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Not about publicity or (just) popularity. Much explain what improvements it made over the original that gave the franchise the quality it's known for.


* ''VideoGame/{{Pikmin}}'' 1 and 2 were considered cute classics for UsefulNotes/NintendoGameCube. ''Pikmin 3'', meanwhile, was highly publicized by Nintendo and regarded as one of the Wii U's best games.
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Cleanup. GTB can only happen once and this is the best fit as the point where all the games improvements added up to it's current mainstream popularity.


* ''VideoGame/PokemonRedAndBlue'' were two excellent [=JRPGs=] for the UsefulNotes/GameBoy, but they suffered from several problems, including poor balance and a multitude of {{Game Breaking Bug}}s.''[[UpdatedRerelease Yellow]]'' tightened it up a bit and fixed the worst of the bugs, and the beard fully grew with ''VideoGame/PokemonGoldAndSilver'' (such as introducing such things as breeding, the InUniverseGameClock and new types that balanced the ElementalRockPaperScissors) and grew even thicker with those games' UpdatedRerelease, ''Crystal'' (like introducing the option to play as a girl). ''VideoGame/PokemonDiamondAndPearl'' is generally held to be a second beard growth from a competitive standpoint, as the physical/special split cleaned up what was a very unbalanced typing system[[note]]in previous generations, moves would run off of physical or special attack based off of their typing, which prevented many Pokemon from being effective and made them unable to capitalize on same-type attack bonus[[/note]] and managed to make a lot more Pokemon viable and also toned down a lot of other Pokemon who had historically been able to abuse the old type-based physical/special system.

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* ''Franchise/{{Pokemon}}'': While the original ''VideoGame/PokemonRedAndBlue'' were two excellent [=JRPGs=] for the UsefulNotes/GameBoy, but were very popular and successful, they suffered from several problems, including poor balance basic, unbalanced, and a multitude of {{Game Breaking Bug}}s.''[[UpdatedRerelease [[GameBreakingBug glitchy]] gameplay and the multiplay and trading aspect limited by the need for physical meeting and accessories, contributing to the original Pokémon craze waning after Generation I. Each subsequent game added features and/or fixed the flaws[[note]]''[[UpdatedRerelease Yellow]]'' tightened it up a bit and fixed the worst of the bugs, and the beard fully grew with bugs. ''VideoGame/PokemonGoldAndSilver'' (such as introducing such things as fixed the unbalanced gameplay with various change and [[ElementalRockPaperScissors new types]] plus many new features (color graphics, breeding, and the InUniverseGameClock and new types that balanced the ElementalRockPaperScissors) and grew even thicker with those games' UpdatedRerelease, ''Crystal'' (like introducing InUniverseGameClock. ''[[UpdatedRerelease Crystal]]'' added the option to play as a girl). ''VideoGame/PokemonDiamondAndPearl'' is generally held to be girl, Move Tutors and the Battle Tower. ''VideoGame/PokemonRubyAndSapphire'' introduced Abilities which added a second layer of strategy. ''[[UpdatedRerelease FireRed and LeafGreen]] introduced wireless accessories.[[/note]] with ''VideoGame/PokemonDiamondAndPearl''being seen as the point the beard growth from a competitive standpoint, as fully grew in. The built-in wireless and online functionality eliminated the hurdle in trading and multiplayer by letting it happen anytime/anywhere, the latter combined with the physical/special split cleaned up what was a very unbalanced typing system[[note]]in split[[note]]in previous generations, generations moves would run off of physical or special attack based off of their typing, which prevented many Pokemon Pokémon from being effective and made them unable to capitalize on as as they couldn't effectively utilize same-type attack bonus[[/note]] and managed bonus or good moves that fit their stats[[/note]] perfecting the gameplay formula causing competitive play to make a lot more Pokemon viable and take off. It also toned down introduced a lot of other Pokemon who had historically been able to abuse stronger story, which ''[[UpdatedRerelease Platinum]]'' would improve along with hammering out minor technical issues. These won over enough old and new fans that ''Pokémon'' [[{{Pun}} evolved]] into the old type-based physical/special system.CashCowFranchise it is today.

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Better fit as the beard growing narratively and the start of it gameplay wise.


* Though critics loved it unconditionally, the gameplay of the ''Franchise/MassEffect'' franchise was pretty rocky. ''1'' was a straightforward third-person run-&-gun somewhere between ''Halo'' and ''Doom'', hampered by unnecessary TakeCover elements. ''2'' put cover-based shooting center stage, but adjusted all the game's other elements (gun damage, special abilities, HP totals) a bit too far, resulting in fragile and unbalanced gameplay. The trilogy's final entry managed to mix everything just right, to the point that ''3''[='s=] multiplayer mode, at first derided as a cash-in mechanic, is now enjoyed unironically by franchise fans.
** This is mirrored in the driving segments. In the first game you operated the M-35 Mako, an AwesomePersonnelCarrier with extremely unintuitive physics and wonky controls. The second game replaced the Mako with the Hammerhead hovertank and made driving sequences optional. ''III'' found the best solution: [[KnowWhenToFoldEm removing 'em entirely]].

