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* ValveSoftware's hit title ''{{Half-Life}} 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://combineoverwiki.net/wiki/Development_of_Half-Life_2 here]].

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* ValveSoftware's Creator/ValveSoftware's hit title ''{{Half-Life}} 2'' ''VideoGame/{{Half-Life 2}}'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://combineoverwiki.net/wiki/Development_of_Half-Life_2 here]].
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*** It was not to long ago been report, it was an ''improvement''!
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*** It was not to long ago been report, it was an ''improvement''!
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** ''SonicTheHedgehog3'' and ''SonicAndKnuckles'' were once planned to be one big game, just the basic ''Sonic The Hedgehog 3''. However, time restraints forced Sega to split the game in two in time for ''3'''s release, leaving many fans to wonder what these other stages were once they put in the ''insanely difficult'' Stage Select code. When ''Sonic And Knuckles'' was being made, the initial plan was that it could hook up to ''SonicTheHedgehog'', ''VideoGame/SonicTheHedgehog2'' and ''SonicTheHedgehog3'' for new playing adventures. However, complications with the code forced them to scrap it (it was initially said that Knuckles gliding onto a treadmill in Scrap Brain Zone caused the game to crash. However, it was revealed later on that it was because they couldn't recolor the Flickys to their normal blue coloring without turning Knuckles blue. Which a fan did in a hack years later.)

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** ''SonicTheHedgehog3'' and ''SonicAndKnuckles'' were once planned to be one big game, just the basic ''Sonic The Hedgehog 3''. However, time restraints forced Sega to split the game in two in time for ''3'''s release, leaving many fans to wonder what these other stages were once they put in the ''insanely difficult'' Stage Select code. When ''Sonic And Knuckles'' was being made, the initial plan was that it could hook up to ''SonicTheHedgehog'', ''VideoGame/SonicTheHedgehog2'' and ''SonicTheHedgehog3'' for new playing adventures. However, complications with the code i ''Sonic The Hedgehog'' forced them to scrap it and replace it with the Blue Spheres mini game collection (it was initially said that Knuckles gliding onto a treadmill in Scrap Brain Zone caused the game to crash. However, it was revealed later on that it was because they couldn't recolor the Flickys to their normal blue coloring without turning Knuckles blue. Which a fan did in a hack years later.later by bonding Knuckles' body color scheme to another.)
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** Note also that the head of that company was famous Boston Red Sox pitcher Curt Schilling, who traded heavily on his celebrity in convincing Rhode Island to suspend their own funding rules to loan his company more money.

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** Note also that the head of that company was famous Boston Red Sox pitcher Curt Schilling, who traded heavily on his celebrity in convincing Rhode Island to suspend their own funding rules to loan his company more money. Not that RI necessarily needed convincing; to the state that, at the time (and possibly still today), had the 2nd-highest unemployment rate in America, the promise of a major high-tech firm bolstering their economy must have been very easy to get excited about.

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** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames[[note]]Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human''... and didn't like it, so they began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic, stopping payments to Epic and demanding refunds for the money they arleady paid to them. Problem is, the "new" engine used in the final product still contained portions of Epic code. Oops.[[/note]], which Silicon Knights lost big time and paid [[CreatorKiller the ultimate price]] for in 2012...

to:

** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. \\
\\
This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack Iwata to keep watch over him and his work, Dyack's ego [[SmallNameBigEgo spiraled out of control]] and he grew progressively more and more hostile towards virtually everyone (including everyone, including his own staff, as staff (as will be made clear by the below bullet point), and point). Development on the game suffered dearly for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames[[note]]Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human''... and didn't like it, so they began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic, stopping payments to Epic and demanding refunds for the money they arleady already paid to them. Problem is, the "new" engine used in the final product still contained portions of Epic code. Oops.[[/note]], which Silicon Knights lost big time and paid [[CreatorKiller the ultimate price]] for in 2012...
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* Valve's hit title ''Half-Life 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://combineoverwiki.net/wiki/Development_of_Half-Life_2 here]].

to:

* Valve's ValveSoftware's hit title ''Half-Life ''{{Half-Life}} 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://combineoverwiki.net/wiki/Development_of_Half-Life_2 here]].
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* [[SonicTheHedgehog2006 Sonic 06]] also ended up as a victim of this trope --- although the game, unlike ''X-treme'', was released, [[ObviousBeta the final product was likewise]] ''[[ObviousBeta far]]'' [[ObviousBeta from finished]]. After Yuji Naka --- one of the founding members of the Sonic franchise --- resigned from Sega and consequently left ongoing development of the game, massive pressure was then put on the shoulders on the game's director Shun Nakamura and the rest of the development team to have the game ([[ToughActToFollow which was supposed to be another great Sonic game that would be used to help re-launch the franchise on next-gen consoles]]) finished in time [[ChristmasRushed for that year's Christmas season]] as well as [[MilestoneCelebration be released before year's end to qualify as the 15th anniversary title]]. The fact that they had to develop two console versions of the game at the same time during the short development process did not help matters.

