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  • Star Ocean: Till the End of Time featured a rather infamous Shocking Swerve that revealed the entire universe of Star Ocean was actually an MMORPG, with every character in the universe being an NPC in this game meant for 4D beings. The fans bashed this plot twist mercilessly, to the point that the series became known for only this plot twist. The next game in the series, Star Ocean: The Last Hope, wrote around this by introducing the concept of The Multiverse and ways to leap from one dimension to another, thus providing a way around the plot twist without completely retconning it.
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  • For years, Sonic the Hedgehog fandom Flame Bait was the debates over whether the real name of the series villain is "Robotnik" or "Eggman", owing to dub discrepancies; "Eggman" was always his name in Japan, but the U.S. continuity localized his name into "Dr. Ivo Robotnik", up till around the Sonic Adventure series when the name of Robotnik was slowly being phased out in favor of calling him Eggman, in order to keep the series more in line with the Japanese Sonic continuity and to prevent the confusion of the series main villain having two names at once. Sega settled the issue by saying both names are official (Robotnik is his real name, but Eggman is the nickname everyone else uses instead), and in an attempt to officially curb this long-standing fandom hot button, the finale of Sonic Generations established once and for all, in-canon, that the real name of Dr. Eggman is still "Dr. Ivo Robotnik". The good doctor himself, when answered to by his real name, notes with irony that "Nobody calls me that anymore." Heck, it was canonized before then by Eggman's grandpa being named Gerald Robotnik.
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  • Fallout 3's ending caused some rather... negative reactions, in no small part thanks to its Diabolus ex Machina (as the endings boil down to "Good" (activate the purifier and kill yourself) or "Bad" (get Sarah Lyons to turn it on). The DLC/Expansion pack Broken Steel changes the ending, allowing the game to remain playable after this. Word of God says the game's default endings (without the expansion) are non-canon.
  • Fallout: New Vegas: Dead Money confused lots of players when it came out, as one of the major plot elements involves the Sierra Madre's Vending Machines. The Vending Machines are explained as being Matter Replicators, and characters with knowledge of the Pre-War world (like Father Elijah and Dean Domino) act like they were a common appliance before the Great War. However, a major part of the Fallout series' backstory is the Resource Wars, which had the world tearing itself apart over the last few remaining resources left on Earth. But why would the Resource Wars even happen if these Matter Replicators were so commonplace? However, the Old World Blues DLC solved this by having records in the Big Empty explain that the Sierra Madre Vending Machines were actually extremely state-of-the-art experimental machines before the War, and everyone that said otherwise during Dead Money was lying to the Courier, whether they knew it or not.
  • While there are still many bones one can pick about Fallout 4 over (which we won't discuss here), it's generally clear that Bethesda listened to a lot of the complaints given about 3 (and even New Vegas, to a lesser extent) when working on it.
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    • Two of the most common complaints given to 3 were the revamped Karma system and how it interacted with the main quest. Many people complained that not only was the Karma system too easy to cheat/manipulate, but that it seemed arbitrary on assigning morality to certain people/factions in the Capital Wasteland. Relatedly, old-school Fallout fans complained that the East Coast Brotherhood of Steel was written as too much of a "White Knight" organization (many found themselves instead rooting for the Brotherhood Outcasts, who are ironically the closest ones in behavior to the Fallout 1-era Brotherhood), and the Enclave felt both shoehorned in & like a Designated Villain. Also, while all of the companions in New Vegas were well-received, many of their unique companion perks/best endings were either hidden behind obnoxiously subtle clues or infuriating bug issues. Fallout 4 amends all these issues by removing the Karma system entirely and replacing it with the new Companion Affinity system (which, admittedly, still has its own flaws). The new Affinity system - what the Sole Survivor's followers feel about their actions - now helps guide the Sole Survivor on a more personal moral level, giving their actions more weight. The Affinity system is also clearer on what a companion likes/dislikes, and makes it easier for the player to befriend them & level up their affinity with them so as to get a unique perk. On another note, the BoS now act much more like their West Coast counterparts (having Taken A Level In Jerkass), with the Brotherhood Outcasts even being mentioned as rejoining the organization after Elder Maxson took charge. The aforementioned removal of the Karma system and the new take on the BoS also helps reinforce the game's Grey and Gray Morality, which is far more complex than 3's Black and White Morality and more like the complicated morality found in the older games & New Vegas. 4 also offers different faction-based endings to the main storyline like New Vegas (which 3 lacked), although it sadly still lacks the Modular Epilogue found in 1, 2, and New Vegas.
    • Several older Fallout fans complained that the decision to have 3 be set on the East Coast (while all the previous Fallout games were set on the West Coast in California) made it feel too distant and didn't give enough allusions to past events. While 4 is still set on the East Coast, the game has loads of Call Backs (Wattz Consumer Electronics apparently had a Boston office), Continuity Nods (Elder Maxson got his position thanks to the Lost Hills Elders back in California), parallels to previous games (the Institute is more or less a saner Think Tank without a Dr. Mobius to keep them in check), and Mythology Gags (The Brotherhood now has a zeppelin to use in their travels) to all the games before it. At times, it even gets to the point that 4 verges on Continuity Porn levels.
