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3[[folder:General Hardware]]
4* Many retro games don't render correctly in modern hardware, or at least not in the way the devs intended. For instance, old console games would often exploit imperfections in old [=TVs=] and display methods to produce visual effects than the system couldn't natively output. A technique that makes full use of this is dithering, which would take advantage of the pixel blending in composite to display more colors or transparency, but in modern displays it looks like a set of lines or checkerboard dots instead (unless a special filter is used to simulate the old look). Some examples of these "tricks" would be:
5** Games like classic ''Franchise/SonicTheHedgehog'' [[https://i.imgur.com/qFEvOyh.png use dithering to produce transparency.]] Modern displays led to the misconception that the waterfalls in Green Hill Zone are supposed to look like a bunch of lines, which became so widespread that even ''VideoGame/SonicMania'' depicts them like that.
6** Games like ''VideoGame/EarthwormJim'' make extensive use of dithering to [[https://i.imgur.com/lll7csE.png show more hues of colors.]]
7** Many games with pre-rendered graphics such as ''VideoGame/DonkeyKongCountry'' look smoother and more colorful in CRT, [[https://twitter.com/richmond_lee/status/1232717885316812800 but more pixelated, jaggy and artifact-ridden in modern displays.]] This is one of the reasons old pre-rendered graphics gained the reputation of aging poorly.
8** Other games that use pre-rendered background(s) and video(s) (Such as the ''Final Fantasy'' video games on the Platform/PlayStation) sometimes look incredibly strange due to the background element(s) having much ''much'' more detail than the characters.
9* Many games of the past were intended to be played at much lower resolution, as was standard at the time. This is notable in that trying to get them to play on modern computer screens or [=TVs=] often makes them look ''really'' stretched out. This is one reason many older games have to be modded or somewhat redone so that they can play without causing a ''lot'' of blur or requiring the viewer to squint as they are played at the original resolution.
10** Related to above, but certain games on older consoles would also switch resolutions between different screens. This was most notable during the SEGA Saturn, [=PlayStation=], and Nintendo 64 era, where games such as ''Franchise/{{Tekken}}'', ''VideoGame/ChronoCross'', and ''VideoGame/SilentHill1'' would switch between a low and high resolution mode to squeeze out extra detail in the graphics. On original analog hardware, this is a seamless switch, but it becomes a problem for digital signals. Modern televisions, capturing devices, and resolution scaling devices are infamous for dropping the signal when there is a resolution change, which can get bad enough to make certain games genuinely unplayable.
11* On occasion, this also extends to sound effects as well - computer hardware may have trouble reading MIDI files and causing them to sound way differently than when played on the hardware it was originally made for. On a few occasions, the hardware or sound chips themselves are used to perform the sound effects, which emulators might sometimes have difficulty replicating correctly. This is most notable in games like ''VideoGame/ChronoTrigger'' and ''VideoGame/LiveALive'', in which some sound effects (such as Lavos's roar or Saint Alethea's screaming) get interpreted as sounding closer to sirens, or [[SensoryAbuse shrill beeps]].
12* In [[https://www.vogonswiki.com/index.php/List_of_CPU_speed_sensitive_games some games,]] especially during TheNineties, certain things were tied to the CPU speed. This means that playing them on modern hardware can cause all sorts of things such as the sound or the animations being way too fast.
13* The low refresh rate for the Platform/GameBoy and Platform/GameBoyColor causes games to have a blur when in motion. Sometimes developers would exploit this quirk in order to simulate transparency tricks that otherwise wouldn't be possible. One example is the ShootEmUp ''Chikyuu Kaihou Gun ZAS'', which gives the illusion of parallax scrolling and transparencies by alternating between separate background layers each frame; the developers deliberately exploited the ghosting and smearing of the Game Boy's screen to create a composite image. While the effect is genuinely convincing and impressive in its intended setting, playing the game on the Platform/SuperGameBoy or on modern aftermarket screens will instead result in a nauseating flicker effect.
14* The Platform/GameBoyAdvance is capable of much ''much'' more than the Game Boy. Some developers intentionally downscaled videos to run on the Game Boy Advance. They would seem fine (if not with obvious framerate issues) but if you were to put them on the Platform/NintendoGameCube Game Boy Player, they would look absolutely atrocious.
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17[[folder:Individual Games]]
18* ''VideoGame/{{Neuro}}'', an FPS from 2006 but made with a fraction of budgets for games of it's time, tends to be overwhelmed with graphic problems. Even standing still, the gun you're holding is too low giving off the impression that you're a three-foot midget; when crouching and looking down larger guns in your hands ''will'' clip it's muzzle through the floor surface. Then there are enemies clipping through doors, and if you perform a RailingKill (which the game generously decide to program in despite graphic limitations) the enemy model will clip through the upper railings before twisting and contorting like rubber mannequins.
19* ''VideoGame/NineMonkeysOfShaolin'' recycles water texture in a few places, notably on rooftops, resulting in some obvious clipping issues. Notably, enemies killed while on roof areas will weirdly clip through the roof's surface when they fall.
20* ''VideoGame/SniperPathOfVengeance'' has plenty of graphical issues, owing to the game being produced by a ''near-bankrupt'' company (it's the last output of Mirage Media SC before said company folded), from mooks clipping through walls and doors to falling enemies having their bodies contorting like rubber dummies to a shootout near some stairs where a mook's model isn't rendered to be aligned with the stairs - [[https://youtu.be/r_m9soMabhA?t=4348 leading to the slain mook somehow "floating" a few feet off the ground when killed]].
21* The SoBadItsGood ''Sniper: Path of Vengeance'' is another ObviousBeta. Among all the deforming, contorting characters and ludicrous clippings, some of the more famous goofs are the bus that clips through the prison gate before it opens, enemies regularly walking through doors, and the final cutscene, where the guns are missing and the characters enact a shootout by pointing with their fingers.
22* Two shots in ''VideoGame/AceCombat7SkiesUnknown'' show a [[https://kotaku.com/ace-combat-7s-most-lovable-character-is-a-picture-of-a-1831875794 dog]] that is a [[StockFootageFailure pair of badly cut out stock images]] of two completely different dogs.
23* ''VideoGame/AloneInTheDark'': In the [[VideoGame/AloneInTheDark2008 2008 reboot]], there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they're just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds will sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
24* In ''VideoGame/{{Anachronox}}'', through the windows on Sunder's starport you can see ships regularly landing and taking off. Moving even half a metre reveals these ships are actually miniatures flying not too far behind the windows.
25* The emotional climax of ''VideoGame/AssassinsCreedIVBlackFlag'' is somewhat spoiled when you notice that, just as Anne Bonny starts to sing "The Parting Glass", a empty chair quickly floats across the screen in the background.
26* Some games in the ''VideoGame/AtelierSeries'' have {{Finishing Move}}s that show spectacular and flashy animations when used to end an encounter. However, those in ''VideoGame/AtelierShallieAlchemistsOfTheDuskSea'' have a glaring flaw: they never actually show the enemy's death animation! Many of them hide this by having the final blow of the attack cause a big, flashy explosion that masks the enemy's model, followed by immediately cutting away to the character striking a victory pose, but in some of them (such as Shallistera's, Miruca's, and Homura's), the enemy isn't hidden well enough, and there's enough of a delay before cutting to the victory pose that you can clearly see the enemy recovering from the "pain" animation and going back into their idle stance, even though they're supposed to be dead. This makes them feel much less impactful than they could be.
27* ''VideoGame/BaldursGateIII'' is a ''very'' beautiful game. Sadly, it still has a few instances of this:
28** When entering conversation with characters (ie companions), they will swap from having a neutral expression to their current expression - sometimes their neutral expressions look a bit hostile. This can be quite fitting for someone such as Lae'zel, but it's quite jarring when Gale goes from shooting a borderline DeathGlare to complimenting how much of a hero you are.
29** If a character is shapeshifted into a large creature - ie an owlbear - and enters a conversation, the camera will notably clip through them.
30* ''VideoGame/BioShock'' mostly has beautiful lighting effects, but the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack, which unfortunately sucks a ''lot'' of the atmosphere out.
31* ''VideoGame/{{Bionicle}}: The Game'' is barely finished as it is. The least of its problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face. The animation bones are even visibly poking through her model.
32* In early ''VideoGame/BreathOfFire'' , some characters would just disappear when defeated, and it's unclear whether they're actually defeated for good or merely wounded, since some of them show up later on.
33* ''VideoGame/BurnCycle'' features live actors projected against pre-rendered backdrops. These environments don't always correspond to the actors' line of sight, especially the wide angles. When Sol and his companion arrive at the hotel, the characters are projected at an extreme slant; Sol exits the frame by literally marching up the wall.
