Follow TV Tropes


Old Shame / Video Games

Go To


  • Cliff Bleszinski, formerly of Epic Games, is not a fan of his old nickname of CliffyB and has gone to great lengths to distance himself from it, and the persona associated with it.
  • If you look at Blizzard Entertainment's website, about half the games they ever developed are not listed.
  • Codemasters brings zero mentions of Game Genie cheat devices and they have moved away from it, although some of their games such as Colin McRae Rally games have included in-game cheat systems as their creator in-jokes. While they do possess some of Game Genie devices in their vaults, the staff shrugged when they notice them.
  • Advertisement:
  • Believe it or not, Keiji Inafune feels this way towards the generally well-liked Super Adventure Rockman. He doesn't feel it's of low quality or anything like that, he simply feels its plot and tone were made way too dark for a Mega Man game. He also doesn't like Mega Man 3 very much due to its strained development and him feeling its gameplay was overly complicated. He has also stated that he takes all the blame for Mighty No. 9's Troubled Production.
  • Nintendo has the Virtual Boy, which is their biggest hardware failure since entering the gaming market, only selling 770,000 units globally. The system lasted less than a year before being discontinued, and Nintendo wouldn't even publicly acknowledge its existence until Super Smash Bros. Brawl as part of the title's "Chronicle" section (a near-complete list of games published by Nintendo).note  Ever since, the Virtual Boy has been regulated to little more than a self-deprecative Running Gag: from its description in Animal Crossing: New Leaf poking fun at its red graphics, to Luigi's Mansion 3 having an expy created by E. Gadd as your communication device (who insists that This Is Going to Be Huge), to Nintendo of America marketing videos acknowledging how awkward it is to use. As for the system's game library, none of the titles have ever seen re-release or remakes in any form; the closest has been a video of Mario's Tennis being viewable in the Nintendo Labo VR kit.
  • Advertisement:
  • Some issues of the Official Playstation 2 Magazine had an article entitled Did We Really?, which made fun of moments of the magazine's past the team came to regret. Chosen topics included underrating Grand Theft Auto III in the belief that It Will Never Catch On, panning Tomb Raider: The Angel of Darkness in the review, only to give it 8/10 anyway, putting Herdy Gerdy (a mostly forgotten adventure/puzzle game for the PS2) on the cover the month ICO was up for review, and covering a staff member in bacon for a photo shoot.
  • The website for Mac developer Storm Impact shifts nearly all of its focus to its two flagship games, TaskMaker and MacSki. Their third game, Asterbamm, is outright described as a flop.



  • The video game adaptation of AKIRA is wrought with this: as well as being one of the worst games released on the Amiga, the details of its development are a little nightmarish. Some of the devs have since gone on to bigger and better things: Martin Blackmore works with the Kinect for Microsoft now, and Anders Johansson is a developer for the Need for Speed series, just to name a couple. Neither of them are all that enthusiastic about Akira. Worse still, all attempts to contact the heads of development company ICE Software were met with profanity-laden resistance.
  • Ubisoft has admitted that they poorly handled the development and launch of Assassin's Creed: Unity, which was infamous for numerous bugs and an Obvious Beta status that only got "fixed" after a series of big patches and apologies like releasing all of the game's DLC for free. Since then the company has stated they want to avoid making the same mistake, and did as much as they could to fix Unity's problems with the following entry, Assassin's Creed: Syndicate.
  • Bad Day L.A. is this for American McGee. Not only was the game critically panned for its visuals, gameplay, and unfunny, juvenile sense of humor, but McGee admitted that the game's shortcomings were a result of using a janky game engine unsuited for 3D action games, a limited budget, and being horribly mismanaged from the start.
  • Bill Nye the Science Guy: Stop the Rock!: If there's any truth in the segment with Rooster Teeth in the Bill Nye Saves the World episode Cheat Codes for Reality. When Rooster Teeth brought the game to Bill to show it off, Bill's first response was "You did not bring that freaking game!'', followed by embarrassment over one of the Punny Name jokes, going as far as to say that he's reluctant to call it the worst thing he's ever done, and then quickly cutting the segment short.
  • The Licensed Game of Blues Brothers 2000 became the unacknowledged subject of a 2002 Electronic Gaming Monthly article by one of its developers (writing under the pseudonym "Richard Del Medio") titled "How Bad Games Get Made," going into the sordid details of its Troubled Production from their acquisition of a "terrible license" for the money to the final rush to release it in Obvious Beta state. Ten years later, readers of Hardcore Gaming 101 started investigating and found the developers out.
  • Hudson Soft at first tried to defend Bomberman Act:Zero against criticism, but following the release of Bomberman Live, they agreed with everyone else that the game was a bad, bad idea.