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* Though critics loved it unconditionally, While ''VideoGame/MassEffect1'' was well-loved for its story and universe, ''VideoGame/MassEffect2'' fully/further fleshed out the setting, races, and characters and developed the moral grayness/complexity, all of which solidified it's popularity with fans. Whereas the first games gameplay of the ''Franchise/MassEffect'' franchise was pretty rocky. ''1'' was seen as a straightforward third-person run-&-gun somewhere between ''Halo'' slog and ''Doom'', hampered by unnecessary TakeCover elements. it's weakest aspect, ''2'' put cover-based shooting center stage, but adjusted all streamlined it into a fast-paced and engaging experience that, while some criticized as overly dumbing down the game's other elements (gun damage, special abilities, HP totals) a bit too far, resulting in fragile RPG aspect, set the foundation for ''VideoGame/MassEffect3'' to improve upon and unbalanced gameplay. The trilogy's final entry managed to mix everything just right, to the point that ''3''[='s=] fix those flaws such its multiplayer mode, at first derided as a cash-in mechanic, is now became enjoyed unironically by franchise fans.
** This is mirrored in the driving segments. In the first game you operated the M-35 Mako, an AwesomePersonnelCarrier with extremely unintuitive physics and wonky controls. The second game replaced the Mako with the Hammerhead hovertank and made driving sequences optional. ''III'' found the best solution: [[KnowWhenToFoldEm removing 'em entirely]].
unironically.



* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' was an episodic, linear game where you played through level after level until you faced a boss and moved on to the next episode. In [[VideoGame/Sly2BandOfThieves the sequel]] you instead perform "jobs" which can be anything from sabotaging the weapons of the BigBad to recon to setting up an escape route, all building up to one final heist where you stick it to the bad guy. Plans can go awry and force you to improvise, there is plenty of WorldBuilding and exploration, and much more emphasis is put on the GrayAndGrayMorality of a storyline where the protagonists and antagonists are both criminals. This new TheCaper format proved so popular that it would become ''the'' formula for ''VideoGame/Sly3HonorAmongThieves'' and ''VideoGame/SlyCooperThievesInTime'', with the SaturdayMorningCartoon structure of the original being but a distant memory.

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* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' was an episodic, linear game where you played through level after level until you faced a boss and moved on to the next episode. In [[VideoGame/Sly2BandOfThieves ''VideoGame/Sly2BandOfThieves the sequel]] sequel'' you instead perform "jobs" which can be anything from sabotaging the weapons of the BigBad to recon to setting up an escape route, all building up to one final heist where you stick it to the bad guy. Plans can go awry and force you to improvise, there is plenty of WorldBuilding and exploration, and much more emphasis is put on the GrayAndGrayMorality of a storyline where the protagonists and antagonists are both criminals. This new TheCaper format proved so popular that it would become ''the'' formula for ''VideoGame/Sly3HonorAmongThieves'' and ''VideoGame/SlyCooperThievesInTime'', with the SaturdayMorningCartoon structure of the original being but a distant memory.
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** To be fair, the first two MSX games had their fair share of MindScrew as well as BreakingTheFourthWall moments, back when that was an UnbuiltTrope in gaming. However, the main problem of the earliest installment is obviously the gameplay, which, although original, suffers greatly due to technical limitations of the MSX. Some cryptic moments seem more like cheap tricks to pad out the games’ length and make it NintendoHard. Many aspects of the first game in particular seem incomplete and rushed-out, with the second game improvements being significant but far from satisfying. Most importantly, the NES port of the first game was released as an ObviousBeta, with some of the gameplay’s flaws being significantly accentuated. Furthermore, the hardware limitations of that time meant there are none of the lengthy voiced cutscenes that the franchise later became known for.
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Honkai Impact 3rd