34* This is all over the place in ''VideoGame/CallOfJuarezTheCartel''. Vehicle collisions have no weight or impact, the subtitles are usually either [[RougeAnglesOfSatin misspelled]] or don't match the dialogue (like, ''at all''), characters jump around between cutscene and gameplay (most frequently to dump the player into the driver's seat of a car since the AI won't drive), facial animations are [[DullSurprise painfully limited]], and game scripts and AI pathfinding are so buggy that a player-controlled Kim will most likely have to do most of AI Ben and Eddie's work for them in one level when they split up to cover a meeting.
35* ''VideoGame/ColdWinter'' have occasional phasing errors, awkwardly-rubbery animation models, and then there's the Garbage Matte for enemy placement - like this part from the ''first'' stage where [[https://youtu.be/4XgOUYQiGsA?t=559 the afterimage of a dead mook a few rooms away appears as a ghostly floating silhouette]].
36* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being [[LiveActionCutscene live-action FMVs]] with the actors in front of a greenscreen. But in ''Tiberian Sun'', there are scenes where real actors are talking to noticeably CGI armies of soldiers.
37** ''VideoGame/EmperorBattleForDune'' isn't all that better. The actors' skin occasionally has green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters occasionally stretch it out when placing it on their heads.
38* The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games (and it's not like the anime had [[OffModel particularly nice animation]] either). Hands are almost always hidden; heavy amounts of DullSurprise; characters often return to default positions and/or expressions after talking; [[LipLock No lip-sync]]; [[NoFlowInCGI hair physics are uneven]]; and there's a ''terrible'' case of SpritePolygonMix gone wrong at several points. About the only praise you can give it is that the CelShading used for the CG models is accurate to the show itself.
39* In both ''VideoGame/CrossBeats'' and its arcade spinoff ''crossbeats REV.'', failing a song on a Survival or Ultimate LifeMeter (two gauge types that instantly fail the player if drained entirely) causes the game to ''very abruptly'' cut to the GameOver screen, with no real transition from the gameplay interface.
40* ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good making it a rather rare instance where this is invoked.
41* ''VideoGame/DetectivesUnited'' usually averts the trope, but in its first game, ''Origins'', there's a chance that the game will accidentally show Agent Brown in two parts of a scene at the same time. [[https://ibb.co/8XJ0wfD Seen here.]] It's easy to miss if the player is focusing on the action rather than the background.
42* ''VideoGame/DeusEx'' has some minor examples of this (often in the final level, which is cobbled together from other unused levels):
43** One of the funniest is during the wrap-up to the Hell's Kitchen level, when JC goes back to UNATCO and eavesdrops on UNATCO chief Manderley having a conversation in his office with the shadowy FEMA director seen in the introduction. The FEMA rep walks out of the office by unlocking the inner door... and a cry of pain is heard and he immediately runs backwards as the door opens, ruining the moment.
44** During the last three stages, you can see small fires burning in inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and often do) catch on fire with realistic in-game effects.
45** Also in Area 51, looking right up at the sniper tower with a pair of Tech Goggles immediately when you begin the level (just as Jock's helicopter is taking off) reveals a stationary NPC with its hands stuck way out to its sides, because it hasn't yet started its programmed patrol route.
46** During the entrance to Sector 4 in Area 51, the high-tension moment of JC discovering the cloning facility where he and Paul were born while Bob Page goads him is ruined by the unnatural arc of a door exploding from one end of the room to the other. It looks a lot slower than the force of the explosion would have caused. And then there's the "Kill Bob Page" ending, where you press the button to overload his chamber, Page screams as he's seemingly blown up, and... the action continues for a good ten seconds after that, where his body is still present and the player can unload as much small-arms fire as they want into him without his reaction.
47* Sometimes in ''VideoGame/DivinityOriginalSin'' or its sequel, a character might die and their body falls against something... prompting them to literally have their bodies ''lie on thin air''.
48** Both games are not very "cinematic", and use LimitedAnimation. This has the result of characters having conversations or even giving items where they are halfway across the room. Since talking is not a free action, this can also result in characters having a conversation when they are ''on fire'' (or even lying down) and are going just fine.
49*** The LimitedAnimation even renders the climactic end scene of ''VideoGame/OriginalSin II'' unintentionally hilarious because [[spoiler: your character doesn't even ''walk'' to the throne to make their choice, they simply ''teleport'' there, and a text box promptly blocks them.]]
50** When the "wet" status is put on, it gives a "sheen" to the character models. The problem is, it appears even if you step in ankle-deep water, making the character look like they're wrapped in saran wrap or made out of rubber.
51* In ''VideoGame/DJMAXTechnika'', if you fail a song by way of emptying out your LifeMeter, the game momentarily pauses before suddenly transitioning into the GameOver screen. This is corrected from ''Technika 2'' onward, where, upon failure, shutters seamlessly come down on the screen without delay to show the "YOU FAILED" screen.
52* ''VideoGame/DonkeyKongCountry'':
53** ''VideoGame/DonkeyKongCountry2DiddysKongQuest'': In the lava stages, beginning with Hot-Head Hop, the kill barrier is located at the bottom of the screen, but the surface of the lava isn't, allowing you to pass below the surface of the lava without getting hurt. It's especially noticeable in the stage Red Hot Ride, which has slowly descending hot-air balloon platforms. Of course, no one's complaining from a gameplay standpoint, as it makes this already NintendoHard game somewhat easier, but it still looks weird.
54** The GBA remakes of ''Donkey Kong Country 2'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' have the new bosses [[https://www.mariowiki.com/Kerozene Kerozene]] and [[https://www.mariowiki.com/Kroctopus Kroctopus]]. While the idea of having new bosses for the remakes sounds like a good idea, Kerozene and Kroctopus end up looking very out-of-place. Not only do their sprites manage to be poorly modeled (in games that ''already'' have CG sprites), their animations are incredibly choppy and lifeless. Kroctopus is slightly more in-style than Kerozene, though his sprites are still far more cartoonish and less detailed than any boss from the original game. They end up looking very hastily thrown together just to add more content to the GBA versions.
55* Opening Remake 101: When remaking the ''Manga/DragonBall Z'' opening in CG, there's three things one should '''''never''''' do--make the characters look like arthritic Lego people that barely emote convincingly; have Chiaotzu look like he stepped out of the [[UnintentionalUncannyValley Uncanny Valley]]; and make sure that when Gohan flies past, not to 'noclip' through his head. Sadly, [[https://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].
56* ''Franchise/TheElderScrolls'':
57** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
58*** Enchanted equipment has a [[PowerGlows glowy]] sheen. Under normal circumstances and lighting, it isn't too bad. However, if there is fog or rain, the glow becomes washed out, causing weapons to look like they're saran-wrapped and clothing to look like Christmas wrapping paper.
59*** On certain video cards, the sun will appear to be a dark black hole in the sky.
60** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' has a good example: the cheap, looping fire animations on the sides of the bridge between Skingrad and Skingrad Castle. It's made even worse by the fact that there's two rows of about twenty of them, all identical and looping in sync.
61** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]:''
62*** To become a werewolf, you have to undergo a ritual where you drink a werewolf's blood. The werewolf has her arm cut... [[http://youtu.be/uo2efCOzkqo?t=4m9s and the knife goes straight through her wrist, as blood just suddenly appears in the ceremonial bowl.]]
63*** Blacksmith forges usually have a water trough nearby. The water has no animation associated with it, however, and looks as if it were frozen in time.
64* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
65** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
66** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
67** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.
68** However, the game also takes the liberty to avert a failure from [[VideoGame/DreamfallTheLongestJourney the previous title]]: [=NPCs=] would vanish after they enter a door. ''Chapters'' made sure to have them walk around the doorway until the protagonist leaves.
69* In ''VideoGame/EscapeFromMonkeyIsland'', in the cutscene where Elaine and Guybrush discuss their course of action right after arriving on Melee Island, the camera frequently is placed ''inside'' a monkey. Fortunately, most of the monkey is transparent; only its muzzle and several torso polygons are visible.
70* ''VideoGame/EternalDarkness'':
71** The game has a couple instances of using texture maps as a matte painting of sorts, such as when Alex is shown the corpse of her grandfather Edward, or nearly any time the outside world is shown through a doorway, and they're all incredibly obvious, especially when the game is played on an high resolution emulator.
72** One of the "Sanity effects" would do things like try to make the player think the TV volume is suddenly being turned down. Of course, nowadays, it's a dead giveaway that this isn't actually happening thanks to [[InterfaceSpoiler the interface for "Volume" having been changed]] since the [=2000s=]
73* The ''VideoGame/FalloutNewVegas'' add-on ''Dead Money'' pushes the limits of the Gamebryo engine when in dialogue with Christine. For the first half of the mission, she is unable to speak, so her conversation is a bracketed description of her physical responses to your dialogue. The game tries its best to have her character model imitate what the text says, to jarring results, especially when a "nod" is her expressionless face looking down and then up very quickly.
