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* ''VideoGame/DisneyInfinity 3.0'': Other than the game being released on Steam as an AllegedlyFreeGame with almost [[CrackIsCheaper $900 worth of DLC]] at launch (which was rectified immediately after and the total DLC cost was reduced to a more manageable $130), the game is also ''not'' kind to lower-end [=PCs=]. Unlike most PC games, the latter problem can't be remedied by lowering the texture settings or the resolution (which is locked at 16:9), because the game doesn't even let you do that. This may have played a factor in why support for the PC version of ''3.0'' was eventually dropped before ''3.0'' became a FranchiseKiller altogether.

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* ''VideoGame/DisneyInfinity 3.0'': Other than the game being released on Steam as an AllegedlyFreeGame with almost [[CrackIsCheaper $900 worth of DLC]] at launch (which was rectified immediately after and the total DLC cost was reduced to a more manageable $130), the game is also ''not'' kind to lower-end [=PCs=]. Unlike most PC games, the latter problem can't be remedied by lowering the texture settings or the resolution (which is locked at 16:9), because the game doesn't even let you do that. This may have played a factor in why support for the PC version of ''3.0'' was eventually dropped before ''3.0'' became a FranchiseKiller and CreatorKiller altogether.

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* All the mobile ports of ''Franchise/FiveNightsAtFreddys'' suffered from being dumbed down in numerous ways, while this is understandable as those games are technically impressive for [=Clickteam Fusion=] standards and most of the features (like the perspective object that gave the games a 3D-ish look) aren't supported in the exporters, a lot of content was cut and redone. For example, the minigames are toned down, and in some cases completely cut. A majority of the animations for flipping the cameras, getting attacked by the animatronics, etc. have been reduced. And in some cases the ports had certain unique issues. [=''FNaF4''=] suffers from framerate issues when the game ran on certain device with jerky controls, which makes the difficulty worse. The short lived Android port of [=''FNaF World''=] is the biggest candidate in that example, due to the overworld and combat being loaded on the same frame, it runs extremely slow, can crash on devices that are powerful enough to run ''Sister Location'' (which is already a technically impressive game), the already annoying loading times have been increased from 5 to almost 10 seconds, and there were reports from the ''save data being erased''. In the ports defense, the latter was more of a fault with the exporter and was fixed later.

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* All the mobile ports of ''Franchise/FiveNightsAtFreddys'' suffered from being dumbed down in numerous ways, while this is understandable as those games are technically impressive for [=Clickteam Fusion=] standards and most of the features (like the perspective object that gave the games a 3D-ish look) aren't supported in the exporters, a lot of content was cut and redone. For example, the minigames are toned down, and in some cases completely cut. A majority of the animations for flipping the cameras, getting attacked by the animatronics, etc. have been reduced. And in some cases the ports had certain unique issues. [=''FNaF4''=] ''VideoGame/FiveNightsAtFreddys4'' suffers from framerate issues when the game ran runs on certain device devices with jerky controls, which makes the difficulty worse. The short lived short-lived Android port of [=''FNaF World''=] ''VideoGame/FiveNightsAtFreddysWorld'' is the biggest candidate in that example, due to the overworld and combat being loaded on the same frame, it runs extremely slow, can crash on devices that are powerful enough to run ''Sister Location'' ''[[VideoGame/FiveNightsAtFreddysSisterLocation Sister Location]]'' (which is already a technically impressive game), the already annoying loading times have been increased from 5 to almost 10 seconds, and there were reports from about the ''save data being erased''. In the ports port's defense, the latter was more of a fault with the exporter and was fixed later.
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* ''VideoGame/MickeyMania: The Timeless Adventures of Franchise/MickeyMouse'' was missing a stage present in all other versions of the game on the SNES, but more importantly, despite being a cartridge-based game, it somehow had loading times ''longer than the CD-based versions of the game'' for the Sega CD and PS (the Mega Drive original had no loading times at all). The sound quality was better as a result of the developers having access to sample-based sound hardware instead of the Mega Drive's YM2612 synth, but the controls suffered. Also, the missing stage from the SNES version is a rotating tower area in the second level. It's anyone's guess as to why. It obviously wasn't that the hardware couldn't handle it, since there's a nearly identical stage that appears toward the end of the game... but that ''wasn't'' removed.

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* ''VideoGame/MickeyMania: The Timeless Adventures of Franchise/MickeyMouse'' was missing a stage present in all other versions of the game on the SNES, but more importantly, despite being a cartridge-based game, it somehow had loading times ''longer than the CD-based versions of the game'' for the Sega CD and PS (the Mega Drive original had no loading times at all). The sound quality was better as a result of the developers having access to sample-based sound hardware instead of the Mega Drive's YM2612 [=YM2612=] synth, but the controls suffered. Also, the missing stage from the SNES version is a rotating tower area in the second level. It's anyone's guess as to why. It obviously wasn't that the hardware couldn't handle it, since there's a nearly identical stage that appears toward the end of the game... but that ''wasn't'' removed.
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* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner II'''''-''' as an apology for any potential innacuracies with the original version.

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* The downloadable port of ''Zero Gunner II'' 2'' suffers from a large number of bugs and innacuracies to the original game, such as missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner II'''''-''' 2'''''-''' as an apology for any potential innacuracies with the original version.
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i guess this is where that misconception came from


** While the SNES version is indeed a marvelous achievement, the pros ''far'' outweigh the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\

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** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweigh outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\



** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but there are completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer, which takes half the fun out of ''Doom''.

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** The Saturn port is an absolute mess, being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but there are at the cost of completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer, multiplayer of any kind in the North American version, which takes half the fun out of ''Doom''.