    • Many gamers complained about the lack of weapon variety and about the somewhat clunky gun play (like how the player had to manually switch to grenades/mines to use explosives) in 3. Others grumbled about how most of the residents of the Capital Wasteland came across as either just depressing or really insufferable, which made it hard for players to really care about the game's various storylines. Other players expressed annoyance/disbelief that the Wastelanders have unable to restart society in the intervening centuries after the Great War, especially while the West Coast has thriving nations & city-states like the New California Republic, the Shi Empire, New Reno, and Vault City. Meanwhile, 4 offers much more weapon variety, turns the weapon customization introduced in New VegasUp to Eleven, and takes cues from countless other FPS games in making the gameplay more exciting and engaging (grenades can finally now be hotkeyed and used in conjunction with other weapons). Related to the above, while the residents of the Commonwealth still have their fair share of Jerkasses, most of them are either surprisingly friendly or just ordinary people trying to live their lives that are properly cautious of outsiders, helping incentivize audience investment. Also, all of the main factions are presented with both sympathetic and unsympathetic traits, and the player is allowed to join each of them to help serve as an Internal Reformist and improve the Wasteland. Finally, the lack of an organized government in the Commonwealth is actually a major plot point this time around, with it explained as being due to a combination of several factors:
      • A) The nearby presence of the Glowing Sea, which helps provide a "safe place" for Demonic Spiders like Deathclaws, Charred Feral Ghouls, and Bloodbugs to thrive and continue harming the Commonwealth; and the Glowing Sea's infamous radiation storms which helps cause crops to fail and mass starvation to ensue.
      • B) The Commonwealth Minutemen's recent Humiliation Conga triggering a second regional societal collapse.
      • C) The Institute's near-constant meddling with the surface (which discourages people from organizing together and becoming a potential threat to their power).
      • In fact, the entire Settlement system has the purpose of helping create & organize peaceful towns and settlements across the Commonwealth, from which a new society can arise.
    • Last but not least, one of the complaints often leveled at Fallout 3 was how much darker and more depressing it was than its predecessors, lacking most of the series' dark humor. Ironically, while New Vegas was significantly cheerier (in part because of the Wild Wasteland perk), some complained that the game was too optimistic and breezed too much over the many serious situations in the game. Fallout 4 reaches a happy balance between the two, more or less. While the game still has a fairly grim and serious main story (with many a gut-punch and tragic moment to be found), it's overall far Lighter and Softer then both 3 and New Vegas, cranking up the Black Comedy while being more optimistic and generally having sillier side-quests/random encounters.
    • Concerning Fallout 4 itself:
      • After the base game was criticized for focusing too much on combat-focused endings for quests/bosses, the storyline DLCs (Automatron, Far Harbor, Vault-Tec Workshop, and Nuka World) started to supply more varied options to solve quests/defeat bosses. For example, the usual ending to the Automatron DLC involves getting through a rather grueling attack sequence against the Mechanist's Mecha-Mooks, and usually then killing the Mechanist afterwards. However, the player can instead:
      • A) Pass the battle entirely if they have a high enough rank in the Hacker perk by accessing a normally-locked elevator to take them straight to the Mechanist's lair.
      • B) Peacefully talk the Mechanist down after the battle by either having a high-enough Charisma stat for the needed speech checks, or wearing the Silver Shroud costume to unlock unique dialogue options.
      • On a related note, Fallout 4 was criticized by fans for downplaying the series' famous reputation for Video Game Cruelty Potential. Several fans snarked (not unfairly) that the closest thing to an "Evil" option in the game was the "Sarcastic" dialogue option. The Nuka World DLC can be seen as a response to this, with it going in the opposite direction of the base game (which leaned towards positive options) and instead leaned towards negative outcomes. In fact, the Nuka World DLC is actually the first Fallout work that actually lets the player join up with Raiders, and even lead them on a massive invasion of the Commonwealth while showing chaos and misery in their wake. Though, this does make the DLC worthless to good-aligned players on a story level.
  • After many players called out Metal Gear Solid for its extremely loose understanding of basic genetics (as relayed by the main antagonist, Liquid Snake), Hideo Kojima stepped up and established that Liquid himself has an extremely flimsy grasp on the subject and didn't actually know a word of what he was saying. It doesn't explain how a man with a supposed I.Q. of 180 and a fluency in seven languages could get such simple scientific facts wrong, or why Ocelot refers to Solid as the "inferior one".
  • Prince of Persia: Warrior Within was written with a mandate from marketing to turn the series away from the Arabian Nights feel and make it Darker and Edgier, complete with emo antihero Prince and heavy metal music. The fans bashed the change mercilessly, and the writers answered rather innovatively by working the Dork Age into the plot of Prince of Persia: The Two Thrones. The Prince had become so dark and angry due to the stress of being pursued by the Dhaka for years; freed from it his original snarky attitude returns. The Dark Prince is a manifestation of all the character flaws the Prince demonstrated in Warrior Within who also points out the inherent selfishness and irresponsibility in the Prince changing history to fix his mistakes. Taunted with this near the end, the Prince realizes how childish he has been and chooses to face the consequences of his actions, silencing the Dark Prince.
  • Kingdom Hearts:
    • After three infamously No Export for You "Final Mix" versions that were Japan-only, the 1.5 and 2.5 PS3 ports of the series included the Final Mix versions of I, II, and Birth By Sleep. International fans that had been left out of all their extra content over the years can now enjoy it looking better than ever.
    • The series has long been criticized for its entries being spread over multiple consoles from both Nintendo and Sony, making it a bit tricky to keep up. The 1.5+2.5 release for the PS4, in tandem with the 2.8 release that remasters 3D, means the entire series sans Days and Re:coded and χ are playable on a single console.note  Unfortunately, this is still the case for Xbox players who are going to be jumping into the series with III.
    • The Days adaption in 1.5 Remix was criticized for its awkward cuts between fight scenes and for not including scenes from the Disney worlds. The adaption of coded in 2.5 Remix does include scenes for fights and the Disney worlds making the cuts much less jarring and telling the story more coherently. When 1.5 Remix was put on PS4, a scene for Roxas fighting Xion was added.
    • The Disney elements have been The Artifact since Days, but there has been some effort to avoid this starting from coded. Donald and Goofy are given a bigger role in coded after getting Demoted to Extra and return to being party members for Kingdom Hearts III and a scene added to the storyline of coded during 2.5 Remix has Maleficent making a connection between the Datascape and the Book of Prophecies from chi, adding context to her appearance in 3D and reversing the Villain Decay she has gone through. Additionally, the Disney worlds are back to having a story reason for getting visited, with Disney characters having more interactions with the KH-original characters.