74* ''Franchise/FinalFantasy'':
75** The 3D versions of ''VideoGame/FinalFantasyIV'' have the characters swing in the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions have the same attack animation regardless of who is getting hit, but the 3D version shows Barnabas swinging in the direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This makes the scene even funnier for [[NarmCharm all the wrong reasons]].
76** ''VideoGame/FinalFantasyVI'' often uses Mode 7 to dazzling effect, such as navigating the overworld or for various spell effects. The cart ride from Vector is not one of those moments, with ugly masses of brown pixels standing in for the cart track and any passing mechanical structures. The high-definition mobile release and its ports finally gave the scene a presentable appearance. When it comes to the world map, the Pixel Remaster version has the map sprites incredibly bright and oversaturated on the colors. It's speculated that the map sprites were lifted directly from the GBA version (which was made bright to compensate for the lack of backlighting).
77** Cutscenes in ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. As if this weren't bad enough already, half of these movies render the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and cube-shaped hands and his detailed CGI rendition that actually matches his character artwork in the middle of cutscenes.
78*** In general, the animation in the [=FMVs=] for the game has not aged gracefully at all. It was Square's first attempt at CG animation and it really, really shows. The higher rez character models have noticeable seams in their joints (as they were made out of NURBS models instead of box-modeling them like today's meshes), the characters have poor body mechanics and have no sense of weight in their movement at all, and have stiff, dead-eyed expressions throughout the whole thing. In the opening cutscene when Aerith rises, you can tell the animator just had her float up from the (off-screen) ground because her (non-existent) legs don't bend properly. The scenes that mix in-game models with FMV footage tend to be really dodgy too (the falling bridge scene from Mt. Nibel being a good example of this).
79*** The game suffers ''badly'' from a ChromaKey effect. Outside of the world map and battles, the environments are made up of prerendered backgrounds, making a start contrast with the chibi low-poly models superimposed on top of them. It's even worse when playing the PC version on a resolution higher than that of the PSX, as the backgrounds are stretched without any filters, making them incredibly pixelated. The models, on the other hand, are properly rendered at a high resolution, making them stick out like a sore thumb. This problem is also present in the other PSX Final Fantasy games (see below).
80** ''VideoGame/FinalFantasyVIIRemake'' has a chapter where Cloud and Aerith pick flowers. Not only do the flowers suddenly appear in Cloud's hand when reaches over, when he puts them in the basket, the basket is suddenly full.
81** ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that make everyone look smooth and crisp. However, the texture improvements also work against themselves due to the pre-rendered backgrounds still using the same low-resolution, blurry assets that the original Playstation version uses. It is believed that a fire that happened in the Square Enix offices some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria, where his high-res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low-res, blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects also took a hit by having them compressed so that the game could fit on smartphones, but they're left compressed on the Steam version; many sound effects sound a bit lower or muffled, and the pitch for certain sound effects is higher than the original.
82** ''VideoGame/FinalFantasyX'' has a lot of cutscenes, and they're all pretty. Most of the plot-important ones are rendered in FMV, but the rest are regular engine-rendered. In Bevelle, there's a long series of plot-important cutscenes back-to-back. Some are in FMV, some aren't. The difference is very noticeable.
83** ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models, so that the character models can be consistent throughout the game. [[note]]The original game swaps between the default models and higher quality models when it's called for, and you can easily spot the differences when it happens, such as Tidus's hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models isn't quite smooth, since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction, while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example is Auron pushing past a Guado guard as the party flees, and said guard gets knocked over about one second after Auron pushes him instead of falling down immediately.
84** ''VideoGame/FinalFantasyXII'', due to a possible glitch, has Vaan's abs look ''really'' off to the point where people thought he looked anorexic, or 'spray on'. Luckily, this was corrected in the HD remaster. The game also has the background near zone borders look like cheap flat background as if it was green screen, which you can see when moving the camera. It's not too noticeable on the Playstation 2 version due to the lower resolution, but the HD remaster makes the effect a lot more obvious due to the higher details.
85** Non water surface reflections were added in the first expansion pack for ''VideoGame/FinalFantasyXIV''. While it looks great, any character or object that is moving has the reflection move with nearly 80% of the frame rate missing on the reflection. While this was likely done to keep resource use down (being an MMO, dozens of enemy and player characters with active reflections could be problematic), but it makes the effect look completely terrible. Similar to the ''Divinity Original Sin'' example, player characters that enter water or get hit with a water spell will have their models look wet and the entire body will also become wet if a player only steps into the water at the ankles.
86*** The game also has quite a problem with textures. Viewed from afar, the game looks fantastic with its art style. Viewing certain things up close shows a number of blemishes on the textures. The most notable example is Hien, a major NPC with a unique outfit. Viewing him up close (which will happen in a lot of cutscenes) shows how horribly pixelated the textures on his outfit are. Likewise, the [[spoiler: Crystal Exarch]] has a lot of pixelation on his body when he starts to crystalize. The pixel problem also occurs on the Carbuncle mount's nose where, when viewed up close, is just a patch of pixels rather than an actual nose texture.
87*** Tails on player races are... not handled well to say the least, in that they clip through their clothes and outfits where it makes no sense - even through their weapons and tools. Au Ra in particular also sometimes have their reptilian tails ''rotate'' when they are sitting down (when a cutscene relies on it) but it doesn't stretch - meaning it looks like it's getting ''peeled off''. ''OUCH''.
88*** Skirts and capes have a very rocky relationship with physics, or lack thereof. Player characters wearing a skirt or robe will have the item stretch out depending on how the legs move since the gear doesn't have physics on them. Player characters that are in a wide leg stance (such as Paladin or Black Mage players in their battle stance) will have the skirt stretch out quite a bit. Armor that have capes on them seem to use the same rigging as skirts since the cape will stretch out behind the player, even though there's no logical reason for a cape to do that. The worst of it comes from the wedding dress where a player lying down on a bed with the dress equipped will have it completely poof out like a tent!
89** ''VideoGame/FinalFantasyXV'' is a ''very'' beautiful game, but unfortunately it has a few instances of this:
90*** Early on at Galdan Quay, the water's waves sometimes don't render - which makes the water look like saran-wrap. It happens with most water bodies such as lakes, but it's ''especially'' notable at the Quay.
91*** Prompto might take pictures of something, but plantlife gets in the way. The result is just about always a pixellated mess.
92*** Lighting sometimes accidentally displays seams that should be invisible.
93*** [=NPCs=] sometimes just look off. Key [=NPCs=] like Cid, Cindy, or Ardyn are gorgeously animated... random shopkeepers? Not so much.
94*** The game is designed for daytime lighting. This results in the open world being absurdly ugly during the night.
95* The clouds in ''VideoGame/FireEmblemThreeHouses'' look bizarrely blocky to the point you can practically count the squares despite being on the Platform/NintendoSwitch so there's pretty much no excuse for this. The sun when viewed on the battlefield isn't much better either, often having sunset colours despite battles usually taking place in bright daylight. The produce in the market stalls are also clearly flat rather than modelled.
96* ''VideoGame/TheForceUnleashed 2'' has amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the Platform/Nintendo64.
97* One shot in the E3 gameplay trailer for ''VideoGame/GhostReconBreakpoint'' shows Kim "Fury" Hernandez's hand and forearm clipping through the hood of the enemy she's subduing.
98* ''VideoGame/GrandTheftAuto'':
99** ''VideoGame/GrandTheftAutoSanAndreas'' has one mission where you have to follow Cesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Cesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.[[note]] Kendl's overworld model was based on a beta design and when the dev team finalized Kendel's cutscene model, they didn't have time to make an overworld model of her.[[/note]] Another goof occurs in the HD remaster where all the character models have a very noticeable shiny look to them, which even applies to their skin.
100** In ''VideoGame/GrandTheftAutoViceCity'', during the mission "The Shootist", Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.
101** During the Paleto Score heist in ''VideoGame/GrandTheftAutoV'', Trevor turns to shoot out a security camera with a shotgun when storming the bank. Said camera remains completely undamaged, even after sustaining a point-blank shot.
102** The ''Grand Theft Auto Trilogy - Definitive Edition'' attempts to bring the Playstation 2 ''Grand Theft Auto'' trilogy to modern platforms with a visual overhaul. While it does a good job in some aspects, many other elements are outright broken:
103*** The rain lacks alpha channels, making it appear as a solid white line instead of being transparent. This makes it [[InterfaceScrew incredibly difficult to see anything]]. If you approach a body of water while it's raining, the rain isn't rendered over the water.