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* [[SonicTheHedgehog2006 ''[[SonicTheHedgehog2006 Sonic 06]] 2006]]'' also ended up as a victim of this trope --- although the game, unlike ''X-treme'', was released, [[ObviousBeta the final product was likewise]] ''[[ObviousBeta far]]'' [[ObviousBeta from finished]]. After Yuji Naka --- one of the founding members of the Sonic franchise --- resigned from Sega and consequently left ongoing development of the game, massive pressure was then put on the shoulders on of the game's director Shun Nakamura and the rest of the development team to have the game ([[ToughActToFollow which was supposed to be another great Sonic game that would be used to help re-launch the franchise on next-gen consoles]]) finished in time [[ChristmasRushed for that year's Christmas season]] as well as [[MilestoneCelebration be released before year's end to qualify as the 15th anniversary title]]. The fact that they had to develop two console versions of the game at the same time during the short development process did not help matters.
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* The SegaSaturn game for ''MagicKnightRayearth'' was initially listed as one of the first games for the system. It didn't show up in the U.S. until three years after the Japanese release and ''six months'' after support for the system came to an end. What caused this game from WorkingDesigns to fall this far down? Numerous problems, including:

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* The SegaSaturn game for ''MagicKnightRayearth'' was initially listed as one of the first games for the system. It didn't show up in the U.S. until three years after the Japanese release and ''six months'' after support for the system came to an end.end, effectively being the last North American Saturn game. What caused this game from WorkingDesigns to fall this far down? Numerous problems, including:
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** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with the management of Silicon Knights itself) was completely destroyed by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

to:

** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with the management of Silicon Knights itself) itself before the lawsuit landed the killing blow) was completely destroyed by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
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** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames[[note]]Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human''... abd didn't like it, so they began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic, stopping payments to Epic and demanding refunds for the money they arleady paid to them. Problem is, the "new" engine used in the final product still contained portions of Epic code. Oops.[[/note]], which Silicon Knights lost disastrously and paid [[CreatorKiller the ultimate price]] for in 2012...

to:

** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames[[note]]Silicon Knights paid a license to use the Unreal Engine 3 for ''Too Human''... abd and didn't like it, so they began reverse-engineering it until they decided the engine was now 100% Silicon Knights and 0% Epic, stopping payments to Epic and demanding refunds for the money they arleady paid to them. Problem is, the "new" engine used in the final product still contained portions of Epic code. Oops.[[/note]], which Silicon Knights lost disastrously big time and paid [[CreatorKiller the ultimate price]] for in 2012...
Is there an issue? Send a MessageReason:
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** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which Silicon Knights lost disastrously and paid [[CreatorKiller the ultimate price]] for in 2012...

to:

** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided EpicGames[[note]]Silicon Knights paid a license to use the Unreal Engine 3 to for ''Too Human''... abd didn't like it, so they began reverse-engineering it until they decided the engine was now 100% Silicon Knights), Knights and 0% Epic, stopping payments to Epic and demanding refunds for the money they arleady paid to them. Problem is, the "new" engine used in the final product still contained portions of Epic code. Oops.[[/note]], which Silicon Knights lost disastrously and paid [[CreatorKiller the ultimate price]] for in 2012...
Is there an issue? Send a MessageReason:
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** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...

to:

** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be Silicon Knights lost disastrously and paid [[CreatorKiller the company's undoing]] ultimate price]] for in 2012...
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** About the partnership with {{Nintendo}}: ''VideoGame/EternalDarkness'' started development of the {{Nintendo 64}} --- and neared completion before Silicon Knights were asked to throw away everything and rebuild the game from scratch on the {{GameCube}} for launch. Additionally in its [=GameCube=] incarnation, there were some internal concerns on the Middle Eastern areas [[TooSoon due to 9/11]], causing a delay. Altogether though, the development of the [=GameCube=] version (as well as that of ''The Twin Snakes'') were far less catastrophic due to the constant supervision of none other than Shigeru Miyamoto and Satoru Iwata. (No words on if Silicon Knights' workplace conditions under Nintendo were as difficult as those of Retro Studios' concurrently.)

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** About the partnership with {{Nintendo}}: ''VideoGame/EternalDarkness'' started development of the {{Nintendo 64}} --- and neared completion before Silicon Knights were asked to throw away everything and rebuild the game from scratch on the {{GameCube}} for launch.launch[[note]]A situation that isn't unique to just Silicon Knights; see also ''StarFoxAdventures'' by Rare, coincidentally another developer that would end up suffering from having their ties to Nintendo cut...[[/note]]. Additionally in its [=GameCube=] incarnation, there were some internal concerns on the Middle Eastern areas [[TooSoon due to 9/11]], causing a delay. Altogether though, the development of the [=GameCube=] version (as well as that of ''The Twin Snakes'') were far less catastrophic due to the constant supervision of none other than Shigeru Miyamoto and Satoru Iwata. (No words on if Silicon Knights' workplace conditions under Nintendo were as difficult as those of Retro Studios' concurrently.)
Is there an issue? Send a MessageReason:
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** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...

to:

** CEO Denis Dyack's pet project and [[MagnumOpusDissonance self-considered magnum opus]] ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown to even the developers, and dumped sidelined the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards pratically everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with Silicon Knights itself) was completely destroyed by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

to:

** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the original publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown, unknown to even the developers, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack grew progressively more and more hostile towards pratically virtually everyone (including his own staff, as will be made clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with the management of Silicon Knights itself) was completely destroyed by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more hostile towards pratically everyone (including his own staff, as will be made apparent by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...

to:

** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}); it was cancelled the first time around by the publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew progressively more and more hostile towards pratically everyone (including his own staff, as will be made apparent clear by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}). The reason why the Xbox 360 was chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more hostile towards pratically everyone (including his own staff, as will be made apparent by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...

to:

** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}). 360}}); it was cancelled the first time around by the publishers (a partnership between ElectronicArts and MetroGoldwynMayer) for reasons unknown, and dumped the second time around due to too much workload with Nintendo. The reason why the Xbox 360 was ultimately chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more hostile towards pratically everyone (including his own staff, as will be made apparent by the below bullet point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
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** The partnership between Silicon Knights and Crystal Dynamics (with {{Activision}} sided on Crystal Dynamics' side) on the development of ''[[VideoGame/LegacyOfKain Blood Omen: Legacy of Kain]]'' and a proposed, canceled sequel degenerated into a pileup of legal screwovers and ExecutiveMeddling on ownership and content of the IP --- with Crystal Dynamics winning, an attempted selling of the IP to Activision behind Silicon Knights' backs (which was ultimately foiled by Eidos swooping Crystal Dynamics as a whole) and bridges burned. [[http://www.gog.com/forum/general/release_legacy_of_kain_blood_omen_2/post24 Because of this, don't expect]] [[ScrewedByTheLawyers to see a rerelease of the first Blood Omen for the nearby future]].
** About the partnership with {{Nintendo}}: ''VideoGame/EternalDarkness'' started development of the {{Nintendo 64}} --- and neared completion before Silicon Knights were asked to throw away everything to rebuilt the game from scrath on the {{GameCube}} for launch. Additionally in its [=GameCube=] incarnation, there were some internal concerns on the Middle Eastern areas [[TooSoon due to 9/11]], causing a delay. Altogether though, the development of the [=GameCube=] version (as well as that of ''The Twin Snakes'') were far less troubling due to the constant supervision of none other than Shigeru Miyamoto and Satoru Iwata. (No words on if Silicon Knights' workplace conditions under Nintendo were as difficult as those of Retro Studios' concurrently.)

to:

** The partnership between Silicon Knights and Crystal Dynamics (with {{Activision}} sided involved on Crystal Dynamics' side) on the development of ''[[VideoGame/LegacyOfKain Blood Omen: Legacy of Kain]]'' and a proposed, canceled sequel degenerated into a pileup of legal screwovers and ExecutiveMeddling on ownership and content of the IP --- with Crystal Dynamics winning, an attempted selling of the IP to Activision behind Silicon Knights' backs (which was ultimately foiled by Eidos swooping Crystal Dynamics as a whole) winning and bridges burned. [[http://www.gog.com/forum/general/release_legacy_of_kain_blood_omen_2/post24 Because of this, don't expect]] [[ScrewedByTheLawyers to see a rerelease of the first Blood Omen for the nearby future]].
** About the partnership with {{Nintendo}}: ''VideoGame/EternalDarkness'' started development of the {{Nintendo 64}} --- and neared completion before Silicon Knights were asked to throw away everything to rebuilt and rebuild the game from scrath scratch on the {{GameCube}} for launch. Additionally in its [=GameCube=] incarnation, there were some internal concerns on the Middle Eastern areas [[TooSoon due to 9/11]], causing a delay. Altogether though, the development of the [=GameCube=] version (as well as that of ''The Twin Snakes'') were far less troubling catastrophic due to the constant supervision of none other than Shigeru Miyamoto and Satoru Iwata. (No words on if Silicon Knights' workplace conditions under Nintendo were as difficult as those of Retro Studios' concurrently.)
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** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}). The reason why the Xbox 360 was chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more unhinged towards pratically everyone (including his own staff, as will be made more apparent in the bullet point below below), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with the company itself) was completely left in ruins by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

to:

** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}). The reason why the Xbox 360 was chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo. This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more unhinged hostile towards pratically everyone (including his own staff, as will be made more apparent in by the below bullet point below below), point), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin over the next few years and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
** ...but not before Dyack reached his nadir in what will most likely be the company's last game, ''VideoGame/XMenDestiny'', which (along with the company Silicon Knights itself) was completely left in ruins destroyed by his final descent into power tripping and corporate mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

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* Except for their {{Amiga}} games and ''VideoGame/MetalGearSolid: The Twin Snakes'', '''everything''' by game developer SiliconKnights can qualify as troubled, [[http://www.neogaf.com/forum/showthread.php?t=503761 as can be attested by the meticulous research of NeoGAF user Mama Robotnik]].
** This reached its nadir in what will most likely be the company's final game, ''VideoGame/XMenDestiny'', which (along with the comapny itself) was utterly annihilated by CEO Denis Dyack's final descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

