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* Actually invoked with ''VideoGame/FZero GX'' by co-creator/producer Creator/ShigeruMiyamoto, who has said every time someone asks about a sequel (keep in mind that ''F-Zero GX'' was released in '''2003''') that he doesn't think he ''can'' follow it and that the series has nowhere else to go, and has been pretty adamant that there won't be any more ''F-Zero'' games. So far the only other output from the series since ''GX'' was released has been ''F-Zero: GP Legend'' (developed concurrently with ''GX'' and released a couple months later) and ''F-Zero Climax'' (also developed concurrently with ''GX'' and released the following year but [[Main/NoExportForYou never left Japan]]), both for the UsefulNotes/GameBoyAdvance.

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* Actually invoked with ''VideoGame/FZero GX'' by co-creator/producer Creator/ShigeruMiyamoto, who has said every time someone asks about a sequel (keep in mind that ''F-Zero GX'' was released in '''2003''') that he doesn't think he ''can'' follow it and that the series has nowhere else to go, and he has been pretty adamant that there won't be any more ''F-Zero'' games. So far the only other output from the series since ''GX'' was released has been ''F-Zero: GP Legend'' (developed concurrently with ''GX'' and released a couple months later) and ''F-Zero Climax'' (also developed concurrently with ''GX'' and released the following year but [[Main/NoExportForYou never left Japan]]), both for the UsefulNotes/GameBoyAdvance.
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* ''VideoGame/FZero GX'' is hailed as not only the best game in the ''F-Zero'' series, but one of Nintendo's best racing games period and one of the best racers of its decade. So when ''F-Zero: GP Legend'' was released a few years later, it was treated with lukewarm reception at best despite bearing a number of improvements to the sprite-based ''F-Zero'' games.

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* Actually invoked with ''VideoGame/FZero GX'' is hailed as not only by co-creator/producer Creator/ShigeruMiyamoto, who has said every time someone asks about a sequel (keep in mind that ''F-Zero GX'' was released in '''2003''') that he doesn't think he ''can'' follow it and that the best game in the series has nowhere else to go, and has been pretty adamant that there won't be any more ''F-Zero'' series, but one of Nintendo's best racing games period and one of games. So far the best racers of its decade. So when only other output from the series since ''GX'' was released has been ''F-Zero: GP Legend'' was (developed concurrently with ''GX'' and released a few years later, it was treated couple months later) and ''F-Zero Climax'' (also developed concurrently with lukewarm reception at best despite bearing a number of improvements to ''GX'' and released the sprite-based ''F-Zero'' games.following year but [[Main/NoExportForYou never left Japan]]), both for the UsefulNotes/GameBoyAdvance.
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* The ''VideoGame/LEGODimensions'' Starter Pack's Story Mode ties most of the Year One dimensions together in such an epic MassiveMultiplayerCrossover, that several collectors have expressed disappointment that for Year Two, the developers seemed to focus more on simply adding new dimensions, then on linking them together. It doesn't help that none of the new levels expanded on TheStinger of the Story Mode.

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* The ''VideoGame/LEGODimensions'' Starter Pack's Story Mode ties most of the Year One dimensions together in such an epic MassiveMultiplayerCrossover, that several collectors have expressed disappointment that for Year Two, the developers seemed to focus more on simply adding new dimensions, then than on linking them together. It doesn't help that none of the new levels expanded on TheStinger of the Story Mode.
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** When ''VideoGame/SuperMarioGalaxy'' came out in 2007, it was lauded for its epic cosmic scope and innovative gravity-based platforming that made it a worthy successor to ''Mario 64''. The game was so acclaimed that it won multiple Game of the Year awards and even briefly surpassed ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' as the highest rated game of all time on review aggregate sites. However, subsequent Mario platformers struggled to capture the zeitgeist in the same way as ''Galaxy'' even if they weren't necessarily considered bad. While the ''VideoGame/NewSuperMarioBros'' subseries were relatively successful, they were dismissed in some circles as stagnant and formulaic for being simplistic 2D platformers that lacked the innovation and high production values of ''Galaxy''. Even the acclaimed sequel ''VideoGame/SuperMarioGalaxy2'' suffered from unfavorable comparisons as by reusing the same engine and assets, it lacked the novelty of its predecessor and was little more than a MissionPackSequel. It wasn't until ''VideoGame/SuperMarioOdyssey'' that a Mario platformer managed to reach similar levels of acclaim.

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** When ''VideoGame/SuperMarioGalaxy'' came out in 2007, it was lauded for its epic cosmic scope and innovative gravity-based platforming that made it a worthy successor to ''Mario 64''. The game was so acclaimed that it won multiple Game of the Year awards and even briefly surpassed ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' as the highest rated game of all time on review aggregate sites. However, subsequent Mario platformers struggled to capture the zeitgeist in the same way as ''Galaxy'' even if they weren't necessarily considered bad. bad games. While the ''VideoGame/NewSuperMarioBros'' subseries were relatively successful, received positive reviews, they were dismissed in by some circles as stagnant and formulaic for being simplistic 2D platformers that lacked the innovation and high production values quality of ''Galaxy''. Even the acclaimed sequel Likewise, while ''VideoGame/SuperMarioGalaxy2'' was a great game in its own right, it was criticized for being a MissionPackSequel that recycled the engine and assets of its predecessor being suffered from unfavorable comparisons as by to its predece reusing the same engine and assets, it lacked the novelty of its predecessor and was little more than a MissionPackSequel. It wasn't until ''VideoGame/SuperMarioOdyssey'' that a Mario platformer managed to reach similar levels of acclaim.
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** When ''VideoGame/SuperMarioGalaxy'' came out in 2007, it was lauded as a touchstone in gaming for its high production values and unique gravity-based platforming. The game was so critically acclaimed that it won multiple Game of the Year awards against the likes of ''VideoGame/BioShock1'', ''VideoGame/Halo3'' and ''VideoGame/CallOfDuty4ModernWarfare'', and even briefly surpassed ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' as the highest rated game of all time. However, subsequent Mario platformers struggled to capture the gaming zeitgeist in the same way as ''Galaxy'' even if they weren't necessarily considered bad ''per se''. Most notably, while the ''VideoGame/NewSuperMarioBros'' subseries were relatively successful, they were dismissed in some circles as stagnant and formulaic for being simplistic 2D platformers that lacked the innovation and quality of ''Galaxy''. It wasn't until 10 years later that ''VideoGame/SuperMarioOdyssey'' managed to reach similar levels of acclaim.

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** When ''VideoGame/SuperMarioGalaxy'' came out in 2007, it was lauded as a touchstone in gaming for its high production values epic cosmic scope and unique innovative gravity-based platforming. platforming that made it a worthy successor to ''Mario 64''. The game was so critically acclaimed that it won multiple Game of the Year awards against the likes of ''VideoGame/BioShock1'', ''VideoGame/Halo3'' and ''VideoGame/CallOfDuty4ModernWarfare'', and even briefly surpassed ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' as the highest rated game of all time. time on review aggregate sites. However, subsequent Mario platformers struggled to capture the gaming zeitgeist in the same way as ''Galaxy'' even if they weren't necessarily considered bad ''per se''. Most notably, while bad. While the ''VideoGame/NewSuperMarioBros'' subseries were relatively successful, they were dismissed in some circles as stagnant and formulaic for being simplistic 2D platformers that lacked the innovation and quality high production values of ''Galaxy''. Even the acclaimed sequel ''VideoGame/SuperMarioGalaxy2'' suffered from unfavorable comparisons as by reusing the same engine and assets, it lacked the novelty of its predecessor and was little more than a MissionPackSequel. It wasn't until 10 years later that ''VideoGame/SuperMarioOdyssey'' that a Mario platformer managed to reach similar levels of acclaim.
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** When ''VideoGame/SuperMarioGalaxy'' came out in 2007, it was lauded as a touchstone in gaming for its high production values and unique gravity-based platforming. The game was so critically acclaimed that it won multiple Game of the Year awards against the likes of ''VideoGame/BioShock1'', ''VideoGame/Halo3'' and ''VideoGame/CallOfDuty4ModernWarfare'', and even briefly surpassed ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' as the highest rated game of all time. However, subsequent Mario platformers struggled to capture the gaming zeitgeist in the same way as ''Galaxy'' even if they weren't necessarily considered bad ''per se''. Most notably, while the ''VideoGame/NewSuperMarioBros'' subseries were relatively successful, they were dismissed in some circles as stagnant and formulaic for being simplistic 2D platformers that lacked the innovation and quality of ''Galaxy''. It wasn't until 10 years later that ''VideoGame/SuperMarioOdyssey'' managed to reach similar levels of acclaim.
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* ''VideoGame/CivilizationBeyondEarth'' was compared to ''VideoGame/SidMeiersAlphaCentauri'', despite the developers not intending it to be a spiritual successor of the latter (rather a ''VideoGame/CivilizationV'' set in space), and the reactions were mild at best. Above all, the poor diplomacy and background lore compared to the narration that was achieved in 1999. Also, the fact that the various sponsors don't look really unique from an ideological basis, and the choice between purity/supremacy/harmony, being unrestricted, only blurs them together: in one game the same faction can go in one way or the other, meaning that everything could be anything. Finally, despite what the authors claimed, there are indeed some shout-outs to SMAC which were though poorly performed, like one of the victory conditions being suddenly realizing that the planet biosphere is sentient (without any buildup, unlike the Voice of Planet in SMAC) and starting a project to achieve transcendence through it.
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If XC 3 is now added to the pool of TATF victims, then there's no need for this commented-out part anymore....


