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* The spring-summer of 2015 saw a minor resurgence of hippie-inspired clothing, with flowery prints, platform shoes, and flares becoming a limited trend. [[LennonSpecs Rounded sunglasses]] have become popular in their own right. "Boho-chic" fashions then became mainstream beginning in 2019 particularly because of the rising popularity of the "VSCO girl", which has been labeled as an updated version of the NewAgeRetroHippie.

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* The spring-summer of 2015 saw a minor resurgence of hippie-inspired clothing, with flowery prints, platform shoes, and flares becoming a limited trend. [[LennonSpecs [[RoundHippieShades Rounded sunglasses]] have become popular in their own right. "Boho-chic" fashions then became mainstream beginning in 2019 particularly because of the rising popularity of the "VSCO girl", which has been labeled as an updated version of the NewAgeRetroHippie.


** And there're also the two big elephants in the room, [[https://www.eff.org/issues/tpp The Trans Pacific Partnership Agreement]] and an [[https://en.wikipedia.org/wiki/TTIP equivalent treaty with the European Union]], a pair of trade agreements being written in secret with only a few being allowed to look at them, which promise to make several parts of SOPA and PIPA into ''international law'' amongst many other awful things, the former having being entered into force albeit without the US in December 2018 and negotiations for the latter having seemingly become stuck.

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** And there're also the two big elephants in the room, [[https://www.eff.org/issues/tpp The Trans Pacific Partnership Agreement]] and an [[https://en.wikipedia.org/wiki/TTIP equivalent treaty with the European Union]], a pair of trade agreements being written in secret with only a few being allowed to look at them, which promise to make several parts of SOPA and PIPA into ''international law'' amongst many other awful things, the former having being entered into force force, albeit without the US US, in December 2018 and negotiations for the latter having seemingly become stuck.


** And there're also the two big elephants in the room, [[https://www.eff.org/issues/tpp The Trans Pacific Partnership Agreement]] and an [[https://en.wikipedia.org/wiki/TTIP equivalent treaty with the European Union]], a pair of trade agreements being written in secret with only a few being allowed to look at them, which promise to make several parts of SOPA and PIPA into ''international law'' amongst many other awful things, the former having being entered into force albeit without US in December 2018 and negotiations for the latter having seemingly become stuck.

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** And there're also the two big elephants in the room, [[https://www.eff.org/issues/tpp The Trans Pacific Partnership Agreement]] and an [[https://en.wikipedia.org/wiki/TTIP equivalent treaty with the European Union]], a pair of trade agreements being written in secret with only a few being allowed to look at them, which promise to make several parts of SOPA and PIPA into ''international law'' amongst many other awful things, the former having being entered into force albeit without the US in December 2018 and negotiations for the latter having seemingly become stuck.


* The decade has also showcased a growing divide between "casual" and "hardcore" gamers, with many citing the advent of motion-control gaming as part of the debate: The UsefulNotes/{{Wii}}, the [[UsefulNotes/{{Xbox 360}} Kinect]], and the [[UsefulNotes/PlayStation3 Move]] have given gamers new ways to play, but only a handful of titles have taken full advantage of these motion-control devices, and most of them are "casual" games like ''VideoGame/JustDance'', ''VideoGame/DanceCentral,'' and the ever-popular ''VideoGame/WiiSports'' series, causing many diehard gamers to deride motion-control as a gimmick. At the same time, cellular phones and handheld computers have seen tremendous growth, with many of its games, like the famous ''VideoGame/AngryBirds'', proving to be a prime attraction for the casual gamer. As phone-based games became increasingly popular among casual gamers during this period, they began drifting away from traditional retail video games. On the other side of the extreme, let's not even get started on the "exclusivity" PC gamers want their format to go, with the increasingly intense hardware requirements and the perceived StopHavingFunGuys attitude regarding the format. All this has left fans and analysts to wonder if there can ever be a middle ground again. Creator/{{Nintendo}} however, often credited/MisBlamed for starting this trend, attempted to re-bridge the gap by catering to both casuals and diehards this time around with the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, with both underperforming, the [=WiiU=] becoming the death knell for motion control. The Nintendo Switch eventually recaptured the casual market at the same time the company began a belated incursion into the mobile game business.