  • The English localization of Castlevania: Symphony of the Night is a unique case: Koji Igarashi has admitted that he was embarrassed about the game's English script (particularly in regards to the "What is a man?!" scene at the beginning of the game), but is nonetheless surprised and begrudgingly grateful that it helped make the game as popular as it was in the West.
  • Daikatana is a very sore subject for John Romero, who had earned fame for developing Doom and Quake, but hedged his reputation on the game that wound up sinking his company. In particular, he apologized over a decade afterward for the game's infamous magazine ad slogan, which read "John Romero's about to make you his bitch". When mentioning that he was working on a new game, he went so far as to announce that it wasn't a sequel to the game.
  • Capcom would really, really, really like everyone to forget Devil May Cry 2. Aside from making sure none of the subsequent games touched on 2's story in any way, shape, or form (3 and 4 were both set before 2note , and DmC: Devil May Cry is a complete Continuity Reboot), they actually include a few Take Thats in Viewtiful Joe. For instance, Dante flat out says he doesn't know what Alastor is talking about when Alastor mentions the events of DMC 2, while Trish coyly suggests that the "Dante" seen in the game was actually his friend Enzo in disguise. However, as of Devil May Cry 5, they changed their stance into, if nothing else, at least acknowledging that it exists.
  • Music composer Grant Kirkhope feels like this with the "DK Rap" from Donkey Kong 64. He said he'd intended for it to be enjoyable in an intentionally cheesy way, but it instead came across as unintentionally corny and outdated, making it one of the most memetic songs in video game history. That said, one of the Kickstarter stretch goals for Yooka-Laylee was a Spiritual Successor to the "DK Rap" called the "GK Rap", so he clearly has a sense of humor about it.
  • Jason Oda, who first became known as the creator of the Emo Game series of web games, doesn't regard them particularly fondly, seeing them as fairly immature goof-offs that got popular largely because there wasn't much interesting content on the internet in the early '00s, especially in comparison to his later work. The homepage for the series features a short letter written in 2017 to commemorate the original game's fifteenth anniversary, in which Oda describes revisiting the games as being "as painful and cringe-inducing to me as reading my high school poetry" on account of their reliance on juvenile 'edgy' humor and their reflection of the pretentiousness of the emo culture of the time. To quote him from his website:
    "The first games I ever made were a series of badly programmed games about emo. They became pretty popular and were featured in SPIN, The New York Times, and on MTV. At this point, I have to say I'm pretty embarrassed I ever made these. They're pretty terrible and immature. The jokes are just barely funny. Back in the day when the internet wasn't very entertaining, these sort of games passed for fun. As much as I'd like to forget I ever made these, they are at this point, just an unavoidable part of my history."
  • Square Enix would rather have people forget about version 1.0 of Final Fantasy XIV. The original release of the game was an unqualified disaster, panned across the board for numerous issues (poor optimization, lag, unintuitive controls and UI, etc.), but Square sank so much money into the game that its failure (along with the divisive reaction to the Final Fantasy XIII series) did serious damage to the brand. The company even fired several developers over XIV's failure, including the producer who worked on the more successful Final Fantasy XI. Nowadays, the only time Square or the developers ever talk about 1.0 of XIV is when they talk about what they did wrong. For instance, when the topic of the possibility of "classic" servers for XIV (similar to World of Warcraft Classic) to replicate the version 1.0 experience was brought up, FFXIV: A Realm Reborn director Naoki Yoshida burst into laughter and offered a one-word answer: "Nightmare."
  • Scott Cawthon's view on Five Nights at Freddy's World is pretty sour. A few months after giving the game a major update with post-game content, he eventually came to regret the game's bizarre plotline, mistakes he claimed he made early in the production, and the number of debates that it had sparked overall. He wrote the Android/iOS port description in to Self-Deprecation (to the point where he called it "the game that almost single handedly destroyed the FNaF franchise") and then cancelled the ports altogether, and its official website had gone completely black.
  • AkumaKira, one of the creators of Spooky's Jump Scare Mansion, doesn't look fondly on his old horror Garry's Mod maps, the Shadows series, attributing it to inexperience, a number of poor game design choices, the plot being made up as it went along, being unable to maintain a consistent tone (something he believes he still has trouble with), along with the use of memes. He did three videos on the map on his Youtube channel.
  • Grabbed by the Ghoulies became this for Rare. Many of the company's newer games included a Take That! against it. Despite this, the game still got a re-release in the Xbox Originals service, and was included in the compilation Rare Replay.