    • Kairi has been Demoted to Extra as of Days. She gets called in to help in the secret ending of 3D. However, considering how she ultimately fared in III, some can't help but wonder if it was worth it.
    • Going beyond just the Kingdom Hearts series, the portrayal of the main trio of Disney characters—Donald Duck, Goofy and Mickey Mouse—could be considered a response to some of the most common complaints about those characters over the last few decades. For many animated fans, the trio were basically glorified corporate mascots with little personality, which wasn't helped by the fact that they never really had definitive backstories or occupations. The original Kingdom Hearts made sure to rectify that, portraying Mickey as a monarch, Donald as his Court Mage, and Goofy as his Captain of the Guard. And while their backstories still aren't terribly detailed, Kingdom Hearts II still makes an effort to give Mickey an actual character arc by showing the beginnings of his feud with Pete and introducing us to his childhood mentor, Yen Sid.
    • Birth by Sleep and Dream Drop Distance were notorious for having poorly designed secret bosses that had A.I. Roulette and forced players to spam invincibility frames and cheap tactics to win. 0.2's secret boss hinted at a return to reactive boss design that Kingdom Hearts I and II had.
  • The King of Fighters:
    • The creators changed the gamplay in '99; four characters are selectable for the fight, with one (or more, in 2001) being a Striker, a supportive character that would be called to perform a move in order to stop an opponent or open his guard for your attacks. Fans disliked the bugs and infinite combos that came with it. In 2002, the game went back to 3-on-3 fights with no strikers, like '98 and the titles before it.
    • Most fans were unhappy (euphemism) about Ash Crimson taking the role of protagonist previously covered by Kyo and K', just as much as they were unhappy about him stealing both Chizuru and Iori's Sacred Treasures powers. Come XIII, Ash enacts a Heroic Sacrifice to stop the Big Bad of that Story Arc. Mind you, he doesn't die... he is erased from existence. Retroactively! So he never really existed in the first place.
  • Half-Life 2: Episode 1. After the second game, the fanbase was extremely displeased by what, to Gordon, amounts to a Shoot the Shaggy Dog even worse than the first. The Episode blows the rage away through a Moment of Awesome for the Vortigaunts that both retcons Alyx's implied death, and changes the whole storyline, showing the G-Man isn't as all-powerful as thought before.
  • The debut trailer for the 2011 SSX game had an extremely Darker and Edgier feel, realistic and "gritty" graphics, some plot revolving around rival teams of boarders competing to race in the most inhospitable places on Earth and the title SSX: Deadly Descents. Cue derogatory nicknames like "Call of SSX: Winter Assault" and variants. Every single game related media since then has the developers insisting that the characters and the cartoony and over the top feel of the game are still there and that the "Deadly Descents" are just a small part of the game, the others being the classic racing and trick modes. The subtitle was eventually removed.
  • The reveal of DmC: Devil May Cry was accompanied by the creators putting it as a prequel to the existing series. Backlash over changes to the character and backstory that were incompatible with pre-existing canon caused the creators to retcon the game into a parallel world. This didn't stop the 2013 reboot from garnering a mixed-to-negative reception, so the real Author's Saving Throw came with the release of Devil May Cry 5 in 2019, which is an unreboot that brings back the original Dante and Nero from DMC4 as well as Vergil.
  • Ratchet & Clank:
    • When Ratchet & Clank released, a recurring complaint among critics was Ratchet's characterization (acting like a selfish Jerkass towards the much more sympathetic Clank). When Ratchet & Clank: Going Commando was in development, Insomniac made sure to include several cutscenes where Ratchet defends Clank and worries for him, all with the explicitly stated purpose of "fixing" Ratchet's character. As well, the re-imagining that covers the events of the first game has Ratchet's characterization in line with his later appearances, ie having a strong desire to be a hero.
    • In Going Commando the Lava Gun, a weapon that sprayed long tendrils of hot magma, upgraded into the Meteor Gun, which fired large meteor chunks at a slower rate of fire and with much less range. Due to fan feedback, when the weapon returned in Up Your Arsenal as an Old Save Bonus, it now upgraded to the Liquid Nitrogen Gun, which works just like the Lava Gun only it fired long tendrils of liquid nitrogen.
    • Ratchet & Clank Future: Tools of Destruction and Ratchet & Clank Future: A Crack In Time are this to those disappointed with the releases of Ratchet & Clank: Size Matters and Secret Agent Clank. They have original storylines with new fan-favorite weapons and characters including Mr. Zurkon, Alister Azimuth and Emperor Tachyon and expand on Ratchet's origins.
    • In A Crack in Time, it is revealed that Angela Cross from Going Commando is indeed a Lombax like Ratchet and that female Lombaxes don't have tails. This makes them and Alister Azimuth the remaining Lombaxes in the universe.
    • After Ratchet & Clank: All 4 One and Ratchet & Clank: Full Frontal Assault were released in the early 2010s, Insomniac developed Ratchet & Clank: Into the Nexus as an apology for those unhappy with the different gameplay and forced humor.
  • World of Warcraft:
    • In World of Warcraft: Cataclysm, Forsaken have begun using Val'kyr necromancy against their human enemies in order to replenish their numbers. Unlike Scourge undead, however, Forsaken undead retain the free will they had in life after being raised. When this was revealed, Alliance players began complaining that a human being killed by the Forsaken, raised into undeath by them and then choosing to aid the Forsaken in slaughtering their former comrades of their own free will broke the Willing Suspension of Disbelief. Blizzard eventually addressed this in one of their Ask Creative Development sessions, saying that though new Forsaken are free-willed, many of them are raised in a frenzied and malleable state in which they can be easily manipulated into attacking their allies by the Forsaken. This effect is apparently only temporary and the new Forsaken do eventually get to make their own choice afterward.