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* The decade has also showcased a growing divide between "casual" and "hardcore" gamers, with many citing the advent of motion-control gaming as part of the debate: The UsefulNotes/{{Wii}}, the [[UsefulNotes/{{Xbox 360}} Kinect]], and the [[UsefulNotes/PlayStation3 Move]] have given gamers new ways to play, but only a handful of titles have taken full advantage of these motion-control devices, and most of them are "casual" games like ''VideoGame/JustDance'', ''VideoGame/DanceCentral,'' and the ever-popular ''VideoGame/WiiSports'' series, causing many diehard gamers to deride motion-control as a gimmick. At the same time, cellular phones and handheld computers have seen tremendous growth, with many of its games, like the famous ''VideoGame/AngryBirds'', proving to be a prime attraction for the casual gamer. As phone-based games became increasingly popular among casual gamers during this period, they began drifting away from traditional retail video games. On the other side of the extreme, let's not even get started on the "exclusivity" PC gamers want their format to go, with the increasingly intense hardware requirements and the perceived StopHavingFunGuys attitude regarding the format. All this has left fans and analysts to wonder if there can ever be a middle ground again. Creator/{{Nintendo}} however, often credited/MisBlamed for starting this trend, attempted to re-bridge the gap by catering to both casuals and diehards this time around with the UsefulNotes/Nintendo3DS and the UsefulNotes/WiiU, with both underperforming, the [=WiiU=] Wii U becoming the death knell for motion control. The Nintendo Switch eventually recaptured the casual market at the same time the company began a belated incursion into the mobile game business.


* On another note, the patents for UsefulNotes/{{MP3}} expired on 23 April 2017. Some thought that the [=mp3=] players and/or the format itself is dead according to the creators, [[https://marco.org/2017/05/15/mp3-isnt-dead it's not]].

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* On another note, the The patents for UsefulNotes/{{MP3}} expired on 23 April 2017. Some thought that the [=mp3=] [=MP3=] players and/or the format itself is dead dead, but according to the creators, [[https://marco.org/2017/05/15/mp3-isnt-dead it's not]].


*** Creator/BlizzardEntertainment and their decision to merge with Creator/{{Activision}} back in 2008 has started to show its flaws, one that would be damaging to the company on whole, but especially Blizzard, once known as an iconic figure in the previous decades. They became very aggressive in pushing on the e-sports scene, though not with long-term success, thus modifying many of its games to make sure they are 'competitively eligible', but at the cost of the fun-loving non-competitive gamers. They could no longer reach the golden age of how ''VideoGame/StarcraftBroodWar'' became an e-sport icon, with their other e-sport scenes not that successful, and this ends up with them taking away support for one of their multiplayer titles ''VideoGame/HeroesOfTheStorm'', knocking it down from being one of the best MultiplayerOnlineBattleArena games, and overall also damaging the experience with ''VideoGame/{{Overwatch}}''. They also damaged their playerbase with the reveal of ''VideoGame/{{Diablo}} Immortal'' mobile game at Blizzcon, revealing ''VideoGame/{{Diablo}} IV'' at a latter Blizzcon as a late damage control, but that didn't sit well with their western player base which were less attuned with mobile games. However, their biggest damning moment was the incident with the ''VideoGame/HearthstoneHeroesOfWarcraft'' player Blitzchung, whereas after hearing him showing support for his struggling country at Hong Kong, and in order to appease their marketbase at China, at that time under the rule of UsefulNotes/XiJinping, Blizzard decided to ban Blitzchung and all of its casters and taking away his achievement prizes. The news went viral fast and many fans turned against Blizzard for its rather political-driven decision. For further insult to the injury, Blizzard's remake of one of its classics, ''Warcraft 3 Reforged'', turned out to be very polarizing and garnering negative reaction (Technically this happened in January 2020, but it was close enough). A majority of all these were related with the decisions made by Activision, and so Blizzard closes the decade as a company that used to be beloved, but now considered to be catching up with EA in terms of 'badness'.