  • Toby Fox, the creator of Undertale, has admitted to being somewhat ashamed of The Halloween Hack, a ROM hack of EarthBound (1994) he made in his teenage years. He is especially embarrassed by what he now considers his younger self's attempts at being "edgy", such as peppering the dialogue with profanity and slurs, and has said that nowadays he wouldn't recommend it to anyone.
  • Uri reportedly wasn't particularly proud of the original version of Insanity, which was her first game; even her translator refused to make translations of it due to regarding it as poorly-made (it's apparently rather light on gameplay, with bad pacing that makes the story hard to follow). Luckily, Uri remade the game with many improvements and that version has been translated from Japanese.
  • The staff at Jackbox Games repeatedly poke fun at Word Spud from The Jackbox Party Pack, to the point of becoming a Running Gag on their Twitch stream. The game Survive the Internet randomly includes an icon for the nonexistent "Word Spud 2" on the desktop.
  • Seamus Blackley is best known as the creator of the Xbox, but before that he conceptualised and worked on Jurassic Park: Trespasser. Blackley is so ashamed of the game, he refuses to bring it up or talk about it when asked. Additionally, he and other Microsoft staff who worked on that console also feel this way about its original controller, which was criticized for being large and unwieldy, earning the nickname of "The Duke" from gamers. They admitted that Microsoft, being primarily a software company up until that point, was inexperienced in building hardware and that nothing demonstrated that more than The Duke.
  • In an interview with SiliconEra, Haru Akenaga, then-president of NIS America, stated that he was dissatisfied with the PlayStation 3 game Last Rebellion. He only released it due to a previous relationship with developer Hitmakernote , and tried his best to convince his team not to promote it beyond the typical "new release" press statement.
  • The Legend of Zelda:
    • Most Zelda fans can't even bear the mention of any of The Legend of Zelda CD-i Games. Nintendo has outright stated that they never happened. Same with Hotel Mario.
    • Though Shigeru Miyamoto and Eiji Aonuma were pleased with The Legend of Zelda: Ocarina of Time as a whole, they've gone on a limb to apologize for the Water Temple. It's especially telling that Aonuma wasn't the series director yet but still felt the need to apologize for that dungeon... because he was the game's primary dungeon designer. In fact, part of the reason that Ocarina of Time got an Updated Re-release on the 3DS was so Aonuma could fix the problems with the Water Temple.
    • One of the commercials for Ocarina of Time was released with the tagline "Willst thou get the girl? Or play like one?". While seen as mildly sexist humor at the time, this clearly doesn't fit with Nintendo's modern family-friendly "games are for everyone" image. Nintendo eventually replaced the text with "Willst thou soar? Or willst thou suck?" for the GameCube release and made ads from the ground up in the 3DS release.
  • Jonathan Strugnell has commented on a playthrough of Mission to McDonaldland, an Australian-exclusive PC game he developed based on McDonald's featuring horribly Off-Model CGi and Limited Animation. In his series of comments, he mentions that he found a copy of the game at a secondhand store and started to play it, then ejected the disc in horror at how awful the game looked. He also mentions that he designed the game in four days without sleep to meet its deadline. Lastly, he mentions that he wanted to include a mini-game called "McMortal Combat" where Ronald and Hamburglar fought it out in an arena as a very well-hidden Easter Egg, but a combination of ethics and time constraints made sure he didn't include it.
  • Persona was one of Atlus' first attempts to localize an RPG in the North American market, but the end result was a mess. The company eventually made a proper localization of the game for its PSP Updated Re-release, more than a decade later.
  • Running With Scissors were less than pleased with Postal III, no doubt due to the Troubled Production it went through. Not only have they dubbed it "Russian Postal", removed it from their website's store and struck it from canon, they've included potshots aimed at Postal III in their future work.
    "Here's some tips from the future: Bet on the Red Sox and don't buy POSTAL III."
  • In 2010, Seven45 Studios released a game called Power Gig: Rise of the SixString to compete with Guitar Hero and Rock Band (they even had Eric Clapton endorse the game). A few months after the game flopped, Seven45 made sure to scrub all mention of Power Gig from their website.
  • Despite record sales and characteristically positive reviews, Ken Sugimori, the artist for the series, felt Pokémon X and Y were too complicated and strayed from his original visions, vowing around the time of the games' release that Generation 7 would be simpler.
  • The Reality-On-The-Norm game Disappearance Time. The author was so embarrassed that he went back and updated the game by adding snarky commentary throughout.
  • The Romeo & Juliet quest in RuneScape was one to Jagex, being one of the first quests introduced in the game. It was one of the first old quests to be removed, but even references outside of the game itself to the quest were removed. This is not the case in Old School Runescape, however, as it's not only still present but even a requirement for a quest released in 2019.