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* ''VideoGame/HonkaiImpact3rd'': Chapter 8 is commonly considered to be the moment when the story improved drastically. All the most famous moments in the game happened after this, while previous chapters didn't really have that much importance. "[[https://www.youtube.com/watch?v=Q-b6rdyIJsY Will of the Herrscher]]" {{Cutscene}}, which could be pinpointed as the precise moment of Growing the Beard, is the most popular video on the official Website/YouTube channel. Before, the plot mainly consisted of just five characters: the main trio and their two teachers. The young Valkyries only participated in small-scale conflicts and they mostly carried out official missions under the jurisdiction of Schicksal. There is some EarlyInstallmentWeirdness in how older story stages were structured and the writers still didn't have a full idea for {{Worldbuilding}} yet.\\
After [[spoiler: awakening of Herrscher of the Void and Himeko's death]], events in the plot are of much bigger weight and the storytelling gets more consistent. There are many emotional, tear-jerking and [[CerebusSyndrome downright depressing moments]]. Main heroines get separated from each other and go through huge CharacterDevelopment. Kiana is still the {{Protagonist}}, but other characters get more episodes where story is told from their perspective and they must act by themselves. We get to know more about history of the world as themes of [[TheMultiverse multiple universes]], humanity and the nature of Honkai become common.
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* When ''VideoGame/XenobladeChronicles2'' was released in 2017, the game was contested on whether it lived up to [[VideoGame/XenobladeChronicles1 its]] [[VideoGame/XenobladeChroniclesX predecessors]], particularly its egregious "gacha" mechanics for recruiting Rare Blades and being BestKnownForTheFanservice via its character designs. As multiple updates, NewGamePlus and {{prequel}} ''Torna: The Golden Country'' were introduced, a growing contingent deemed ''Xenoblade Chronicles 2'' a worthy installment to the franchise, which is no small feat considering the first game's ground-breaking praise.
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* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' was an episodic, linear game where you played through level after level until you faced a boss and moved on to the next episode. In [[VideoGame/Sly2BandOfThieves the sequel]] you instead perform "jobs" which can be anything from sabotaging the weapons of the BigBad to recon to setting up an escape route, all building up to one final heist where you stick it to the bad guy. Plans can go awry and force you to improvise, there is plenty of WorldBuilding and exploration, and much more emphasis is put on the GrayAndGrayMorality of a storyline where the protagonists and antagonists are both criminals.

to:

* ''VideoGame/SlyCooperAndTheThieviusRaccoonus'' was an episodic, linear game where you played through level after level until you faced a boss and moved on to the next episode. In [[VideoGame/Sly2BandOfThieves the sequel]] you instead perform "jobs" which can be anything from sabotaging the weapons of the BigBad to recon to setting up an escape route, all building up to one final heist where you stick it to the bad guy. Plans can go awry and force you to improvise, there is plenty of WorldBuilding and exploration, and much more emphasis is put on the GrayAndGrayMorality of a storyline where the protagonists and antagonists are both criminals. This new TheCaper format proved so popular that it would become ''the'' formula for ''VideoGame/Sly3HonorAmongThieves'' and ''VideoGame/SlyCooperThievesInTime'', with the SaturdayMorningCartoon structure of the original being but a distant memory.
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* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfected with an extremely simple but masterful example of [[ShowDontTell visual storytelling]] that led to its famous and beloved climax, something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.

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* ''VideoGame/{{Metroid}}'' ''VideoGame/Metroid1'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfected with an extremely simple but masterful example of [[ShowDontTell visual storytelling]] that led to its famous and beloved climax, something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.
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* The original ''VideoGame/KidIcarus'' and its sequel are not bad games, but they were far from major hits. They were mostly cited as ''VideoGame/{{Metroid}}'' clones for having been made in the same engine. ''VideoGame/KidIcarusUprising'' is were the franchise develops its own personality, fleshed out Pit and Palutena as characters, and gave the world its own supporting cast and feel.

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* The original ''VideoGame/KidIcarus'' and its sequel are not bad games, but they were far from major hits. They were mostly cited as ''VideoGame/{{Metroid}}'' ''VideoGame/Metroid1'' clones for having been made in the same engine. ''VideoGame/KidIcarusUprising'' is were the franchise develops its own personality, fleshed out Pit and Palutena as characters, and gave the world its own supporting cast and feel.
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Up To Eleven is being dewicked.


* The original ''VideoGame/SaintsRow'', while fairly well received, was considered by many to be little more than a clone of ''VideoGame/GrandTheftAutoSanAndreas''. After ''VideoGame/GrandTheftAutoIV'' marked the series's shift to more dramatic storytelling, though, ''VideoGame/SaintsRow2'' managed to win over disenfranchised fans and holdouts alike by taking the humor and ridiculousness of the original game, and cranking it UpToEleven.