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*** Creator/BlizzardEntertainment and their decision to merge with Creator/{{Activision}} back in 2008 has started to show its flaws, one that would be damaging to the company on whole, but especially Blizzard, once known as an iconic figure in the previous decades. They became very aggressive in pushing on the e-sports scene, though not with long-term success, thus modifying many of its games to make sure they are 'competitively eligible', but at the cost of the fun-loving non-competitive gamers. They could no longer reach the golden age of how ''VideoGame/StarcraftBroodWar'' became an e-sport icon, with their other e-sport scenes not that successful, and this ends up with them taking away support for one of their multiplayer titles ''VideoGame/HeroesOfTheStorm'', knocking it down from being one of the best MultiplayerOnlineBattleArena games, and overall also damaging the experience with ''VideoGame/{{Overwatch}}''. They also damaged their playerbase with the reveal of ''VideoGame/{{Diablo}} Immortal'' ''VideoGame/DiabloImmortal'' mobile game at Blizzcon, revealing ''VideoGame/{{Diablo}} IV'' ''VideoGame/DiabloIV'' at a latter Blizzcon as a late damage control, but that didn't sit well with their western player base which were less attuned with mobile games. However, their biggest damning moment was the incident with the ''VideoGame/HearthstoneHeroesOfWarcraft'' player Blitzchung, whereas after hearing him showing support for his struggling country at Hong Kong, and in order to appease their marketbase at China, at that time under the rule of UsefulNotes/XiJinping, Blizzard decided to ban Blitzchung and all of its casters and taking away his achievement prizes. The news went viral fast and many fans turned against Blizzard for its rather political-driven decision. For further insult to the injury, Blizzard's remake of one of its classics, ''Warcraft 3 Reforged'', turned out to be very polarizing and garnering negative reaction (Technically this happened in January 2020, but it was close enough). A majority of all these were related with the decisions made by Activision, and so Blizzard closes the decade as a company that used to be beloved, but now considered to be catching up with EA in terms of 'badness'.


*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be one of the best action RPGs on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.

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*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be acclaimed as one of the best action RPGs on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.


*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be one of the best Action RPGs on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.

to:

*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be one of the best Action action RPGs on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.


*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be one of the best ''Souls''-type games on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.

to:

*** Capcom in particular has probably had one of the best success stories of the decade. Initially starting off the decade as reviled by the gaming community for aspects of their games that seemed poorly thought out and some poor corporate decisions (many will point to the disastrous launch of 2012's ''VideoGame/StreetFighterXTekken'' as one of their absolute lowest points in recent memory, particularly due to the substantial amount of on-disc DLC). Starting with ''Resident Evil 7'' as shown above, they have released at least one nearly universally acclaimed game a year. ''VideoGame/MonsterHunterWorld'' in 2018 was the next one, and ''VideoGame/MegaMan11'' was considered to be a great return to form for their Platforming mascot, to the point where it was called "''VideoGame/MightyNo9'' done right". But 2019 had the back to back successes of ''VideoGame/ResidentEvil2Remake'', which garnered even better praise then Resident Evil 7 did, and ''VideoGame/DevilMayCry5'', which not only garnered similar acclaim, but was a shot in the arm that the Devil May Cry fanbase needed after ''VideoGame/DmCDevilMayCry'' demoralized and divided the fanbase prior. It also garnered the highest PC release in the companies history, right after ''Monster Hunter World'', in fact, and 2012's ''VideoGame/DragonsDogma'' also became something of a SleeperHit despite low initial sales due to word of mouth, and is now held to be one of the best ''Souls''-type games Action RPGs on the market. While their Fighting Game Division is still a bit off in terms of quality, many have claimed that Capcom as a whole has found their footing and might even be doing better both critically and commercially as a company than they have ever had. Though that is not to say they had their own blunders in this decade (such as ''VideoGame/MarvelVsCapcomInfinite''), but they came out much better than the last decade.