    • World of Warcraft caused a lot of They Changed It, Now It Sucks! based on changes to their main characters. Heroes of the Storm (a MOBA game with a Crossover between Warcraft, Starcraft, and Diablo) was released featuring the more classic, iconic portrayal of the Warcraft main characters. And thus, Thrall is once again the Warchief with strong commitment for the Horde, Jaina is the idealistic mage that believes in peace on both Alliance and Horde, Sylvanas is disgusted by her undeath existence and focused on her revenge of the Lich King, while Malfurion is a Reasonable Authority Figure like in the RTS games, Tyrande is the practical, capable commander, Illidan is an antiheroic dangerous Wild Card, and Kael'thas returns to putting his people's safety into his top priority. Blizzard gave a Hand Wave that these heroes are taken from certain timelines of the game so that they could use the portrayal of the characters that their fans see as the best instead of being stuck with the current timeline. The inversion of this occasion is Varian Wrynn, who's instead taken in his most recent incarnation, but since his earlier self was the one that caused backlash and he gradually earned the fans' favor ever since until his death, the latter self is the more ideal self to pick.
    • The release of Legion was a response to Wow's numbers dropping to numbers not seen since mid to early vanilla due to the severe lack of endgame content in Warlords of Dreanor. In Leigion, Blizzard revealed many, many features people have asked for. Demon Hunters, a class demanded for years? Check. Ashbringer, a weapon many players wanted to wield? It's yours. Emerald Dream, an area that has been anticipated in some form for quite some time? Not the theme of the expansion, but you'll be going in. Return of the fan favorite Illidan? Is his inclusion on the box art any hint? On top of that, many other additions are being added in direct response to Warlords of Dreanor's failures, including overwhelming endgame content and many improvements to dungeons to keep them relevant.
  • Valkyria Chronicles III: Fans criticized the Darcsen race from the first game; their background appeared based on European Jews persecuted during World War II, while the art style and cultural cues were more based on Japan. It appeared the game replaced the Jews with the Japanese. Shin Hyuga is introduced in III, his mother comes from "somewhere in the Far East" while he is modeled to be Feudal Japanese in a mid-20th-centurish fantasy pastiche world. Shin's inclusion is most likely meant to help dissolve the Jew-Japan image by showing an expy-Japan.
    • Valkyria Chronicles 4 also addressed a persistent problem many fans had with the nation of Gallia; specifically, how their military brass and even their rank-and-file could be such a hot mess of Glory Hound and Miles Gloriosus types less competently led than a conscripted militia, a borderline-dropout academy class, or the off-record suicide squad. 4's backstory explains that after the Gallian government let an act of war from the Empire slide, most of the people who wanted to actually fight for the cause emigrated to nearby Edinburgh to enlist and fight under an Alliance flag, leaving mostly armchair generals and less-motivated soldiers in Gallia's own (neutral) military.
  • Mass Effect:
    • The ending of Mass Effect 3 had caused backlash of epic proportions. Official polls from BioWare showed that nearly 90% of fans hated the ending for various reasons. The outrage culminated in several campaigns aimed at getting BioWare to notice, including donating tens of thousands of dollars to Child's Play. Two weeks after the game's release, BioWare announced they'd be releasing an extended version of the endings to (hopefully) clear up everything that happened. Most fan complaints about the original ending were addressed, a couple Retcons went a long way to mollifying the fanbase upset over the Inferred Holocaust of the original ending (things aren't nearly as bad as Fridge Horror believed).
    • The Citadel DLC to ME3 addressed the biggest non-ending related complaint about the game, which was the absence of information for the surviving Mass Effect 2 squad, particularly the love interests. While none of them figure into the main plot of the DLC, a slew of additional scenes were added with all of them.
  • The story of the Xbox One is essentially a long list of these.
    • The initial reveal included a high price tag of $500 ($100 more than the PlayStation 4) caused by the Kinect accessory being bundled in with it, said accessory being required to be plugged in for the console to work, a mandatory 24-hour online check-in, and perhaps most controversially, prohibiting the sale of used games - games would be tied to the player's profile. After extreme backlash over this, the policies were reversed - the Kinect didn't need to be plugged in, the online check-in was made one-time only, physical games were no longer tied to the profile, and as an extra bonus, region locking was dropped.
    • The Kinect was eventually seperated from the console, lowering the price to $400. The Kinect would eventually become downplayed as time went on, to the point where Microsoft stopped manufacturing them even seperately - later revisions of the Xbox One would drop the Kinect port altogether. (An optional adaptor was produced for a while, but it too was discontinued.)
    • After heavy critcism for the unwieldly, Kinect reliant interface, a massive overhaul intended to make it more user friendly was released in late 2015.
    • After backlash from both it and the PlayStation 4 lacking backwards compatibility due to different arcitecture, an emulation-based solution was revealed at E3 2015, and previously purchased games, whether physical copies or digital, would be playable. (Albeit with a limited, if growing, compatibility list) In addition, compared to the Xbox 360, which had a backwards compatibility feature often criticised for glitchy emulation and poor performance, the Xbox One's emulator is much more solid, with games often running better than on native hardware and games that do run poorly (such as Halo: Reach) getting patches to improve performance. In addition, backwards compatibility for the original Xbox was also added.
    • After derided for the mediocre specs of the console, the Xbox One X was announced, which is 4 times as powerful as the normal Xbox One and capable of native 4K gaming. Even select backwards compatible games (both Xbox and Xbox 360) can be made to render in 4K.