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* The original ''VideoGame/SaintsRow'', while fairly well received, was considered by many to be little more than a clone of ''VideoGame/GrandTheftAutoSanAndreas''. After ''VideoGame/GrandTheftAutoIV'' marked the series's shift to more dramatic storytelling, though, ''VideoGame/SaintsRow2'' managed to win over disenfranchised fans and holdouts alike by taking the humor and ridiculousness of the original game, and cranking it UpToEleven.up to eleven.
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* ''VideoGame/UnchartedDrakesFortune'' is a solid action title with plenty of [[Franchise/IndianaJones Indy]]-like antics, a modern-day setting and its own unique fortune-hunting theme, but even the most die-hard ''Uncharted'' fan will concede that the controls feel kind of janky, the melee combat is restricted to combos, there's not enough weapon variation, and the all-important parkour segments feel very samey and tepid, lacking the bombastic and eye-catching setpieces the sequels would become beloved for. ''VideoGame/Uncharted2'' immediately blows all those problems away with a huge setpiece in its' opening scene that demonstrates just how much the parkour alone has improved, not to mention the spectacle
* ''VideoGame/WolfQuest Anniversary Edition'' is considered this for the whole series. It is an entire remake built from scratch, with new coding, [[SceneryPorn updated graphics and models,]] larger maps, more realistic gameplay and mechanics, etc...

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* ''VideoGame/UnchartedDrakesFortune'' is a solid action title with plenty of [[Franchise/IndianaJones Indy]]-like antics, a modern-day setting and its own unique fortune-hunting theme, but even the most die-hard ''Uncharted'' fan will concede that the controls feel kind of janky, the melee combat is restricted to combos, there's not enough weapon variation, and the all-important parkour segments feel very samey and tepid, lacking the bombastic and eye-catching setpieces the sequels would become beloved for. ''VideoGame/Uncharted2'' ''VideoGame/Uncharted2AmongThieves'' immediately blows all those problems away with a huge setpiece in its' its opening scene that demonstrates just how much the parkour alone has improved, not to mention the spectacle
spectacle.
* ''VideoGame/WolfQuest Anniversary Edition'' is considered this for the whole series. It is an entire remake built from scratch, with new coding, [[SceneryPorn updated graphics and models,]] models]], larger maps, more realistic gameplay and mechanics, etc...
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* The UsefulNotes/PlayStation3 started out as a laughing stock with a ridiculous price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for, keeping away third-party support. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launched a new, slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.
* The UsefulNotes/PlayStation4 is this for the brand overall. After the past two generations with increasingly frustrating-to-code hardware and an inflating ego that crashed down like the Hindenburg, Sony finally decides "hey, let's ask what the developers want". Not only did they win the developers over again, but Microsoft's less-than-stellar reveal of the UsefulNotes/XboxOne was heavily taken advantage of by Sony to win the gamers at E3. And it shows. At launch, the [=PlayStation 4=] was the fastest selling console ''in history.''
* The original UsefulNotes/{{Xbox}} is pretty much a PC in a box, and despite having graphical prowess and a decent lineup of games throughout its lifespan, its sales paled in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/XBox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.
* When the UsefulNotes/XboxOne was first revealed in early 2013, it was ridiculed by gamers and media alike for its restrictive DRM policies and a focus on Kinect and digital TV instead of gaming, which resulted in its competitor Sony taking the ball and running with it. In the next two years, MS managed to somewhat regain the goodwill of gamers by reversing its DRM policies, removing the mandatory Kinect requirement, dropping the price by $100, and reintroducing backward compatibility with its predecessor. A return to its core franchises such as ''Forza'' and ''Halo'', as well as new [=IPs=] such as ''VideoGame/SunsetOverdrive'' and ''VideoGame/OriAndTheBlindForest'', doesn't hurt either.
* The UsefulNotes/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, save for the UsefulNotes/PlayStationPortable), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.