%% Above entry will need to be verified: What is the general consensus on XC3 in comparison? Is this still a "First Installment Wins" situation?
* ''VideoGame/{{Yakuza 2}}'' cast a long shadow over the ''[[VideoGame/LikeADragon Yakuza]]'' series, with a tight plot, some of the best characters of the series, and a more streamlined combat system than [[VideoGame/Yakuza1 the original game's]]. Its follow-up, ''VideoGame/{{Yakuza 3}}'', is a ContestedSequel due to placing more emphasis on Kiryu's life outside Tojo intrigue, and games ''[[VideoGame/Yakuza4 4]]''[[VideoGame/Yakuza5 -]]''[[VideoGame/Yakuza6 6]]'' are considered enjoyable but still inferior to ''2''. So far, only ''VideoGame/{{Yakuza 0}}'' and ''VideoGame/YakuzaLikeADragon'' challenge the second game in terms of plot, with the latter losing points due to its controversial [[GenreShift turn]] from a brawler to a turn-based RPG.

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%% Above entry will need to be verified: What is the general consensus on XC3 in comparison? Is this still a "First Installment Wins" situation?
* ''VideoGame/{{Yakuza 2}}'' ''VideoGame/Yakuza2'' cast a long shadow over the ''[[VideoGame/LikeADragon Yakuza]]'' series, with a tight plot, some of the best characters of the series, and a more streamlined combat system than [[VideoGame/Yakuza1 the original game's]]. Its follow-up, ''VideoGame/{{Yakuza 3}}'', is a ContestedSequel due to placing more emphasis on Kiryu's life outside Tojo intrigue, and games ''[[VideoGame/Yakuza4 4]]''[[VideoGame/Yakuza5 -]]''[[VideoGame/Yakuza6 6]]'' are considered enjoyable but still inferior to ''2''. So far, only ''VideoGame/{{Yakuza 0}}'' and ''VideoGame/YakuzaLikeADragon'' challenge the second game in terms of plot, with the latter losing points due to its controversial [[GenreShift turn]] from a brawler to a turn-based RPG.
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* ''VideoGame/ChronoCross'' was cursed from the beginning to never be as popular as ''VideoGame/ChronoTrigger'', one of the most beloved games ever made. The HappyEndingOverride didn't help matters, with some fans saying the game would have been better if it were standalone, nor did the fact that the game's [[KudzuPlot very complex narrative]] leads to a string of {{Info Dump}}s in the second half, culminating in a GainaxEnding that is still considered to be [[MindScrew wholly undecipherable]] years later. Then there's the game throwing at you a cast of over 50 playable characters where only about a quarter has any significant plot relevance, [[TheyWastedAPerfectlyGoodCharacter several more with storytelling potential get sidelined]] [[note]]perhaps most jarringly, it was revealed in [[AllThereInTheManual an artbook]] that Guile [[WhatCouldHaveBeen was originally conceptualized as]] [[spoiler:a returning Magus]] a la Magil in ''VisualNovel/RadicalDreamers''; keep in mind that [[spoiler:his sister Schala is effectively the linchpin of ''CC''[='s=] plot]][[/note]], and the majority are [[FlatCharacter rather one-note as a whole]] compared to ''Trigger'' having a much smaller but better characterized cast. And that's to say nothing of their [[TierInducedScrappy in-game viability]]. In fact, when the ''[[CompilationRerelease Final Fantasy Chronicles]]'' and UsefulNotes/NintendoDS ports of ''Trigger'' threw in several new scenes that [[ArcWelding more cohesively tie together both games]] and [[MindScrewdriver try to better explain]] certain aspects of ''Cross'' [[note]]most notably a BonusBoss in the DS release that's the "infant" form of the sequel's BigBad followed by a secret ending which heavily implies [[spoiler:the aforementioned Guile really ''is'' Magus, albeit one from an AlternateTimeline who suffers from severe memory loss following the preceding HopelessBossFight, leaving him with only [[AmnesiacResonance a vague recollection]] of his mission to defeat Lavos and save his sister]][[/note]], a number of fans [[TheyChangedItNowItSucks reacted negatively]], believing that it did a disservice to [[SacredCow the legacy of the original game]].

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* ''VideoGame/ChronoCross'' was cursed from the beginning to never be as popular as ''VideoGame/ChronoTrigger'', one of the most beloved games ever made. The HappyEndingOverride didn't help matters, with some fans saying the game would have been better if it were standalone, nor did the fact that the game's [[KudzuPlot very complex narrative]] leads to a string of {{Info Dump}}s in the second half, culminating in a GainaxEnding that is still considered to be [[MindScrew wholly undecipherable]] years later. Then there's the game throwing at you a cast of over 50 playable characters where only about a quarter has any significant plot relevance, [[TheyWastedAPerfectlyGoodCharacter several more with storytelling potential get sidelined]] [[note]]perhaps most jarringly, it was revealed in [[AllThereInTheManual an artbook]] that Guile [[WhatCouldHaveBeen was originally conceptualized as]] [[spoiler:a returning Magus]] a la Magil in ''VisualNovel/RadicalDreamers''; keep in mind that [[spoiler:his sister Schala is effectively the linchpin of ''CC''[='s=] plot]][[/note]], and the majority are [[FlatCharacter rather one-note as a whole]] compared to ''Trigger'' having a much smaller but better characterized cast. And that's to say nothing of their [[TierInducedScrappy in-game viability]].viability. In fact, when the ''[[CompilationRerelease Final Fantasy Chronicles]]'' and UsefulNotes/NintendoDS ports of ''Trigger'' threw in several new scenes that [[ArcWelding more cohesively tie together both games]] and [[MindScrewdriver try to better explain]] certain aspects of ''Cross'' [[note]]most notably a BonusBoss in the DS release that's the "infant" form of the sequel's BigBad followed by a secret ending which heavily implies [[spoiler:the aforementioned Guile really ''is'' Magus, albeit one from an AlternateTimeline who suffers from severe memory loss following the preceding HopelessBossFight, leaving him with only [[AmnesiacResonance a vague recollection]] of his mission to defeat Lavos and save his sister]][[/note]], a number of fans [[TheyChangedItNowItSucks reacted negatively]], believing that it did a disservice to [[SacredCow the legacy of the original game]].

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** This was a large factor regarding why [[VideoGame/FireEmblemThreeHouses Byleth's]] reveal as a DLC fighter for ''Ultimate'' ended up being so divisive. They were the last character revealed as part of Fighters Pass Volume 1, coming after the [[UnexpectedCharacter unexpected]] [[VideoGame/Persona5 Joker]] and [[Franchise/TheKingOfFighters Terry]], the long-requested [[VideoGame/BanjoKazooie Banjo and Kazooie]], and the [[TropeCodifier iconic]] [[Franchise/DragonQuest Hero]]; thus, many people were underwhelmed that the last fighter revealed was such a "safe" option.

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** This was a large factor regarding why [[VideoGame/FireEmblemThreeHouses Byleth's]] reveal as a DLC fighter for ''Ultimate'' ended up being so divisive. They were the last character revealed as part of Fighters Pass Volume 1, coming after the [[UnexpectedCharacter unexpected]] [[VideoGame/Persona5 Joker]] and [[Franchise/TheKingOfFighters Terry]], [[VideoGame/FatalFury Terry]] [[VideoGame/TheKingOfFighters Bogard]], the long-requested [[VideoGame/BanjoKazooie Banjo and Kazooie]], and the [[TropeCodifier iconic]] [[Franchise/DragonQuest [[VideoGame/DragonQuest Hero]]; thus, many people were underwhelmed that the last fighter revealed was such a "safe" option.option, and this is before getting to the fact that Byleth's inclusion bumped the number of playable ''Franchise/FireEmblem'' characters to eight, leading to accusations of [[SpotlightStealingCrossover favoritism]]. It's worth noting that the developers expected this reaction, with a second Fighters Pass being announced immediately after and Creator/MasahiroSakurai taking pains to highlight how different Byleth was from most other ''Fire Emblem'' reps in terms of gameplay.



* Many of the complaints about ''VideoGame/TotalWarRomeII'' are essentially this: it's a pretty good game in its own right, but it's the immediate follow up to [[VideoGame/TotalWarShogun2 one of the best games in the series]] and a remake of [[VideoGame/RomeTotalWar the other best game in the series]].

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* Many of the complaints about ''VideoGame/TotalWarRomeII'' are essentially this: it's a pretty good game in its own right, but it's the immediate follow up follow-up to [[VideoGame/TotalWarShogun2 one of the best games in the series]] and a remake of [[VideoGame/RomeTotalWar the other best game in the series]].



* The first ''VideoGame/XenobladeChronicles1'' is considered a classic Wii game that successfully melded JRPG mechanics with the WideOpenSandbox worlds more emblematic of Western [=RPGs=] and was also a major SleeperHit CultClassic for a console that didn't see very many [=RPGs=] overall, some even liken it to the greatest JRPG classics of all time, like ''VideoGame/ChronoCross'' and ''VideoGame/FinalFantasyVII''. While ''VideoGame/XenobladeChroniclesX'' and ''VideoGame/XenobladeChronicles2'' are also well-regarded sequels, they've tended to receive much more criticism than the first game. What also didn't help in the case of ''VideoGame/XenobladeChronicles2'' was that it released near the end of 2017 -- which was considered a ''very'' good year for gaming.
%% Above entry will need to be updated: What is the consensus on XC3 in comparison? Is this still a "First Installment Wins" situation?