    • One of the biggest remaining criticisms was how little exclusive content the Xbox brand had. While Sony kept churning out one Game of the Year competitor after another, Microsoft's exclusive announcements were sporadic, often plagued with delays, bad communication, even outright being cancelled more than once, and with the exception of the universally-lauded Forza Horizon series, failed to live up to their competitors. The main culprit behind all of it was just how few first party studios they had. Before 2018, their only major gaming subsidiaries were 343 Industries, Turn 10 Studios, The Coalition, Mojang (who only do the already multiplatform Minecraft) and Rare. Then, at E3 2018, it was announced they were opening a new studio for story-driven games called The Initiative, and purchased four studios on top of that with Playground Games, Undead Labs, Compulsion Games and Ninja Theory, effectively doubling their first party. That was far from over, as later in November, inXile Entertainment and Obsidian Entertainment, two acclaimed Western RPG studios were also purchased, and that isn't even the end. Furthermore, there's the promise that each studio will be allowed to make what it wants, and be fully unique, whereas in the past Microsoft got a bad rep for being notoriously hard to work with and very restricting, essentially having them adhere to a strict formula, compared to Sony allowing their teams to experiment and try new things. Granted, the fruits of the buyouts won't be seen in full until the ninth-generation, but this was definitely a move to address the big criticism over a lack of content.
  • Super Robot Wars:
  • Pokémon:
  • Dawn of War:
    • One of the reasons Soulstorm was so disliked was the legendarily bad performance by the Space Marines commander Indrick Boreale. To the studio's credit, Relic Entertainment actually explored the results of Boreale's decisions based on those complaints. Come Dawn of War 2, Cyrus confirms that Boreale died in the previous game and cost the Chapter a large chunk of their manpower and the Chapter's recruiting worlds are being threatened from all sides. In Chaos Rising, Cyrus cites Boreale if he's the traitor, believing that the Chapter is no longer worth obeying if it promotes complete idiots to important ranks.
    • When the trailer for Chaos Rising came out, it was widely speculated that one of the Chaos Space Marines in the trailer was Eliphas the Inheritor, the charismatic Chaos Lord from Dark Crusade. Only problem was that Eliphas' ending cutscene in the game has him ripped apart by a daemon, specifically citing that he had no chance of redemption. So the creators transferred Eliphas to a new legion with a mission from Abaddon the Despoiler (the Warmaster of Chaos) himself just to include the character for fans.
  • The HD Remake of The Legend of Zelda: The Wind Waker addressed two of the biggest complaints lobbied at the original game; the Triforce quest and sailing. For the former, the fetch quest was reduced to finding three shards in the ocean instead of the original eight while with the latter, a new sail was created the increased the speed of Link's boat without having to constantly change the wind direction.
  • Star Trek Online
    • Fans pointed out problems with the Hobus supernova (the one that destroyed Romulus in Star Trek (2009)), so several missions put you in contact with Non Player Characters who also said, "yeah, this doesn't make one damn bit of sense". An arc reveals the supernova and its FTL blast wave were the result of a weapon deployed by Romulan Admiral (then Praetor) Taris at the behest of alien "dark masters", a.k.a. the Iconiansnote . This is a take-off from the new movie's prequel-comic Countdown.
    • Cryptic did it again after they introduced the Voth. While shooting dinosaurs "with freaking laser beams attached to their heads" was fun, it was controversial at best from a story standpoint (actual armored vehicles would make a hell of a lot more sense). In Season 9, the Voth are defeated in the Dyson Sphere by the Undine, bringing back a popular but underused threat.
    • Among the reasons the season 9 Undine lockbox ships were hated was the fanon idea that Undine ships were themselves intelligent beings,note  which led to the theory that forcing them to now obey Feds, Klingons, and Romulans required Mind Rape. Delta Rising's first mission, "Mindscape", included a line from Tuvok that most Undine ships were in fact something like tools (Eric Cooper's command ship in the mission is an exception), no more sentient than a normal starship.
  • Neptunia: By the original release of Victory, the characters were all comically exaggerated to the point that half the fandom found them annoying, with everyone's opinion clashing with everyone else's. Idea Factory began rolling saving throws by going back to basics: the Updated Re-release Re;Birth series. Hyperdimension Neptunia Re;Birth1 uses a new plot and introduces characters with much more relatable personalities, Hyperdimension Neptunia Re Birth 2 tweaks the script considerably while maintaining the much-lauded new characters, and the third remake changed several plot events to not require the leads to be Jerkasses. Where unpleasant things had to happen, the characters agreed to get them over quickly with obvious disdain for the recycled script they'd been given. Come Megadimension Neptunia VII, the likable cast of characters is now hailed as one of its high points.
  • When Koei added Naotora Ii to Samurai Warriors Chronicle 2nd as a tall and shapely but shy and apologetic woman, fans were unimpressed that they chose one of the few women of the era who wielded genuine power to portray that way. 4 patched things up by showing that as shy as her manners were, she was still a competent politician, unflinching on the battlefield, and when she does set her mind on something, nothing stops her.
  • Leliana appears in all Dragon Age games even if she was killed in Dragon Age: Origins, with no explanation for her survival except a suggestion from Leliana herself that the Maker had more plans for her. This inevitably led to jokes about how the Sacred Ashes can cure beheadings even when they've been desecrated. One DLC for Dragon Age: Inquisition offers an explanation that fits much better into the established lore. Leliana wasn't brought back. A spirit, empowered by the lyrium surrounding the Ashes, broke through the Veil and took Leliana's form, picking up where she left off. For all intents and purposes, this spirit became Leliana. In world states where Leliana was killed, this neatly places her in the same category of characters as Cole, a Spirit of Compassion impersonating a young mage he was unable to save, and the Guardian of the Ashes, a spirit of unidentified virtue impersonating one of Andraste's most loyal followers.