104*** The updated character models don't look quite right. Asuka in ''VideoGame/GrandTheftAutoIII'' looks ComicallyCrosseyed and some characters in ''Vice City'' lost some details like wrinkles on their faces. Characters in ''San Andreas'' have it the worst, such as Denise (CJ's first girlfriend) looking like an old woman and her bandana becoming black and blending in with her hair. The character models also gained individually modeled fingers, but the old animations are still used and they assume the characters ''don't'' have fingers, so you get situations where characters are waving their hands about without moving their fingers or holding guns weirdly.
105*** The fog was completely removed and the draw distance was greatly increased in the remaster. This is not an issue for ''III'' or ''Vice City'' due to the former not having planes or helicopters and the latter being able to pass off the city taking place on islands. The lack of draw distance doesn't work in ''San Andreas's'' favor since the setting is supposed to be in multiple areas and seeing the map from above makes the whole game look smaller than it actually is. The lack of fog and increased draw distance also means you can see major landmarks like Mount Chiliad from almost anywhere in the game no matter how far away you are.
106* The remaster of ''VideoGame/GrimFandango'' doesn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models, add realistic lighting, and even re-record the entire soundtrack from scratch.
107* The random [=NPCs=] used to make busy crowds in ''VideoGame/HeavyRain'' don't look quite right. Not only does everyone have expressionless faces, their pathing seems to be randomized to a point where you could see some people walk in circles or colliding with other [=NPCs=].
108* In ''VideoGame/HalfLifeEchoes'', the Janitor appearing on the TV Screens is clearly just an enlarged Janitor behind a TV-shaped window, as [[https://www.youtube.com/watch?v=AB0eC4iqEjw&t=1124s Jolly demonstrates here.]] To be fair, "render target" cameras weren't a thing in [=GoldSrc=] so the only other option would've been an animated texture.
109* ''Franchise/{{Halo}}'':
110** ''VideoGame/{{Halo 2}}'' really pushes the limits of the Xbox's graphics rendering engine, and it shows, mostly in the cutscenes. They sometimes take up to a minute to completely render, leaving the graphics fuzzy and indistinct, characters not appearing where they should be or most jarringly of all ''missing body parts''. It's quite amusing when for about thirty seconds, you get told how awesome those indistinct blobs of the Orbital Defense network cannons are by a headless Sgt. Johnson, who is speaking to a floating helmet and arm.
111** Averted in ''VideoGame/{{Halo 3}}'' where the explosions look beautifully rendered, especially in Theater mode. Creator/{{Bungie}} ''[[EnforcedTrope HAD]]'' to make the game look good because of Theater, since the player is allowed to examine the landscape as long as they want, wherever they want. The fact that they had to use so many cheats in the original ''VideoGame/HaloCombatEvolved'' is the reason why Theater isn't included in the ''Anniversary'' re-release.
112* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really, really, REALLY messed up]], and having hilariously bad FMV special effects during cutscenes.
113** The worst example is during one of the most notorious scenes: [[spoiler:when your baby sister's eyes [[https://www.youtube.com/watch?v=CzNQFONW4Gg pop out]]]]. MS Paint would have ''improved'' on that.
114* ''VideoGame/HellbladeSenuasSacrifice'', though graphically impressive, has some very low-quality sound effects, especially for things like footsteps and breathing, which you'll be hearing a lot. This is made all the worse by the game recommending you wear headphones.
115* ''VideoGame/HeroesOfMightAndMagic III'': The Conflux town is blatantly unfinished, due to the devs rushing it as a hasty replacement for the scrapped Forge. Some of the buildings are clearly copy-pasted from the adventure map, and barely fit into their environment (you can even see a building in the foreground ''underneath'' the Altar of Water). The parapets on the castle aren't the same height for some reason. The mountains and clouds around the Phoenix dwelling are also shifted slightly to the right in a little rectangle. Also, some trees and mountains in the background are rendered very poorly.
116** The popular GameMod ''VideoGame/HornOfTheAbyss'' fixes Conflux, although it has its own problem. [[TwoDVisualsThreeDEffects All of the new creatures are 3D models that were converted into sprites.]] The team did a pretty good job matching the artstyle of the base game regardless, but their creatures are still a lot shinier than official ones. Sea Serpents stick out particularly harshly due to having nothing to hide their round, coiled bodies.
117* ''VideoGame/HeroOfSparta'', owing to being a budget game, have plenty of clipping errors, where slain enemies will weirdly phase ''through'' the floor when they fall. You also frequently clip through walls and corridors, and your cape tends to phase through your legs even when you're ''standing still''.
118* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme or language, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]
119* The Platform/TurboGrafx16 version of ''VideoGame/{{It Came from the Desert|1992}}'' has plenty of these:
120** The (Stop-motion) ant at the power plant [[StockFootage and]] the canyon doesn't crawl from the ground insomuch as slide up and move its appendages.
121** Whenever a character appears on TV, their heads poke ''out'' from the top of the screen.
122** The graphical quality of the game itself, which is extremely pixelated and grainy, also counts.
123** In cutscenes, whenever someone fires a gun, nothing comes out of it.
124* Upon release, ''VideoGame/JumpForce'' became infamous for the hysterically poor quality of its story mode's cutscenes, with one particularly painful example being [[Anime/DragonBallZ Freiza]] [[https://twitter.com/Somecallmejon/status/1095396430758457344 flying up into the sky]] in a static standing position rather than a flying position.
125* ''VideoGame/KingdomHeartsI'' has one at the very end. As the party is walking through the green meadow, they receive a missive from Pluto, who tears away with the party in pursuit. Look closely, and it's revealed that Pluto is clearly just sliding along, translating up the hill with no animation. This happens any time the scene appears (the beginning of ''Chain of Memories'', the static-y memories of ''Kingdom Hearts 2''), and even came back in the HD remakes.
126* ''VideoGame/KingdomHeartsChainOfMemories'' has a few pre-rendered cutscenes that apparently turns the game into 3D. When played on a Game Boy Advance or a DS, it looks alright... but when played on the Platform/GameCube adapter? You end up with an utter eye-searing and pixellated mess. The game otherwise looks ''better'' in many ways due to a TV showing more colour and detail in the backgrounds.
127* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' has Kreia's flashback about her last days as Dark Lady of the Sith. When Sion grabs her head and slams her against the wall, his arm briefly clips through the camera.
128** In the original ''VideoGame/KnightsOfTheOldRepublic'', Mission pleading with the player to help her brother Griff could easily be spoiled if, for example, she is holding a vibroblade. Because she never actually puts ''down'' her weapons before begging, she proceeds to ram about three feet of vibroblade through her own head. This can also happen if you are holding a vibroblade and a civilian walks through it.
129* ''VideoGame/Left4Dead2'' has several quirks that can break the immersion of the game. The pistols have no walking animation in first person view, which makes them look like they're just floating in the air when equipped. The hunting rifle has a strange bug where if you play with a high field of view and aim up or down, the survivor's left wrist warps and twists to the point of being broken. When the survivors from the first game was ported over to the sequel, their arm models in first person view were never updated, thus their textures look plain and less detailed compared to the new survivors. On top of this, the bone rigging of the old survivors are still used from their home game and don't quite work with the new guns and items, which causes them to clip into the survivor's hands and fingers. The old survivors also didn't have their textures updated, which makes them look kind of off compared to their [=L4D2=] counterparts. Most of the above issues were fixed in The Last Stand update, but the low res textures on the [=L4D1=] survivors still persist unless you use mods that fixes it.
130* ''Franchise/TheLegendOfZelda''
131** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Gibo enemies use transparent sprites. The problem is that when they're onscreen, the effect is applied to other unrelated sprites as well. The devs tried to hide this effect failure by not placing any objects in the rooms with Gibos, but you can still make objects such as rupees, bombs or fairies spawn in them, as well as use the medallions, and see that their sprites are transparent for no discernible reason. This was fixed in the GBA remake.
132** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has an animation for every possible movement Link can do, but there's no animation for Link doing a backflip while aiming the bow, slingshot, or hookshot; his model just rotates in a full circle without any animations at all. Strangely, the 3DS version gives Link updated animations and he still lacks animations from the previous backflip problem. The game also had BottomlessPits look not so bottomless; throw a bomb or any other item down the pit and you'll see it land on the "floor" below in the empty void. Later games would mask this better by having objects vanish once they fell down far enough. Then there is the destruction of Ganon's Castle, which looks less like it's crumbling and more like it's folding down.
133** In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which its name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image. The 3DS remake rectifies this by making the boss move in slow motion during its intro.
134** ''VideoGame/TheLegendOfZeldaTheWindWaker'' uses environment mapping for the flat surface of a shallow lake inside a boss room. The room, summoned enemies, and the boss itself are correctly reflected, but Link, the player character, is not visible at all in the reflection. Then again, by the time the developers got to that boss room, they were hastily trying to finish the game before the deadline. This is fixed in the Platform/WiiU HD version. The game also features very impressive distortion effects that are marred by one flaw - anything near the point of distortion is ''reflected''. This does not apply to heat-based distortion, which is perfect.
135** ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' uses hand-drawn sprites for most characters and bosses, which makes Phantom Ganon and the Helmaroc King stand out badly. Both use prerendered sprites of their ''Wind Waker'' models, with no attempt to make them fit the rest of the game's art style.
136** ''VideoGame/TheLegendOfZeldaTheMinishCap'': Early in the story, Link defeats a Deku Scrub who attacked Zelda, prompting it to apologize and promise to stop attacking people and go back to his cave, right before supposedly leaving. The problem is that the devs didn't bother making an animation of the Scrub walking away, so they just had him use the standard enemy death animation in which it explodes into nothingness, making it look as though it just died.
137** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''A Link to the Past''. However, for some reason, they refused to use an angled camera. Their solution? Making it so that ''nearly everything is actually leaning backwards'', while having the camera face directly from the top to hide it. The problem is that you can make the camera angle change by merging into a wall, which in many places, lets you see that things are unnaturally leaning backwards, and it looks as ridiculous as you'd expect.
138* ''Lodge Massacre'', at one point, has a ghostly, disfigured face floating past a window -- which is literally just the {{memetic|Molester}} photo of [[http://www.snopes.com/photos/people/peppers.asp Brian Peppers]] with a blue filter applied. The comments of the WebVideo/{{Retsupurae}} [[https://youtu.be/croeirrF_vk?t=487 video]] indicate that the use of this face [[NightmareRetardant fooled absolutely nobody]].
139* ''VideoGame/LostOdyssey'', which sports very sharp visuals, nevertheless falls victim to this trope in one dungeon. There are some shallow pools of water which the dev tried to make display a ripply reflection of the characters as they move in and around them. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicates the character as he appears onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect makes the "reflecting pool" into a mirror you can look into and see the back of your own head.
140* Mario's fireballs in the 2D ''Franchise/SuperMarioBros'' games are usually colored red, orange, and white. When Mario is fighting a Koopaling in ''VideoGame/SuperMarioBros3'', his fireballs are a gray and light blue instead, giving them a silver look. This is either a glitch in the graphics or limitations of the NES's color palettes.
141* A similar palette swap failure can be seen in ''VideoGame/SuperMarioWorld''. The death sprite looks right (if [[OffModel awkward]]) [[https://static.tvtropes.org/pmwiki/pub/images/smw_mario_death.png when playing as Mario]], but the sprite artist clearly didn't account for Luigi's green palette. So when he dies, it looks as though [[https://static.tvtropes.org/pmwiki/pub/images/smw_luigi_death.png the insides of his mouth and part of his face turn green...]]
142* ''VideoGame/MarioKart''
143** The series typically handles its secret Mirror cup class by simply flipping the screen horizontally (except for HUD elements), instead of rendering the track models in reverse, which would take up more space on the disc/cartridge. This has predictable effects on not just course elements, like starting banners or roadside advertisements, but also on character models, like Lakitu's signs or the L on Luigi's hat.
144** ''VideoGame/MarioKartWii'' has all the characters look like they are very shiny as if they were plastic dolls or were dipped in grease.
145** ''VideoGame/MarioKart8'' uses flat animated textures to represent large crowds, like many other games released before and after. Most of the time, this isn't too noticeable. In the Booster Course Pass DLC for ''Mario Kart 8 Deluxe'', though, the [[VideoGame/MarioKartTour Sydney Sprint]] course takes you inside the Sydney Opera House and past multiple "crowd" textures placed so close to the track that you can clearly see how paper-thin the "spectators" are. This was an issue with the original version of the course, but it becomes exponentially more pronounced when viewed on a full-size HDTV screen instead of a tiny smartphone or tablet.
146* ''VideoGame/MarioParty4'': The characters' animations in the opening FMV are full of this. Combine the awkward amateurish animations, T-poses, and [[DullSurprise Dull Surprises]], and you have a perfect recite for a SoBadItsGood opening.
147* ''Franchise/MassEffect'':
148** There are so many clipping glitches that listing all of them would break this wiki in half.
149** Rather than using dedicated {{skybox}}es staying at a fixed distance from the camera, the sky throughout the series is rendered at a fixed position on the scenes. This usually isn't that obvious in outdoor areas, but inside spaceships, the space texture is drawn mere metres away from the windows.
150** You can also get some very strange arm, hand and head movements, especially in the third game, where the skeleton used for everyone concerned apparently has a ''much'' less restricted neck joint than human anatomy actually possesses.
151** For a very special kind of hilarity, there's your fish tank in ''3''. The fish are not actually restricted to the boundaries of the tank and can occasionally be seen "swimming" through the air, or the wall underneath the tank, or in extreme cases on your desk, three feet away from the glass.
152** If you romance Traynor in ''3'', they have a love scene in the shower which is unintentionally hilarious for multiple reasons. One is that in an especially lazy censor dodge, Traynor is showering in her underwear and Shepard joins her fully clothed. Another is that rather than looking wet, the overly shiny texture applied to them makes them look like they've been ''laminated''.
153** The Illusive Man's cigarette in ''2'' tends to bounce around at random, sometimes floating a foot and a half from his hand. Presumably he cuts his tobacco with Element Zero.
154** [[https://www.youtube.com/watch?v=43SleCGrQrU The area]] at the end of Garrus's loyalty mission in ''2'' lacks an outer wall and a skybox, giving players a clear look into the empty void beyond - which would be bad enough on its own, but said void also causes visual glitches of noticeable trails appearing behind any object that passes in front of it[[note]]A result of the engine being incapable of rendering ''literally'' nothing, instead "freezing" the most recent frame of video in that position for a few seconds[[/note]]. What is supposed to be a tense finish to a very personal mission is somewhat softened when everyone looks like they're part of a Windows Solitaire victory screen. Additionally, selecting the final Paragon dialogue choice at the end will have Shepard start a "comforting" animation, only to jump right back to stiffly standing upright after an abrupt camera change in the middle. The former is fixed in the Legendary Edition remaster.
155** On Tuchanka in ''2'', there's one point where you're given the option to headbutt an obnoxious krogan. This looks just fine normally, but if you'd already done something that caused the friendly varren in the area to follow you around, you'd instead be treated to seeing Shepard headbutt thin air, followed by the krogan staggering back as though hit despite being several feet away.
156* ''VideoGame/MedalOfHonor2010'' has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten immersion-ruining seconds.
157* One stage late in the original [=PS1=] ''VideoGame/MedalOfHonor'' features a curator trying to reason with the player character over an intercom, who is eventually shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the audio-only scene is part of the BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and getting killed again.
158* Done intentionally in ''VideoGame/MetalGearSolid2SonsOfLiberty''. When Fortune blasts the [=SEALs=] with her railgun, they come flying up in a manner animated to look like a bad stunt shot from a conventional movie, and one subtly [[FalseCameraEffects collides with the 'camera']].
159* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform, and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.
160** The X-Ray Visor also lets you see Samus's right hand through her arm cannon. The developers forgot to rig the skeleton to recoil with the weapon, thus it clips through the cannon whenever you fire it.
161* ''VideoGame/MetroidPrime2Echoes'' has U-Mos, who is [[InvulnerableCivilians completely immune to your weapons by using a psychic shield]]. The shield pops up when you try to attack him. During the scene where U-Mos gives Samus the [[spoiler: Light Suit]], firing at him will have the shots still bounce off of him, but the shield effect doesn't appear. It returns to normal once you acquire the item.
162* In ''VideoGame/MetroidPrime3Corruption'', when you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
163* Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}} for single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the Platform/{{N|intendoEntertainmentSystem}}ES'' have better-looking explosions than this.
164* A very minor one in ''VideoGame/MortalKombat9'': during a story mode cutscene where Stryker is using a walkie-talkie, you can briefly see its antenna clip through the brim of his hat.
165* In ''VideoGame/MortalKombat11'', one of Cassie Cage's battle intros features her sliding down a rope tied to an airborne helicopter. The problem is that some stages take place ''indoors''. Even so, you can still hear the sound of helicopter rotor blades spinning and for a split second, you'll see the rope clipping through the ceiling as Cassie slides down.
166* While the ''VideoGame/NancyDrew'' games were never going to win any graphical awards, there have been a few occasions where it has a few... questionable decisions, especially when it comes to photographs:
167** In "Stay tuned for danger", some pictures that Nancy could examine depict the characters in the past. Unfortunately, Her Interactive used actual people and photoshopped the characters' faces (rendered in CGI) onto their heads. They never did ''this'' again for ''obvious'' reasons.