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* ''Layer Section II'', a Japan-only Saturn port of ''{{VideoGame/Ray|Series}}Storm'', despite having a few novelties over the [=PlayStation=] version such a playable R-GRAY 0 without playing 13 Ship Mode and CGI cutscenes between stages, the system's notorious [=3D=] handicap couldn't handle a shoot 'em up such as this unlike its predecessor. The graphics were downgraded with worse visual effects but not even these changes could prevent the frequent frame-rates that plague this port, which brings the gameplay to a slow crawl and introduces input lag. Many of the game's sound effects and music also sounds worse compared to other home ports of the game.



* The Windows 95 port of ''VideoGame/{{Ray|Series}}Force'' (''Layer Section'' in other regions) has some glaring problems, some of them have gotten worse over time. The game is played on a 4:3 aspect-ratio but the game screen is crunched to a square box. This results in giving the player less viewing area to anticipate enemies or lock-on to them as efficiently than the arcade and home ports. Effects from the arcade and home versions are also missing. Some tracks of the game don't play at all, such as the Game Over music, and if you don't have the game disc inserted in your CD drive, then the game will not play the music since its all on the disc. The game's frame-rate is also unstable and runs at an unplayable speed, but the .dll files on the disc can fix this issue. The game forces fullscreen mode and its scaling doesn't work properly on newer Windows operating systems, resulting in a smaller game screen despite running in 640×480, and the only way around this through third-party [=DirectX=] wrappers such as DXGL.

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* The Windows 95 port of ''VideoGame/{{Ray|Series}}Force'' (''Layer Section'' in other regions) has some glaring problems, some of them have gotten worse over time. The game is played on a 4:3 aspect-ratio but the game screen is crunched to a square box. This results in giving the player less viewing area to anticipate enemies or lock-on to them as efficiently than the arcade and the other home ports. Effects from the arcade and home versions are also missing. Some tracks of the game don't play at all, such as the Game Over music, and if you don't have the game disc inserted in your CD drive, then the game will not play the music since its all on the game will only read them from the disc. The game's frame-rate is also unstable and runs at an unplayable speed, but the .dll files on the disc can fix this issue. The game forces fullscreen mode and its scaling doesn't work properly on newer Windows operating systems, resulting in a smaller game screen despite running in 640×480, and the only way around this through third-party [=DirectX=] wrappers such as DXGL.DXGL or [=DxWnd=].
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* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the PS4 version, which has an unlocked framerate that jumps everywhere in the 30-50 range).

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* The [=PS4=] and Xbox One ports of ''VideoGame/LichdomBattlemage'' had the dishonor of being named [[https://www.youtube.com/watch?v=L6JXeX9sYYE the worst-ever performing PS4/Xbox One ports tested by Digital Foundry]] at the time. Both ports were weighed down by frame rates that rarely ever rose above 20 FPS, and LoadsAndLoadsOfLoading that could fill an average TV commercial break. The Xbox One port, on top of those problems, also washed everything in an extremely dark color palette, and screen tearing happens all too frequently thanks to the lack of vertical sync. Even worse, the tutorial videos shown during normal gameplay run fine, but they're simply taken from the PC version of the game. [=CryEngine=] 3, while it has had its share of console duds (most infamously ''Sonic Boom'' on Wii U) ''is'' capable of producing good results (''VideoGame/RyseSonOfRome'', ''VideoGame/EverybodysGoneToTheRapture'', ''VideoGame/{{Evolve}}'', etc.), so it's unfortunate that the console versions of ''Lichdom'' were released in such a dire state. Luckily, patches fixed these issues (though only mostly in the case of the PS4 [[UsefulNotes/PlayStation4 PS4]] version, which has an unlocked framerate that jumps everywhere in the 30-50 range).



* All the mobile ports of ''Franchise/FiveNightsAtFreddys'' suffered from being dumbed down in numerous ways, while this is understandable as those games are technically impressive for [=Clickteam Fusion=] standards and most of the features (the like the perspective object that gave the games a 3D-ish look) aren't supported in the exporters, a lot of content was cut and redone. For example, the minigames are toned down, and in some cases completely cut. A majority of the animations for flipping the cameras, getting attacked by the animatronics, etc. have been reduced. And in some cases the ports had certain unique issues. [=''FNaF4''=] suffers from framerate issues when the game ran on certain device with jerky controls, which makes the difficulty worse. The short lived Android port of [=''FNaF World''=] is the biggest candidate in that example, due to the overworld and combat being loaded on the same frame, it runs extremely slow, can crash on devices that are powerful enough to run ''Sister Location'' (which is already a technically impressive game), the already annoying loading times have been increased from 5 to almost 10 seconds, and there were reports from the ''save data being erased''. In the ports defense, the latter was more of a fault with the exporter and was fixed later.

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* All the mobile ports of ''Franchise/FiveNightsAtFreddys'' suffered from being dumbed down in numerous ways, while this is understandable as those games are technically impressive for [=Clickteam Fusion=] standards and most of the features (the like (like the perspective object that gave the games a 3D-ish look) aren't supported in the exporters, a lot of content was cut and redone. For example, the minigames are toned down, and in some cases completely cut. A majority of the animations for flipping the cameras, getting attacked by the animatronics, etc. have been reduced. And in some cases the ports had certain unique issues. [=''FNaF4''=] suffers from framerate issues when the game ran on certain device with jerky controls, which makes the difficulty worse. The short lived Android port of [=''FNaF World''=] is the biggest candidate in that example, due to the overworld and combat being loaded on the same frame, it runs extremely slow, can crash on devices that are powerful enough to run ''Sister Location'' (which is already a technically impressive game), the already annoying loading times have been increased from 5 to almost 10 seconds, and there were reports from the ''save data being erased''. In the ports defense, the latter was more of a fault with the exporter and was fixed later.