  • In a promo for Shaq Fu: A Legend Reborn, Shaquille O'Neal said Shaq Fu was this trope and that he wouldn't repeat the mistakes of the first for the sequel.
  • Grasshopper Manufacture worked on Shining Soul and the sequel; however all references to this have been removed from the game's credits. Only reluctantly will Suda51 admit that the studio worked on the sequel.
  • Sonic the Hedgehog:
    • Yuji Naka has publically apologized for the barrel in "Carnival Night Zone" in Sonic the Hedgehog 3. You can see the recording here!
    • In 2010, Sega ceased to manufacture, and requested the removal from stores of, select Sonic games with mediocre ratings on Metacritic. This list of games included Sonic the Hedgehog (2006) and Sonic Unleashed, although their stance on the latter game seems to have softened somewhat as they have relisted it on digital storefronts and even allowed it to be part of Microsoft's enhanced backwards compatibility program on Xbox.
    • Jon St. John voiced Big the Cat in Sonic Adventure, Sonic Shuffle and Sonic Heroes. He later regretted doing so, going as far as deliberately forgetting how to do Big's voice just so he wouldn't get any call backs. Later still, Jon clarified on his Facebook page that he only hated the voice of Big, and not the character himself.
  • Stormrise was this to Creative Assembly because the game itself was very poorly received due to being released in an essentially half-finished state, absolutely loaded with bugs to the point of making some missions unplayable. Its most-touted feature, intended to allow the player to easily take command of their troops, regardless of the location, was also found to be very difficult and annoying to use. Due to its very poor sales, the game was pulled off from their website for good.
  • Capcom has said that the first Street Fighter has not aged well, mainly due to how the game's special moves were very difficult to execute. According to the developers at the time, the special moves were a kind of Cheat Code, which is why their input is dodgy. Consider that, back then, fighting games were SUPPOSED to be like that, with only punches and kicks available, few, if any, characters to select, against a wide array of CPU-exclusive fighters who of course have their odds stacked better for them, including said special moves.
  • According to PeanutButterGamer's Top 10 WORST Licensed Games! video, Cole Sprouse, who played Cody Martin, is not fond of the The Suite Life of Zack & Cody Licensed Game, Tipton Trouble. Specifically, when asked on Twitter on how to beat a certain level in the game, Cole responded with, "The best way to beat that game is to eject it and physically destroy it."
  • Some of the developers at Traveller's Tales absolutely hated working on Super Monkey Ball Adventure. At one gaming forum that one of the developers posted at, a member posted how he was thinking of trying the game out again and the developer replied "never ever go back to that game again".
  • Corey Burton feels this way in regard to how he voiced Shockwave in at least one Transformers: War for Cybertron commercial, he didn't think of it too much at first, but regretted doing the commercial because it made Shockwave feel incredibly Out of Character ("When your hit percentage exceeds mine, you may choose the soundtrack!"?).
  • Trine 3: The Artifacts of Power attempted to make a Video Game 3D Leap for the Trine universe, but hit the Polygon Ceiling hard. It received complaints for being too short and for lacking gameplay mechanics from the previous two entries. The developers later admitted that the complaints from Trine fans were completely valid and that they didn't have the financial resources to take the game in a 3D direction without covering costs by cutting features found in the previous entries. Trine 4: The Nightmare Prince would eventually return to the 2D gameplay of the first two Trine games, is the longest entry yet, and generally has been received enthusiastically.
  • Warhammer 40000: Dawn of War has generally received widespread acclaim as both an exceptional use of the Warhammer 40000 universe and as a damned fine Real-Time Strategy game. Its first two expansion packs, Winter Assault and Dark Crusade are also well-loved. Its third and final expansion, Soulstorm...not so much. Like many entries on this page, Soulstorm was farmed out to another developer and arrived rushed and buggy. It was essentially a retread of Dark Crusade with two new factions shoved in, buggy and poorly balanced (examples include the Sisters of Battle's ultimate unit not flagging as dead and thus being unable to be rebuilt if killed and the Dark Eldar Dais of Destruction having drastically more invincible frames than it's animations informed). The expansion got a Take That! in Dawn of War II, where the campaign covered in Soulstorm was explained as a disaster for series protagonists the Blood Ravens Space Marines that brought the Chapter to the edge of ruin.
  • Webfoot Technologies, the company that developed the (mostly) beloved Dragon Ball Z The Legacy Of Goku series, were not happy with how Dragon Ball Z: Taiketsu came out, as the project was forced upon them by Atari while Legacy of Goku II was in active development, was only given six months to work on Legacy II and Taiketsu, and the people they hired to work on the game has never made a Fighting Game before. This resulted in one of the worst Dragon Ball fighters of all time, and the company swore to never look back at that game ever again following its release.