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* The first ''VideoGame/XenobladeChronicles1'' is considered a classic Wii game that successfully melded JRPG mechanics with the WideOpenSandbox worlds more emblematic of Western [=RPGs=] and was also a major SleeperHit CultClassic for a console that didn't see very many [=RPGs=] overall, some even liken it to the greatest JRPG classics of all time, like ''VideoGame/ChronoCross'' and ''VideoGame/FinalFantasyVII''. While ''VideoGame/XenobladeChroniclesX'' ''VideoGame/XenobladeChroniclesX'', ''VideoGame/XenobladeChronicles2'', and ''VideoGame/XenobladeChronicles2'' ''VideoGame/XenobladeChronicles3'' are also all well-regarded sequels, they've tended to receive much more criticism than the first game. What also didn't help in the case of ''VideoGame/XenobladeChronicles2'' was that it released near the end of 2017 -- which was considered a ''very'' good year for gaming.
%% Above entry will need to be updated: verified: What is the general consensus on XC3 in comparison? Is this still a "First Installment Wins" situation?
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** The main platformer ''Crash'' games in the post-Creator/NaughtyDog era (with the exceptions of ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure/XS]]'' and ''[[VideoGame/CrashBandicoot2NTranced N-Tranced]]'' on the UsefulNotes/GameBoyAdvance) are not as fondly remembered as the original trilogy on UsefulNotes/PlayStation. ''[[VideoGame/CrashBandicootTheWrathOfCortex The Wrath of Cortex]]'', the first multi-platform ''Crash'' game, tried to replicate the success of ''Warped'', but didn't quite succeed, with the overabundance of vehicles, [[LoadsAndLoadsOfLoading lengthy load times]] (especially on the original UsefulNotes/PlayStation2 release) and rather underwhelming bosses. While ''VideoGame/CrashTwinsanity'' managed to WinBackTheCrowd for some people, it ended up being [[ContestedSequel a rather divisive game]] amongst the fanbase (not helped by the game feeling [[ObviousBeta unfinished]] in several places due to its rushed production along with a lot of FakeDifficulty to go around). And the attempted SoftReboot games, ''VideoGame/CrashOfTheTitans'' and ''VideoGame/CrashMindOverMutant'', ended up nearly killing the series until the ''VideoGame/CrashBandicootNSaneTrilogy'', a remake of the original [=PS1=] trilogy, was released in 2017 to much praise from fans and critics. The first entirely new Crash game in years, 2020's ''[[VideoGame/CrashBandicoot4ItsAboutTime It's About Time]]'', was seen by many fans as a worthy successor to the original trilogy, with the main debate over its quality being where exactly it stands in relation to the series' Naughty Dog era.
** ''VideoGame/CrashNitroKart'' didn't quite live up to its predecessor, ''VideoGame/CrashTeamRacing''. Much like ''The Wrath of Cortex'', ''Nitro Kart'' tried to replicate the success of the original, but the controls, the heavy weight of the carts and some underwhelming courses prevented it from being as recognized as ''CTR''. And then ''VideoGame/CrashTagTeamRacing'' came along, which tried to innovate by splicing in platforming elements alongside the racing elements, with mixed results, ultimately ending up as an even more divisive entry than ''Nitro Kart''. Much like the ''N. Sane Trilogy'', ''Crash Team Racing'' would be remade as ''VideoGame/CrashTeamRacingNitroFueled'' in 2019, though elements of the other two games (including the tracks from ''Nitro Kart'') [[MegamixGame would be incorporated as well]].

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** The main platformer ''Crash'' games in the post-Creator/NaughtyDog era (with the exceptions of ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure/XS]]'' and ''[[VideoGame/CrashBandicoot2NTranced N-Tranced]]'' on the UsefulNotes/GameBoyAdvance) are not as fondly remembered as the original trilogy on UsefulNotes/PlayStation. ''[[VideoGame/CrashBandicootTheWrathOfCortex The Wrath of Cortex]]'', the first multi-platform ''Crash'' game, tried to replicate the success of ''Warped'', but didn't quite succeed, with the overabundance of vehicles, [[LoadsAndLoadsOfLoading lengthy load times]] (especially on the original UsefulNotes/PlayStation2 release) and rather underwhelming bosses. While ''VideoGame/CrashTwinsanity'' managed to WinBackTheCrowd for some people, it ended up being [[ContestedSequel a rather divisive game]] amongst the fanbase (not helped by the game feeling [[ObviousBeta unfinished]] in several places due to its rushed production along with a lot of FakeDifficulty to go around). And the attempted SoftReboot games, ''VideoGame/CrashOfTheTitans'' and ''VideoGame/CrashMindOverMutant'', ended up nearly killing the series until the ''VideoGame/CrashBandicootNSaneTrilogy'', a remake of the original [=PS1=] trilogy, was released in 2017 to much praise from fans and critics. The first entirely new Crash game in years, 2020's ''[[VideoGame/CrashBandicoot4ItsAboutTime It's About Time]]'', was seen by became one of the most divisive in the series yet due to its [[NintendoHard difficulty]] and monstrous amounts of {{padding}} for OneHundredPercentCompletion overshadowing its strengths in many fans as a worthy successor to parts of the original trilogy, with fandom, though it is generally regarded as one of the main debate over its quality being where exactly it stands in relation to better post-Naughty Dog games and certainly among the series' Naughty Dog era.
most polished.
** ''VideoGame/CrashNitroKart'' didn't quite live up to its predecessor, ''VideoGame/CrashTeamRacing''. Much like ''The Wrath of Cortex'', ''Nitro Kart'' tried to replicate the success of the original, but the controls, the heavy weight of the carts and some underwhelming courses prevented it from being as recognized as ''CTR'', though it has been somewhat VindicatedByHistory and many believe it would be almost as good if it controlled like ''CTR''. And then ''VideoGame/CrashTagTeamRacing'' came along, which tried to innovate by splicing in platforming elements alongside the racing elements, with mixed results, ultimately ending up as an even more divisive entry than ''Nitro Kart''. Much like the ''N. Sane Trilogy'', ''Crash Team Racing'' would be remade as ''VideoGame/CrashTeamRacingNitroFueled'' in 2019, though elements of the other two games (including the tracks from ''Nitro Kart'') [[MegamixGame would be incorporated as well]].

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* ''VideoGame/SuperSmashBros'', while not an example for the fanbase as a whole, has historically struggled to satisfy the TournamentPlay community with later installments. ''[[VideoGame/SuperSmashBrosMelee Melee]]'' was -- and still is -- recognized as a worthy fighting game, with its fast pace and in-depth techniques often providing intense rounds. When ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' slowed down the overall pace, added a few cases of RandomNumberGod -- most notoriously tripping -- and removed the aforementioned GoodBadBugs, potential for competitive play lowered as a consequence. ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU For 3DS and Wii U]]'' approached a more competitive format by removing the random elements and making the game's pace slightly faster, but with ''Melee'' still making appearances in various fighting game tournaments, the former game remains standing in the shadows that the latter game has cast. It wasn't until the runaway success of ''[[VideoGame/SuperSmashBros Ultimate]]'', which made its own tweaks to gameplay mechanics in an attempt to appeal to competitive-minded fans while still making the game distinct from ''Melee'' and maintaining the series' longstanding casual appeal, that ''Smash''[='s=] second entry was finally, truly outdone.

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* ''VideoGame/SuperSmashBros'', ''VideoGame/SuperSmashBros'':
** The series,
while not an example for the fanbase as a whole, has historically struggled to satisfy the TournamentPlay community with later installments. ''[[VideoGame/SuperSmashBrosMelee Melee]]'' was -- and still is -- recognized as a worthy fighting game, with its fast pace and in-depth techniques often providing intense rounds. When ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' slowed down the overall pace, added a few cases of RandomNumberGod -- most notoriously tripping -- and removed the aforementioned GoodBadBugs, potential for competitive play lowered as a consequence. ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU For 3DS and Wii U]]'' approached a more competitive format by removing the random elements and making the game's pace slightly faster, but with ''Melee'' still making appearances in various fighting game tournaments, the former game remains standing in the shadows that the latter game has cast. It wasn't until the runaway success of ''[[VideoGame/SuperSmashBros Ultimate]]'', which made its own tweaks to gameplay mechanics in an attempt to appeal to competitive-minded fans while still making the game distinct from ''Melee'' and maintaining the series' longstanding casual appeal, that ''Smash''[='s=] second entry was finally, truly outdone.outdone.
** This was a large factor regarding why [[VideoGame/FireEmblemThreeHouses Byleth's]] reveal as a DLC fighter for ''Ultimate'' ended up being so divisive. They were the last character revealed as part of Fighters Pass Volume 1, coming after the [[UnexpectedCharacter unexpected]] [[VideoGame/Persona5 Joker]] and [[Franchise/TheKingOfFighters Terry]], the long-requested [[VideoGame/BanjoKazooie Banjo and Kazooie]], and the [[TropeCodifier iconic]] [[Franchise/DragonQuest Hero]]; thus, many people were underwhelmed that the last fighter revealed was such a "safe" option.

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** Back when [[NoExportForYou you had to emulate the game]], ''Trials of Mana'' (and to a lesser extent ''VideoGame/LegendOfMana'') created this for the rest of the ''VideoGame/WorldOfMana'' games; they've been seen as paling in comparison to ''Trials'' and/or ''Legend''.