168** "White Wolf of Icicle Creek" features a ''very'' realistic looking photograph of a younger version of one of the game's suspects, identifiable because of the birthmark on his face. It looks rather out of place compared to the rest of the game.
169** "Secret of the Old Clock" uses real-life photographs of the time the game takes place (TheThirties) whenever Nancy visits some areas. While it looks less out of place compared to the other two examples (as they're overlaid with the "overworld" map) and does help contribute to its atmosphere, the fact the photos are in black and white while the game is in colour can look a bit odd.
170* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even by the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]], so the laughter the player delivers is definitely the IntendedAudienceReaction.
171** In the second part of the driveway, when Weird Eddie flees from the threatening Martin cousins Jeff and Tony, if you listen hard, you can hear the boys' laughter followed by a director calling out "Cut!" from the background.
172** Also, when SCAT member Jason barges in to the Downstairs Hallway and crouches down, you can hear some stifled laughter from the crew before he speaks through his walkie-talkie.
173** The device the Augers use to take the girl's blood in the infamous "Bathroom" death scene literally looks like a toy. Given that WordOfGod states that they chose this ''on purpose'' so kids wouldn't think to replicate it in real life this is actually somewhat of an invoked trope.
174* The "Infinite Worlds" trailer for the otherwise [[SugarWiki/VisualEffectsOfAwesome amazing looking]] ''VideoGame/NoMansSky'' has a brief one where the player-character emerges from an alien ocean... to look out at scenery from an earlier pre-release of the game. (It even says [=Planet1=] in the HeadsUpDisplay!) Kind of jarring for a trailer with much better-looking content for the game.
175* ''VideoGame/OctopathTraveler'': The lantern lighting in dungeons is strangely executed. No matter which direction you’re facing, there will always be a huge shadow being cast northward due to your body being between the lantern and that direction... no matter where your sprite shows the lantern to actually be. Even when you walk in that direction and the lantern is completely unobstructed by your body, the light acts as if it’s coming from the south.
176* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the game suddenly creates a dying animation.
177* Some of the backgrounds in ''VideoGame/PaperMario64'' are [[https://thekingofgrabs.files.wordpress.com/2018/10/paper-mario-n64-104.jpg really poorly compressed,]] with obvious artifacts that make them look really jarring even on the original hardware. The Platform/VirtualConsole releases also make the dialogue boxes and HUD look pixelated, by contrast with everything else, as well as showing [[https://www.mariowiki.com/images/2/28/Monstar.png a circle of stars surrounding Monstar]] rather than [[https://www.youtube.com/watch?v=DcdW7xFbnsg the stars "falling" into the center of its sprite]] as on Platform/Nintendo64 hardware.
178* ''Franchise/{{Pokemon}}'':
179** In ''VideoGame/PokemonColosseum'', despite Jumpluff's body being made up of four spheres, its shadow is four ''squares''. The sequel fixed this.
180** The Bonsly Photo in ''VideoGame/PokemonXDGaleOfDarkness'' is obviously just official art of Bonsly plopped over a screenshot of Phenac City with a bad drop shadow.
181** In ''VideoGame/PokemonXAndY'', [[spoiler:Geosenge Town being destroyed by the Ultimate Weapon]] is nowhere near as impactful as it should be because [[spoiler:the "destruction" amounts to ''rotating the house models 90 degrees''. They don't collapse or anything. It just looks like somebody knocked over a bunch of toy houses.]]
182** ''VideoGame/PokemonSunAndMoon'' features non-interactive doors on various walls throughout the game in an attempt to make the game world [[GatelessGhetto seem larger without wasting cartridge space on additional rooms]]. This would have worked better if the "dummy" doors weren't of vastly lower detail than real ones, lacking tidbits such as door frames or 3D doorknobs, and they end up looking exactly like fake doors painted on a wall.
183** ''VideoGame/PokemonScarletAndViolet'' are notoriously buggy games, with models glitching out and animations not rendering properly. [=NPCs=] placed further away from the camera run at a lower framerate, which is not uncommon for modern games -- even ''VideoGame/PokemonLegendsArceus'' does this for distant Pokémon. However, other games (including ''Legends: Arceus'') don't trigger this effect on [=NPCs=] less than five meters away from the camera, and never on enormous animated landmarks visible from miles off. Huge swathes of the background scenery also look laughably amateurish; many areas consist of little more than vague, blobby shapes with tiled textures and aggressive normal maps slapped on.
184* ''Franchise/ResidentEvil'':
185** For their time, the [[VideoGame/ResidentEvil1 first]] [[VideoGame/ResidentEvil2 three]] [[VideoGame/ResidentEvil3Nemesis games]] look fine for the most part, but the immersion can be broken if you kill a monster next to a wall. Because all the backgrounds are pre-rendered, any enemy body that goes limp on top of the wall look like it's phasing into the wall. The game also has to do a quick load whenever you transition from one part of the room to another due to the camera switching angles and there's also a slight pause on the exact moment that you are killed.
186** When Alexia in ''VideoGame/ResidentEvilCodeVeronica'' wakes up from her test tube, the fluid she's suspended in starts to drain and you can see her hair move during the drainage. When the water goes below her head, Alexia's hair suddenly magnetizes to her back like it's glue.
187** The HD remaster of ''VideoGame/ResidentEvilRemake'' is done beautifully. All the character and enemy models have their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas are not as fortunate; certain rooms are simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly. Overall, the graphical upgrades are still quite an improvement over the HD remaster of ''VideoGame/ResidentEvil4''
188*** The original Gamecube version of the remake has a scene in Jill's campaign where she overhears Barry in the next room talking to someone. Because there's no filter over the second speaker, you can clearly hear that it's Wesker who is blackmailing Barry, which ruins the surprise towards the end of the game. The HD remaster fixes this by making Wesker's voice sound muffled, but you can still hear him if you listen closely.
189** ''Resident Evil 4'' was given an HD remaster on consoles and PC. While the game itself looks fine overall with the improved textures, lighting, and shadows, a lot of the textures in the environment look like they were just upscaled badly as a sharpened mess. This is even worse with the full motion videos where they're blown up into a blurry and jaggy mess. The reload animations for the rifles are strangely played in 30 FPS while everything else in the game runs at 60 FPS. Even the subtitles are screwed up where Leon's text during the commlink scenes can sometimes vanish before Leon is finished speaking.
190** ''VideoGame/ResidentEvil2Remake'' has a slight goof during the scene between Claire and Annette in the sewers. Annette is speaking to Claire through a video monitor and the scene switches to Annette's view where she sees Claire on the screen. The screen shows Claire in her default outfit, even if you have her wearing something completely different.
191** ''VideoGame/ResidentEvil3Remake'' has everything done in motion capture except for one scene where Nemesis grabs Jill with its tentacle after she snags the vaccine. Jill is supposed to be stabbing the tentacle with her knife, but the motions don't match the intended action; instead of using a forceful stab, the motion looks like she's just lightly tapping with the knife. Likewise, Jill's facial expression during that scene looks like she's in pain and struggling, but not quite there. Jill's voice actress, who also did the motion capture, confirmed that she did not mocap that scene.
192* ''VideoGame/RestaurantEmpire'' has a pretty hilarious scene in a produce store [[https://lparchive.org/Restaurant-Empire/Update%2011/9-05.jpg with the produce being rendered]] as [[GISSyndrome still pictures]] over a flat background, making them look more like tables.
193* In ''VideoGame/RuneFactory2'', there are some maps that are presented with a top-down camera angle, and others (like areas of the town) that are closer to the ground with more of a side-view camera angle. The problem is when it rains, it's simply an overlay of the rain animation on top of the screen. It looks okay in the top-view, but in the side-view you'll see the rain fall and splash on the sky itself. And sometimes {{NPC}}s will cut corners on the street and end up walking on top of the sides of buildings...
194* ''VideoGame/SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but there's one little scene in Episode 1 where Sybil's box of belongings fall down into the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a pre-rendered 2D image.
195* In the first release of ''VideoGame/TheSecondRealityProject [[VideoGameRemake Reloaded]]'', during the cutscene where [[spoiler:the [[WaveMotionGun Glitch Cannon]] fires at the recently deactivated portal to the First Reality]], the laser clearly flies past its intended target, rather than through it. It can be seen in [[https://www.youtube.com/watch?v=pqp2ICIUdec&feature=player_detailpage#t=241 this video]]. Later releases of the game avoid this by having the cutscene end just before the deception is revealed.
196* Several Platform/SegaDreamcast games fall victim to this. Some examples:
197** In ''VideoGame/SonicAdventure'' and [[VideoGame/SonicAdventure2 its sequel]], quite a few cutscenes feature the in-game character models placed against pre-rendered backdrops and videos, leaving a rather jarring ChromaKey effect.