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* Except for their {{Amiga}} games and ''VideoGame/MetalGearSolid: The Twin Snakes'', '''everything''' by game developer SiliconKnights can qualify as troubled, [[http://www.neogaf.com/forum/showthread.php?t=503761 as can be attested by the meticulous research of NeoGAF user Mama Robotnik]].
Robotnik]]. (In particular, note the ratio of released game to canceled games). To summarize on the games that ''were'' released:
** The partnership between Silicon Knights and Crystal Dynamics (with {{Activision}} sided on Crystal Dynamics' side) on the development of ''[[VideoGame/LegacyOfKain Blood Omen: Legacy of Kain]]'' and a proposed, canceled sequel degenerated into a pileup of legal screwovers and ExecutiveMeddling on ownership and content of the IP --- with Crystal Dynamics winning, an attempted selling of the IP to Activision behind Silicon Knights' backs (which was ultimately foiled by Eidos swooping Crystal Dynamics as a whole) and bridges burned. [[http://www.gog.com/forum/general/release_legacy_of_kain_blood_omen_2/post24 Because of this, don't expect]] [[ScrewedByTheLawyers to see a rerelease of the first Blood Omen for the nearby future]].
** About the partnership with {{Nintendo}}: ''VideoGame/EternalDarkness'' started development of the {{Nintendo 64}} --- and neared completion before Silicon Knights were asked to throw away everything to rebuilt the game from scrath on the {{GameCube}} for launch. Additionally in its [=GameCube=] incarnation, there were some internal concerns on the Middle Eastern areas [[TooSoon due to 9/11]], causing a delay. Altogether though, the development of the [=GameCube=] version (as well as that of ''The Twin Snakes'') were far less troubling due to the constant supervision of none other than Shigeru Miyamoto and Satoru Iwata. (No words on if Silicon Knights' workplace conditions under Nintendo were as difficult as those of Retro Studios' concurrently.)
** ''VideoGame/TooHuman'' is second place to ''Duke Nukem Forever'' as the king of {{Vaporware}}: announced in 1999 and released in 2008, having effectively existed in three incarnations on three console generations ({{PlayStation}}[=/=]SegaSaturn, [=GameCube=], and the final released product on {{Xbox 360}}). The reason why the Xbox 360 was chosen? Because CEO Denis Dyack, a man of graphics, was utterly disgusted by just how powerful the {{Wii}} was and immediately burned bridges with Nintendo.
This proved to be a fatal mistake, for without being shackled down by Miyamoto and Iwata, Dyack pregressively grew more and more unhinged towards pratically everyone (including his own staff, as will be made more apparent in the bullet point below below), and the game suffered for it. This resulted in mediocre sales and reviews, a bunch of projects left in the garbage bin and most importantly of all, the lawsuit against EpicGames (who provided the Unreal Engine 3 to Silicon Knights), which proved to be [[CreatorKiller the company's undoing]] in 2012...
** ...but not before Dyack
reached its his nadir in what will most likely be the company's final last game, ''VideoGame/XMenDestiny'', which (along with the comapny company itself) was utterly annihilated completely left in ruins by CEO Denis Dyack's his final descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata.mismanagement. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
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** This reached its nadir in what will most likely be the company's final game, ''VideoGame/XMenDestiny'', which was plagued by CEO Denis Dyack's final descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

to:

** This reached its nadir in what will most likely be the company's final game, ''VideoGame/XMenDestiny'', which (along with the comapny itself) was plagued utterly annihilated by CEO Denis Dyack's final descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
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** Note also that the head of that company was famous Boston Red Sox pitcher Curt Schilling, who traded heavily on his celebrity in convincing Rhode Island to suspend their own funding rules to loan his company more money.
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* ''VideoGame/XMenDestiny'' was plagued by SiliconKnights CEO Denis Dyack's further descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
** In fact, except for ''VideoGame/MetalGearSolid: The Twin Snakes'', [[http://www.neogaf.com/forum/showthread.php?t=503761 the ENTIRE HISTORY of Silicon Knights can qualify as troubled!]]

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* ''VideoGame/XMenDestiny'' was plagued by SiliconKnights CEO Denis Dyack's further descent into power tripping Except for their {{Amiga}} games and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
** In fact, except for
''VideoGame/MetalGearSolid: The Twin Snakes'', '''everything''' by game developer SiliconKnights can qualify as troubled, [[http://www.neogaf.com/forum/showthread.php?t=503761 as can be attested by the ENTIRE HISTORY meticulous research of Silicon Knights can qualify as troubled!]]NeoGAF user Mama Robotnik]].
** This reached its nadir in what will most likely be the company's final game, ''VideoGame/XMenDestiny'', which was plagued by CEO Denis Dyack's final descent into power tripping and corporate mismanagement following his departure from {{Nintendo}}, where he was once kept in check by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
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** In fact, except for ''VideoGame/MetalGearSolid: The Twin Snakes'', [[http://www.neogaf.com/forum/showthread.php?t=503761 the ENTIRE HISTORY of Silicon Knights can qualify as troubled!]]
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* Valve's hit title ''Half-Life 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://half-life.wikia.com/wiki/Half-Life_2_Beta]]

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* Valve's hit title ''Half-Life 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://half-life.wikia.com/wiki/Half-Life_2_Beta]][[http://combineoverwiki.net/wiki/Development_of_Half-Life_2 here]].