  • Fire Emblem Fates attracted controversy for the character of Soleil, who appears to be a bisexual woman who prefers women but only has heterosexual romance options. In particular, the Male Avatar's support with her features him drugging her with a potion that causes her to perceive men as women and vice versa, then pursuing a relationship with her, an action many fans found worryingly close to corrective rape. Similarly, her support with Wholesome Crossdresser Forrest was her refusing to accept that he was actually a boy, all while stalking him and making creepy come-ons that only fly due to her being the girl in the scenario. Before the game even came out in the U.S., Nintendo of America issued a statement that these supports would be extensively rewritten.
    The rewrites were, on the whole, well-received. Soleil still very obviously likes the ladies, and most of her S-rank supports were changed from a romantic Relationship Upgrade to her politely knocking back any offers of marriage for being Platonic Life-Partners instead. The above mentioned supports are only two chains that end in marriage: Soleil knows that Forrest is male from the get-go, and their conversations are about her not believing that his hair is real. Meanwhile, the Male Avatar no longer drugs her — instead, he consensually blindfolds her for a visualization exercise, letting her imagine people as the opposite sex to help her work out her confused feelings for him (and even then, she hints she's making an exception for him).
    • Also from Fates, all of the Hoshidan and Nohrian princes and princesses could support with their siblings, as well as their counterpartsnote  and the foreign royals of the opposite sex, but not the other royal of the same sex. Fire Emblem Warriors fixes this by adding supports between Xander and Takumi, Camilla and Sakura, Leo and Ryoma, and Elise and Hinoka.
  • Fire Emblem: Three Houses appears to have used complaints about Fates as a checklist:
  • Batman: Arkham Knight:
    • Originally, it didn't allow players to alternate characters in challenge maps like in the previous games. This caused a ton of negative feedback, and was addressed by the developers on twitter, where they announced that there would be two patches for the game; First would add combat character selection, and the second would add Predator character selection. The patches were released on October and November, respectively.
    • Originally (even after the previous patch), there are no leaderboards for alternate characters, causing fan complaints. The response is the amount of maps with the amount of characters (40 x 8) would require a lot of work to merely compare points.
    • Due to players complaining about the issues with the PC port, the devs offered all of the previous Arkham Games for free for those who bought Knight, and PC got the Community challenge pack (Community chosen challenge maps remastered from Asylum and City) before consoles got it.
  • Minecraft: Story Mode:
    • Telltale Games got some heat for featuring only male Jesse in the marketing for the game, which implies the male character is the true mc/pc and causes female gamers to feel left out and underrepresented... so they fixed it in later advertisements that started to pop up around the release of episode 2, which featured individual commercials for both versions of Jesse, or showing both versions in the same commercials.
    • The game was facing accusations that the game was too soft compared to other Telltale games, so several character deaths planned for episodes 3 & 4.
  • Raiden III was panned by many players for not including the iconic Bend Plasma (aka "Toothpaste Laser") that originated in Raiden II, replacing it with the Photon Laser. It was put back in Raiden IV, though with somewhat different behavior.
  • The developers of Cytus attempted to address the issue of lenient timing windows by introducing TP, an alternate scoring system that's less forgiving on mistakes and adds a harder-to-obtain variant of the Perfect judgement. The TP is explained in official social media and forum posts, but not in-game and the game does not show the breakdown between "color" Perfects (the harder variant) and "black" Perfects.
  • Final Fantasy XIV:
    • Most of the fan base didn't like how the player character was left to do everything themselves while the major NPCs just ordered them around and rarely helped out. The Heavensward expansion pack remedied the problem by having the major characters take action more frequently and fight alongside the player much more often, making the characters feel like they are a part of the struggle rather than being glorified commanders.
    • A major complaint players had was how their own characters were just nothing more than mute fighters that occasionally nodded and nothing else. Heavensward tackled the issue by having the player character emote more often and build personal bonds with certain characters while also giving the player more dialogue response prompts to flesh out their own characters.
  • Guild Wars 2: Many fans of the game expressed their hate of Traherne for taking the spotlight from the player and having the entirety of the Orr arc about him. In Heart of Thorns, Traherne disappears completely until the very end where the player kills him.
  • Tales of Zestiria: The Japanese fanbase exploded over how Alisha, billed as a main character, was treated by the story and Demoted to Extra following a huge media campaign centred around her and being hyped as the game's heroine. Creators responded with the Alisha DLC, focusing on Alisha's story after the end of the game.
    • Several other complaints about the game's plot were addressed in distant prequel Tales of Berseria, successfully enough that Berseria is now considered required playing to get the most out of Zestiria. Among other things, "Malevolence" was given a much less arcane explanation of its nature and effects without contradicting Zestiria, and the view that Armatization created blatant favortism of the human party members was embraced and explored to the fullest with the unstable, often-fatal early versions of the technique, while also explaining how Rose was able to use it despite Armatization supposedly being restricted to the Shepherd.
  • Among the complaints of The Evil Within was how the game locked letterboxing throughout in gameplay which was very distracting to play (one of the first mods was removing it), as well as how difficult and unfair the game is in general, even on Casual difficulty. These were all resolved with a June 2015 patch - letterboxing was removed entirely on all platforms during gameplay but not cutscenes, and Casual Difficulty was made more merciful; Haunted are much less likely to revive once dropped, the odds of scoring critical headshots are higher, bomb disarming never increases in speed, and bosses are just as lethal as always, but take a lot less firepower to kill.
  • The Talos Principle: Many changes in the Road to Gehenna DLC with regards to the main campaign.
    • The sigil-based puzzles, widely considered to be That One Puzzle. There are only two sigil puzzles in the whole DLC, and they're only required to access the secret ending, as opposed to the dozens of sigil puzzles in the main campaign, many of them required to complete the game.