198** The HD port of ''Sonic Adventure 2'' does the game justice, but there's one cutscene that the dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in a moment later. Because the cut scene was originally created in the 4:3 ratio and not 16:9, you can see Amy standing to the side in T pose with a ''really'' weird facial expression. This is likely Sega's quirk in loading character models that are needed for a scene, but with a wider screen, the quirk looks bad.
199** In ''VideoGame/JetSetRadio'', at Shibuya-Cho there are some areas that you have to go through in order to get to the next area of the city, in which they put a pre-rendered 2D image of city buildings in front of it. It makes you feel like you're [[WesternAnimation/BluesClues Blue and Steve]], how they "skidoo" into pictures.
200*** Citizens aren't even outlined. [[http://steamcommunity.com/sharedfiles/filedetails/?id=99261010 The caption of this screenshot says it best.]]
201** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This is fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than being pre-recorded videos of 3D areas.
202* In ''VideoGame/ShadowTheHedgehog'', there's a cutscene in which the title character encounters a room full of robotic copies of himself. The intended dramatic effect is ruined by the (most likely hardware-influenced) decision to render all of the Shadow androids using his low-detail model--including one positioned directly in front of the camera, giving the player a very close look at its low-res textures and polygonal quills.
203* In ''VideoGame/{{Shadowverse}}'', the tip of Rowen's spear fades out as it's normally too long to fit into the frame. But when his sprite positioned is shifted around, like to reflect him collapsed on the ground, the faded tip is plain for all to see.
204* The ''Silent Hill HD Collection'' completely butchers ''VideoGame/SilentHill2'' and ''VideoGame/SilentHill3'':
205** One of the first things people notice when starting a new game in ''Silent Hill 2'' is the very thick fog, which adds to the creepy atmosphere. In the HD version, the fog barely exists and what you get instead is a fog-like "sphere" where you see nothing but a gray void a few feet in front of you no matter where you look. Several areas, such as the apartment complex, are made darker in the HD version where even setting the in-game brightness setting to the max is still too dark to see anything clearly. The first meeting with Maria at the lakeside shows the ground near the lake suddenly cutting off, and nothing else is rendered beyond that point, which is covered up by fog in the original version so that you can't see it. The first encounter with Pyramid Head has his chest glow red in the dark, but in the HD version, the glow mysteriously vanishes if you shine your flashlight on it. Lastly, Maria's "death" at the hands of two Pyramid Heads in the HD version has the texture of her right eye replaced with ''teeth'', which, while very creepy and fitting to the nature of the game, completely ruins the scene.
206** While ''Silent Hill 3'' doesn't suffer from many problems in the HD port compared to ''Silent Hill 2'', there are still several notable issues. While all the textures in ''Silent Hill 2'' were given the HD makeover, many textures for objects and background elements are simply scaled up from their low-res versions, making them a blurry mess. When Heather meets Douglas at the amusement park, the shadow he casts on the bench he's slumped over is extremely low-res and blocky. Some cutscenes have their dialogue changed, but the subtitles still retain the original lines, which can make the game look like a bad dub.
207* There is a cutscene in ''VideoGame/SilentHillHomecoming'' where a character's hand clips briefly, yet noticeably, through the camera's perspective.
208* ''VideoGame/TheSims 2: Seasons'' suffers this. Rather than creating the rain with particles (a technique which has existed for years), they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks like it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that rain isn't falling outside. And worst of all, this makes the game lag like hell.
209* ''VideoGame/{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.
210* The UpdatedReRelease of ''VideoGame/SkiesOfArcadia'' for Gamecube suffers from poor texture conversion from the Dreamcast. For some reason, textures with alpha channel suffered a ''massive'' quality loss. As a result parts of the game heavy on such textures (such as ship battles) suffer from extremely blatant color branding. In addition, changes in lighting from the Dreamcast make the seams in sky rifts much more noticeable. And there are many parts with transparency issues[[note]]caused by the fact that unlike the Dreamcast, the Gamecube doesn't feature order-independent transparency[[/note]], such as the stone reef in the Maramba port. In the Dreamcast version its lower section gradually vanishes into the clouds like you'd expect, while it gets abruptly cut off in the Gamecube version.
211* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign, when the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' in place. It isn't all that noticeable, but once you've seen it...
212* In ''VideoGame/StarControl3'', there is a race called the Harika/Yorn. The Harika are a race of green goblin-like aliens, while the Yorn is a rodent species they use as food. As with most aliens in ''Star Control 3'', they are played by puppets. At one point, the Harika captain you speak to eats one of the Yorn... which is done by having the Harika open his mouth, the Yorn puppet slide in an incredibly awkward fashion up the Harika's chest, go into his mouth, and ''sit there'' for about thirty seconds before the screen [[https://www.youtube.com/watch?v=ScwquQ8wjvo#t=0m27s abruptly cuts to the original shot of Harika with Yorn in pocket]].
213** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that they're 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus they had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) are so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the [[UnintentionalUncannyValley Uncanny Valley]][[/note]] that they all look considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
214* ''VideoGame/StarFoxAdventures'' has some very broken effects-heat distortion, water reflections, and floor reflections are incorrectly programmed, marring the graphics of an otherwise-graphically-impressive game.
215* ''VideoGame/StarStrike1995'', in addition to its notorious overuse of joystick-waggling StockFootage, also has ships that are obviously miniatures.
216* Some levels of ''Star Wars: VideoGame/JediKnightDarkForcesII'' render the sky by drawing a cloud- or star-textured ceiling not even very high above player's camera. Other levels on the other hand render a sky by drawing a 2D image that scrolls as the camera turns; this looks quite normal when looking at the horizon, but when you turn around while looking up...
217* ''Franchise/StarWars: Super Return of the Jedi'' has a sound glitch with the boss of level 2 in Jabba's Palace. When you reflect the boss' shots back at him, his hurt voice clip is the same one of the character you are using.
218* ''VideoGame/StreetFighterV'' has a persistent problem with its animation not being made with Unreal Engine 4's JigglePhysics in mind, which are used extensively for characters' clothes and hair. This leads to problems like Necalli's long hair braids getting stuck in his body and spazzing themselves free every time he does certain moves, as just one example. The cutscenes in the added story mode suffer ''heavily'' from a combination of this and ill-fitting motion capture, leading to instances of [[https://youtu.be/llRf1VU6-Y0?t=5672 the jiggle physics going absolutely ballistic]], or problems like Rashid's hook-beard clipping all the into way his chest every time he looks down.
219* ''VideoGame/StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This is mostly due to glitches in the programming. One example of this is the boss of round 5, who is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
220* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]]or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
221-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post!]]
222* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the Platform/VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator. Likewise, every character and enemy has a circular shadow below them, including Mario. If Mario falls into a {{Bottomless Pit|s}}, the camera keeps its distance to make it look like Mario is falling to his death. On closer inspection, you can see Mario's shadow underneath him as he falls and it's easier to see if the level's skybox are clouds, making it look as though his shadow is floating in the middle of the air. This one is present in all versions.
223* If a unit is in the red sea of Universal Century Earth in ''VideoGame/SuperRobotWarsV'', the sea background will be recolored to match. The problem? The ''sky'' is colored red too, even though it's commonly shown to be blue in other shots with the red sea. [[https://youtu.be/7HYeRKf9p2Q?t=19m21s This can get particularly jarring when some attack animations show a red sky in one shot, only to transition to a blue sky in the next shot.]]
224* ''VideoGame/SuperSmashBros'':
225** In ''VideoGame/SuperSmashBrosBrawl'''s ''Subspace Emissary'', Pokémon Trainer is not CG-rendered like the other characters and instead just uses his ingame model. As a result he looks extremely out of place in the otherwise very well-designed cutscenes.
226** In the opening cutscene of World of Light in ''VideoGame/SuperSmashBrosUltimate'', if you look closely and quickly before they get wiped out by Galeem, you can see that the [[Franchise/TheLegendOfZelda Darknut]], [[Franchise/StarFox Pigma]], [[VideoGame/WarioWare Annie]], [[VideoGame/AnimalCrossing Joan]], and the [[VideoGame/DonkeyKongCountry Zinger]] are actually just their spirit artwork placed into the scene instead of fully-rendered 3D models like the playable characters, again looking extremely out of place in the otherwise very well-designed cutscene.
227* [[spoiler: Chitose's death]] in ''VideoGame/TalesOfInnocence R''. In the original, she [[spoiler: takes out her knife and stabs herself]], conveyed in the limited model rather well - a simple "Fall down" animation plays. It was perfectly fine, but the Vita version changes this by [[spoiler: making Chitose's model explode into a million pieces by pixellating]]. The fact that this happens for ''no apparent reason'' makes it [[{{Narm}} unintentionally funny]].
