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No Port For You

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If the "Only on Xbox" tag and Microsoft logo doesn't keep you from hoping for a PS2 release, we don't know what will.

"And it's strange to see [the American Girls Collection] not doing an Android port of their games, when the market share makes them attractive."
Adolf Hitler, Hitler Rants
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The Evil Twin of Multi-Platform and Port Overdosed, and a worse outcome than Porting Disaster.

Say you have this console or operating system which you are very much accustomed to. You more or less have everything made for the platform installed or on discs/cartridges, but there's this one game or application you wanted or needed so badly, but couldn't get as it was released on only a particular platform other than what you have. Sure enough, you can buy a new console or install an alternative OS, but that's a major barrier to entry for some who do not have the budget or just couldn't be bothered to get a certain device for the sole purpose of playing certain games.

As with No Export for You, No Port For You could be due to technical limitations, censorship, licensing or whatever complications that may arise with the release of a piece of software, or just limited resources, or for some inexplicable reason even if the platform the game wasn't released on has a significant market share. It could also apply to non-software pieces of digital media, like for example films not yet released on DVD or Blu-ray. However it could also be due to "exclusivity deals", in which a company pays a developer to make a game only exclusively for their platform.

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Expect many Arcade Games to fall under this, as many of them use specialized controllers that would be too expensive if they were faithfully made for the consumer market; the more economic alternatives would be to adapt the controls to a gamepad or produce a lower-budget version of the gimmick controller, often with clunky results either way.

Naturally, there are workarounds for this, like emulation for example; emulating more recent systems are a long shot however, but progress has been made with seventh-generation console emulators, such as Xenia, RPCS3, Citra, CEMU, and the most popular of them all; Dolphin. Even the Nintendo Switch is starting to have emulation projects being made too. Fan-made ports do exist as well, especially for games whose source codes have been released in public domain or under a permissive licence.

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Despite communicating with the same hardware fundamentally underneath, the other two Operating systems for the PC Market; MacOS and Linux, also get afflicted with this, as most games released on PC are for Windows only. While the list of games that work on both of these OS's is increasing thanks to increased adoption and better understanding by the general consumer and big videogame companies alike about what these OS's can actually be like to use, it's a far cry from the hundreds of thousands of games the PC gaming space has to offer natively. Much like how Emulation can help runs games from consoles on computers, MacOS and Linux both have Wine Bottler for the former, and plain old WINE for the latter. Linux also has Proton, a repackaged version of Wine primarily used for running windows-only Steam games, which makes it theoretically possible to play any game released onto Windows.

When it comes to smartphone games, originally the bulk of high-profile mobile games were released on iOS only, with Android routinely being left out in the cold. It wasn't until the mid-2010s that more and more mobile games started getting ported to Android, with most games now being released on both at launch. You're still out of luck if you use any other mobile phone platform, however.

Contrast with Multi-Platform and Reformulated Game, where games get versions or ports for multiple platforms at the time of its release (especially with licensed games). The complete polar opposite is Port Overdosed, where the game gets released on every platform under the sun the developer can think off, even if the platform is not a good fit.

See also No Export for You and Bad Export for You for restrictions of a regional sort. For cases when the game is ported at all yet developers did a rather shoddy job at it, see Porting Disaster.


Examples:

