Player characters wearing a skirt or robe will have the item stretch out depending on how the legs move since the gear doesn't have physics on them. Player characters that are in a wide leg stance (such as Paladin or Black Mage players in their battle stance) will have the skirt stretch out quite a bit. Armor that have capes on them seem to use the same rigging as skirts since the cape will stretch out behind the player, even though there's no logical reason for a cape to do that. The worst of it comes from the wedding dress where a player lying down on a bed with the dress equipped will have it completely poof out like a tent!
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* When Alexia in ''VideoGame/ResidentEvilCodeVeronica'' wakes up from her test tube, the fluid she's suspended in starts to drain and you can see her hair move during the drainage. When the water goes below her head, Alexia's hair suddenly magnetizes to her back like it's glue.
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* ''VideoGame/HeroOfSparta'', owing to being a budget game, have plenty of clipping errors, where slain enemies will weirdly phase ''through'' the floor when they fall. You also frequently clip through walls and corridors, and your cape tends to phase through your legs even when you're ''standing still''.
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* ''VideoGame/NineMonkeysOfShaolin'' recycles water texture in a few places, notably on rooftops, resulting in some obvious clipping issues. Notably, enemies killed while on roof areas will weirdly clip through the roof's surface.

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* ''VideoGame/NineMonkeysOfShaolin'' recycles water texture in a few places, notably on rooftops, resulting in some obvious clipping issues. Notably, enemies killed while on roof areas will weirdly clip through the roof's surface.surface when they fall.
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* ''VideoGame/NineMonkeysOfShaolin'' recycles water texture in a few places, notably on rooftops, resulting in some obvious clipping issues. Notably, enemies killed while on roof areas will weirdly clip through the roof's surface.
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** [[https://www.youtube.com/watch?v=43SleCGrQrU The area]] at the end of Garrus' loyalty mission in ''2'' lacks an outer wall and a skybox, giving players a clear look into the empty void beyond - which would be bad enough on its own, but said void also causes visual glitches of noticeable trails appearing behind any object that passes in front of it[[note]]A result of the engine being incapable of rendering ''literally'' nothing, instead "freezing" the most recent frame of video in that position for a few seconds[[/note]]. What is supposed to be a tense finish to a very personal mission is somewhat softened when everyone looks like they're part of a Windows Solitaire victory screen. Additionally, selecting the final Paragon dialogue choice at the end will have Shepard start a "comforting" animation, only to jump right back to stiffly standing upright after a camera change in the middle.
** On Tuchanka in Mass Effect 2, there's one point where you're given the option to headbutt an obnoxious krogan. This looks just fine normally, but if you'd already done something that caused the friendly varren in the area to follow you around, you'd instead be treated to seeing Shepard headbutt thin air, followed by the krogan staggering back as though hit despite being several feet away.

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** [[https://www.youtube.com/watch?v=43SleCGrQrU The area]] at the end of Garrus' Garrus's loyalty mission in ''2'' lacks an outer wall and a skybox, giving players a clear look into the empty void beyond - which would be bad enough on its own, but said void also causes visual glitches of noticeable trails appearing behind any object that passes in front of it[[note]]A result of the engine being incapable of rendering ''literally'' nothing, instead "freezing" the most recent frame of video in that position for a few seconds[[/note]]. What is supposed to be a tense finish to a very personal mission is somewhat softened when everyone looks like they're part of a Windows Solitaire victory screen. Additionally, selecting the final Paragon dialogue choice at the end will have Shepard start a "comforting" animation, only to jump right back to stiffly standing upright after a an abrupt camera change in the middle.
middle. The former is fixed in the Legendary Edition remaster.
** On Tuchanka in Mass Effect 2, ''2'', there's one point where you're given the option to headbutt an obnoxious krogan. This looks just fine normally, but if you'd already done something that caused the friendly varren in the area to follow you around, you'd instead be treated to seeing Shepard headbutt thin air, followed by the krogan staggering back as though hit despite being several feet away.
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* The random [=NPCs=] used to make busy crowds in ''VideoGame/HeavyRain'' don't look quite right. Not only does everyone have expressionless faces, their pathing seems to be randomized to a point where you could see some people walk in circles or colliding with other [=NPCs=].


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** The original Gamecube version of the remake has a scene in Jill's campaign where she overhears Barry in the next room talking to someone. Because there's no filter over the second speaker, you can clearly hear that it's Wesker who is blackmailing Barry, which ruins the surprise towards the end of the game. The HD remaster fixes this by making Wesker's voice sound muffled, but you can still hear him if you listen closely.
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** The UsefulNotes/GameBoy ShootEmUp ''Chikyuu Kaihou Gun ZAS'' gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the UsefulNotes/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.
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* The emotional climax of ''VideoGame/AssassinsCreedIVBlackFlag'' is somewhat spoiled when you notice that just as Anne Bonny starts to sing [[TearJerker "The Parting Glass"]] a empty chair quickly floats across the screen in the background.