* [[IndieGame Indie gaming]] has garnered widespread popularity due in thanks to the proliferation of the internet, given most of these are [[UsefulNotes/DigitalDistribution distributed online]] and a majority of the industry's revenue comes from downloads, as with thatgamecompany's ''VideoGame/{{Flower}}'' and ''VideoGame/{{Journey}}'', initially available on the UsefulNotes/PlayStationNetwork to strong digital sales and critical acclaim and, along with ''flOw'', [[LimitedSpecialCollectorsUltimateEdition eventually rereleased on a one-BluRay disc compilation titled]] ''[[LimitedSpecialCollectorsUltimateEdition Journey Collector's Edition]]''. Creator/{{Sony}} and Creator/{{Nintendo}} show interest in indie video game developers, including thatgamecompany. Indie games, initially known in shareware circles during the 1990s, became increasingly profitable after the late 2000s saw numerous critically praised titles such as ''VideoGame/{{Braid}}''. They came to be characterized as relying on innovative gameplay mechanics and unusual art styles. ''VideoGame/{{Monaco}}'', ''VideoGame/{{Fez}}'', ''VideoGame/PapersPlease'', ''Outer Wilds'', ''VideoGame/{{Undertale}}'', and ''VideoGame/{{Cuphead}}'' won plenty of positive reviews and decent sales for such approaches, but a growing number of developers have also created horror games including ''VideoGame/AmnesiaTheDarkDescent''. Perhaps the most successful of these games is the [[JustOneMoreLevel notorious(ly addictive)]] ''VideoGame/{{Minecraft}}'' created by a Swedish programmer named Markus "Notch" Persson. It uses pixellated graphics, the point is [[WideOpenSandbox you mine blocks and build any imaginable thing out of them]], and you have to defend yourself from hostile monsters by not just finding supplies, but using a shelter made from scratch. It even has been constantly updated by Mojang who ported it to iOS, UsefulNotes/Xbox360, Wii U, and the Google Android. Other notable indie games include the aforementioned ''VideoGame/AngryBirds'' series, ''VideoGame/LeagueOfLegends'', and a pair of unlikely 2014 sleeper hits in ''VideoGame/FlappyBird'' and ''VideoGame/FiveNightsAtFreddys''.

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* [[IndieGame Indie gaming]] has garnered widespread popularity due in thanks to the proliferation of the internet, given most of these are [[UsefulNotes/DigitalDistribution distributed online]] and a majority of the industry's revenue comes from downloads, as with thatgamecompany's ''VideoGame/{{Flower}}'' and ''VideoGame/{{Journey}}'', initially available on the UsefulNotes/PlayStationNetwork to strong digital sales and critical acclaim and, along with ''flOw'', [[LimitedSpecialCollectorsUltimateEdition eventually rereleased on a one-BluRay disc compilation titled]] ''[[LimitedSpecialCollectorsUltimateEdition Journey Collector's Edition]]''. Creator/{{Sony}} and Creator/{{Nintendo}} show interest in indie video game developers, including thatgamecompany. Indie games, initially known in shareware circles during the 1990s, became increasingly profitable after the late 2000s saw numerous critically praised titles such as ''VideoGame/{{Braid}}''. They came to be characterized as relying on innovative gameplay mechanics and unusual art styles. ''VideoGame/{{Monaco}}'', ''VideoGame/{{Fez}}'', ''VideoGame/PapersPlease'', ''Outer Wilds'', ''VideoGame/{{Undertale}}'', and ''VideoGame/{{Cuphead}}'' won plenty of positive reviews and decent sales for such approaches, but a growing number of developers have also created horror games including ''VideoGame/AmnesiaTheDarkDescent''. Perhaps By far the most successful of these games is the [[JustOneMoreLevel notorious(ly addictive)]] ''VideoGame/{{Minecraft}}'' created by a Swedish programmer named Markus "Notch" Persson. It uses pixellated graphics, the point is [[WideOpenSandbox you mine blocks and build any imaginable thing out of them]], and you have to defend yourself from hostile monsters by not just finding supplies, but using a shelter made from scratch. It even has been constantly updated by Mojang who ported it to iOS, UsefulNotes/Xbox360, Wii U, and the Google Android. Other notable indie games include the aforementioned ''VideoGame/AngryBirds'' series, ''VideoGame/LeagueOfLegends'', and a pair of unlikely 2014 sleeper hits in ''VideoGame/FlappyBird'' and ''VideoGame/FiveNightsAtFreddys''.


** Music is also having a difficult time crossing over the pond as the market is still physical media dominated rather than digital, unlike KPop which used Youtube to become internationally popular, Japan still maintains a firewall over their media as JPop is slow to accept Youtube as a publicity. Along with vast cultural differences even between KPop, it has created a negative impact on Japan's international reputation. Though that said, VisualKei and folk/modern bands have seen a resurgence in recent years. The surprise success of ''Anime/LoveLiveSchoolIdolProject'' with it's overseas localization however helped slowly shift the perception of Idols for the foreign audience with foreign fans playing a role in the anime's success and being the standard for idol culture.