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* The UsefulNotes/PlayStation3 started out as a laughing stock with a ridiculous 600-dollar price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for, for due to its highly-custom architecture, keeping away third-party support.support and [[PortingDisaster frequently interfering with those who stayed]]. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launched a new, slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.
* The UsefulNotes/PlayStation4 is this for the brand overall. After the past two generations with increasingly frustrating-to-code frustrating-to-code-for hardware and an inflating ego that crashed down like the Hindenburg, Sony finally decides decided "hey, let's ask what the developers want". Not only did they win the developers over again, but Microsoft's less-than-stellar reveal of the UsefulNotes/XboxOne was heavily taken advantage of by Sony to win the gamers over at E3.E3 as well. And it shows. At launch, the [=PlayStation 4=] was the fastest selling console ''in history.''
* The original UsefulNotes/{{Xbox}} is pretty much a PC in a box, and despite having graphical prowess and a decent lineup of games throughout its lifespan, its sales paled in comparison to Sony's [=PS2=] juggernaut, which dominated the generation. Its successor, the UsefulNotes/XBox360, UsefulNotes/Xbox360, improved upon its predecessor by by upping its user friendliness, which includes embracing the Xbox Live online gaming hub, adding an {{achievement system}} for rewarding certain in-game tasks, and redesigning the Xbox's infamously-huge controller to make it more ergonomic. And that's not mentioning taking advantage of Sony's disastrous E3 2006 with its lower pricepoint and greater lineup of games. Although the console suffered from the dreaded Red Ring of Death early in its lifespan, it ended the generation with around 80 millions units sold, quadrupling the sales of its predecessor.
* When the UsefulNotes/XboxOne was first revealed in early 2013, it was ridiculed by gamers and media alike for its restrictive DRM policies and a focus on Kinect and digital TV instead of gaming, which resulted in its competitor Sony taking the ball and running with it. In the next two years, MS managed to somewhat regain the goodwill of gamers by reversing its DRM policies, removing the mandatory Kinect requirement, dropping the price by $100, and reintroducing backward compatibility with its predecessor. A return to its core franchises such as ''Forza'' and ''Halo'', as well as new [=IPs=] such as ''VideoGame/SunsetOverdrive'' and ''VideoGame/OriAndTheBlindForest'', doesn't didn't hurt either.
* The UsefulNotes/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, save for to the UsefulNotes/PlayStationPortable), point that only the UsefulNotes/PlayStationPortable has so much has carved out its own niche since), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.
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* The ''VideoGame/{{Burnout}}'' series started out poor, with the initial game being not very well received. Its [[VideoGame/Burnout2PointOfImpact second installment]] was better, though it was really the [[VideoGame/Burnout3Takedown third title]] that could be considered the beard-growing moment, with the game's addition of the Takedown maneuver.

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* The ''VideoGame/{{Burnout}}'' series started out poor, with the initial game being not very well received. Its [[VideoGame/Burnout2PointOfImpact second installment]] installment was better, though it was really the [[VideoGame/Burnout3Takedown third title]] title that could be considered the beard-growing moment, with the game's addition of the Takedown [[CarFu Takedown]] maneuver.
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* It's generally seen that ''VideoGame/TheKingOfFighters '96'', the third game in the series, was when ''[=KOF=]'' started to take off. ''[='96=]'' added running and dodge-rolling in place of dashing and spot-dodging, two mechanics that helped set ''[=KOF=]'' apart from other fighting games, as well as making the overall gameplay smoother and more accessible. The theme tune to ''[='98=]'' even acknowledges it; the pieces were in place in '96 (though in context, that's actually referring to the game bringing the "{{Orochi}}" aspect of the Orochi Saga to the fore).

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* It's ''Franchise/TheKingOfFighters'' fighting game series developed by SNK was critically successful from beginning, but it's generally seen that ''VideoGame/TheKingOfFighters '96'', ''VideoGame/TheKingOfFighters96'', the third game in the series, was when ''[=KOF=]'' started to take off. While the first two games, ''[=KOF '94=]'' and ''[='95=]'', borrowed dashing and spot-dodging from SNK's earlier games (''VideoGame/FatalFury'' and ''VideoGame/ArtOfFighting''), ''[='96=]'' added running and dodge-rolling in place of dashing and spot-dodging, them, two mechanics that helped set ''[=KOF=]'' apart from other fighting games, as well as making the overall gameplay faster, smoother and more accessible. The theme tune to ''[='98=]'' even acknowledges it; ''[=KOF '96=]'' is also when the pieces were in place in '96 (though in context, that's actually referring to series leaped beyond the game bringing CrisisCrossover premise and built on OriginalGeneration characters, a wise move in retrospect as ''KOF'' itself became a MorePopularSpinOff than the "{{Orochi}}" aspect of other featured SNK series. ''[=KOF '96=]'' also featured fantastic graphics and music for its time, with the Orochi Saga to two most well-known tunes in the fore).series, "Esaka?" and "Stormy Saxophone 2", both first appearing in this game.
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* ''VideoGame/UnchartedDrakesFortune'' is a solid action title with plenty of [[Franchise/IndianaJones Indy]]-like antics, a modern-day setting and its own unique fortune-hunting theme, but even the most die-hard ''Uncharted'' fan will concede that the controls feel kind of janky, the melee combat is restricted to combos, there's not enough weapon variation, and the all-important parkour segments feel very samey and tepid, lacking the bombastic and eye-catching setpieces the sequels would become beloved for. ''VideoGame/Uncharted2'' immediately blows all those problems away with a huge setpiece in its' opening scene that demonstrates just how much the parkour alone has improved, not to mention the spectacle
Is there an issue? Send a MessageReason:
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** This is mirrored in the driving segments. In the first game you operated the M-35 Mako, an AwesomePersonnelCarrier with extremely unintuitive physics and wonky controls. The second game replaced the Mako with the Hammerhead hovertank and made driving sequences optional. ''III'' found the best solution: [[KnowWhenToFoldEm removed 'em entirely]].