228* ''Videogame/TekWar'', being a low-budget tie-in game to the series with the same name, have it's share of problems including clipping, inconsistently-sized NPC characters, eyesore-inducing graphics and animations (even for 1994 standards), glitching and the like. One prominent error, however, is the "floating" blood - certain mooks killed when against a wall or door will leave behind a bloody patch, which the game seems to register as static. When splattered on an automatic door, the door moves... but the blood doesn't. [[https://youtu.be/SRsHlWJmdUI?t=740 Like this]].
229* The ''WesternAnimation/ThomasAndFriends'' PC game ''Trouble on the Tracks'' has a particularly [[{{Narm}} laughable]] example in James' [[https://youtu.be/ZgKKwpdj3HY?t=1m44s crash at the beginning.]] if his poorly rendered shock face wasn't bad enough, his driver and fireman jankily slide out of his cab while he '''LITERALLY''' jumps off the tracks and lands on the ground in the most stiff manner imaginable. the choppy camera {{pan}} doesn't help.
230* ''Franchise/TombRaider'':
231** Lara's teenage model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort. The game also has a scene where Lara is in an elevator that's plummeting to the ground and if you hit the emergency brakes, the camera shifts to an outside view of the elevator to show the brakes kicking in. Despite the elevator falling, the background doesn't move, which makes the dramatic scene of Lara possibly falling to her death look completely silly.
232** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high-resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens. This problem also occurs in the previous two games. The remastered version of the first three games would fix the scaling issues.
233** The third game has a cutscene where Dr. Willard uses the artifacts to unlock the meteorite crater. There's supposed to be a beam of light coming from each artifact which would then meet in the middle and create a pillar of light as the meteorite rises into the air. This effect is not shown due to a bug and it only appears when the camera shows Willard looking at Lara before throwing himself into the pit. It makes Willard's reaction to the meteorite rising without any fanfare look a bit silly. The remastered version would restore the effects.
234** The first three ''Tomb Raider'' games have Lara's upper body and lower body meshed together, but you can see the torso move independently from the waist if you use the look button. By the fourth game, they updated Lara's model to have better rigging and more polygons so that her joints (waist included) are blended more seamlessly.
235** Near the end of the cutscene in ''VideoGame/TombRaiderII'' where Lara is speaking to a monk in the oil rig, [[BigBad Marco]] is seen approaching the room from another entrance above Lara. His head briefly clips into the low ceiling as he enters the room. In the very same scene, after Marco kills the monk, he and Lara briefly exchange gunfire, but there's no muzzle flash from either character's guns. In a blink and you miss it moment in the same scene, the moment the camera shifts to show Lara running and diving to safety, you can see the monk's model frozen in his fallen pose with his hands completely in the air from when he got shot just moments ago.
236** ''VideoGame/TombRaiderAnniversary'' has a scene where Lara [[TheseHandsHaveKilled looks at her hands after she kills Larson]] and quickly wipes her hands. She also looks at her hands when [[BigBad Natla]] remarks how she and Lara [[NotSoDifferentRemark are quite alike]]. In the ending, Lara looks at her hands one more time with a smile knowing she did what she had to do to save the world. In all three scenes, there's no blood on Lara's hands, so it's assumed the "blood on her hands" from killing Larson was a way to keep the game rated T. Turns out that having Lara wear certain unlockable outfits actually has blood show up on her hands and it vanishes in the ending to symbolize that she's now clean. This make the first time viewing of Lara freaking out over the imaginary blood on her hands look completely silly.
237** The remastered version of the first three games look absolutely stunning, but the new lightning engine simply doesn't work quite well in a lot of areas. Some areas are simply too dark to see clearly, even if there some source of light nearby. This also extends to keys where the updated graphics and lightning can make them blend into the scenery, making them very easy to miss unless you switch to the classic graphics where the keys become bright and large sprites. Ironically, the third game, which was infamous for being extremely dark, makes keys and other items much easier to see in the remastered graphics since they're fully lit up no matter what level of light (or lack thereof) the area has. A patch would brighten up the keys greatly so that they could be seen no matter how dark the area was.
238** The remaster of the first game gave Lara and the human enemies individual fingers and the character models are properly holding theirs guns, except for the shotgun wielding bald guy whose model is still rigged to use the old shotgun model and wasn't rerigged to use the modern and much shorter shotgun model. This causes the guy's left hand to be holding nothing and the muzzle flash from the shotgun is a good several feet away from the barrel since it's still rigged to the old shotgun model the enemy no longer uses unless you switch to the classic graphics.
239* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets. This is apparent with Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]] of the game reusing his sword-wielding Aligned counterpart's animations, meaning that he is shown stabbing enemies with a ''mace''.
240* A neccesary evil for ''VideoGame/TransformersDevastation'', as the character models are based off of [[WesternAnimation/TheTransformers their original character models]], so constant clipping errors were bound to occur. Less excusable is the reuse of the same few car models during the opening cutscene.
241* ''VideoGame/TheTuringTest'': Most photographs featuring crew members look ''very'' obviously photoshopped.
242* The original ''VideoGame/TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...
243** The 2012 [=PS3=] game decided to revisit the live-action FMV concept. Although they're not a complete failure like the scrapped cutscenes of the first game, they're still rife with Special Effect Failure. Although they tried to go for a SoBadItsGood grindhouse vibe, the end result clashes with the grimdark feel of the game itself, making the [=FMVs=] just straight up crappy.
244* ''VideoGame/{{Ultima}}'':
245 ** In the [[ObviousBeta infamously unpolished]] ''VideoGame/UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses. The cutscenes are rendered with in-game models by the game engine. This often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on.
246** When you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
247** In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
248* ''VideoGame/WanganMidnight Maximum Tune 3'' and its two {{Updated Rerelease}}s have notoriously short draw distances coupled with no fog to mask them. As a result, bridges and buildings just materialize out of nowhere as you drive towards them. While such disadvantage is very common on Platform/PlayStation games, keep in mind that WMMT 3 is a 2007 arcade game.
249* ''VideoGame/XenobladeChronicles1'''s definitive edition did a ''lot'' of clean-up to its visuals. ''Especially'' to the character models. The characters no longer look incredibly blurry or low-res compared to the SceneryPorn background, nor are you viewing them on the screen of a New 3DS. It shows nothing but SugarWiki/VisualEffectsOfAwesome... until you visit Frontier Village and end up seeing the Nopons close-up during a cutscene. Every Nopon except for Riki's mouths ''do not move''. And when Riki's mouth ''does'' move, it's obviously pixel-mouth (a popular animation tactic in heavily stylized games, such as ''VideoGame/XenobladeChronicles2''.) ''Un''like VideoGame/XenobladeChronicles2, however, Riki's the only one in the world who does this, meaning he looks ''very'' out of place. It's still better than those static-faced Nopon though.
250* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cutscene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''
251** One reason the crucifixion scene in Xenogears is unintentionally hilarious? It's not just because [[https://i.imgur.com/e9GN2V6.jpg they crucified Chu Chu]], but when the camera rotates, the gears are clearly floating ''[[https://youtu.be/Kh_rx86IcwM?t=34 in FRONT]]'' of the crosses.
252* ''VideoGame/TheXFiles'' game is a FMV game, thus everything uses real life scenery and actors. When observing your surroundings, some areas have background events going on like a car going by. Said car can be seen going one way and then mysteriously going in reverse before going forward again. The backgrounds were clearly put on an endless loop, making it look painfully obvious.
253* ''VideoGame/WarCraft III: Reforged'' has this in spades:
254** Before a late patch fixed it, the Druid of the Claw ability cyclone looked really cheap, as if it was copy pasted from a desert map(and looked worse than its original 2002 version).
255** Portraits looks bizarrely inexpressive during cutscenes, in addition to sometimes having poor lipsync or lips might not move at all while speaking.
256** On release, many models were still placeholders and animations were missing from both the Reforged as well as the original (and the original was missing shading too), since it now shares a client with Reforged and thus inherits all this issues that didn't happen in the original.
257** During the last orc campaign mission in [=RoC=] section, skies would turn black when infernals were summoned instead of the correct red.
258** [[https://youtu.be/4x8KRXr0Ilc The Illidan vs Arthas fight cinematic at the end of the Legacy of the Damned campaign]]. Clumsy looking choreography, stiff animations and models, weird and slow flow on the fight itself, plus no background music. This one has been mocked to the point of being compared with stop motion or indie videos.
259** Speaking of cutscenes, sometimes the visuals can end up bugging, like major characters [[https://youtube.com/watch?v=z5q6zv56Dzs#t=16m30s getting killed mid cinematic]] while still speaking as if they were fine, or [[https://youtube.com/watch?v=PhMXDzDH3ZI#t=26m36s missing transition shots like Tyrande going from one shot of being alive in a intact bridge to suddenly disappearing along the bridge on the next shot while her line plays as if she was still there]].
260[[/folder]]

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