* [[SonicTheHedgehog2006 Sonic 06]] also ended up as a victim of this trope-although the game unlike '''X-treme'' was released, [[ObviousBeta the final product was likewise]] ''[[SonicTheHedgehog2006 far]]'' [[SonicTheHedgehog2006 from finished]]. After Yuji Naka -one of the founding members of the Sonic franchise- resigned from Sega and consequently left ongoing development of the game. As a result, massive pressure was then put on the shoulders on the game's director Shun Nakamura and the rest of the development team to have the game ([[ToughActToFollow which was supposed to be another great Sonic game that would be used to help re-launch the franchise on next-gen consoles]]) finished in time [[ChristmasRushed for that year's Christmas season]] as well as [[MilestoneCelebration be released before year's end to qualify as the 15th anniversary title]]. The fact that they had to develop two console versions of the game at the same time during the short development process did not help matters.

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* [[SonicTheHedgehog2006 Sonic 06]] also ended up as a victim of this trope-although trope --- although the game game, unlike '''X-treme'' ''X-treme'', was released, [[ObviousBeta the final product was likewise]] ''[[SonicTheHedgehog2006 ''[[ObviousBeta far]]'' [[SonicTheHedgehog2006 [[ObviousBeta from finished]]. After Yuji Naka -one --- one of the founding members of the Sonic franchise- franchise --- resigned from Sega and consequently left ongoing development of the game. As a result, game, massive pressure was then put on the shoulders on the game's director Shun Nakamura and the rest of the development team to have the game ([[ToughActToFollow which was supposed to be another great Sonic game that would be used to help re-launch the franchise on next-gen consoles]]) finished in time [[ChristmasRushed for that year's Christmas season]] as well as [[MilestoneCelebration be released before year's end to qualify as the 15th anniversary title]]. The fact that they had to develop two console versions of the game at the same time during the short development process did not help matters.



** A fight between WD and Sega over what to name the main heroines (Sega had realized ''Rayearth'' was a good enough series to franchise to the States. However, as it was common at the time, they wanted to give them English names. Both Sega and WD had different names for the girls before they both threw their arms into the air and left them Hikaru, Umi and Fuu.)
** And after it was all done, hen Sega head honcho Bernie Stolar's draconian policy against third party developers kicked in, leaving them high and dry until the Saturn was dead in the water.

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** A fight between WD and Sega over what to name the main heroines (Sega had realized ''Rayearth'' was a good enough series to franchise to the States. However, as it was common at the time, [[DubNameChange they wanted to give them English names.names]]. Both Sega and WD had different names for the girls before they both threw their arms into the air and left them Hikaru, Umi and Fuu.)
** And after it was all done, hen then-current Sega head honcho Bernie Stolar's draconian policy against third party developers kicked in, leaving them high and dry until the Saturn was dead in the water.



* ''VideoGame/XMenDestiny'' was plagued by CEO Denis Dyack's further descent into power tripping following his departure from {{Nintendo}} (who kept him in check beforehand). [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.

to:

* ''VideoGame/XMenDestiny'' was plagued by SiliconKnights CEO Denis Dyack's further descent into power tripping and corporate mismanagement following his departure from {{Nintendo}} (who {{Nintendo}}, where he was once kept him in check beforehand).by Shigeru Miyamoto and Satoru Iwata. [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] tells the tales of the sheer shenanigans caused by him behind the scenes.
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* ''VideoGame/XMenDestiny'' qualifies as this as a result of CEO Denis Dyack's further descent into power tripping following his departure from {{Nintendo}} (who kept him in check beforehand). [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] outright tells the sheer shenanigans that occured behind the scenes.

to:

* ''VideoGame/XMenDestiny'' qualifies as this as a result of was plagued by CEO Denis Dyack's further descent into power tripping following his departure from {{Nintendo}} (who kept him in check beforehand). [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] outright tells the tales of the sheer shenanigans that occured caused by him behind the scenes.
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* ''Tattoo Assassins'', Data East's (specifically, developed by the US-based Data East Pinball, now known as Stern Pinball) ''MortalKombat'' [[FollowTheLeader clone]] is definitely this. [[http://www.bunnyears.net/tattoo/ This site]] very much tells the story behind the troubled development of the game.

to:

* ''Tattoo Assassins'', ''TattooAssassins'', Data East's (specifically, developed by the US-based Data East Pinball, now known as Stern Pinball) ''MortalKombat'' [[FollowTheLeader clone]] is definitely this. [[http://www.bunnyears.net/tattoo/ This site]] very much tells the story behind the troubled development of the game.




to:

* ''VideoGame/XMenDestiny'' qualifies as this as a result of CEO Denis Dyack's further descent into power tripping following his departure from {{Nintendo}} (who kept him in check beforehand). [[http://uk.kotaku.com/5955223/what-went-wrong-with-silicon-knights-x+men-destiny This article]] outright tells the sheer shenanigans that occured behind the scenes.
Is there an issue? Send a MessageReason:
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* [[http://hardcoregaming101.net/lastactionhero/lastactionhero.htm Two]] [[http://www.mobygames.com/game/snes/last-action-hero developers]] claims this happened to the infamous ''LastActionHero'' licensed game. After the planning stage, word from a lawyer came that Arnold Schwarzenegger did not want to be "associated with violence" due to his then-recent involvement in family-friendly comedies, and that the game could not feature him using firearms, completely ruining the original concept. This led to the game being hastily retooled as the deadline was fixed with no chance for extension. Communications with the legal department was exceptionally slow, leading to the developers being clueless on even basic questions such as whether or not Arnold's character could punch, and the development of the PC version was ground to an halt after the graphic artist refused to do work because of an unrelated payment issue with the publisher.