to:

** This is mirrored in the driving segments. In the first game you operated the M-35 Mako, an AwesomePersonnelCarrier with extremely unintuitive physics and wonky controls. The second game replaced the Mako with the Hammerhead hovertank and made driving sequences optional. ''III'' found the best solution: [[KnowWhenToFoldEm removed removing 'em entirely]].
Is there an issue? Send a MessageReason:
None


** ''VideoGame/TalesOfArise'' holds one of the highest Metacritic ratings to date for the series and has attracted a fair degree of mainstream notice, including winning RPG of the Year at the Video Game Awards in 2021. It has the best chance of any Tales game of dethroning Symphonia as the best-selling game in the series. This is especially remarkable with critics complaining the past few games were formulaic and somewhat outdated, and especially with the criticism TalesOfZestiria attracted.

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** ''VideoGame/TalesOfArise'' holds one of the highest Metacritic ratings to date for the series and has attracted a fair degree of mainstream notice, including winning RPG of the Year at the Video Game Awards in 2021. It has the best chance of any Tales game of dethroning Symphonia as the best-selling game in the series. This is especially remarkable with critics complaining the past few games were formulaic and somewhat outdated, and especially with the criticism TalesOfZestiria ''VideoGame/TalesOfZestiria'' attracted.
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** ''VideoGame/TalesOfArise'' holds one of the highest Metacritic ratings to date for the series and has attracted a fair degree of mainstream notice, including winning RPG of the Year at the Video Game Awards in 2021. It has the best chance of any Tales game of dethroning Symphonia as the best-selling game in the series. This is especially remarkable with critics complaining the past few games were formulaic and somewhat outdated, and especially with the criticism TalesOfZestiria attracted.
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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. [[Administrivia/RuleOfCautiousEditingJudgement It should be noted, however, that this franchise has a very divided fanbase and this view is highly contested]], with just as many fans saying that [[ContestedSequel Kingdom Hearts II is where everything went wrong.]]

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* No one will say the first two ''Franchise/KingdomHearts'' games are less than stellar, but ''VideoGame/KingdomHeartsII'' is when the series started growing its facial hair. Better accessibility, combat versatility, deeper characterization, and better animation are just a few of the many improvements that were brought to the series and used for every game since. [[Administrivia/RuleOfCautiousEditingJudgement It should be noted, however, that this franchise has a very divided fanbase and this view is highly contested]], contested, with just as many fans saying that [[ContestedSequel Kingdom Hearts II is where everything went wrong.]]
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* The UsefulNotes/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, save for the UsefulNotes/PlayStationPortable), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.

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* The UsefulNotes/GameBoy was this for Nintendo's handheld devices. Prior to the Game Boy, the UsefulNotes/GameAndWatch was Creator/{{Nintendo}}'s first piece of handheld hardware, and was a success by all means. However, each game was its own separate unit, and it was later overshadowed in the west by the runaway success of the UsefulNotes/NintendoEntertainmentSystem. Enter the Game Boy, which was more or less a portable NES (albeit without color, at least for [[UsefulNotes/GameBoyColor a decade]]), and ended up taking the world by storm with games like ''VideoGame/SuperMarioLand'', ''VideoGame/TheLegendOfZeldaLinksAwakening'', ''VideoGame/MetroidIIReturnOfSamus'', ''VideoGame/KirbysDreamLand'', ''VideoGame/{{Tetris}}'', and later on, ''VideoGame/PokemonRedAndBlue''. Its [[MadeOfIndestructium insane durability]] and lengthy battery life also helped, thus allowing for a proper gaming experience on the go. Ever since then, Nintendo's continued to build upon the success of the Game Boy with new handheld devices for each generation (and essentially conquering the handheld market to a near-monopoly, save for the UsefulNotes/PlayStationPortable), eventually culminating in the first mainstream hybrid console, the UsefulNotes/NintendoSwitch.UsefulNotes/NintendoSwitch.
* The UsefulNotes/SuperNintendoEntertainmentSystem, more colloquially as the SNES, is almost widely-considered to be even better than its predecessor, the UsefulNotes/NintendoEntertainmentSystem, and as one for Creator/{{Nintendo}} as a whole. The SNES was essentially a beefed-up NES in terms of power, while also coming with a controller that is not only considered to be better than the NES controller, but also one that introduced staples that would influence gaming controllers as a whole, such as the X and Y buttons, the shoulder buttons, and rounded edges instead of the rectangular NES controllers. Not to mention that in terms of software, this is also where many of Nintendo's own franchises grew their own beards, with ''VideoGame/SuperMarioWorld'', ''VideoGame/DonkeyKongCountry'', ''VideoGame/TheLegendOfZeldaALinkToThePast'', ''VideoGame/SuperMetroid'', ''VideoGame/{{Earthbound}}'', ''VideoGame/KirbySuperStar'', and ''VideoGame/FireEmblemGenealogyOfTheHolyWar'' all establishing conventions and norms that future installments of their respective franchises would follow, while Nintendo also introduced other mainstay franchises such as ''VideoGame/FZero'', ''VideoGame/StarFox'', ''VideoGame/YoshisIsland'', and ''VideoGame/KillerInstinct'', and even non-Nintendo third party franchises saw their own beards being grown with games like ''VideoGame/MegaManX1'', ''VideoGame/SuperCastlevaniaIV'', ''VideoGame/FinalFantasyVI'', and ''VideoGame/StreetFighterII''.
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** Localization-wise, ''Puyo Puyo'' games have had a history of having shoddy work done on them, with the exception of ''Puyo Pop'' on GBA. This includes spelling mistakes, translation oversights, [[InconsistentDub inconsistent]] [[SpellMyNameWithAnS names]], and lousy voice acting. ''Puyo Puyo Tetris'' is a HUGE leap in quality in this regard, even making clever improvements in some areas.