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** Back when [[NoExportForYou [[LateExportForYou you had to emulate the game]], ''Trials of Mana'' (and to a lesser extent ''VideoGame/LegendOfMana'') created this for the rest of the ''VideoGame/WorldOfMana'' ''VideoGame/{{Mana|Series}}'' games; they've been seen as paling in comparison to ''Trials'' and/or ''Legend''.


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%% Above entry will need to be updated: What is the consensus on XC3 in comparison? Is this still a "First Installment Wins" situation?
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oops.


* Apparently, Creator/HideoKojima regrets being remembered only for the ''VideoGame/MetalGear'' series, which overshadowed his earlier games (such as ''VisualNovel/{{Snatcher}}'' and ''VideoGame/{{Policenauts}}''), games created in-between (such as ''VideoGame/{{Boktai}}'' and ''VideoGame/ZoneOfTheEnders'') and whose shadow looms on every possible future title. He would eventually finally move on from Konami and [[VideoGame/DeathStranding start producing original games once again]], but time will tell if he can shake his reputation off.

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* Apparently, Creator/HideoKojima regrets being remembered only for the ''VideoGame/MetalGear'' series, which overshadowed his earlier games (such as ''VisualNovel/{{Snatcher}}'' and ''VideoGame/{{Policenauts}}''), ''VisualNovel/{{Policenauts}}''), games created in-between (such as ''VideoGame/{{Boktai}}'' and ''VideoGame/ZoneOfTheEnders'') and whose shadow looms on every possible future title. He would eventually finally move on from Konami and [[VideoGame/DeathStranding start producing original games once again]], but time will tell if he can shake his reputation off.
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let's be a little more specific on Kojima's other games, hopefully no sinkholes.


* Apparently, Creator/HideoKojima regrets being remembered only for the ''VideoGame/MetalGear'' series, which overshadowed his earlier games and whose shadow looms on every possible future title. He would eventually finally move on from Konami and [[VideoGame/DeathStranding start producing original games once again]], but time will tell if he can shake his reputation off.

to:

* Apparently, Creator/HideoKojima regrets being remembered only for the ''VideoGame/MetalGear'' series, which overshadowed his earlier games (such as ''VisualNovel/{{Snatcher}}'' and ''VideoGame/{{Policenauts}}''), games created in-between (such as ''VideoGame/{{Boktai}}'' and ''VideoGame/ZoneOfTheEnders'') and whose shadow looms on every possible future title. He would eventually finally move on from Konami and [[VideoGame/DeathStranding start producing original games once again]], but time will tell if he can shake his reputation off.
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None


** ''VideoGame/PokemonRedAndBlue'' is considered [[FirstInstallmentWins the definitive incarnation of the franchise to most people]], with the first 151 Pokémon still being the most iconic of them all. The series, while still remaining popular, never came close to recapturing the original games' mainstream ubiquity until [[VideoGame/PokemonGo the 2016 mobile game]].

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** ''VideoGame/PokemonRedAndBlue'' is considered [[FirstInstallmentWins the definitive incarnation of the franchise to most people]], with the first 151 Pokémon still being the most iconic of them all. The series, while still remaining popular, never came close to recapturing the original games' mainstream ubiquity until [[VideoGame/PokemonGo the 2016 mobile game]].game]], which itself only launched with those iconic 151 monsters.
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None


* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of the ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' was really well-received for a unique battle system of collecting [[PowerCopying souls]] from defeated enemies [[LuckBasedMission at random]], a less crufty castle design, and a great TomatoSurprise PlotTwist involving the game's protagonist. Its direct sequel, ''Dawn of Sorrow'', improved upon the game balance in many ways while not straying much, though received [[ScrappyMechanic a bit of flak]] for the grinding of souls needed for upgrading weapons and the souls themselves, as well as the seals needed to destroy the bosses. ''VideoGame/CastlevaniaPortraitOfRuin'' is often considered either ItsTheSameNowItSucks or ItsEasySoItSucks, and ''VideoGame/CastlevaniaOrderOfEcclesia'' is, while well-received, a form of a stale formula. The game after that was the ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'' ContinuityReboot, a reimaging of the series that ended only two games later.

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* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of the ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' ''VideoGame/CastlevaniaAriaOfSorrow'' was really well-received for a unique battle system of collecting [[PowerCopying souls]] from defeated enemies [[LuckBasedMission at random]], a less crufty castle design, and a great TomatoSurprise PlotTwist involving the game's protagonist. Its direct sequel, ''Dawn of Sorrow'', ''VideoGame/CastlevaniaDawnOfSorrow'', improved upon the game balance in many ways while not straying much, though received [[ScrappyMechanic a bit of flak]] for the grinding of souls needed for upgrading weapons and the souls themselves, as well as the seals needed to destroy the bosses. ''VideoGame/CastlevaniaPortraitOfRuin'' is often considered either ItsTheSameNowItSucks or ItsEasySoItSucks, and ''VideoGame/CastlevaniaOrderOfEcclesia'' is, while well-received, a form of a stale formula. The game after that was the ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'' ContinuityReboot, a reimaging of the series that ended only two games later.

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** During the development of ''VideoGame/CallOfDutyModernWarfare2'', the devs consciously chose ''not'' to have another campaign level where you man the guns of an AC-130 gunship - settling instead for a KillStreak reward in multiplayer and a Spec Ops level that is the ''[=CoD4=]'' level but with [[CoOpMultiplayer a second player]] instead of an AI squad to protect with that AC-130 - precisely because they knew there would be no way they could do it again and have it stand out as anything other than a boring and generic rehash of "Death from Above" (and the large number of other games over the next several years - including ''Modern Warfare 2''[='=]s [[VideoGame/CallOfDutyModernWarfare3 own sequel]] after its dev team got shaken up partway through development - that [[FollowTheLeader all featured boring and generic AC-130 segments]] certainly bore that belief out).
* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of the ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' was really well-received for a unique battle system of collecting [[PowerCopying souls]] from defeated enemies [[LuckBasedMission at random]], a less crufty castle design, and a great TomatoSurprise PlotTwist of the game's protagonist. Its direct sequel, ''Dawn of Sorrow'', improved upon the game balance in many ways while not straying much, though received [[ScrappyMechanic a bit of flak]] for the grinding of souls needed for upgrading weapons and the souls themselves, as well as the seals needed to destroy the bosses. ''VideoGame/CastlevaniaPortraitOfRuin'' is often considered either ItsTheSameNowItSucks or ItsEasySoItSucks, and ''VideoGame/CastlevaniaOrderOfEcclesia'' is, while well-received, a form of a stale formula. The game after that was the ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'' ContinuityReboot, a reimaging of the series that ended only two games later.

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** During the development of ''VideoGame/CallOfDutyModernWarfare2'', the devs consciously chose ''not'' to have another campaign level where you man the guns of an AC-130 gunship - -- settling instead for a KillStreak reward in multiplayer and a Spec Ops level that is the ''[=CoD4=]'' level but with [[CoOpMultiplayer a second player]] instead of an AI A.I. squad to protect with that AC-130 - -- precisely because they knew there would be no way they could do it again and have it stand out as anything other than a boring and generic rehash of "Death from Above" (and the large number of other games over the next several years - -- including ''Modern Warfare 2''[='=]s [[VideoGame/CallOfDutyModernWarfare3 own sequel]] after its dev team got shaken up partway through development - -- that [[FollowTheLeader all featured boring and generic AC-130 segments]] certainly bore that belief out).
* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of the ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''[[VideoGame/CastlevaniaChroniclesOfSorrow Aria of Sorrow]]'' was really well-received for a unique battle system of collecting [[PowerCopying souls]] from defeated enemies [[LuckBasedMission at random]], a less crufty castle design, and a great TomatoSurprise PlotTwist of involving the game's protagonist. Its direct sequel, ''Dawn of Sorrow'', improved upon the game balance in many ways while not straying much, though received [[ScrappyMechanic a bit of flak]] for the grinding of souls needed for upgrading weapons and the souls themselves, as well as the seals needed to destroy the bosses. ''VideoGame/CastlevaniaPortraitOfRuin'' is often considered either ItsTheSameNowItSucks or ItsEasySoItSucks, and ''VideoGame/CastlevaniaOrderOfEcclesia'' is, while well-received, a form of a stale formula. The game after that was the ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'' ContinuityReboot, a reimaging of the series that ended only two games later.



* ''VideoGame/DeusEx'', naturally. Provided you accept that there ''were'' [[VideoGame/DeusExInvisibleWar acts that followed it]] at all; [[FanonDiscontinuity quite a lot of fans don't]]. The prequel series starting with ''[[VideoGame/DeusExHumanRevolution Human Revolution]]'' started being held to the same standard as the original; considered an all-round fantastic game, and the follow-up ''[[VideoGame/DeusExMankindDivided Mankind Divided]]'' had quite a few fans struggling to invest hype in it for fear of a repeat letdown.

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* ''VideoGame/DeusEx'', naturally. Provided you accept that there ''were'' [[VideoGame/DeusExInvisibleWar acts that followed it]] at all; [[FanonDiscontinuity quite a lot of fans don't]]. The prequel series starting with ''[[VideoGame/DeusExHumanRevolution Human Revolution]]'' started being held to the same standard as the original; considered an all-round all-around fantastic game, and the follow-up ''[[VideoGame/DeusExMankindDivided Mankind Divided]]'' had quite a few fans struggling to invest hype in it for fear of a repeat letdown.