to:

* [[http://hardcoregaming101.net/lastactionhero/lastactionhero.htm Two]] [[http://www.mobygames.com/game/snes/last-action-hero developers]] claims this happened to the infamous ''LastActionHero'' ''VideoGame/LastActionHero'' licensed game. After the planning stage, word from a lawyer came that Arnold Schwarzenegger Creator/ArnoldSchwarzenegger did not want to be "associated with violence" due to his then-recent involvement in family-friendly comedies, and that the game could not feature him using firearms, completely ruining the original concept. This led to the game being hastily retooled as the deadline was fixed with no chance for extension. Communications with the legal department was exceptionally slow, leading to the developers being clueless on even basic questions such as whether or not Arnold's character could punch, and the development of the PC version was ground to an halt after the graphic artist refused to do work because of an unrelated payment issue with the publisher.
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%% NOTE: Real life examples only. In-universe examples go on TroubledProduction/FictionalExamples.

* ''VideoGame/{{Daikatana}}'', as chronicled in [[http://replay.waybackmachine.org/20000619155817/http://www.gamespot.com/features/btg-daikatana/index.html Knee Deep in a Dream]]. First, Ion Storm had some internal warring because the ''Daikatana'' team felt the development of ''Dominion: Storm Over Gift 3'' was stealing resources and staff. Then, they tried to move from the old ''VideoGame/{{Quake}}'' engine to the ''VideoGame/QuakeII'' one, a process [[PortingDisaster much more complicated and time-consuming]] than they thought. During the development of the game, the staff changed completely three times and the game ended up [[{{Vaporware}} delayed]] so much that when it came out, it was already outdated. The resulting product ended up being a complete bust and pretty much [[CreatorKiller ended the fame and career]] of the then-fledging JohnRomero.
* Similar issues came up as some of the reasons behind ''VideoGame/DukeNukemForever'''s infamous development, and instead of ruining a single man's career, the issues demolished DNF's development staff. The game's development was so troubled, in fact, that ''it has [[DevelopmentHistory/DukeNukemForever its own work page]] on ThisVeryWiki''. The fourteen-year DevelopmentHell that ensued was due to switching engines, 3D Realms founder George Broussard publicly insulting DNF's publisher, tons of changes beyond engine switches that would necessitate restarting the entire project, and more. DNF is truly spectacular, in that its production was so troubled that the staff ''had nothing worth publicly showing aside from a couple of screenshots''. In the end, Gearbox Software took over production, and suddenly revealed the game ''[[SavedFromDevelopmentHell would]]'' come out. Gearbox took the code and levels that 3D Realms had "finished" -- which were largely conceptual and unrelated -- and, in one year, completed the project that 3D Realms couldn't in fourteen.
* ''Tattoo Assassins'', Data East's (specifically, developed by the US-based Data East Pinball, now known as Stern Pinball) ''MortalKombat'' [[FollowTheLeader clone]] is definitely this. [[http://www.bunnyears.net/tattoo/ This site]] very much tells the story behind the troubled development of the game.
* ''[[{{Trespasser}} Jurassic Park: Trespasser]]'': As explained in an [[http://www.gamasutra.com/view/feature/3339/postmortem_dreamworks_.php online feature]] or [[http://www.youtube.com/watch?v=k6A3SaRr26M this video]] about this [[ObviousBeta infamous botched]] 1996 FPS, ''Trespasser'' had a host of design and logistical problems that caused its design team to severely scale it back from their initial goals. An ambitious plan to have friendly and hostile dinosaurs that reacted to you through a groundbreaking AI system was largely abandoned because the creatures couldn't decide what mood to pick (the AI was set to maximum hostility as a quick fix). The melee weapons didn't work (so they had all their mass removed, making almost all of them useless), textures were largely scaled back because of compatibility issues and there were serious issues with the game's physics system. A botched licensing deal (they couldn't use JohnWilliams iconic music in the game, so they had to create their own), mismanagement between the game's design team, and a continuously-delayed release caused the game to be dead on arrival, and it was quickly forgotten.
* ''MetroidPrime''. Not counting that producer ShigeruMiyamoto asked to throw out basically everything during early stages, at a certain point, the Japanese crew was spending most of their year in America overseeing the game and RetroStudios' staff was pulling all-nighters, working 80-100 hours a week neglecting family and [[GRatedDrug nourishing on atomic fireball candy]] ([[http://wii.ign.com/articles/101/1016511p4.html a total of 72 gallons of them among the staff]]).
** Which is just about ''[[ValuesDissonance normal]]'' [[ValuesDissonance schedule for the Japanese developers]].
* ''SplinterCell: Conviction'': It took almost four years from the time the game was announced (via an internal leak of images from the game in mid-2006) to its release because of several major gameplay shifts, including a halfway-finished product that was essentially thrown out midway through production. The original game, helmed by Ubisoft Montreal, featured Sam Fisher (now on the run from Third Echelon) as some type of homeless drifter sporting a beard, hoodie and makeshift weapons and devices, and the gameplay was intended to be a sandbox-type shooter where Sam would investigate various locales to get information (and memories) about his daughter. The game was seen as a serious departure from the franchise, and Ubisoft canned it midway through development over negative fan reaction and claims that its gameplay was too similar to the original ''VideoGame/{{Assassins Creed|I}}''. Several features were unceremoniously thrown out (including several abilities that enabled Sam to blend into his environment, move objects around and fight hand-to-hand against enemies), and the game's entire structure was revamped. ''Conviction'' would eventually be released in early 2010.