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** Music is also having a difficult time crossing over the pond as the market is still physical media dominated rather than digital, unlike KPop which used Youtube to become internationally popular, Japan still maintains a firewall over their media as JPop is slow to accept Youtube as a publicity. Along with vast cultural differences even between KPop, it has created a negative impact on Japan's international reputation. Though that said, VisualKei and folk/modern bands have seen a resurgence in recent years. The surprise success of ''Anime/LoveLiveSchoolIdolProject'' with it's its overseas localization however helped slowly shift the perception of Idols for the foreign audience with foreign fans playing a role in the anime's success and being the standard for idol culture.



** While Lootboxes as we know them had begun with VideoGame/TeamFortress2, many other games started to slowly hop on the bandwagon not long after, VideoGame/PAYDAY2 in particular got mocked for it's Crimefest 2015 event, essentially being based about the safe/ drill system implemented into the game, despite the developers claiming that the game would never feature such mechanics, which then caused the developers to make changes to the system not even six months later to make all safes free to open. ''VideoGame/{{Overwatch}}'' launched in 2016 with Lootboxes in tow, much to the chagrin of a fair amount of players, with defenders coining the phrase ''"It's Just Cosmetic!"'' as justifications for purchasing them, which meant, for the longest time, ''Overwatch'' escaped criticism of its Lootboxes on a larger scale.

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** While Lootboxes as we know them had begun with VideoGame/TeamFortress2, many other games started to slowly hop on the bandwagon not long after, VideoGame/PAYDAY2 in particular got mocked for it's its Crimefest 2015 event, essentially being based about the safe/ drill system implemented into the game, despite the developers claiming that the game would never feature such mechanics, which then caused the developers to make changes to the system not even six months later to make all safes free to open. ''VideoGame/{{Overwatch}}'' launched in 2016 with Lootboxes in tow, much to the chagrin of a fair amount of players, with defenders coining the phrase ''"It's Just Cosmetic!"'' as justifications for purchasing them, which meant, for the longest time, ''Overwatch'' escaped criticism of its Lootboxes on a larger scale.



* Boeing has gotten into a lot of scrutiny with their Boeing 737 MAX models when two related airplane crashes, Lion Air Flight 610 and Ethiopian Airlines Flight 302, crashed into the ground without any survivors. This has led to various governments across the globe to ground all Boeing 737 MAX models due to safety concerns. Investigations revealed that it's anti-stall system, Maneuvering Characteristics Augmentation System (MCAS), was primarily responsible for both crashes and the pilots struggled to control its anti-stall system, even when following the instruction manual given by Boeing.

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* Boeing has gotten into a lot of scrutiny with their Boeing 737 MAX models when two related airplane crashes, Lion Air Flight 610 and Ethiopian Airlines Flight 302, crashed into the ground without any survivors. This has led to various governments across the globe to ground all Boeing 737 MAX models due to safety concerns. Investigations revealed that it's its anti-stall system, Maneuvering Characteristics Augmentation System (MCAS), was primarily responsible for both crashes and the pilots struggled to control its anti-stall system, even when following the instruction manual given by Boeing.


* Within Eastern culture, South Korea began to spread its culture more aggressively into the West, matching Japan's cultural influence in some aspects. China and Russia have also attempted to compete with Hollywood by making their own blockbuster-like films, although these are little known in the West.

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* Within Eastern culture, [[UsefulNotes/KoreanWave South Korea began to spread its culture more aggressively into the West, West]], matching Japan's cultural influence in some aspects. China and Russia have also attempted to compete with Hollywood by making their own blockbuster-like films, although these are little known in the West.