  • Prior to Activision's foundation in 1979, all games tended to be exclusive to the consoles they were developed for. It wasn't until a bunch of disillusioned former Atari developers called it quits and formed said video game studio that Multi-Platform titles came to be.
    • In addition, first-party developed titles are almost always this, for an obvious reason: exclusive titles created by the platform creator's own video game studios are meant as incentive for the consumer to chose their gaming platform over the competition. So you're never going to see Nintendo's Mario series on a Sony platform, or Sony's Gran Turismo games on a Microsoft console.
  • American Girl is guilty of this - for no explicable reason other than mentioning on their Facebook page that they are comfortable with iOS development. Even if Android's market share "makes them attractive" they only released most of their recent games for Apple's mobile operating system.
    • This is compounded by the fact that the companion app for a toy television made for Maryellen Larkin is designed with regular-size iPad models in mind, since the TV playset essentially acts as a specialised case for the original model up to the iPad 4. While there are Android devices using a similar form factor, e.g. Goopads and models from lesser-known firms, they're few and far behind, and most tablets are just too small or odd-sized for it to fit inside the television.
    • Also, the comfort zone excuse is moot considering how the mobile games were written using cross-platform libraries like Adobe AIR or Unity for example. With the case of AIR all you have to do is to recompile the Flash project with little or no changes and set Android as a target, provided you have Android Studio installed. Whether American Girl was paid off by Apple to snub Android users or not is anyone's guess.
    • In general, anything put out by Mattel/Fisher-Price for the mobile platform tends to be this, if not a bad port that is several versions behind the iOS version, and all of their mobile accessories to date are for iDevices only. Many have speculated that they have an exclusivity deal with Apple.
    • Still an issue as of the recently released Wellie Wishers game, and that's despite AG's assurances of a port or two for other platforms, along with children's electronics firm Nabi (who were recently acquired by Mattel) releasing an American Girl-themed variant of their Nabi SE tablet. The latter would've given them an even bigger reason for them to port most of their games to Android, but strangely enough this hasn't been the case as of now.
      • Except that as it turns out, they did make a port of some of those games. The clincher is that not only it's exclusively available upon purchase of the American Girl-themed tablet, it is not available from other tablets in the series. How this is possible is a Riddle for the Ages given that the Nabi tablets are Google Play certified, and Google never allows any tablet that ships with an alternative app store to pass its certification process, let alone two app stores. But even more frustratingly, the Nabi is only officially sold in North America and Europe and not Asia.
      • While the original WellieWishers remains iOS exclusive, Garden Fun is available on both Android and iOS worldwide. Except that the Android port of the game became a Porting Disaster when it was first launched, crashing silently on a number of devices, and was even made worse with the 1.1 update, of which American Girl seemingly forgot to upload the updated OBB files for the game; this was later corrected in a recent hotfix.
  • Mobile apps based on the Fancy Nancy series are exclusive to iOS for whatever reason. Much like American Girl, ports for the other platform are nowhere to be found, though a dedicated fan or a savvy parent could just load up a ROM of the DS game and play it on an emulator.
  • The compilation Phoenix Wright: Ace Attorney Trilogy HD was released for iOS and Android in Japan, but other countries only got it on iOS for some reason, despite every subsequent mobile release being available on both platforms in all regions.
  • Atlus's Persona series has always been exclusive to PlayStation systems, except for a Japan-only PC port of the first game and the spin-offs Persona Q: Shadow of the Labyrinth and its sequel Persona Q2: New Cinema Labyrinth, which are exclusive to the Nintendo 3DS and have the gameplay and visual style of the Etrian Odyssey series.
  • One of the many reasons why virtual machine software and Wine exist is with OS X, Linux and a myriad of Unix-based operating systems not getting a fair share of the pie, that is with most games and software e.g. productivity applications being released only for Microsoft Windows, a form of vendor lock-in.
  • On a technical standpoint, certain games would end up as being PC or "PS 360" exclusives mostly because of how infeasible it is to get it to run on a weaker console. This is why some developers tend to snub Nintendo's home consoles in favour of Sony or Microsoft. While Nintendo's rift with developers during the NES era may have accounted for this, the company's habit of intentionally developing underpowered hardware served as a barrier to entry for those intending to do a Wii U release. The N64's cartridge format lured the likes of Square Enix away from the platform, as titles like Final Fantasy VII just won't fit unabridged on a cart (the company's history of censoring games also played a role). And don't even think about a game on two or more carts either - PCBs and ROM chips are way too expensive to produce compared to pressing CDs. Some developers do avert this, however, up to some extent depending on the game and how ingenious the coders are, though the Wii U port of Watch_Dogs screams like Ubisoft shouldn't have bothered doing it at all. To their credit though, Nintendo are attempting to rectify this issue after the Wii U's failure by giving its successor (the Nintendo Switch) enough power to compete with the PlayStation 4 and Xbox One as well as tablets and handhelds.