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** Localization-wise, ''Puyo Puyo'' games have had a history of having shoddy work done on them, with the exception of ''Puyo Pop'' on GBA. This includes spelling mistakes, translation oversights, [[InconsistentDub inconsistent]] [[SpellMyNameWithAnS names]], and lousy voice acting. ''Puyo Puyo Tetris'' ''VideoGame/PuyoPuyoTetris'' is a HUGE leap in quality in this regard, even making clever improvements in some areas.
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* The first two ''VideoGame/{{Darius}}'' were notable entries in the horizontal ShootEmUp genre, but got much criticism for issues like [[ContinuingIsPainful punishing player death harshly]] and their [[CutAndPasteEnvironments heavy reuse of level design and background graphics]]. Furthermore, the game's use of multiple monitors, while [[DancingBear attention-grabbing]], made it difficult to port the series to home systems, with ports having to be [[ReformulatedGame heavily modified]] while the SNES-exclusive games were considered unremarkable for various reasons. Many players consider ''Darius Gaiden'' as the series breakout moment; the switch to the Taito F3 arcade board came with a massive upgrade to the already-great production values, levels were more varied in both graphics and design, boss battles became more intense and creative with multiple phases and elaborate attacks, and the game featured concessions to less skilled players such as less punishing penalty for failure and the addition of [[SmartBomb blackhole bombs]] while still remaining very challenging. ''Gaiden'' would also lean harder in the series surreal and psychedelic themes, which would define the series from that point on.

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* The first two ''VideoGame/{{Darius}}'' were notable entries in the horizontal ShootEmUp genre, but got much criticism for issues like [[ContinuingIsPainful punishing player death harshly]] and their [[CutAndPasteEnvironments heavy reuse of level design and background graphics]]. Furthermore, the game's use of multiple monitors, while [[DancingBear attention-grabbing]], made it difficult to port the series to home systems, with ports having to be [[ReformulatedGame heavily modified]] while the SNES-exclusive games were considered unremarkable for various reasons. Many players consider ''Darius Gaiden'' as the series breakout moment; the switch to the Taito F3 arcade board came with a massive upgrade to the already-great production values, levels were more varied in both graphics and design, boss battles became more intense and creative with multiple phases and elaborate attacks, and the game featured concessions to less skilled players such as less punishing penalty for failure and the addition of [[SmartBomb blackhole bombs]] while still remaining very challenging. ''Gaiden'' would also lean harder in the series surreal and psychedelic themes, which would define the series from that point on. Taito would keep up this momentum for ''G-Darius'', with excellent [[VideoGame3DLeap 3D graphics]], massive bosses, and the game's iconic BeamOWar system.
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* ''Videogame/DeadOrAlive'' always had fans and positive remarks but never much respect, BestKnownForTheFanservice and the like. ''Dead or Alive: Dimensions'' and to a greater extent ''Videogame/DeadOrAlive5'' were rather well received when it comes to gameplay and the story mode (the latter having the helping hand of Sega and the ''Videogame/VirtuaFighter'' crew).
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** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Creator/NaokiYoshida who implemented a plan to reboot the game. The reboot, ''A Realm Reborn'' received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force. Then there's ''Shadowbringers'', which added several features (such as the trust system, which allows you to play through storyline dungeons with the [=NPCs=] you've been traveling with as your party members as opposed to other players) that brought the game from just another good MMO to a legitimate challenger for the greatest MMO of all time.