* ''VideoGame/MadDogMcCree'' featured poor controls (mouse clicking was no substitute for pointing a light gun) and FMV scenes that were enothing to write home about. When ALG finally released the PC Gamegun, its accuracy was horrible. All the PC ports of other American Laser Games titles suffer from the same issues.

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* ''VideoGame/MadDogMcCree'' featured poor controls (mouse clicking was no substitute for pointing a light gun) and FMV scenes that were enothing nothing to write home about. When ALG finally released the PC Gamegun, its accuracy was horrible. All the PC ports of other American Laser Games titles suffer from the same issues.



* Interplay's ''[[VideoGame/TheBardsTaleTrilogy The Bard's Tale]]'' trilogy games were all originally written for the 8-bit Apple [=IIe=], and subsequently ported to various 8-bit and 16-bit platforms, in the latter case with much improved graphics. There were a few teething issues, especially with the Amiga versions, but otherwise the porting for the first two games was pretty competent... and then came the notoriously terrible 16-bit versions of ''The Bard's Tale III''. Some of the MS-DOS port's more egregious problems:

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* Interplay's ''[[VideoGame/TheBardsTaleTrilogy The Bard's Tale]]'' trilogy Tale Trilogy]]'' games were all originally written for the 8-bit Apple [=IIe=], and subsequently ported to various 8-bit and 16-bit platforms, in the latter case with much improved graphics. There were a few teething issues, especially with the Amiga versions, but otherwise the porting for the first two games was pretty competent... and then came the notoriously terrible 16-bit versions of ''The Bard's Tale III''. Some of the MS-DOS port's more egregious problems:



* ''VideoGame/DCUniverseOnline'' has one egregious issue on Windows: If you're planning to play the game with a gamepad, you'd better have an Xbox 360 controller. Have anything else (like one of those cheap USB [=DualShock=] 2-controller look-alikes or even a [=PlayStation=] 2-to-USB controller adapter)? You may find that the camera is stuck looking up, due to the fact that the right nub is handled differently from Xbox 360 controllers on these controllers. No thanks to the fact that the game does not provide a way to remap controller buttons and axes.

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* ''VideoGame/DCUniverseOnline'' has one egregious issue on Windows: If you're planning to play the game with a gamepad, you'd better have an Xbox 360 controller. Have anything else (like one of those cheap USB [=DualShock=] 2-controller look-alikes or even a [=PlayStation=] 2-to-USB controller adapter)? adapter?) You may find that the camera is stuck looking up, due to the fact that the right nub is handled differently from Xbox 360 controllers on these controllers. No thanks to the fact that the game does not provide a way to remap controller buttons and axes.



* ''VideoGame/TalesOfSymphonia'': The PC port on Steam has the internal resolution locked at 720p, the framerate locked at 30fps (when the Gamecube version released ''over a decade ago'' ran at 60fps), the game crashes often or doesn't start, lagged at the options, config and save menus, has new typos, has the wrong fonts and broken or missing text when selecting languages other than English, and had incorrect button displays for the controls showing [=PlayStation=] 3 prompts. The port also had additional [=VMProtect=] DRM software and had only six save slots on launch, though some of these problems were patched out and [=VMProtect=] was removed entirely while the latter has been fixed.

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* ''VideoGame/TalesOfSymphonia'': The PC port on Steam has the internal resolution locked at 720p, the framerate locked at 30fps 30FPS (when the Gamecube version released ''over a decade ago'' ran at 60fps), 60FPS), the game crashes often or doesn't start, lagged at the options, config and save menus, has new typos, has the wrong fonts and broken or missing text when selecting languages other than English, and had incorrect button displays for the controls showing [=PlayStation=] 3 prompts. The port also had additional [=VMProtect=] DRM software and had only six save slots on launch, though some of these problems were patched out and [=VMProtect=] was removed entirely while the latter has been fixed.



* It's ultimately generous of Blizzard release several of their old games for free on Windows, but the ''Rock 'n' Roll Racing'' release was a major mess up, period. The classic songs were removed and replaced with a generic grunge metal soundtrack, and to make things worse, it was actually the ''SNES'' version of the game patched to disable the songs and then run on a modified emulator that also provided the grunge soundtrack on it's own[[note]]loading the ROM into a proper emulator resulted in the game missing it's music, but sound effects are intact[[/note]]. This also meant that the game had one long soundtrack that doesn't change through the game and gets annoying quickly enough. Another thing to note is that the game is a demo version. While the free releases of ''Blackthorne'' and ''The Lost Vikings'' were the full games, for ''Rock 'n' Roll Racing'' the people at Blizzard decided to give out a severely cut-down version that, after just three races, unceremoniously dumps you back to the title screen, with no fanfare or anything.

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* It's ultimately generous of Blizzard to release several of their old games for free on Windows, but the ''Rock 'n' Roll Racing'' release was a major mess up, period. The classic songs were removed and replaced with a generic grunge metal soundtrack, and to make things worse, it was actually the ''SNES'' version of the game patched to disable the songs and then run on a modified emulator that also provided the grunge soundtrack on it's own[[note]]loading the ROM into a proper emulator resulted in the game missing it's music, but sound effects are intact[[/note]]. This also meant that the game had one long soundtrack that doesn't change through the game and gets annoying quickly enough. Another thing to note is that the game is a demo version. While the free releases of ''Blackthorne'' and ''The Lost Vikings'' were the full games, for ''Rock 'n' Roll Racing'' the people at Blizzard decided to give out a severely cut-down version that, after just three races, unceremoniously dumps you back to the title screen, with no fanfare or anything.