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* The emotional climax of ''VideoGame/AssassinsCreedIVBlackFlag'' is somewhat spoiled when you notice that just as Anne Bonny starts to sing [[TearJerker "The Parting Glass"]] Glass" a empty chair quickly floats across the screen in the background.
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** ''VideoGame/MarioKart8'' uses flat animated textures to represent large crowds, like many other games released before and after. Most of the time, this isn't too noticeable. In the Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', though, the [[VideoGame/MarioKartTour Sydney Sprint]] course takes you inside the Sydney Opera House and past multiple "crowd" textures placed so close to the track that you can clearly see how paper-thin the "spectators" are.

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** ''VideoGame/MarioKart8'' uses flat animated textures to represent large crowds, like many other games released before and after. Most of the time, this isn't too noticeable. In the Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', though, the [[VideoGame/MarioKartTour Sydney Sprint]] course takes you inside the Sydney Opera House and past multiple "crowd" textures placed so close to the track that you can clearly see how paper-thin the "spectators" are. This was an issue with the original version of the course, but it becomes exponentially more pronounced when viewed on a full-size HDTV screen instead of a tiny smartphone or tablet.
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This trope is specifically about visuals


* ''VideoGame/PokemonScarletAndViolet'' are particularly infamous examples. The game suffers from memory leaks, causing the game to slow to a crawl as the game is played for extended periods of time, forcing players to routinely restart the game to keep the performance up to snuff. Additionally, the game is notoriously buggy, with models glitching out, animations not rendering properly, are flat out not being loading, clip glitches, textures being pixelated, and more. The games are so buggy that they've been compared to ''''[[VideoGame/SonicTheHedgehog2006 Sonic 06]]'''' in terms of glitchiness, which is probably not a game you want to be compared to.

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* ''VideoGame/PokemonScarletAndViolet'' are particularly infamous examples. The game suffers from memory leaks, causing the game to slow to a crawl as the game is played for extended periods of time, forcing players to routinely restart the game to keep the performance up to snuff. Additionally, the game is notoriously buggy, buggy games, with models glitching out, out and animations not rendering properly, are flat out not being loading, clip glitches, properly. [=NPCs=] placed further away from the camera run at a lower framerate, which isn't uncommon for modern games -- but other games don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures being pixelated, and more. The games are so buggy that they've been compared to ''''[[VideoGame/SonicTheHedgehog2006 Sonic 06]]'''' in terms of glitchiness, which is probably not a game you want to be compared to.aggressive normal maps slapped on.
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*''VideoGame/PokemonScarletAndViolet'' are particularly infamous examples. The game suffers from memory leaks, causing the game to slow to a crawl as the game is played for extended periods of time, forcing players to routinely restart the game to keep the performance up to snuff. Additionally, the game is notoriously buggy, with models glitching out, animations not rendering properly, are flat out not being loading, clip glitches, textures being pixelated, and more. The games are so buggy that they've been compared to ''''[[VideoGame/SonicTheHedgehog2006 Sonic 06]]'''' in terms of glitchiness, which is probably not a game you want to be compared to.
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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly laughable example in James' [[https://youtu.be/7HYeRKf9p2Q?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps of the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.

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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly laughable example in James' [[https://youtu.be/7HYeRKf9p2Q?t=1m44s be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps of the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.
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* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly laughable example in James' [[https://youtu.be/7HYeRKf9p2Q?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps of the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera pan doesn't help.
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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 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/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 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. The old survivors also didn't have their textures updated, which makes them look kind of off compared to their [=L4D2=] counterparts. Most of the above issues were fixed in The Last Stand update, but the low res textures on the [=L4D1=] survivors still persist unless you use mods that fixes it.
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* 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 Chiaotzu look like he stepped out of the UncannyValley; and make sure that when Gohan flies past, not to 'noclip' through his head. Sadly, [[https://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].

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* 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 Chiaotzu look like he stepped out of the UncannyValley; [[UnintentionalUncannyValley Uncanny Valley]]; and make sure that when Gohan flies past, not to 'noclip' through his head. Sadly, [[https://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].



** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that 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) are so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]] that they all look 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'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) are so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]] [[UnintentionalUncannyValley Uncanny Valley]][[/note]] that they all look considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
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* 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, [[https://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].

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* 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 Chiaotzu look like he stepped out of the UncannyValley; and make sure that when Gohan flies past, not to 'noclip' through his head. Sadly, [[https://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].
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** On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (such as Lavos's roar or Saint Alicia's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].

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** On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (such as Lavos's roar or Saint Alicia's Alethea's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].
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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, [=PlayStation=], and Nintendo 64 era, where games such as ''VideoGame/Tekken'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.

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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, [=PlayStation=], and Nintendo 64 era, where games such as ''VideoGame/Tekken'', ''VideoGame/Tekken1'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.
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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, [=PlayStation=], and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.

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** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, [=PlayStation=], and Nintendo 64 era, where games such as ''VideoGame/Tekken1'', ''VideoGame/Tekken'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.

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