    • Many players viewed the puzzles involving recorders as confusing or hated that many of them required a lot of waiting (the latter worsened by the fast-forward button not being available in early versions of the game), with some of them even fearing to see the "play" symbol on the puzzle description, and many fan-made puzzles labeling themselves as "No recorders". The DLC only has two puzzles involving recorders (and neither involves the platform).
  • Street Fighter III was an infamous disappointment for Capcom, with one of the most frequently-cited reasons for its failure being that it ditched the majority of the fan favorite characters from Street Fighter II in favor of an almost entirely new cast. Capcom subsequently released a new game in the Street Fighter Alpha prequel series the following year, which featured most of the recognizable characters from Street Fighter II, and later brought back Chun-Li and Akuma in Third Strike, an Updated Re-release of III. While a few of the better received characters from III have since reappeared in the newer games and the Capcom vs. Whatever franchise (namely Ibuki, Dudley, Elena, Hugo, Makoto, Yun, Alex and R. Mika), the series has still largely maintained a focus on the characters everyone remembers from II.
  • Soulcalibur V was similarly controversial for getting rid of many of the Soul series' established characters in favor of divisive replacements. In response, Soulcalibur VI was announced to be a complete reboot that would bring back the original cast. The fact that the announcement trailer heavily featured Sophitia, a fan favorite who was killed off in V and replaced by Patroklos, her unpopular son, was likely a deliberate apology.
  • In Paper Mario: Sticker Star, the villainous Bowser has no dialogue. This wasn't a well-received change by fans; they felt his dialogue was a huge amount of what makes Bowser appealing in other Mario RPG games, so in Mario & Luigi: Paper Jam and Paper Mario: Color Splash, he talks again.
  • Paper Mario: Color Splash made several saving throws after the criticism Paper Mario: Sticker Star received:
    • Sticker Star was jeered relentlessly for most of its cast being more or less indistinct Toads with the personality of... well, paper. For Color Splash, while the issue wasn't fixed per-say, the writing was much sharper and sincerely funny, managing to give even the near-identical Toads distinctive personalities. There were also more non-Toad NPCs like Friendly Enemy Bowser forces.
    • Sticker Star had many generic environments, especially when compared to the areas of previous Mario RPG's. Color Splash brought back the more detailed levels and had them connect better than Sticker Star did.
    • The battle system in Sticker Star was considered to be a waste of time and unrewarding due to the lack of experience and no reward other than coins (many of which were only gained if the battle was won without taking damage; something that is hard to do with most attacks without spending coins to let you use more stickers) and more stickers. Color Splash added ways to permanently increase the number of attacks used per turn without spending coins and had some cards that let you use multiple attacks with a single card making it much easier to win battles quickly. Hammer Points were also added as a kind of experience system.
    • The Thing system was overhauled. In Sticker Star, being able to use a Thing required you to backtrack and turn the Thing into a sticker; additionally the system was a total Guide Dang It!, especially for bosses. Color Splash overhauled the system so that Things were automatically turned into cards when you got them and added a hint system to tell you what Thing was needed next (though it will not tell you if multiple Things are needed on two separate things in the same level, but that is still better than Sticker Star).
    • Bosses were considered anticlimactic in Sticker Star due to the battles being a case of using the appropriate Thing at the appropriate time and watching the HP lower to the point that one attack will finish them off. In Color Splash, some bosses that do not need a Thing to get defeated; in battles where a Thing is needed, the Thing is used to stop a powerful attack or make it vulnerable, meaning bosses are actually fun to fight.
    • In the previous game, Kersti was considered incredibly overemotional and mean to Mario, while also not receiving any character development. In Color Splash, while he's still somewhat overemotional at times, Huey is nicer, jokier and comparatively more relaxed.
  • Capcom had received flack from fans for neglecting the Mega Man video game franchise following the cancellation of several games (including the highly-demanded Mega Man Legends 3), as well as the character's exclusion from Marvel vs. Capcom 3, and the decision to include Bad Box Art Mega Man as a Joke Character in Street Fighter X Tekken. Keiji Inafune's departure from the company further fueled the flames. So when Marvel vs. Capcom: Infinite was announced, Mega Man X is the very first character to be featured in the debut teaser trailer, even before Capcom's resident poster-boy Ryu shows up. Of course, Infinite ended being rather decisive upon release, but even so, for the 30th Anniversary of the Mega Man franchise, Capcom announced a Compilation Re-release of the X series of games and the brand-new Mega Man 11.
  • Though The Legend of Zelda: Breath of the Wild did receive a lot of high praise for its gameplay and dense open world, one of its most commonly cited flaws was that it suffers from noticeable framerate problems, an issue usually uncommon in first party Nintendo releases. In late March of 2017 Nintendo released the 1.1.1 update which fixed the vast majority of the issues, making the framerate much smoother.
  • ArcSys is well-known for overcharging with their Updated Re-release titles, releasing the same game multiple times at full price with small amounts of additional content. So, when it was announced that Guilty Gear Xrd -REVELATOR- would be getting an update (REV 2) as digital download and a lowered-price retail release, many saw it as a relief.
    • Likewise, for Blazblue Cross Tag Battle, after receiving massive backlash for an unclear and controversial DLC plan which most notably left half of the Unexpected Characters Team RWBY as separate paid downloads, ArcSys soon released a very strong apology and announced that not only would the first DLC character pack be free for digital download preorders and for the first week of release but also that Blake and Yang would be free to download indefinitely. Wrong of them to try and break up a good team.
  • No Man's Sky: Every single patch could be seen as an attempt at this due to the controversy surrounding many of the promised features that were missing during the game's initial release.
    • The day one patch notes, which many suspect were released just to combat the leaks and prove that the leaked copies were, in fact, incomplete builds. Judging from the reviews from critics, however, it didn't seem to help much, being just a posturing Take That! to the pirated versions.