* ''VideoGame/MafiaII'', ported by Feral Interactive was just as disastrous as the UsefulNotes/PlayStation3 version, not because of the lack of grass and blood but because it was ill-optimised compared to the PC version, churning out 15-20 fps even on a reasonably powerful Macintosh.

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* ''VideoGame/MafiaII'', ported by Feral Interactive was just as disastrous as the UsefulNotes/PlayStation3 version, not because of the lack of grass and blood but because it was ill-optimised compared to the PC version, churning out 15-20 fps [=FPS=] even on a reasonably powerful Macintosh.



* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly.

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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] [=60FPS=] on the other versions to [=30fps=], [=30FPS=], and can't even always manage ''that'' framerate smoothly.
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[[folder:PC Operating Systems]]

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[[folder:PC Operating Systems]][[folder:Computers]]
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!!'''Disastrous ports to PC operating systems:'''

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!!'''Disastrous ports to PC operating systems:'''
computers:'''
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* ''VideoGame/TonyHawksProSkater 3'' and ''4'' are effectively downgraded ports of the [=PS2=] versions made only for [[PortOverdosed a quick cash-in among the ones who haven't bought a more powerful console yet]]. It should be said that ''3'' manages to be a good game by running smoothly and having unique features to it, but ''4'' is a total disaster. Instead of being made by Shaba Games like [=THPS3=]'s port was, 4's port was headed by Vicarious Visions. They were known for amazing ports of Tony Hawk to the GBA, so who knows what happened here. The levels barely resembled their 6th-gen counterparts, the physics were wonky, the level, design was terrible, the graphics looked unfinished, it was nigh impossible to do a lip trick, the songs were censored to the point of absurdity, and it was filled with glitches.

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* ''VideoGame/TonyHawksProSkater 3'' and ''4'' are effectively downgraded ports of the [=PS2=] versions made only for [[PortOverdosed a quick cash-in among the ones who haven't bought a more powerful console yet]]. It should be said that ''3'' manages to be a good game by running smoothly and having unique features to it, but ''4'' is a total disaster. Instead of being made by Shaba Games like [=THPS3=]'s port was, 4's port was headed by Vicarious Visions. They were known for amazing ports of Tony Hawk to the GBA, so who knows what happened here. The levels barely resembled their 6th-gen counterparts, the physics were wonky, the level, level design was terrible, the graphics looked unfinished, it was nigh impossible to do a lip trick, the songs were censored to the point of absurdity, and it was filled with glitches.
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the minus isn't a typo, it's really how they called the switch version of the game.


* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as CollisionDamage killing the player when it was safe in the original, missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner II'' as an apology for any potential innacuracies with the original version.

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* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as CollisionDamage killing the player when it was safe in the original, missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original development resources and titled the Switch version ''Zero Gunner II'' II'''''-''' as an apology for any potential innacuracies with the original version.
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* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as CollisionDamage killing the player when it was safe in the original, missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original developmen ressources and titled the Switch version ''Zero Gunner II'''''-''' as an apology for any potential innacuracies with the original version.

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* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as CollisionDamage killing the player when it was safe in the original, missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original developmen ressources development resources and titled the Switch version ''Zero Gunner II'''''-''' II'' as an apology for any potential innacuracies with the original version.
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* The downloadable port of ''Zero Gunner II'' suffers from a large number of bugs and innacuracies to the original game, such as CollisionDamage killing the player when it was safe in the original, missing graphical effects, bosses having far too little health, bullets appearing out of nowhere, and invisible bullets killing the player. In a blog post made immediatly after its release, the president of the company responsible for the port explained that they did not have access to the original developmen ressources and titled the Switch version ''Zero Gunner II'''''-''' as an apology for any potential innacuracies with the original version.
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* ''Congo Bongo'' had bad graphics or missing levels in all ports. As the game is presented in 3/4 isometric perspective, it was actually put on consoles that could not handle that view such as the Atari 2600. The sole exception was the SG-1000 conversion handled by Sega themselves, which ditched the isometric perspective completely in favor of a semi top-down view.

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* ''Congo Bongo'' ''VideoGame/CongoBongo'' had bad graphics or missing levels in all ports. As the game is presented in 3/4 isometric perspective, it was actually put on consoles that could not handle that view such as the Atari 2600. The sole exception was the SG-1000 conversion handled by Sega themselves, which ditched the isometric perspective completely in favor of a semi top-down view.
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* ''VideoGame/WatchDogs'' was purposely made to run on [=nVidia=] hardware, and [=nVidia=] hardware only[[note]]The 8th-gen console versions were optimized for AMD hardware since that's what they have[[/note]]. If you don't have [=nVidia=] hardware, then you're screwed. You will experience framerate drops and crashing/freezing galore, even if you have a computer that can run games on their highest setting flawlessly. Also, [[ArsonMurderAndJaywalking the game requires the use of UPlay regardless of where you buy it from]]. Another problem is that modders found that the coding for the absolutely ''amazing'' graphics configuration settings shown in the E3 demo were in the game and performed absolutely fine if they were added back into the game, leading to backlash and widespread allegations that the quality was tuned down so [=PCs=] didn't overtake the Xbox One and [=PS4=] in graphics fidelity.