    • Despite the GameCube having more computational power than the PS2, it was all but the worst-selling of its generation. Poor sales of many multiplatform games on GCN the meant that many companies stopped porting Xbox and PlayStation 2 games to the system after the first few years of its lifespan. Combined with the aforementioned "kiddy" reputation, many T and M-rated titles were released on the PS2 and Xbox, but not the GameCube. Probably the most iconic example of this was the fact that the GameCube was the only sixth-generation home console that never received a Grand Theft Auto gamenote . The T-rated Psychonauts was also skipped over for a GameCube port, where a wacky platformer like it would have fit right in, while it sold poorly on the platforms it was on.
      • Developers not porting games to GameCube can often be chalked up to disc size limitations. While the PS2 and Xbox both used DVDs for their primary format (which can hold up to 4.7GB of data on a single-layer disc), GameCube utilized a proprietary offshoot of the MiniDVD format (which can only hold 1.4GB of data on a single-layer disc). There were a lot of games that would need significant cuts or unacceptable levels of compression to play on Nintendo's system. Need for Speed: Carbon for one ended up having muddy textures that looked as if it came off a Nintendo 64 mostly due to having to fit every asset into a 1.5GB optical disc, which, to EA's credit, is a feat in itself considering how big the game was on other platforms. Other games such as those from the Splinter Cell series simply spanned all of their assets into two discs.
  • Metal Gear Solid 4 only saw release on the PlayStation 3, due to Kojima wanting to make full use of the Blu-ray format's storage space. At the time of its release 50 gigabytes of data was unheard of for a game, in contrast to most titles eating up six or eight. As of this writing, it's the only mainline MGS title that was never ported to any other platform, as MGS2, 3 and Peace Walker were eventually released to the Xbox 360 alongside the PS3 via the HD Collection and MGSV was developed as a multiplatform game from the get-go. While Kojima would go on to state that he would be willing to port MGS4 to other consoles if they supported the Blu-ray format (which both, the PS4 and Xbox One did), he would leave Konami shortly after the completion of MGSV, leaving MGS4 stuck in PS3-only limbo.
  • In spite of efforts by fans to coax Rockstar Games into releasing a Red Dead Redemption PC port, word has it that the codebase was messy enough to rule out a Windows release. Given how badly they screwed up with Grand Theft Auto IV in 2008, the latter isn't that far-fetched of an excuse. On the other hand, Red Dead Redemption was notoriously so full of bugs even on the platforms it was released on that they probably decided that revisiting the messy code to try to fix things was not worth it. Same goes with Midnight Club: Los Angeles and a few others.
  • Some genres don't seem to get any PC treatment whatsoever, or when they do, they're rather uncommon. See if you can name a few boxing, wrestling or Mixed Martial Arts games for Windows, let alone Mac or Linux. It could be either due to the genre being best played on the comfort of one's living room, or others tend to end up either unplayable or just plain awkward on a joystick or a keyboard.
  • Conversely, some genres like Real-Time Strategy or city-building games are generally PC-exclusive by default, because they're designed from the ground up to be played with mouse and keyboard, and trying to adapt their control scheme to a gamepad involves some very unhappy compromises at best. Not to mention some of the more complicated modern examples being very CPU and RAM intensive while putting a relatively small load on the graphics hardware, which is the exact opposite of optimal for console specs.
    • Though a number of games made with PC controls in mind such as Unreal Tournament came with support for keyboard and mouse controls when they were ported to consoles such as the Dreamcast and PlayStation 2.
    • This also accounts for why the console versions of The Sims end up being reworked to suit the platforms they were converted to. The exception is The Sims 4, which miraculously managed to get a straight port. down to the developer console used for entering cheats and debug functions on the PC version.
  • The Spot the Dog mobile games are iOS exclusive as well. In fact, Penguin Interactive are only publishing for iOS devices.
  • Likewise, certain Kairosoft games are Android-only.
  • Several of Hallmark's apps, especially the e-books for their Interactive Story Buddy toys, are iOS only as well, to the annoyance of Android-device-owning parents.
  • The main developer of PC game Mega Man Maker WreckingPrograms listed "mobile or console versions" among the "Deconfirmed Features". That means fans are never to request ports for consoles or for mobile phones.
  • Street Fighter V was released on both Windows and Linux, but as far as consoles are concerned, Capcom had a deal with Sony and thus an Xbox One release is unlikely so far, let alone the Wii U.
  • Conversely, Splinter Cell: Conviction only received an Xbox 360 version besides Windows, with Ubisoft citing the game series being developed with the Xbox in mind since the original.