** Explicit sexuality has lost momentum not only by the prevalence of less revealing clothes and that sex has mostly been relegated to apps like Tinder, but also the end of the symbols of the "sexual revolution" of the 1960s: ''[[UsefulNotes/BritishNewspapers The Sun]]'' dropped its PageThreeStunna in early 2015, while ''Playboy'' announced that its iconic centerfold would be no more by its February 2016 issue, which introduced a style more akin to "lads' mags" like ''Esquire'' and ''GQ'' (though they have since reversed this decision). Retailers such as Abercrombie and Fitch and perfume companies have also reduced [[PoorMansPorn their ads' sexual content]]. Carl Karcher Enterprises, which runs the American hamburger chains Hardee's and Carl's Jr., was once known for going straight to [[SexSells sex appeal]] in their advertisements with models and former porn stars eating their food in bikinis and lingerie, but in mid-2017, in response to falling sales, the focus shifted to the lives of fictional CEO Carl Hardee Sr. and his [[TheHedonist hedonistic]] son.

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** [[TamerAndChaster Explicit sexuality sexuality]] has lost momentum not only by the prevalence of less revealing clothes and that sex has mostly been relegated to apps like Tinder, but also the end of the symbols of the "sexual revolution" of the 1960s: ''[[UsefulNotes/BritishNewspapers The Sun]]'' dropped its PageThreeStunna in early 2015, while ''Playboy'' announced that its iconic centerfold would be no more by its February 2016 issue, which introduced a style more akin to "lads' mags" like ''Esquire'' and ''GQ'' (though they have since reversed this decision). Retailers such as Abercrombie and Fitch and perfume companies have also reduced [[PoorMansPorn their ads' sexual content]]. Carl Karcher Enterprises, which runs the American hamburger chains Hardee's and Carl's Jr., was once known for going straight to [[SexSells sex appeal]] in their advertisements with models and former porn stars eating their food in bikinis and lingerie, but in mid-2017, in response to falling sales, the focus shifted to the lives of fictional CEO Carl Hardee Sr. and his [[TheHedonist hedonistic]] son.


* Adult-oriented animation made major strides in escaping the AllAdultAnimationIsSouthPark mindset during the second half of the 2010s, with feature films like ''WesternAnimation/SausageParty'', ''WesternAnimation/LovingVincent'', and ''WesternAnimation/IsleOfDogs'', as well as TV series like the aforementioned ''[=BoJack HorseMan=]'', ''WesternAnimation/{{Primal}}'' and ''WesternAnimation/{{Undone}}''.

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* Adult-oriented animation made major strides in escaping the AllAdultAnimationIsSouthPark mindset negative reception earlier [[AnimatedShockComedy Animated Shock Comedies]] had received during the second half of the 2010s, with feature films like ''WesternAnimation/SausageParty'', ''WesternAnimation/LovingVincent'', and ''WesternAnimation/IsleOfDogs'', as well as TV series like the aforementioned ''[=BoJack HorseMan=]'', ''WesternAnimation/{{Primal}}'' and ''WesternAnimation/{{Undone}}''.


* The ''Franchise/SonicTheHedgehog'' series appeared to be making a comeback, with 2010's ''VideoGame/SonicColors'' and 2011's ''VideoGame/SonicGenerations'' both receiving the most critical and fan praise of any game in the franchise in a decade. However, the series hit a slump when 2013's ''VideoGame/SonicLostWorld'' was met with mixed reception, with ''VideoGame/SonicBoom: Rise of Lyric'' being outright panned the next year (although its 3DS counterpart ''Shattered Crystal'' and follow-up ''Fire and Ice'' were better received). 2017 saw two major releases of differing reception: ''VideoGame/SonicMania'' was met with high acclaim and considered on par with ''Colors'' and ''Generations'', while ''VideoGame/SonicForces'' was met with mixed reception.

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* The ''Franchise/SonicTheHedgehog'' series appeared to be making a comeback, with 2010's ''VideoGame/SonicColors'' and 2011's ''VideoGame/SonicGenerations'' both receiving the most critical and fan praise of any game in the franchise in a decade. However, the series hit a slump when 2013's ''VideoGame/SonicLostWorld'' was met with mixed reception, with ''VideoGame/SonicBoom: Rise of Lyric'' being outright panned the next year (although its 3DS counterpart ''Shattered Crystal'' and follow-up ''Fire and Ice'' were better received). 2017 saw two major releases of differing reception: ''VideoGame/SonicMania'' was met with high acclaim and considered on par with ''Colors'' and ''Generations'', acclaim, recieving the most positive critical reception since ''1994'', while ''VideoGame/SonicForces'' was met with mixed reception.

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