* The ''Franchise/DragonAge'' series sometimes comes across as this. [[VideoGame/DragonAgeOrigins The original game]] was heralded as a return to the good old days of the CRPG, a spiritual successor to the storied ''VideoGame/BaldursGate'' franchise. The [[VideoGame/DragonAgeII sequel]] is a good game on its own merits but a big part of the fanbase considers it a poor sequel. ''VideoGame/DragonAgeInquisition'' [[BrokenBase has also been met with some divided opinions, with some considering it the worst in the series, while others saw it as a return to form]].

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* The ''Franchise/DragonAge'' series sometimes comes across as this. [[VideoGame/DragonAgeOrigins The original game]] was heralded as a return to the good old days of the CRPG, a spiritual successor to the storied ''VideoGame/BaldursGate'' franchise. The [[VideoGame/DragonAgeII The sequel]] is a good game on its own merits but a big part of the fanbase considers it a poor sequel. ''VideoGame/DragonAgeInquisition'' [[BrokenBase has also been met with some divided opinions, with some considering it the worst in the series, while others saw it as a return to form]].



* While the ''VideoGame/{{Fallout}}'' series itself continues to host an active BrokenBase over its GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by ''VideoGame/Fallout4'' and the '''''devastating''''' reception by ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.

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* While the ''VideoGame/{{Fallout}}'' series itself continues to host an active BrokenBase over its GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised highly praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - -- sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by ''VideoGame/Fallout4'' and the '''''devastating''''' devastatingly low reception by to ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.



** There is also a BrokenBase regarding whether ''VideoGame/FinalFantasyV'' did or didn't live up to what was expected after ''VideoGame/FinalFantasyIV'', which is considered one of the top games in the series, because of its characters and heightened drama typical to many other games of the series. All of these are elements many fans felt the fifth installment of the series lacked. Other fans on the other hand felt that the game featured some of the best gameplay in the series, period, thanks to the evolved Job system, which has served as the basis for that of three spin-off titles: ''VideoGame/FinalFantasyTactics'', ''VideoGame/FinalFantasyDimensions'' and ''VideoGame/BravelyDefault''. Combine all of this with an annual unofficial charity run, and you have a franchise darkhorse, making ''it'' a tough act to follow of its own, especially when [[SpiritualSuccessor sizing up]] ''Dimensions'' and ''Default''. In the case of ''Default'', [[ZigZaggingTrope however]], it ''is'' credited for helping revive interest in traditional [=JRPGs=] after Creator/SquareEnix's various attempts at experimentation in the mainline ''FF'' series, and was successful enough to warrant [[VideoGame/BravelySecond a sequel]] as well as a NonLinearSequel in ''VideoGame/BravelyDefaultII''.

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** There is also a BrokenBase regarding whether ''VideoGame/FinalFantasyV'' did or didn't live up to what was expected after ''VideoGame/FinalFantasyIV'', which is considered one of the top games in the series, because of its characters and heightened drama typical to many other games of the series. All of these are elements many fans felt the fifth installment of the series lacked. Other fans on On the other hand hand, many fans felt that the game featured some of the best gameplay in the series, period, thanks to the evolved Job system, JobSystem, which has served as the basis for that of three spin-off titles: ''VideoGame/FinalFantasyTactics'', ''VideoGame/FinalFantasyDimensions'' and ''VideoGame/BravelyDefault''. Combine all of this with an annual unofficial charity run, and you have a franchise darkhorse, making ''it'' a tough act to follow of its own, especially when [[SpiritualSuccessor sizing up]] ''Dimensions'' and ''Default''. In the case of ''Default'', [[ZigZaggingTrope however]], it ''is'' credited for helping revive interest in traditional [=JRPGs=] after Creator/SquareEnix's various attempts at experimentation in the mainline ''FF'' series, and was successful enough to warrant [[VideoGame/BravelySecond a sequel]] as well as a NonLinearSequel in ''VideoGame/BravelyDefaultII''.



* ''VideoGame/GoldenSun'' was a fantastic two-part series ending on so many plot hooks the fans clamored for a sequel. ''VideoGame/GoldenSunDarkDawn'', released years later, [[SoOkayItsAverage didn't quite live up to the legacy]].



* ''VideoGame/GoldenSun'' was a fantastic two-part series ending on so many plot hooks the fans clamored for a sequel. ''VideoGame/GoldenSunDarkDawn'', released years later, [[SoOkayItsAverage didn't quite live up to the legacy]].



** With the release of ''Kirby's Return to Dream Land'' ushering in a new "era" of ''Kirby'' games, this was averted as it was generally felt its 3DS sequels, ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', were {{Even Better Sequel}}s that expanded upon and improved the tried-and-true ''Super Star'' formula. ''Robobot'' especially resulted in a NewbieBoom for the series, as it was lauded for its much more in-depth plot, clever level design and puzzles, and [[AwesomeBosses/VideoGames awesome boss fights]]. The next installment in the series, ''VideoGame/KirbyStarAllies'', deliberately went in the opposite direction, as current director Shinya Kumazaki felt the series was becoming too complicated; it has a generally shorter, lighter, "back-to-basics" approach that received mixed reactions upon release, especially coming off the heels of ''Robobot''. Opinions improved after its post-launch DLC extended the game's content and added a puzzling Extra Mode that's much more challenging than the main game, but only time can tell how it will be looked back upon.

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** With the release of ''Kirby's Return to Dream Land'' ushering in a new "era" of ''Kirby'' games, this was averted as it was generally felt its 3DS sequels, ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', were {{Even Better Sequel}}s that expanded upon and improved the tried-and-true ''Super Star'' formula. ''Robobot'' especially resulted in a NewbieBoom for the series, as it was lauded for its much more in-depth plot, clever level design and puzzles, and [[AwesomeBosses/VideoGames awesome boss fights]]. The next installment in the series, ''VideoGame/KirbyStarAllies'', deliberately went in the opposite direction, as current director Shinya Kumazaki felt the series was becoming too complicated; it has a generally shorter, lighter, "back-to-basics" approach that received mixed reactions upon release, especially coming off the heels of ''Robobot''. Opinions improved after its post-launch DLC extended the game's content and added a puzzling Extra Mode that's much more challenging than the main game, but only time can tell how it will be looked back upon.upon, especially with its immediate successor, ''VideoGame/KirbyAndTheForgottenLand'', significantly shaking up the formula with a widely praised [[VideoGame3DLeap shift to 3D platforming]] while boasting what's generally agreed to be a better balance of accessibility vs. difficulty than what ''Star Allies'' offered.



** Midna from ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is one of the most developed and popular [[ExpositionFairy exposition fairies]] in the entire series, and one of the more popular ''Zelda'' characters in general. While anyone would look bad compared to her after that, Midna's successor in ''VideoGame/TheLegendOfZeldaSkywardSword'', Fi, fell especially flat; her robotic intonations, lack of personality, and dull interactions didn't do much to endear her to players who loved Midna's dry sarcasm, sassy mannerisms, and chemistry with Link (to say nothing of Fi's frequent AnnoyingVideoGameHelper moments that Midna generally lacked). It might be why no ''Zelda'' game since ''Skyward Sword'' has had a character in the "Navi" role --''Breath of the Wild'' comes closest with Zelda's voice guiding Link in the early game, but she drops out for plot reasons after the Great Plateau.

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** Midna from ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is one of the most developed and popular [[ExpositionFairy exposition fairies]] in the entire series, and one of the more popular ''Zelda'' characters in general. While anyone would look bad compared to her after that, Midna's successor in ''VideoGame/TheLegendOfZeldaSkywardSword'', Fi, fell especially flat; her robotic intonations, lack of personality, and dull interactions didn't do much to endear her to players who loved Midna's dry sarcasm, sassy mannerisms, and chemistry with Link (to say nothing of Fi's frequent AnnoyingVideoGameHelper moments that Midna generally lacked). It might be why no ''Zelda'' game since ''Skyward Sword'' has had a character in the "Navi" role --''Breath -- ''Breath of the Wild'' comes closest with Zelda's voice guiding Link in the early game, but she drops out for plot reasons after the Great Plateau.



** ''VideoGame/MegaManX5'' goes both ways. Coming off the heels of ''X4'', ''X5''[='s=] even more experimental nature (the game being one long TimedMission with [[LuckBasedMission RNG-reliant story progression]], character customization via the Parts system, Reploid rescuing, the introduction of [[MissionControl Navigators]], etc.) made it the very definition of a ContestedSequel, though few would say it's worse than ''[[VideoGame/MegaManX6 X6]]'' (a rushed and unpolished example of PostScriptSeason riddled with FakeDifficulty, leading to numerous complaints that [[FranchiseZombie the series was running out of steam]]) and ''[[VideoGame/MegaManX7 X7]]'' (a VideoGame3DLeap that benched the title character for most of the game in favor of [[ReplacementScrappy Axl]]; an issue that would be [[AuthorsSavingThrow rectified]] in the SurprisinglyImprovedSequel that was ''[[VideoGame/MegaManX8 X8]]''). Story-wise, however, it's just as [[SignatureSeriesArc memorable]] as ''X1'' and ''X4'', if not more so due to its extreme WhamEpisode nature as the ([[SeriesFauxnale intended]]) GrandFinale.