  • A number of Dead or Alive titles were exclusive to the Xbox, like Dead or Alive 3, Dead Or Alive Xtreme Beach Volleyball and Dead or Alive: Ultimate, a remake of the first two games. This was also the case with Dead or Alive 4 and Dead or Alive Xtreme 2 for the Xbox 360. The series became Multi-Platform once again upon the release of the fifth title, though there still are some exclusives, in this case for PlayStation consoles, namely Dead or Alive Paradise for the PSP and the Asia-only Dead or Alive Xtreme 3 for the PS4 and Vita.
  • It has been confirmed by Nihon Falcom that the third and fourth installment of the The Legend of Heroes: Trails of Cold Steel games will be a PlayStation 4 exclusive. This even after it has been announced that NIS America is taking over the localization from XSEED Games. Some fans suspect Sony has penned an exclusivity deal and are annoyed. However, this was revealed to be another trolling attempt by the head of the company: what they have signed was for timed exclusives. Trails of Cold Steel III became available on the PC a year later, and the fourth game is expected to follow some time between 2021 and 2022.
  • None of the Tetris: The Grand Master arcade games have ever been ported to a consumer platform. A PS2 port for Tetris: The Grand Master 2 was allegedly in the works only to be cancelled. This isn't Arika's fault, though; The Tetris Company' has a series of strict guidelines on what is allowed in a game carrying the Tetris brand and gameplay, and the TGM series goes blatantly outside of those guidelines, which unfortunately means that it is extremely unlikely there will ever be a port of any arcade TGM game. While there is Tetris: The Grand Master ACE, its adherence to the same guidelines (which were made after TGM 2 and were still quite lax when TGM 3 was released, but got very strict sometime between the releases of 3 and ACE) result in a drastically different and less challenging game than the arcade TGM games.
  • Aka to Blue is exclusive to smartphones and artcades; the smartphone version doesn't even have Bluetooth controller support. The developers have stated that the costs of console development kits and the relative obscurity of Steam in Japannote  caused them to pass over more conventional consumer platforms.
  • Since Microsoft Studios bought the whole Gears of War series, the whole entries of games are now labeled Xbox exclusives, certifying that they will never appear on a PlayStation console.
  • While Onimusha is primarily a PlayStation franchise, the original game Onimusha: Warlords also received an Xbox port under the name Genma Onimusha, which featured a plethora of new content, including new costumes, increased difficulty, green souls which increase attack power, and new areas. Due to the 2019 remaster of the game not containing the content from this version, the Xbox (or the Xbox 360 through backwards compatibility) is still the only way to experience this version of the game.
  • Despite the 2013 remasters of Sonic the Hedgehog and Sonic the Hedgehog 2 being well-received, both remained exclusive to mobile devices despite the demand for a broader multiplatform release. This is despite the 2011 remaster of Sonic the Hedgehog CD being released on PlayStation Network (though Japan inexplicably didn't get it on PSN), Xbox Live, and Steam. When Sonic 1 and 2 got ported to Nintendo Switch years later, they were ports made by an entirely different company that has none of the exclusive content of these smartphone ports. In 2021, a fan decompilation project was released, allowing the mobile ports of these games to be playable natively on PC, and the project is also open-source, meaning it can also be ported to other platforms.
  • Konami's and M2's ReBirth line of WiiWare games (Gradius ReBirth, Contra ReBirth, and Castlevania The Adventure Rebirth) became non-purchasable effective March 2018 along with the rest of thed Wii Shop Channel's catalog, and non-downloadable effective January 2019. The only way to play them now is to have a Wii that already had it downloaded prior to the termination of the Wii Shop Channel service.
  • Ford Truck Mania was released exclusively for the original PlayStation in 2003. This is a problem however in two ways. First, it wasn't a first party game, & second, by the time it was released, the PlayStation 2 already came out 3 years earlier.
  • The original Bayonetta was released on both the Xbox 360 and the PS3 and was later released on the Wii U, PC, PS4 and Xbox One, but its sequels are exclusive to Nintendo platforms, because they provided PlatinumGames with funding for the development for those games when Sega wouldn't.
  • Nintendo once licensed out their characters to Philips as part of a failed deal to create a CD add-on, with Hotel Mario and The Legend Of Zelda C Di Games being Philips CD-i-exclusives.
  • A port of Terraria for Google Stadia was planned, but in February 8, 2021, Re-Logic CEO and lead developer Andrew "Redigit" Spinks announced that due to repeated issues he has had with many of Google's services (including having his personal and business YouTube, Google, Drive and Gmail accounts locked out for weeks for seemingly no reason), he has canceled the port and that Re-Logic will no longer be supporting Google's platforms moving forward. Existing releases of the game on Android platforms and the like are not affected.
    • Ultimately, this ended up being subverted; Terraria's February 2021 State of the Game mentions that Google has reached out and fixed the issues, and development of the Stadia port is now back on track and will release as normal.
  • Nintendo Switch users can't get the original or reboot Destroy All Humans!, and the devs aren't interested in a port.