* ''{{Gex}}'', as discussed by one of the programmer [[http://games.greggman.com/game/gex/ here]]. The development team was inexperienced, overworked to the point of doing 12 to 16 hours a day, understaffed and rushed to finish the game for Christmas. A lot of content was cut due to time and manpower constraints, and the Lead Designer was fired after hiding an insulting message that included an employee's actual phone number.
* The infamous ''VideoGame/ETTheExtraterrestrial'' for the {{Atari 2600}}, which was so [[ChristmasRushed rushed]] that it ended up to be made just in six weeks. Considering that it was made basically by a single person, Howard Scott Warsaw, and that programming for 2600 was notoriously idiosyncratic, it's actually a minor miracle that the game is playable at all. The game was enormously hyped by the Atari's marketing department, so when it turned out to be SoOkayItsAverage, the failed hopes of the gamers led it to be an enormous flop and to its (somewhat undeserved) reputation of both being So Bad It's Horrible and almost singlehandedly causing TheGreatVideoGameCrashOf1983.
** Nevertheless, it did lead to the [[http://en.wikipedia.org/wiki/Atari_video_game_burial story that Atari secretly buried literally tons of unsold cartridges in a secure New Mexico landfill]].
* Atari's home port of PacMan was supposedly the demo version, made with great difficulty over six weeks due to the differences in underlying hardware. When the developer showed it to the suits, they said "OK, we're shipping this." It did well on the strength of the title but took a pounding in the media.
* Valve's hit title ''Half-Life 2'' cruised through a very troubled development when, a good portion into the production, the material was leaked and they had to start from scratch. Crosses over with 'WhatCouldHaveBeen' after you see what they had created [[http://half-life.wikia.com/wiki/Half-Life_2_Beta]]
* The SegaSaturn game ''[[SonicTheHedgehog Sonic X-Treme]]'' is perhaps the most tragic example of all, as unlike the other examples here, the game was never finished. The problems started when the design team decided to use the ''[[NightsIntoDreams NIGHTS]]'' engine for the game, but Yuji Naka would have none of it and forbade them from using the engine, setting the developers back several weeks, then the publishers decided that they wanted to use the engine in the boss battles for the whole game, causing further delays, Chris Senn ended up doing most of the work himself, tirelessly working 20 hours a day until doctors told him he had 6 months to live, he then realized that there was no chance of finishing the game before the holiday season, so there was no choice but to pull the plug on the game.
** Actually, the story was far more complex than that, and the problems started before the NiGHTS engine was even involved. There was the issue of Sega of America demanding the dev team to start a new engine from scratch for no apparent reason to replace the original, which had already been worked on for a while and had progressed a lot by then; or the team failing to show Sega of Japan the original engine, only presenting the new one (which was in a far more primitive and unplayable state), prompting Nakamura to order them to use the boss engine for the whole game -and in turn prompting the team to ask for the NiGHTS engine, which probably wouldn't have been needed if Sega of America had allowed them to work only on the original engine in the first place-; or the main programmer antagonizing the rest of the team with his antisocial attitude. Saying [[FanDumb that all of the fault for the development problems and the game's cancellation falls on Naka for not allowing the team to use the NiGTHS engine]] [[MisBlamed is inaccurate to say the least.]]
* [[SonicTheHedgehog2006 Sonic 06]] also ended up as a victim of this trope-although the game unlike '''X-treme'' was released, [[ObviousBeta the final product was likewise]] ''[[SonicTheHedgehog2006 far]]'' [[SonicTheHedgehog2006 from finished]]. After Yuji Naka -one of the founding members of the Sonic franchise- resigned from Sega and consequently left ongoing development of the game. As a result, massive pressure was then put on the shoulders on the game's director Shun Nakamura and the rest of the development team to have the game ([[ToughActToFollow which was supposed to be another great Sonic game that would be used to help re-launch the franchise on next-gen consoles]]) finished in time [[ChristmasRushed for that year's Christmas season]] as well as [[MilestoneCelebration be released before year's end to qualify as the 15th anniversary title]]. The fact that they had to develop two console versions of the game at the same time during the short development process did not help matters.
* ''VideoGame/SonicTheHedgehog2'', ''SonicTheHedgehog3'' and ''SonicAndKnuckles'' were infamous with their own problems.