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** ''VideoGame/MegaManX5'' goes both ways. Coming off the heels of ''X4'', ''X5''[='s=] even more experimental nature (the game being one long TimedMission with [[LuckBasedMission RNG-reliant story progression]], character customization via the Parts system, Reploid rescuing, the introduction of [[MissionControl Navigators]], etc.) made it the very definition of a ContestedSequel, though few would say it's worse than ''[[VideoGame/MegaManX6 X6]]'' (a rushed and unpolished example of PostScriptSeason riddled with FakeDifficulty, leading to numerous complaints that [[FranchiseZombie the series was running out of steam]]) and ''[[VideoGame/MegaManX7 X7]]'' (a poorly executed VideoGame3DLeap that benched the title character for most of the game in favor of [[ReplacementScrappy Axl]]; Axl]], an issue that would be [[AuthorsSavingThrow rectified]] in the SurprisinglyImprovedSequel that was ''[[VideoGame/MegaManX8 X8]]''). Story-wise, however, it's just as [[SignatureSeriesArc memorable]] as ''X1'' and ''X4'', if not more so due to its extreme WhamEpisode nature as the ([[SeriesFauxnale intended]]) GrandFinale.



* ''VideoGame/PandorasTower'': Compared to its fellow Operation Rainfall[[note]](a fan campaign to get a trio of {{Eastern RPG}}s released late in the UsefulNotes/{{Wii}}'s lifespan localized for North America)[[/note]] games ''VideoGame/XenobladeChronicles1'' and ''VideoGame/TheLastStory''. ''Xenoblade Chronicles'' is from Creator/MonolithSoft, the same minds behind cult classic ''VideoGame/{{Xenogears}}'' and the acclaimed ''VideoGame/{{Xenosaga}}'' trilogy. The box art for ''The Last Story'' proudly declares that it was directed by ''Franchise/FinalFantasy'' creator Hironobu Sakaguchi and composed by Music/NobuoUematsu. Meanwhile, ''Pandora's Tower'' was created by some developer that until that point made nothing but action games based on Magazine/ShonenJump properties (and which returned to doing so afterwards). While not a bad game by any means, with many critics enjoying its story and gameplay, it came out so late after the other two (its North American release being months after the launch of the UsefulNotes/WiiU) and lacked their similar pedigrees that it ultimately became the most forgotten of the trio, despite even seeing a Wii U re-release when ''The Last Story'' didn't.

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* ''VideoGame/PandorasTower'': Compared to its fellow Operation Rainfall[[note]](a fan campaign to get a trio of {{Eastern RPG}}s released late in the UsefulNotes/{{Wii}}'s lifespan localized for North America)[[/note]] games ''VideoGame/XenobladeChronicles1'' and ''VideoGame/TheLastStory''. ''Xenoblade Chronicles'' is from Creator/MonolithSoft, the same minds behind cult classic ''VideoGame/{{Xenogears}}'' and the acclaimed ''VideoGame/{{Xenosaga}}'' trilogy. The box art for ''The Last Story'' proudly declares that it was directed by ''Franchise/FinalFantasy'' creator Hironobu Sakaguchi and composed by Music/NobuoUematsu. Meanwhile, ''Pandora's Tower'' was created by some developer that until that point made nothing but action games based on Magazine/ShonenJump ''Magazine/ShonenJump'' properties (and which returned to doing so afterwards). While not a bad game by any means, with many critics enjoying its story and gameplay, it came out so late after the other two (its North American release being months after the launch of the UsefulNotes/WiiU) and lacked their similar pedigrees that it ultimately became the most forgotten of the trio, despite even seeing a Wii U re-release when ''The Last Story'' didn't.



** In ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'', the post-game ends with one last confrontation with Wally as the game's resident SuperBoss. And Gamefreak ''really'' did their homework with this one. It was clear they did a ton of research into the competitive scene to come up with the best possible team to support Wally's [[SignatureMon Mega Gallade]]. Not long after the game's release, ''Creator/Drayano60'', who's well known for his ROM hacks that make Pokemon Games NintendoHard while still keeping as true as possible to the spirit of the vanilla version, releases ''Rising Ruby and Sinking Sapphire''. These hacks give Wally his super boss team when you battle him on Victory Road. But that left Drayano with a bit of a conundrum when it came to the super boss battle. When you've already made Wally's main story team something so rock-solid that [[https://www.youtube.com/watch?v=ghfvIC-pqqY&t=12s&ab_channel=WolfeyVGC even a World Champion can't find any significant flaws in it]] where do you go from there? Drayano apparently couldn't find an answer because his super boss team is just the same team but with the levels way higher.

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** In ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'', ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'', the post-game ends with one last confrontation with Wally as the game's resident SuperBoss. {{Superboss}}. And Gamefreak Game Freak ''really'' did their homework with this one. It was clear they did a ton of research into the competitive scene to come up with the best possible team to support Wally's [[SignatureMon Mega Gallade]]. Not long after the game's release, ''Creator/Drayano60'', Creator/Drayano60, who's well known well-known for his ROM hacks that make Pokemon Games ''Pokémon'' games NintendoHard while still keeping as true as possible to the spirit of the vanilla version, releases released ''Rising Ruby and Sinking Sapphire''. These hacks give Wally his super boss superboss team when you battle him on Victory Road. But that left Drayano with a bit of a conundrum when it came to the super boss superboss battle. When you've already made Wally's main story team something so rock-solid that [[https://www.youtube.com/watch?v=ghfvIC-pqqY&t=12s&ab_channel=WolfeyVGC even a World Champion can't find any significant flaws in it]] it]], where do you go from there? Drayano apparently couldn't find an answer because his super boss Wally's superboss team is just the same team but with the levels way higher.much higher-leveled mons.



** This is one of many ways one can describe what's happened to the series. The [[VideoGame/SonicTheHedgehog1 original]] [[VideoGame/SonicTheHedgehog2 three]] [[VideoGame/Sonic3AndKnuckles games]] and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' are hailed effectively universally as the shining gems of the series and fantastic examples of high-speed platforming in general. Many subsequent games have been trying to get out of this shadow, with some (like the ''[[VideoGame/SonicAdventure Adventure]]'' [[VideoGame/SonicAdventure2 games]]) to far better results than others (such as [[VideoGame/SonicTheHedgehog2006 the disastrous 2006 title]]). Even then, each one has an unfortunately strong FandomRivalry to go with it, due to Sega's regular experimentation resulting in every fan having a ''very'' different sense of what makes for a "good" 3D ''Sonic'' game. It eventually started dying down with ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', which were very well received by critics and fans, especially the latter. [[HistoryRepeats Naturally]], these two games combined to create another tough act to follow when ''VideoGame/SonicLostWorld'' was released. Although ''that'' game was at least considered far superior to the ''VideoGame/SonicBoom'' games that followed. ''VideoGame/SonicMania'' was a widely acclaimed throwback to the Genesis era of the franchise, but proved itself to be [[ZigZaggingTrope yet another]] tough act to follow when ''VideoGame/SonicForces'' launched to mixed reception.

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** This is one of many ways one can describe what's happened to the series. The [[VideoGame/SonicTheHedgehog1 original]] [[VideoGame/SonicTheHedgehog2 three]] [[VideoGame/Sonic3AndKnuckles games]] and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' are hailed effectively universally as the shining gems of the series and fantastic examples of high-speed platforming in general. Many subsequent games have been trying to get out of this shadow, with some (like the ''[[VideoGame/SonicAdventure Adventure]]'' [[VideoGame/SonicAdventure2 games]]) to far better results than others (such as [[VideoGame/SonicTheHedgehog2006 the disastrous 2006 title]]). Even then, each one has an unfortunately strong FandomRivalry to go with it, due to Sega's regular experimentation resulting in every fan having a ''very'' different sense of what makes for a "good" 3D ''Sonic'' game. It eventually started dying down with ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', which were very well received by critics and fans, especially the latter. [[HistoryRepeats Naturally]], these two games combined to create another tough act to follow when ''VideoGame/SonicLostWorld'' was released. Although ''that'' game was at least considered far superior to the ''VideoGame/SonicBoom'' games that followed. ''VideoGame/SonicMania'' Then came ''VideoGame/SonicMania'', which was a widely acclaimed throwback to the Genesis era of the franchise, but franchise... and proved itself to be [[ZigZaggingTrope yet another]] tough act to follow when ''VideoGame/SonicForces'' launched to mixed reception.



* ''VideoGame/{{Yakuza 2}}'' cast a long shadow over the ''VideoGame/{{Yakuza}}'' series, with a tight plot, some of the best characters of the series, and a more streamlined combat system than [[VideoGame/Yakuza1 the original game's]]. Its follow-up, ''VideoGame/{{Yakuza 3}}'', is a ContestedSequel due to placing more emphasis on Kiryu's life outside Tojo intrigue, and games ''[[VideoGame/Yakuza4 4]]''[[VideoGame/Yakuza5 -]]''[[VideoGame/Yakuza6 6]]'' are considered enjoyable but still inferior to ''2''. So far, only ''VideoGame/{{Yakuza 0}}'' and ''VideoGame/YakuzaLikeADragon'' challenge the second game in terms of plot, with the latter losing points due to its controversial [[GenreShift turn]] from a brawler to a turn-based RPG.