Non-gaming examples:

  • While certain films did receive Blu-ray releases, some titles are unfortunately stuck on DVD or perhaps even on VHS. In spite of Legend Films' efforts at remastering Shirley Temple's back catalogue, a high-def release seems out of the question at least for now.
  • Ditto with Baby Peggy - Undercrank Productions' recent release of a restored version of The Family Secret is only on DVD, and that's in spite of the Library of Congress bringing up the film's quality to par with Charlie Chaplin re-issues.
    • Also true with the documentary about her career entitled The Elephant in the Room. By the time of its release in 2012, surely an HD release isn't out of the question given the film's 16:9 aspect ratio.

Notable subversions:

  • Nintendo has rarely made their characters and titles available on pieces of plastic and silicone that aren't branded with their name:
    • The arcade versions of the Donkey Kong trilogy, the original Mario Bros., Popeye, and other Nintendo games were never ported in their original state due to legal complications of Nintendo using Ikegami Tsushinki's Donkey Kong code for their other games. The NES versions were often the ones being released on modern platforms. It is not until the Nintendo Switch came out where Hamster Corporation gained access to some of these games and ported them under Nintendo's license for the Arcade Archives series.
    • The Interplay Super Mario Bros. edutainment games, which were released for Mac OS Classic, DOS and Windows 3.x.
    • The Pokémon. Despite Nintendo owning all the character trademarks, the actual property is split in unknown percentages between it, franchise creator Game Freak, and Creatures, Inc. Meaning that while major installments are locked to Nintendo platforms, there have also being several Android and iOS side-games (most notably Pokémon GO), educational games for PCs and Macs, and even a few titles on the Sega Pico, an educational console made by Sega, when Sega was still a hardware competitor!
    • Super Mario Run marked Nintendo's first in-house effort at developing games for smart devices. Unlike later mobile titles, it was initially developed solely for iOS platforms. A port for Android was later released in 2017, however.
  • Xbox Game Studios has also dabbled in this, being owned by a corporation that also owns one of the most widely-used computer operating systems on the planet.
    • Beginning in the 2010s, many Xbox games began seeing dual-releases on the also Microsoft-owned Windows OS, either at launch or a few months afterward.
    • For several years, Microsoft would have versions of their titles available on Nintendo handhelds, ranging from the Game Boy Color to the Nintendo DS. These were developed either in-house or by external studios, and published by other companies like THQ.
    • Following the failure of the Windows Phone/Mobile failing to gain market share, numerous Windows OS games, along with several productivity applications, began being ported to Android and iOS.
    • 'Minecraft. Even after buying out the property, Microsoft continued to develop ports and updates for numerous platforms.
    • Following the release of Halo 2 on PC in 2007 (which many consider to be a Porting Disaster due to requiring the much-maligned Windows Vista and Games for Windows Live, among other reasons), no Halo games were released on PC for 10 years. This changed with Halo Wars 2 in 2017, which saw a PC release as part of Microsoft's "Play Anywhere" program and was subverted nearly fully in 2019 when Microsoft announced that Halo: The Master Chief Collection would be coming to PC, leaving Halo 5: Guardians as the only Halo game not available on PC.
  • A number of side-games based on Sony Computer Entertainment-owned or published franchises did see releases on Android and iOS, namely Uncharted: Fortune Hunter and the Coca-Cola-sponsored PlayStation All-Stars Island. Although this is largely because Sony also produces Android cellphones and also did a brand crossover once (read: the PlayStation Phone).
  • Bethesda originally announced that Fallout Shelter was to be iOS-only. One backlash from fans later, they're eating their words.