** ''VideoGame/SonicTheHedgehog2'''s own history can be chronicled by the various Alphas, Betas and Deltas made along the way. Rumor had it that ''2'' was supposed to utilize TimeTravel, but it proved way too complicated for the simplistic Sega Genesis. Many stages were planned and removed, including a curiously-named stage called Genocide City and the legendary Hidden Palace Zone. Sega gave {{Nickelodeon}} a very early version of ''2'' for ''NickArcade''.
** ''SonicTheHedgehog3'' and ''SonicAndKnuckles'' were once planned to be one big game, just the basic ''Sonic The Hedgehog 3''. However, time restraints forced Sega to split the game in two in time for ''3'''s release, leaving many fans to wonder what these other stages were once they put in the ''insanely difficult'' Stage Select code. When ''Sonic And Knuckles'' was being made, the initial plan was that it could hook up to ''SonicTheHedgehog'', ''VideoGame/SonicTheHedgehog2'' and ''SonicTheHedgehog3'' for new playing adventures. However, complications with the code forced them to scrap it (it was initially said that Knuckles gliding onto a treadmill in Scrap Brain Zone caused the game to crash. However, it was revealed later on that it was because they couldn't recolor the Flickys to their normal blue coloring without turning Knuckles blue. Which a fan did in a hack years later.)
* ''LANoire'' competely destroyed Team Bondi due to the lead designer having [[http://xbox360.ign.com/articles/117/1179020p1.html serious rage issues]] and treating it like his MagnumOpus. In order to get the game back on budget, they hired and chewed up nearly every budding game programmer and artist in Sydney and they were so hostile that publisher Rockstar publicly swore off ever working with them again.
** Said Lead Designer is now creating another game, titled ''The Whore Of The Orient'', that [[SarcasmMode certainly won't cause any controversy]].
* [[http://hardcoregaming101.net/lastactionhero/lastactionhero.htm Two]] [[http://www.mobygames.com/game/snes/last-action-hero developers]] claims this happened to the infamous ''LastActionHero'' licensed game. After the planning stage, word from a lawyer came that Arnold Schwarzenegger did not want to be "associated with violence" due to his then-recent involvement in family-friendly comedies, and that the game could not feature him using firearms, completely ruining the original concept. This led to the game being hastily retooled as the deadline was fixed with no chance for extension. Communications with the legal department was exceptionally slow, leading to the developers being clueless on even basic questions such as whether or not Arnold's character could punch, and the development of the PC version was ground to an halt after the graphic artist refused to do work because of an unrelated payment issue with the publisher.
* The SegaSaturn game for ''MagicKnightRayearth'' was initially listed as one of the first games for the system. It didn't show up in the U.S. until three years after the Japanese release and ''six months'' after support for the system came to an end. What caused this game from WorkingDesigns to fall this far down? Numerous problems, including:
** The usual need to translate and dub the voice bits from Japanese to English.
** The computer holding the data for the game crashing, forcing them to rebuild pieces of it.
** A fight between WD and Sega over what to name the main heroines (Sega had realized ''Rayearth'' was a good enough series to franchise to the States. However, as it was common at the time, they wanted to give them English names. Both Sega and WD had different names for the girls before they both threw their arms into the air and left them Hikaru, Umi and Fuu.)
** And after it was all done, hen Sega head honcho Bernie Stolar's draconian policy against third party developers kicked in, leaving them high and dry until the Saturn was dead in the water.
* ''VideoGame/NeverwinterNights2's'' premium module ''Mysteries of Westgate'' didn't take long to develop. However, Atari wanted the [[DownloadableContent DLC]] shipped with a {{DRM}} scheme. This delayed the release of the game. Adding to this, Obsidian patches constantly broke down the Adventure Pack, pushing the game's release even further, much to gamers frustration.
* ''KingdomsOfAmalurReckoning'' is a particularly extreme example. The game as it was showed great promise, and in fact ended up selling over a million copies, but due to either extreme overconfidence or extreme shortsightedness, developer 38 Studios borrowed money left and right from the state of Rhode Island, ultimately racking up a ''75 million dollar'' debt. They were apparently confidant that they would be able to pay back all the loans with the game's sales, as well as the sales of the then-in planning MMO, but it then turned out that the game would have had to sell 3 million just to ''break even''. Long story short, 38's financial situation imploded, they went bankrupt, and all their assets, including the ''Amalur'' IP, were seized by the State of Rhode Island.
* ''Tomb of the [=TaskMaker=]'', the sequel to the mid-1990s AppleMacintosh RPG ''TaskMaker'', ended up being the undoing of its publishers, Storm Impact. Although ''[=TaskMaker=]'' was successful, the company's next three products (a skiing sim called ''[=MacSki=]'', a debug program called ''Technical Snapshot'', and a space game called ''Asterbamm'') all failed to catch on, they started working on ''Tomb''. A publisher who kept losing money orders didn't help, neither did the rush to get ''Tomb'' out on time — the game has a huge number of cut corners, and version 1.0 just ''barely'' got out before Storm Impact went under. See more information [[http://web.archive.org/web/20040605131022/http://www.btinternet.com/~G.Janacek/Taskmaker.html#News here]] (Wayback Machine archive).

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