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* ''VideoGame/{{Yakuza 2}}'' cast a long shadow over the ''VideoGame/{{Yakuza}}'' ''[[VideoGame/LikeADragon Yakuza]]'' series, with a tight plot, some of the best characters of the series, and a more streamlined combat system than [[VideoGame/Yakuza1 the original game's]]. Its follow-up, ''VideoGame/{{Yakuza 3}}'', is a ContestedSequel due to placing more emphasis on Kiryu's life outside Tojo intrigue, and games ''[[VideoGame/Yakuza4 4]]''[[VideoGame/Yakuza5 -]]''[[VideoGame/Yakuza6 6]]'' are considered enjoyable but still inferior to ''2''. So far, only ''VideoGame/{{Yakuza 0}}'' and ''VideoGame/YakuzaLikeADragon'' challenge the second game in terms of plot, with the latter losing points due to its controversial [[GenreShift turn]] from a brawler to a turn-based RPG.
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* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by ''VideoGame/Fallout4'' and the '''''devastating''''' reception by ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.

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* While there is certainly still the ''VideoGame/{{Fallout}}'' series itself continues to host an active BrokenBase over the ''Fallout'' series' its GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by ''VideoGame/Fallout4'' and the '''''devastating''''' reception by ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.
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* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by both ''VideoGame/Fallout4'' and in particular ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.

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* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by both ''VideoGame/Fallout4'' and in particular the '''''devastating''''' reception by ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.
Is there an issue? Send a MessageReason:
Update to some of the entries


* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time, ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what the Fallout series, and the RPG genre in general can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by both ''VideoGame/Fallout4'' and in particular ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.

to:

* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time, time (especially regarding the game's highly-praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what the Fallout series, ''Fallout'', and the RPG genre in general general, can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by both ''VideoGame/Fallout4'' and in particular ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.
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* There's a reason the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]], with its robust game library, iconic gamepad, and impressive 2D visuals, is hailed by many older Creator/{{Nintendo}} fans as not just Nintendo's greatest game console of all time but their ''last'' great one. Every console Nintendo has put out after has had elements that garners it a bit of a BrokenBase amongst the old guard and has them pining for the [[UsefulNotes/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty: the UsefulNotes/{{Nintendo 64}} and UsefulNotes/NintendoGameCube got derided for their small third-party libraries, the UsefulNotes/{{Wii}}'s motion controls and its perceived UsefulNotes/{{Shovelware}} library made hardcore gamers see it as a joke, the UsefulNotes/WiiU was a failure on most conceivable levels, and the UsefulNotes/NintendoSwitch has "Joy-Con drift". With that in mind, each of these consoles has its sizeable diehards defenders (with even the commercial failures being VindicatedByHistory in some respect), and the Wii and Switch sold far more than the SNES ever did.

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* There's a reason the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]], with its robust game library, iconic gamepad, and impressive 2D visuals, is hailed by many older Creator/{{Nintendo}} fans as not just Nintendo's greatest game console of all time but their ''last'' great one. Every console Nintendo has put out after has had elements that garners it a bit of a BrokenBase amongst the old guard and has them pining for the [[UsefulNotes/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty: the UsefulNotes/{{Nintendo 64}} and UsefulNotes/NintendoGameCube got derided for their small third-party libraries, the UsefulNotes/{{Wii}}'s motion controls and its perceived UsefulNotes/{{Shovelware}} library made hardcore gamers see it as a joke, the UsefulNotes/WiiU was a failure on most conceivable levels, and the UsefulNotes/NintendoSwitch has "Joy-Con drift". With that in mind, each of these consoles has its sizeable diehards number of diehard defenders (with even the commercial failures being VindicatedByHistory in some respect), and the Wii and Switch sold far more than the SNES ever did.

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* There's a reason the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]], with its robust game library, iconic gamepad, and impressive 2D visuals, is hailed by many Creator/{{Nintendo}} fans as not just Nintendo's greatest game console of all time but their ''last'' great one: Every console Nintendo has put out after has had elements that fans find highly questionable and has them pining for the [[UsefulNotes/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty.
** The UsefulNotes/{{Nintendo 64}} was ill-received due to Nintendo's choice to continue using expensive cartridges instead of a disc-based format and a controller that is seen by many as the worst controller design Nintendo has ever put out.
** The UsefulNotes/NintendoGameCube suffered from a poor third-party library compared to its three competitors.
** Although the UsefulNotes/{{Wii}} was more successful than the last two, its {{Waggle}}-bait motion controls and non-standard controller design on top of its perceived UsefulNotes/{{Shovelware}} library made many gamers see it ultimately as a joke.
** The UsefulNotes/WiiU suffered from a ''very'' rough start, a poor marketing campaign that failed to make clear that it was a new console and not an "upgrade" for the Wii, Nintendo falling back onto existing [=IPs=] for new games, and a pervasive lack of third-party support, ultimately leading to it being the company's first outright commercial failure since the UsefulNotes/VirtualBoy in spite of very well-received games like ''VideoGame/DonkeyKongCountryTropicalFreeze'' and ''VideoGame/{{Splatoon}}''.
** The only console Nintendo has released to have achieved anywhere near the popularity of the SNES is the UsefulNotes/NintendoSwitch, with its innovative portable design and a slew of strong titles in its first year alone leading to consistently strong hardware sales and notorious supply shortages as a result. Even so, many gamers remain skeptical about modern-day Nintendo, and the emergence of "Joy-Con drift" (a drifting problem with the Joy-Con's analog sticks, and to a lesser extent the Pro Controller's sticks, due to the use of malleable graphite sensors) and rumors that the Switch was rushed out the door to appease investors only compounded this as the system's life cycle went on.
* Take Nintendo's legacy and make the decline far, far worse, and you have Creator/{{Sega}}. The Sega Mega Drive, or UsefulNotes/SegaGenesis as North and South Americans know it, was seen as ''the'' console to have in the early 90s if you didn't want a SNES, or had one but felt like getting another console anyway; an excellent library and strong processing power make it a great platform, especially if you enjoy fast-paced games, thus putting pressure on Nintendo to get or keep customers interested in their [=SNESes=]. However, Sega just kept slipping and slipping afterwards. The UsefulNotes/SegaSaturn was marred by its developer-unfriendliness, especially for 3D titles, in a period when 3D gaming was really starting to take off, as well as a decision to release it in North America early, pissing off many retailers and third-party developers, and Bernie Stolar running the system into the ground. Sega did manage to briefly get back in the groove with the UsefulNotes/SegaDreamcast, but a number of reasons, such as the hype for the UsefulNotes/PlayStation2 a few months later, prevented it from becoming the next Mega Drive and killed off Sega's days as a console industry force once and for all.

to:

* There's a reason the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]], with its robust game library, iconic gamepad, and impressive 2D visuals, is hailed by many older Creator/{{Nintendo}} fans as not just Nintendo's greatest game console of all time but their ''last'' great one: one. Every console Nintendo has put out after has had elements that fans find highly questionable garners it a bit of a BrokenBase amongst the old guard and has them pining for the [[UsefulNotes/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty.
** The
Ninty: the UsefulNotes/{{Nintendo 64}} was ill-received due to Nintendo's choice to continue using expensive cartridges instead of a disc-based format and a controller that is seen by many as the worst controller design Nintendo has ever put out.
** The
UsefulNotes/NintendoGameCube suffered from a poor got derided for their small third-party library compared to its three competitors.
** Although
libraries, the UsefulNotes/{{Wii}} was more successful than the last two, its {{Waggle}}-bait UsefulNotes/{{Wii}}'s motion controls and non-standard controller design on top of its perceived UsefulNotes/{{Shovelware}} library made many hardcore gamers see it ultimately as a joke.
** The
joke, the UsefulNotes/WiiU suffered from a ''very'' rough start, a poor marketing campaign that failed to make clear that it was a new console and not an "upgrade" for the Wii, Nintendo falling back onto existing [=IPs=] for new games, and a pervasive lack of third-party support, ultimately leading to it being the company's first outright commercial failure since the UsefulNotes/VirtualBoy in spite of very well-received games like ''VideoGame/DonkeyKongCountryTropicalFreeze'' and ''VideoGame/{{Splatoon}}''.
** The only console Nintendo has released to have achieved anywhere near the popularity of the SNES is the UsefulNotes/NintendoSwitch, with its innovative portable design and a slew of strong titles in its first year alone leading to consistently strong hardware sales and notorious supply shortages as a result. Even so, many gamers remain skeptical about modern-day Nintendo,
on most conceivable levels, and the emergence of UsefulNotes/NintendoSwitch has "Joy-Con drift" (a drifting problem with the Joy-Con's analog sticks, and to a lesser extent the Pro Controller's sticks, due to the use of malleable graphite sensors) and rumors drift". With that in mind, each of these consoles has its sizeable diehards defenders (with even the commercial failures being VindicatedByHistory in some respect), and the Wii and Switch was rushed out sold far more than the door to appease investors only compounded this as the system's life cycle went on.
SNES ever did.
* Take Nintendo's legacy and make the decline far, far worse, and you have Creator/{{Sega}}. The Sega Mega Drive, or UsefulNotes/SegaGenesis as North and South Americans know it, was seen as ''the'' console to have in the early 90s if you didn't want a SNES, or had one but felt like getting another console anyway; an excellent library and strong processing power make it a great platform, especially if you enjoy fast-paced games, thus putting pressure on Nintendo to get or keep customers interested in their [=SNESes=]. However, Sega just kept slipping and slipping afterwards. The UsefulNotes/SegaSaturn was marred by its developer-unfriendliness, especially for 3D titles, in a period when 3D gaming was really starting to take off, as well as a decision to release it in North America early, pissing off many retailers and third-party developers, and Bernie Stolar running the system into the ground. Sega did manage to briefly get back in the groove groove, with the UsefulNotes/SegaDreamcast, UsefulNotes/SegaDreamcast appeasing fans globally, but a number of reasons, such as the hype for the UsefulNotes/PlayStation2 a few months later, prevented it from becoming the next Mega Drive and killed off Sega's days as a console industry force once and for all.
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* ''Franchise/AceAttorney'':
** The best installment of the series is generally considered to be ''[[VisualNovel/PhoenixWrightAceAttorney Trials and Tribulations]]''. All later games [[BrokenBase heavily split the fandom]] but are almost never considered better. All other cases have their high points compared to those of these cases.
** The last two cases of ''Justice for All'' invert this: The penultimate case, "Turnabout Big Top," is widely considered to be the worst case in the franchise's history, due to its cartoony nature and several {{Scrappy Mechanic}}s that are featured. Thus, the case that follows it would have to be ''spectacular'' in comparison. Indeed, the next case is "Farewell, My Turnabout," widely considered to be one of the best cases in ''Ace Attorney'' history, rivaled only by "Bridge to the Turnabout."
** The role of the prosecutorial rival has proven difficult to get just right over the course of the franchise and, unfortunately, the first game really nailed it with Edgeworth. Edgeworth had both [[SympatheticInspectorAntagonist sympathetic]] and [[InspectorJavert unsympathetic]] qualities, had a dense and complicated personal past with Phoenix, and his character arc was the main plot of the game. He also had great animations and lines, whether he was being very smug or NotSoAboveItAll. It worked so well that pretty much every subsequent prosecutor struggled to get out of his shadow, whether leaning too far in one direction or the other when it came to balancing sympathetic and unsympathetic qualities, having to squeeze their character arc in around a more-interesting main plot in which they are just a side player, going a bit ''too'' over-the-top with their animations and CourtroomAntics, or just feeling like they're retreading the same ground Edgeworth once did. None of them are helped by Edgeworth's incredible popularity seeing him join the story for at least part of most final cases (or even notably filling in for a sick Phoenix during the third game), further making them seem less interesting than he. That's not to say that other main prosecutors don't have their fan followings (Franziska and Godot being the most notable cases, themselves from the original trilogy rather than any of the sequels or spin-offs), but FirstInstallmentWins is definitely in play where Edgeworth is concerned.