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* ''VideoGame/WatchDogs'' was purposely made to run on [=nVidia=] hardware, and [=nVidia=] hardware only[[note]]The 8th-gen console versions were optimized for AMD hardware since that's what they have[[/note]]. If you don't have [=nVidia=] hardware, then you're screwed. You will experience framerate drops and crashing/freezing galore, even if you have a computer that can run games on their highest setting flawlessly. Also, [[ArsonMurderAndJaywalking the game requires the use of UPlay regardless of where you buy it from]]. Another problem is that modders found that the coding for the absolutely ''amazing'' graphics configuration settings shown in the E3 demo were in the game and performed absolutely fine if they were added back into the game, leading to backlash and widespread allegations that the quality was tuned down so [=PCs=] didn't overtake the Xbox One and [=PS4=] in graphics fidelity. While [[VideoGame/WatchDogs2 the sequel]] had a slightly better port, it has one major flaw - if your computer has an [=nVidia=] graphics card and an AMD processor (or vice versa), the game would ''refuse to load''.
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The Xbox One X stuff was based on a faulty analysis; there's actually nothing wrong with the One X port aside from a little slowdown


* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly. The Xbox One X version is also surprisingly underwhelming, with a resolution and framerate about equivalent to those of the original [=PS4=], but with the graphical cutbacks of the original Xbox One version. It's certainly not unplayable by a longshot, but seeing how most One X-optimised games completely destroy games for the base [=PS4=] (and sometimes even the Pro) in visual quality, it should be ''much'' better.

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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The Xbox One X version is also pretty nice, boosting the resolution all the way up to 4K, albeit at the cost of slowdown comparable to the original [=PS4=]. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly. The Xbox One X version is also surprisingly underwhelming, with a resolution and framerate about equivalent to those of the original [=PS4=], but with the graphical cutbacks of the original Xbox One version. It's certainly not unplayable by a longshot, but seeing how most One X-optimised games completely destroy games for the base [=PS4=] (and sometimes even the Pro) in visual quality, it should be ''much'' better.
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Simplify folder names.


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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly.

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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly. The Xbox One X version is also surprisingly underwhelming, with a resolution and framerate about equivalent to those of the original [=PS4=], but with the graphical cutbacks of the original Xbox One version. It's certainly not unplayable by a longshot, but seeing how most One X-optimised games completely destroy games for the base [=PS4=] (and sometimes even the Pro) in visual quality, it should be ''much'' better.

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Repair Dont Respond. And the Jak II example is far too tame for what this trope is about


* The HD version of ''VideoGame/JakIIRenegade'' is missing some music cues from the original version.



* ''VideoGame/LittleBigPlanet 3'' is this within itself. Levels intended for ''2'' or ''1'' may not function correctly due to subtle engine differences, some of which can make more complicated, precision-requiring levels [[GameBreakingBug completely unplayable]].
** Of particular note are the chatting teeth in the Joker level of the Creator/DCComics pack. In 2, the teeth stood still, whilst in 3, they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from [=PS3=] to [=PS4=], you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble!
*** And on top of ''that'', the Space Background material from the same DLC doesn't work, being rendered completely black and thus removing much of the magic of the Watchtower levels and any community levels that used it.

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* ''VideoGame/LittleBigPlanet 3'' is this within itself. Levels intended for ''2'' or ''1'' may not function correctly due to subtle engine differences, some of which can make more complicated, precision-requiring levels [[GameBreakingBug completely unplayable]].
**
unplayable]]. Of particular note are the chatting teeth in the Joker level of the Creator/DCComics pack. In 2, the teeth stood still, whilst in 3, they move and rotate, often flipping over and rendering themselves undefeatable. While this isn't normally a problem as they're easy enough to skip, there are three prize bubbles that require you to bounce on top of a teeth's brain to reach. One in particular has teeth that constantly shoot far away from the box, requiring you to wait for when it's close to the box ''and'' the right way up. Oh, and if you went from [=PS3=] to [=PS4=], you are required to do this as your DLC progress isn't carried over. Hope you like constantly playing half the level with barely skippable cutscenes just for one bubble!
*** And on top of ''that'',
bubble! Worse still, the Space Background material from the same DLC doesn't work, being rendered completely black and thus removing much of the magic of the Watchtower levels and any community levels that used it.



* ''VideoGame/{{Jak and Daxter Trilogy}}'' is a compilation of the three Jak and Daxter games originally on the Playstation 2. They were ported from the HD Collection on the PS3 to the Vita. That's great, if you're okay with bugs, extremely poor framerates for most of the gameplay (which can often go into single digits) and sound glitches. An even bigger slap in the face is that the first Jak and Daxter ran well. The second and third game however, are unplayable.

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* ''VideoGame/{{Jak and Daxter Trilogy}}'' ''VideoGame/JakAndDaxterTrilogy'' is a compilation of the three Jak and Daxter games originally on the Playstation 2. They were ported from the HD Collection on the PS3 to the Vita. That's great, if you're okay with bugs, extremely poor framerates for most of the gameplay (which can often go into single digits) and sound glitches. An even bigger slap in the face is that the first Jak and Daxter ran well. The second and third game however, are unplayable.

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* Playerunknown's Battlegrounds was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be in a Nintendo 64 game due to being so blurry), low frame rate during gameplay even on Xbox One X, and delayed inputs.

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* Playerunknown's Battlegrounds ''VideoGame/PlayerunknownsBattlegrounds'' was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be in a Nintendo 64 game due to being so blurry), low frame rate during gameplay even on Xbox One X, and delayed inputs. Patches have since managed to bring the One X up to respectable performance levels, outside of instances where server lag is the main issue, but performance on the earlier models is still lacking.