    • Patch 1.04, released August 18th, fixed some of the bugs each version suffered.
    • The entirety of the Foundations Update, which added numerous features that were previously promised, including base building and board-able freighters, in addition to fixing a number of bugs.
    • The NEXT update in late July 2018 added multiplayer, which was promised during the game's prerelease.
  • Super Mario Odyssey:
    • The Mario franchise faced several accusations of stagnation during the 3DS and Wii U eras with the primary criticisms being an overload of Toads at the expense of other races, the gameplay being based mostly on the 2D Mario games, controversial changes to much loved gameplay styles, generic video game settings and most bosses being the Koopalings or other recurring bosses. Odyssey has the new Capture mechanic, expansive and unique locations, new NPCs, unique bosses and the returning characters, aside from series staples, are so obscure their presence was an unexpected and welcome sight.
    • Bosses in Odyssey are much harder than the ones in past 3D Mario games and Recurring Bosses change up their attack patterns, arenas to make rematches different and harder. This is likely in reaction to the criticism bosses in past 3D games were too easy and bosses fought several times were just the same battle over and over again.
  • Persona 5
    • Persona 4 was criticized for were the downtime scenes being superfluous and long-winded. While this game has a few downtime scenes of its own, most of them actually progressed the plot, and the ones that didn't add to the story don't drag on.
    • After some backlash from Persona 3 and Persona 4 in regards to what came off as occasional moments of Double Standard: Abuse, Female on Male, the relationships between girls and boys of the Phantom Thieves was done up in a more understanding manner. The boys for their part don't get their perv on all that often, and Ann (who gets this treatment the most) only really retaliates once, during the desert drive sequence, even though Ann's storyline could have already justified her being particularly sensitive about this type of behavior. Then when it comes to the actual beatings, the two that are delivered aren't done without a justifiable cause and thankfully have nothing to do with the guys being creepy towards the ladies in question (intentionally or otherwise): Ryuji getting his ass handed to him when he makes fun of the girls for crying at his near-death experience can be considered fair to some players, and of course, the epic beating Joker gets for romancing all the girls at once is considered completely fair to everyone.
    • After two main line entrees, plus several spin-off titles, having Hama and Mudo be instant kills with low chances of hitting, Persona 5 revamps the two elements into being, offensively speaking, similar to the other spells available in game by changing them to Bless and Curse respectively, allowing the player to use both elements on enemies weak to it without wasting SP on a unreliable instant kill. This also makes fighting enemies who use them less difficult since instead of only having instant kills, they can now be challenging without being unfair.
  • Civilization VI is set to feature two DLC packs introducing civilizations from Africa, Asia and the Americas amid criticisms that the base roster is Eurocentric - ten European civs (England, France, Germany, Spain, Rome, Norway, Greece, Russia, Scythia and Poland) to two African civs (Egypt and Kongo), four Asian ones (China, Japan, Arabia and India), three American ones (America, Aztecs and Brazil) and Australia. Sure enough, the first pack "Rise and Fall" has a more balanced representation: it adds the Cree, Georgia, Holland, a new Indian leader, Korea, Mapuche, Mongolia, Scotland and Zulu.
  • One of the complaints about Wangan Midnight Maximum Tune 5 by international players was that by releasing the game across all of its regions (other than China and Indonesia) at the same time, the non-Japan versions ended up being inferior, running on the same hardware as Maximum Tune 4 and lacking a lot of elements from from the Japanese version, such as the Shibuya/Shinjuku and Ikebukuro courses and the Maxi G currency system. So for Maximum Tune 5DX, Namco flipped their approach, delaying the game for non-Japan versions but giving those versions almost all of the same content as the Japanese version.
  • While most of the fandom's issues with Xenoblade Chronicles 2 were quality-of-life things that were fixed in patches, there was a single major element in the story (specifically the ending) that left a bad taste: even considering the open-ended nature of the story's conclusion, Nia got shafted hard by the story's resolution, losing out to a First Girl Wins scenario and having a potential Second Love Hope Spot torn away from her, with her very last appearance leaving herself emotionally isolated, giving her an unhappy ending in what's otherwise a wave of mysterious but hopeful optimism. When New Game+ was patched in, the developers added an undocumented change: after clearing the game a second time, lingering on the Evolving Title Screen will trigger Rex and Pyra to turn and wave offscreen, inviting Nia to hold hands and join them. After a moment, Nia turns and smiles straight at the fourth wall, a gesture clearly directed at the player, promising she got a happy ending too.
  • In addition to all its new content, the Updated Re-release for Fairy Fencer F, Advent Dark Force, also makes many adjustments to its existing story routes, considerably smoothing several characters arcs and making the plot flow better. Where it truly falls into this trope is with Sherman. Intended as a Well-Intentioned Extremist, most fans found him to be a self-aggrandizing Tautological Templar and the party's sympathy for his motives (if not actions) to be thoroughly misplaced. ADF embraces this, re-casting the character as a Knight Templar blinded by his ideals. Not only does this give Fang some credibility for not trusting him from the startnote , it also allows Sherman to take over a plot-critical action that was originally a tremendously Out-of-Character Moment for an otherwise sympathetic character. It's almost universally agreed this one character rewrite makes the main route much stronger all on its own.
  • Star Fox Adventures had serious development drama from the shift between Dinosaur Planet to a Dolled-Up Installment of Star Fox and being rushed out of the door before the departure of Rare which made most of the game content featuring newcomer Krystal becoming lost in the shuffle. The resulting plot sidelined her as a prisoner for the game's majority annoying fans hoping for a genuine Action Girl. The follow-up game Star Fox: Assault not only makes Krystal fully playable in multiplayer, but in the single-player campaign she's capable of wiping out entire enemy squadrons both in the cockpit and on foot by herself, proving her worth to the Star Fox team and that her Action Girl status isn't just window dressing.
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