  • Originally, the English version Phoenix Wright: Ace Attorney – Dual Destinies was only to be released on the 3DS eShop, which is not available in many countries. After a few people wrote in and seemingly eons of silence from Capcom, they made a surprise announcement and promptly released an iOS port, which is widely applauded not only as a Polished Port that fixes various Dub-Induced Plot Holes that surfaced in the North American 3DS release, but also for being cheaper than the 3DS version. A just as polished Android port surfaced the next year.
    • This also applies to Phoenix Wright: Ace Attorney – Spirit of Justice, which was 3DS-only when it was released in 2015. It was annoying because again, not only is the console is region-locked, but also digital-only in English-speaking markets, and there are many countries that do not have access to the eShop. An iOS version alongside an Android version was finally released into the world nearing the end of September 2017, with the same attention to details that Dual Destinies received when ported. However, there is two non-canon DLCs that isn't ported along with the rest of the game...
    • For a long while Apollo Justice: Ace Attorney and both Ace Attorney Investigations: Miles Edgeworth titles were only available on the Nintendo DS. It wasn't until December 2016 that they would receive ports to other platforms, with Apollo Justice getting a mobile port then and a 3DS port in November 2017. Both Investigations titles would get mobile ports on December 2017 (although with the second title still unlocalized).
  • Subverted with the so-called "timed exclusives", where a game would be contractually be released for only one or two platforms, but would later be ported to some other OS or platform. The expansion packs for Grand Theft Auto IV are an example of this.
  • Grand Theft Auto: Liberty City Stories used to be a Sony exclusive (and at one time was touted as a Killer App for the PSP). After ten years of wishful speculation from fans, an iOS port was released. As to why Grand Theft Auto: Vice City Stories wasn't given the same treatment is anyone's guess.
    • Besides the official smart device ports from Lucid Games, a UK-based porting house whom R* contracted to handle the conversion, two unauthorised ports for Windows were also made, an earlier, incomplete one using the San Andreas engine, and a more-feature complete effort running off the Vice City engine.note 
  • Somehow averted with Sega, who are thoughtful enough to release ports of their games after keeping them a platform exclusive for their consoles for a while. A port for Sonic the Hedgehog CD came out for Windows as early as 1996, only three years after its original release, and a port for Sonic 3 & Knuckles came a year after. After that, a lot of their games are ported to Windows roughly 6 months to a year after their initial platform release. Even before that games are often released for both the Genesis with a toned down version for the Master System, and their arcade games already received conversions of varying quality to many 8-bit computers like the ZX Spectrum and Commodore 64 a few months after release (albeit outsourced to porting houses) since the 80s. They even had Tengen convert several of their games to the NES, a console belonging to their supposed rival, long before they became a software-only publishing house! It's probably this mastery that helped keep Sega afloat when they abandoned their hardware business. See, Sega was and is still in the Arcade business long after Nintendo left the scene. Nintendo had largely left the Arcade business by the late 80s, and by the 90s their appearance in the arcade are thanks to a licensing deal with Bandai Namco with no direct involvements. And Sega learned one thing from the arcade business, that is "the real money comes from ports of your games"- not bad for a company who incompetently screwed up their home console business on a regular basis from the late 90s onwards.
  • For a good while, the The BBC iPlayer wasn't made available to the Xbox 360 due to UK licensing laws. Microsoft wanted to lock all video streaming services behind the Xbox Live Gold subscription service but the BBC, if they allowed the iPlayer on the platform, were and still are legally forbidden to charge for UK access to their content as the content charge is already part of the TV license fee. It was eventually averted and the Xbox got their own version that was available to all Xbox Live members including Silver (non-paying users).