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** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Creator/NaokiYoshida who implemented a plan to reboot the game. The reboot, game as ''A Realm Reborn'' which received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force. Then there's ''Shadowbringers'', which added several features (such as the trust system, which allows you to play through storyline dungeons with the [=NPCs=] you've been traveling with as your party members as opposed to other players) and a greater focus on its story, which is considered one of the best in the franchise, that brought the game from just another good MMO to a legitimate challenger for the greatest MMO of all time.

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** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Creator/NaokiYoshida who implemented a plan to reboot the game. The reboot, ''A Realm Reborn'' received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force.
*** On top of this, Shadowbringers deserves its own mention. While the game was anything but bad before, Shadowbringers added several features (such as the trust system, which allows you to play through storyline dungeons with the [=NPCs=] you've been traveling with as your party members as opposed to other players) that brought the game from just another good MMO to a legitimate challenger for the greatest MMO of all time.

to:

** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Creator/NaokiYoshida who implemented a plan to reboot the game. The reboot, ''A Realm Reborn'' received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force.
*** On top of this, Shadowbringers deserves its own mention. While the game was anything but bad before, Shadowbringers
force. Then there's ''Shadowbringers'', which added several features (such as the trust system, which allows you to play through storyline dungeons with the [=NPCs=] you've been traveling with as your party members as opposed to other players) that brought the game from just another good MMO to a legitimate challenger for the greatest MMO of all time.
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Added DiffLines:

*** On top of this, Shadowbringers deserves its own mention. While the game was anything but bad before, Shadowbringers added several features (such as the trust system, which allows you to play through storyline dungeons with the [=NPCs=] you've been traveling with as your party members as opposed to other players) that brought the game from just another good MMO to a legitimate challenger for the greatest MMO of all time.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Naoki Yoshida who implemented a plan to reboot the game. The reboot, ''A Realm Reborn'' received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force.

to:

** ''VideoGame/FinalFantasyXIV'' deserves a spotlight, as fans can generally agree this happened twice. When the game initially launched, it received mostly negative reviews. As a result, its original management was replaced by Naoki Yoshida Creator/NaokiYoshida who implemented a plan to reboot the game. The reboot, ''A Realm Reborn'' received critical acclaim, with a lot of people who lambasted the game turning around to say it's a must play. However, a ''A Realm Reborn'' was plagued with some issues that to this day, can make it a slog for people to get through. But the first expansion, ''Heavensward'', ironed out a lot of these issues and coupled with a well-received story, helped cement the MMO as a major force.
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** EA occasionally gifts games to its users. And it's not shovelware, as classics like ''Sim City 2000'' and ''Theme Hospital'' were given away, as were some newer titles, such as ''Dragon Age: Origins.''

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** EA occasionally gifts games to its users. And it's not shovelware, as classics like ''Sim City ''VideoGame/SimCity 2000'' and ''Theme Hospital'' ''VideoGame/ThemeHospital'' were given away, as were some newer titles, such as ''Dragon Age: Origins.'' ''VideoGame/DragonAgeOrigins''.
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** You can refund the games within a certain amount of time. This was one of the more high profile features the service offered that Steam didn't (Steam would eventually add it, though not as flexible as Origin's; this was only due to a major AAA game using Steam having such an atrocious port that Valve was forced to implement a refund mechanic, or they otherwise still likely wouldn't have one).

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** You can refund the games within a certain amount of time. This was one of the more high profile features the service offered that Steam didn't (Steam would eventually add it, though not as flexible as Origin's; this was only due to a [[VideoGame/BatmanArkhamKnight major AAA game game]] using Steam having such an [[PortingDisaster atrocious port port]] that Valve was forced to implement a refund mechanic, or they otherwise still likely wouldn't have one).
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* ''VideoGame/{{Destiny}}'' started as a fairly standard shooter MMO with some fairly interesting, if poorly explained, enemies.... then come The House of Wolves expansion where a Fallen with delusions of [[Main/AGodAmI Godhood]] who managed to be a recurring enemy. And then there's The Taken King. Not only did The Taken King add a massive new zone with an unsettling design, but it also added a new enemy faction that were challenging and memorable in spite of being palette swaps of pre-exsisting enemies, as well as new story content that put an emphasis on character dynamics between members of your MissionControl.

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* ''VideoGame/{{Destiny}}'' started as a fairly standard shooter MMO with some fairly interesting, if poorly explained, enemies.... then come The House of Wolves expansion where a Fallen with delusions of [[Main/AGodAmI Godhood]] who managed to be a recurring enemy. And then there's The Taken King. Not only did The Taken King add a massive new zone with an unsettling design, but it also added a new enemy faction that were challenging and memorable in spite of being palette swaps of pre-exsisting pre-existing enemies, as well as new story content that put an emphasis on character dynamics between members of your MissionControl.

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