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* ''Redout'' has pretty mixed results across its console ports. The [=PS4=] Pro version averts the trope pretty nicely, looking and playing almost as well as the PC version. The original [=PS4=] doesn't do quite so well, with occasional slowdown, but is an overall decent enough port. The real disaster is the Xbox One version, which runs at a lower resolution, has several noticeable cutbacks in graphics quality, and has the peak framerate cut down from [=60fps=] on the other versions to [=30fps=], and can't even always manage ''that'' framerate smoothly.
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* ''VideoGame/{{ModNation Racers}}'''': Road Trip'' is missing the online multiplayer mode found in the PlayStation 3 version of the game despite being a port of that version, which was a reason some people did not buy the game. Also, loading times have been increased, the frame rate is lower making the game slow down especially in the later tracks in the championship mode which runs at half speed, and slightly convoluted controls for creation modes. Also, black shadow lines will appear randomly on tracks, if you add a tunnel to a track in Track Studio all tunnels for the rest of the session will be covered up by terrain visually, and a prop found in the Advanced Props Pack [[note]]Originally called the Progressive Parts Pack on the PS3 version, as it had the Progressive insurance company branding which is removed in Road Trip.[[/note]] is rotated 90 degrees on tracks originally created on the PlayStation 3, messing up tracks that used that prop especially if it was used as a fence in the track.
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* Playerunknown's Battlegrounds was ported to the Xbox One with poor results. Lots of glitches were present such as the interior of buildings not loading correctly, poor loading performance in general causing objects to be at low visual quality for long periods of time (to the point that textures can seriously look like they're supposed to be in a Nintendo 64 game due to being so blurry), low frame rate during gameplay even on Xbox One X, and delayed inputs.
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* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[UsefulNotes/DigitalRightsManagement Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.
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The Japanese Saturn port being better is a myth.


** While the SNES version is indeed a marvelous achievement, the pros are ''far'' outweighed by the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\

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** While the SNES version is indeed a marvelous achievement, the pros are pros ''far'' outweighed by outweigh the cons. The graphics of the original were greatly downgraded; enemies are no longer [[LudicrousGibs gibbed]] when suffering from close-range explosions, many textures have been simplified or removed outright (and enemy sprites, leading the infamous "crab-walking" baddies that always faced you), the framerate is rather uneven, and the frames can even skip some sprite animations if more than three enemies are on-screen at close-range. The lighting was also significantly altered, making certain lit walls where secrets are hidden like any other wall, which can cause frustration if you're trying to remember which freaking panel that upgrade was put behind. To make it worse, they even had the '''gall''' to add EasyModeMockery; if you're playing the easy difficulty levels, it only lets you play the first episode, ''Knee-Deep in the Dead''. If you want to play the third episode ''Inferno'' and see the FinalBoss, you were forced to play on Ultra-Violence or Nightmare!, the two hardest difficulties. The Super Famicom version fixes this.\\



** While the Japanese Sega Saturn version fared rather well, being comparable to the [=PlayStation=] port minus its colored lighting, the American Saturn port is an absolute mess, compared closer to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but there are completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer, which takes half the fun out of ''Doom''.

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** While the Japanese Sega Saturn version fared rather well, being comparable to the [=PlayStation=] port minus its colored lighting, the American The Saturn port is an absolute mess, compared closer being closed to the 32X port despite being on a noticeably more powerful machine. The primary reason for its issues is that Creator/JohnCarmack was [[ExecutiveMeddling very strict]] about not allowing them to use hardware rendering due to texture warping, so they were forced to ditch the original high-performance render in favor of a hastily-reprogrammed version of the 32X port's renderer - the result being that there's no texture warping, but there are completely random bouts of slowdown, sometimes even when looking at a blank wall, with the overall experience generally ranging from mediocre in the ''Doom I'' levels to nearly unplayable in the ''Doom II'' levels. It's further plagued with jerky, unresponsive controls that are mapped to a decidedly questionable control scheme, non-musical sound effects of low quality, and no multiplayer, which takes half the fun out of ''Doom''.
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* The Dreamcast version of ''VideoGame/MortalKombat4'', ''Mortal Kombat Gold'', gets some extra characters but at the expense of being more buggy than any other version of the game. And despite being more powerful than the original Midway Zeus machine the arcade version ran on, the graphics were still inferior, with numerous visual effects missing. It appeared to be a port of the PC version, which was a port of the PlayStation version.

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* The Dreamcast *''Mortal Kombat Gold'', a Dreamcast-specific version of ''VideoGame/MortalKombat4'', ''Mortal Kombat Gold'', gets some extra got additional characters but at the expense of being more buggy buggier than any other version of the game. And despite the Dreamcast specs being more powerful than the original Midway Zeus machine the arcade version ran on, the graphics were still inferior, with numerous visual effects missing. It appeared to be a port This was the result of the game being ported from the PC version, which in turn was a port of based on the PlayStation [=PlayStation=] version.
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* For the tenth anniversary of ''VideoGame/GrandTheftAutoSanAndreas'', Rockstar removed the Xbox port from the Xbox 360 store and released a "HD remaster"... that was actually a port of the ''mobile'' version. Even ignoring the graphical and framerate issues that come from this kind of port, the audio randomly cuts out during cutscenes and starting missions will occasionally hardlock the system.

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* For the tenth anniversary of ''VideoGame/GrandTheftAutoSanAndreas'', Rockstar removed the Xbox port Classics version from the Xbox 360 store Marketplace and released a replaced with an "HD remaster"... that was actually a port of the ''mobile'' version. Even ignoring the graphical and framerate issues that come from this kind of port, the audio randomly cuts out during cutscenes and starting missions will occasionally hardlock the system.