  • Raiden V was initially an Xbox One exclusive, an odd choice given that the Raiden series is made by Japanese producers and "commercial failure" is a very polite way of describing how successful the Xbox One is in Japan. However, an Updated Re-release later came to PS4 and PC.
  • The Resident Evil remake, along with Resident Evil 0 and Resident Evil 4, were all initially announced as GameCube-exclusives. While RE4 ended being just a timed-exclusive before it got ported to the PS2 less than a year after its initial release, REmake and RE0 actually remained exclusive to Nintendo consoles for many years, with the only ports of either game being the Wii versions released in 2008. It wasn't until 2014 (12 years after its original GameCube release) that Capcom announced that REmake would be remastered on non-Nintendo platforms, first getting a stand-alone physical release on the PS3 in Japan at the end of the year, followed by a worldwide digital release on five different platforms (Steam, PS4, PS3, Xbox One, Xbox 360) in early 2015. RE0 followed suit with a digital release on the same five platforms in early 2016.
  • The various Final Fantasy games for the PS1 and PS2 were generally only available on Sony's console platforms, with Final Fantasy VII and Final Fantasy VIII being the only ones to get ports to the PC within a year after their console release. This changed over time as the games eventually made their way to PC, Nintendo and Microsoft consoles, and occasionally mobile in the 2010s.
  • For years the Yakuza series has been exclusive to PlayStation consoles, aside from Ryu Ga Gotoku 1 & 2 HD for Wii U, a one-off compilation for the Wii U containing remastered ports of the first two Yakuza titles originally released for the PS2 that remained in Japan. This was due to the fact that the series was developed primarily for the Japanese market in mind, where the PlayStation has always been the dominant gaming platform since the series's inception. However, after Yakuza 0 brought mainstream success to the series in the west, Sega saw fit to port over the games to other platforms. Since then, Yakuza 0, along with Kiwami and Kiwami 2 (which are remakes of the first two games), have been ported to PC (via Steam) and Xbox One digitally. Yakuza: Like A Dragon, the seventh mainline entry, would also end up being released in the west on Windows and Xbox consoles in addition to the PS4 version. The Yakuza Remastered Collection, which contains ports of Yakuza 3 through 5, have since be released digitally on Steam and Xbox as well, with Yakuza 6 scheduled to be released on March 2021, meaning that at least all the mainline entries are no longer locked to Sony consoles.
  • For the longest time, Crash Bandicoot and Spyro the Dragon games have remained console-exclusive until the late 2010s, when the Crash Bandicoot N. Sane Trilogy and Spyro Reignited Trilogy were released for the PC a year after their original releases on consoles (2018 for the N. Sane Trilogy alongside the Xbox One and Switch versions, and 2019 for the Reignited Trilogy, alongside the Switch version). However, this trend happened yet again, as Crash Team Racing: Nitro-Fueled, despite being released on PlayStation 4, Xbox One and Switch in 2019, has yet to get a PC release, even after the final content update in spring of 2020, and Activision doesn't seem very interested in bringing the kart racer over to the PC market for whatever reason.
  • After the PS2 port of beatmania IIDX 16 EMPRESS in 2009, it seemed as if IIDX was destined to be arcade-exclusive going forward. However, in 2015, Konami released a PC port of IIDX, beatmania IIDX INFINITASnote , as well as a smartphone port in 2019, beatmania IIDX ULTIMATE MOBILE that not only use touch controls but can also be played with a proprietary controller made for the game.
  • The video game hacking community discovered in 2020 that the Sammy Atomiswave arcade hardware is Dreamcast hardware with a few modifications. As a result, the Dreamcast hacking community produced a slew of homebrew ports of Atomiswave games, including for games that never got an official home port, intended for use with a hardware modification that allows the Dreamcast to read SD cards.
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