** [[WordOfGod Hideki Kamiya]] later clarified why the port was so shoddy was development for the game was primarily on 360 hardware.

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** [[WordOfGod Hideki Kamiya]] later clarified why the port was so shoddy was development for because the game was primarily on 360 hardware.originally intended to be a 360-exclusive, but Sega commissioned the [=PS3=] port late during development in order to maximize profits.



* ''VideoGame/NoMoreHeroes: Heroes' Paradise'' has almost hilariously bad motion controls compared to the Wii version, [[FakeDifficulty which makes the game harder than it was originally]] when it comes to recharging your beam katana, as it takes much longer and in boss fights can get you killed. It's especially frustrating seeing as how the [=PlayStation=] Move normally has much more responsive motion controls compared to the Wii. Thankfully, the [=PS3=] port does give you the option to play with a standard controller.

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* ''VideoGame/NoMoreHeroes: Heroes' Paradise'' has almost hilariously bad motion controls compared to the Wii version, [[FakeDifficulty which makes the game harder than it was originally]] when it comes to recharging your beam katana, as it takes much longer and in boss fights can get you killed. It's especially frustrating seeing as how the [=PlayStation=] Move normally has much more responsive motion controls compared to the Wii.Wii Remote. Thankfully, the [=PS3=] port does give you the option to play with a standard controller.



* ''[[VideoGame/{{Persona 3}} Persona 3 FES]]'' suffers from several emulation problems on PSN, such as the game failing to save or just ''deleting your saved games'' when you try to load, freezing, and lots of texture flickering. This has been fixed in a firmware update.

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* ''[[VideoGame/{{Persona 3}} Persona 3 FES]]'' suffers from several emulation problems on PSN, its [=PS2=] Classics digital release, such as the game failing to save or just ''deleting your saved games'' when you try to load, freezing, and lots of texture flickering. This has been fixed in a firmware update.



* ''Splinter Cell Trilogy'' is a compilation of the first three games that omits fundamental features like the option to invert look controls - which had been in almost every prior release of the same games. After initially claiming that [[NeverMyFault inverted controls were not an industry standard]] - and following a lengthy outcry from frustrated customers -- Ubisoft patched it. Several months later.

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* ''Splinter Cell Trilogy'' is a compilation of the first three games that omits fundamental features like the option to invert look controls - which had been in almost every prior release of the same games. After initially claiming that [[NeverMyFault inverted controls were not an industry standard]] - and following a lengthy outcry from frustrated customers -- Ubisoft patched it. Several months later. The compilation also lacks the [=DLC=] missions



** ''[[VideoGame/ZoneOfTheEnders Zone of the Enders HD Collection]]'' had its problems on both [=PlayStation=] 3 and Xbox 360, but the former got the raw end of the stick, even more so with ''The 2nd Runner''. It had very inconsistent frame-rate issues that were never present in the [=PlayStation=] 2 originals (at most it ran only about 30 FPS) and visual effects went missing, all of which is inexcusable running on superior hardware. As it turns out, Konami hired High Voltage Studios to handle the porting job rather than doing it in-house or hiring Bluepoint, the studio that handled the excellent HD ports of the ''VideoGame/MetalGear Solid'' games. And to put icing on the cake, due to the negative reception the ''Zone of the Enders HD Collection'' received, [[http://www.siliconera.com/2013/05/02/we-might-have-to-wait-a-little-longer-for-a-zone-of-the-enders-sequel/ Ender's Project has been put off indefinitely and the dev team dismantled as a result]]. Thankfully they worked on a patch with Hexa Drive, the same team behind the HD port of ''VideoGame/{{Okami}}'', for the [=PlayStation=] 3 roughly a year later that [[PolishedPort inverts this trope]], running in full 1080p with much smoother frame-rate. Unfortunately, like the ''Silent Hill HD Collection'', Xbox 360 owners were screwed over AGAIN as the patch was released only for [=PlayStation=] 3.

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** ''[[VideoGame/ZoneOfTheEnders Zone of the Enders HD Collection]]'' had its problems on both [=PlayStation=] 3 [=PS3=] and Xbox 360, but the former got the raw end of the stick, even more so with ''The 2nd Runner''. It had very inconsistent frame-rate issues that were never present in the [=PlayStation=] 2 [=PS2=] originals (at most it ran only about 30 FPS) and visual effects went missing, all of which is inexcusable running on superior hardware. As it turns out, Konami hired High Voltage Studios to handle the porting job rather than doing it in-house or hiring Bluepoint, the studio that handled the excellent HD ports Editions of the ''VideoGame/MetalGear Solid'' games.''VideoGame/MetalGearSolid2'' and ''[[VideoGame/MetalGearSolid3 3]]''. And to put icing on the cake, due to the negative reception the ''Zone of the Enders HD Collection'' received, [[http://www.siliconera.com/2013/05/02/we-might-have-to-wait-a-little-longer-for-a-zone-of-the-enders-sequel/ Ender's Project has been put off indefinitely and the dev team dismantled as a result]]. Thankfully they worked on a patch with Hexa Drive, the same team behind the HD port of ''VideoGame/{{Okami}}'', for the [=PlayStation=] 3 roughly [=PS3=] version of ''[=2nd Runner=]'' was developed by Hexa Drive and released a year later that [[PolishedPort inverts this trope]], running in later, which upgrades the resolution to full 1080p with much smoother frame-rate. Unfortunately, like the ''Silent Hill HD Collection'', Xbox 360 owners were screwed over AGAIN as the patch was released only for [=PlayStation=] 3.left out from this upgrade.
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* ''VideoGame/XMenVsStreetFighter'' had a PS version released in the US as Sega had stopped supporting the Saturn in America by then, despite the fact that the PS didn't have a cartridge slot that allowed for additional RAM like the Saturn. As a result, the PS version has choppy animation due to many frames removed, [[LoadsAndLoadsOfLoading eternal loading times]] and most importantly of all, lacks the tag-team mechanics of the arcade original; instead, the player's second character acts as a glorified assist character (unless the computer or second player is using the same pair of characters as the first player). The PS versions of ''VideoGame/MarvelSuperHeroesVsStreetFighter'' and ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' were significantly improved, though both also lacked the tag-team feature (except if both players choose the same characters).

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* ''VideoGame/XMenVsStreetFighter'' had a PS version released in for the US as Sega had stopped supporting [=PlayStation=], unlike the Japan-only Saturn in America by then, despite the fact that the PS didn't have a port, had no support for RAM expansion due to lack of any cartridge slot that allowed for additional RAM like port on the Saturn. console. As a result, the PS version has choppy animation due to many frames removed, [[LoadsAndLoadsOfLoading eternal loading times]] and most importantly of all, lacks the tag-team mechanics of the arcade original; instead, the player's second character acts as a glorified assist character (unless the computer or second player is using the same pair of characters as the first player). pairs are matched against an identical pair). The PS versions of ''VideoGame/MarvelSuperHeroesVsStreetFighter'' and ''VideoGame/MarvelVsCapcomClashOfSuperHeroes'' were significantly improved, though both also but they still lacked the tag-team feature (except if both players choose the same characters).feature.



* In 2015, Rockstar removed the original [=PlayStation=] 2 version of ''VideoGame/GrandTheftAutoSanAndreas'' from the Playstation store and released a "HD remaster"... that was exactly the same as the Xbox 360 version, which is actually a port of the ''mobile'' version. All of the above-mentioned problems in the Xbox 360 version apply to this version aswell.

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* In 2015, Rockstar removed the original [=PlayStation=] 2 [=PS2=] Classics version of ''VideoGame/GrandTheftAutoSanAndreas'' from the Playstation store PS Store and released a "HD remaster"... that was exactly the same as the Xbox 360 version, which is actually a port of the ''mobile'' version. All of the above-mentioned problems in the Xbox 360 version apply to this version aswell.
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* Feral Interactive's port of ''VideoGame/GRIDAutosport'' promised "console-quality" visuals for iOS and Android, yet when the game was released, not only that it barely looked any different from the likes of what you can download off app stores, baked light maps and all, it suffered from choppy framerates even on devices as powerful as the iPhone X. One could imagine the disappointment ensuing from investing on a thousand dollar device only to end up with a game that is graphically no better than a Wii title. Heck, some remarked that ''VideoGame/RealRacing3'', a mobile game from 2013, had better visuals than ''Autosport'' and performed better on devices that are significantly less powerful.
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* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[{{DRM}} Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.

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* The Steam version of ''VideoGame/SonicMania'' comes bundled with [[{{DRM}} [[UsefulNotes/DigitalRightsManagement Denuvo]], which was the reason why this version was delayed for 2 weeks after the console releases, at 400 Megabytes (compared to the 300 megabytes of the UsefulNotes/NintendoSwitch version). One side effect of this is that ''the game requires an always online connection''. Want to play it offline on a laptop, tablet, or a handheld PC like the GPD Win? Tough luck. To top it off, customers weren't even warned about this on the store page in the initial hours of release.
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** The ''VideoGame/{{Mega Man|Classic}} Mobile'' series of games in 2016, which are ports of ''VideoGame/MegaMan1'', ''VideoGame/MegaMan2'', ''VideoGame/MegaMan3'', ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6''. However, all of these games share the same problems. For one, the framerate is barely a ''quarter'' of the NES originals -- unless you enable a "turbo mode" which boosts it up all the way to... a third of the NES versions -- and for another, the games' controls are very unresponsive, leading to frequent deaths. On top of that, there's no proper screen transitions either; the screen blacks out momentary each time you move to the next room. All of these games cost anywhere from $2 to $4 USD! Combined, that's around $12-30! You can get the ''Mega Man Legacy Collection'' for [=PlayStation=] 4, Xbox One, [=3DS=], and Steam for only $15 digitally or at retail for a similar price. [[ArsonMurderAndJaywalking Oh yeah, and the games use the same action icons from the iOS port of]] ''VideoGame/MegaManX1''.

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** The ''VideoGame/{{Mega Man|Classic}} Mobile'' series of games in 2016, which are ports of ''VideoGame/MegaMan1'', ''VideoGame/MegaMan2'', ''VideoGame/MegaMan3'', ''VideoGame/MegaMan4'', ''VideoGame/MegaMan5'', and ''VideoGame/MegaMan6''. However, all of these games share the same problems. For one, the framerate is barely a ''quarter'' of the NES originals -- unless you enable a "turbo mode" which boosts it up all the way to... a third of the NES versions -- and for another, the games' controls are very unresponsive, leading to frequent deaths. On top of that, there's no proper screen transitions either; the screen blacks out momentary each time you move to the next room. All of these games cost anywhere from $2 to $4 USD! Combined, that's around $12-30! You can get the ''Mega Man Legacy Collection'' for [=PlayStation=] 4, Xbox One, [=3DS=], Switch, and Steam for only $15 digitally or at retail for a similar price. [[ArsonMurderAndJaywalking Oh yeah, and the games use the same action icons from the iOS port of]] ''VideoGame/MegaManX1''.

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