* ''Franchise/DanganRonpa'':
** The BigBad of the first game, Monokuma (AKA [[spoiler:[[HopeCrusher Junko Enoshima]]]] AKA the Ultimate Despair), is widely agreed by fans to be the best villain of the entire franchise, even better than their incarnations in other installments! The first two after, [[spoiler:[[HateSink Monaca]]]] and [[spoiler:[[TragicVillain Izuru]]]], did get praise, but were still overshadowed. And the ones after them? [[spoiler:[[TechnicalPacifist Kazuo]] and [[MaddenIntoMisanthropy Ryota]]]] of ''[=DR3=]'' and [[spoiler:[[LoonyFan Tsumugi]]]] of ''[[VisualNovel/DanganronpaV3KillingHarmony New Danganronpa V3]]'' were flat-out ''hated'' by the fans, being considered weak, ineffectual, and outright stupid.
** The second game in relation to the third. ''VisualNovel/Danganronpa2GoodbyeDespair'' is considered a big improvement over [[VisualNovel/DanganronpaTriggerHappyHavoc the original]], and while the third game's gameplay improvements and bonus modes were well-received, the plot and characters are significantly more divisive.
** From ''VisualNovel/DanganronpaV3KillingHarmony'', [[spoiler:Kaede Akamatsu, the DecoyProtagonist of the game became this. Within her sole playable chapter, she was established as an IdealHero, and the one protagonist capable of giving a new spin to the already tired ''Danganronpa'' formula with her leadership and proactive attitude. But she is executed for committing murder in Chapter 1, and the real protagonist--shy, withdrawn detective Shuichi Saihara--quickly became a BaseBreakingCharacter for replacing her.]]
** The second and third games' fifth cases are considered among the best in the series, particularly because the truth behind the "murders" is not at all how it first appears. The sixth and final cases are not nearly as well regarded, partly because of this trope, partly because of EndingFatigue and, in ''V3''[='s=] case, because of the controversial plot twists involved in the ending.
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** In ''VideoGame/PokemonOmegaRubyAndAlphaSapphire'', the post-game ends with one last confrontation with Wally as the game's resident SuperBoss. And Gamefreak ''really'' did their homework with this one. It was clear they did a ton of research into the competitive scene to come up with the best possible team to support Wally's [[SignatureMon Mega Gallade]]. Not long after the game's release, ''Creator/Drayano60'', who's well known for his ROM hacks that make Pokemon Games NintendoHard while still keeping as true as possible to the spirit of the vanilla version, releases ''Rising Ruby and Sinking Sapphire''. These hacks give Wally his super boss team when you battle him on Victory Road. But that left Drayano with a bit of a conundrum when it came to the super boss battle. When you've already made Wally's main story team something so rock-solid that [[https://www.youtube.com/watch?v=ghfvIC-pqqY&t=12s&ab_channel=WolfeyVGC even a World Champion can't find any significant flaws in it]] where do you go from there? Drayano apparently couldn't find an answer because his super boss team is just the same team but with the levels way higher.
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* While there is certainly still an active BrokenBase over the ''Fallout'' series' GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time, ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what the Fallout series, and the RPG genre in general can achieve when done right - sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by both ''VideoGame/Fallout4'' and in particular ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.

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** The main platformer ''Crash'' games in the post-Creator/NaughtyDog era (with the exceptions of ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure/XS]]'' and ''[[VideoGame/CrashBandicoot2NTranced N-Tranced]]'' on the UsefulNotes/GameBoyAdvance) are not as fondly remembered as the original trilogy on UsefulNotes/PlayStation. ''[[VideoGame/CrashBandicootTheWrathOfCortex The Wrath of Cortex]]'', the first multi-platform ''Crash'' game, tried to replicate the success of ''Warped'', but didn't quite succeed, with the overabundance of vehicles, [[LoadsAndLoadsOfLoading lengthy load times]] (especially on the original UsefulNotes/PlayStation2 release) and rather underwhelming bosses. While ''VideoGame/CrashTwinsanity'' managed to WinBackTheCrowd for some people, it ended up being [[ContestedSequel a rather divisive game]] amongst the fanbase (not helped by the game feeling [[ObviousBeta unfinished]] in several places due to its rushed production along with a lot of FakeDifficulty to go around). And the attempted SoftReboot games, ''VideoGame/CrashOfTheTitans'' and ''VideoGame/CrashMindOverMutant'', ended up nearly killing the series until the ''VideoGame/CrashBandicootNSaneTrilogy'', a remake of the original [=PS1=] trilogy, was released in 2017 to much praise from fans and critics. The first entirely new Crash game in years, ''[[VideoGame/CrashBandicoot4ItsAboutTime It's About Time]]'', was seen by many fans as a worthy successor to the original trilogy.
** ''VideoGame/CrashNitroKart'' didn't quite live up to its prequel, ''VideoGame/CrashTeamRacing''. Much like ''The Wrath of Cortex'', ''Nitro Kart'' tried to replicate the success of its prequel, but the controls, the heavy weight of the carts and some underwhelming courses prevented it from being as recognized as ''CTR''. And then ''VideoGame/CrashTagTeamRacing'' came along, being even more divisive than ''Nitro Kart'', which tried to innovate by splicing in platforming elements alongside the racing elements, with mixed results.

to:

** The main platformer ''Crash'' games in the post-Creator/NaughtyDog era (with the exceptions of ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure/XS]]'' and ''[[VideoGame/CrashBandicoot2NTranced N-Tranced]]'' on the UsefulNotes/GameBoyAdvance) are not as fondly remembered as the original trilogy on UsefulNotes/PlayStation. ''[[VideoGame/CrashBandicootTheWrathOfCortex The Wrath of Cortex]]'', the first multi-platform ''Crash'' game, tried to replicate the success of ''Warped'', but didn't quite succeed, with the overabundance of vehicles, [[LoadsAndLoadsOfLoading lengthy load times]] (especially on the original UsefulNotes/PlayStation2 release) and rather underwhelming bosses. While ''VideoGame/CrashTwinsanity'' managed to WinBackTheCrowd for some people, it ended up being [[ContestedSequel a rather divisive game]] amongst the fanbase (not helped by the game feeling [[ObviousBeta unfinished]] in several places due to its rushed production along with a lot of FakeDifficulty to go around). And the attempted SoftReboot games, ''VideoGame/CrashOfTheTitans'' and ''VideoGame/CrashMindOverMutant'', ended up nearly killing the series until the ''VideoGame/CrashBandicootNSaneTrilogy'', a remake of the original [=PS1=] trilogy, was released in 2017 to much praise from fans and critics. The first entirely new Crash game in years, 2020's ''[[VideoGame/CrashBandicoot4ItsAboutTime It's About Time]]'', was seen by many fans as a worthy successor to the original trilogy.
trilogy, with the main debate over its quality being where exactly it stands in relation to the series' Naughty Dog era.
** ''VideoGame/CrashNitroKart'' didn't quite live up to its prequel, predecessor, ''VideoGame/CrashTeamRacing''. Much like ''The Wrath of Cortex'', ''Nitro Kart'' tried to replicate the success of its prequel, the original, but the controls, the heavy weight of the carts and some underwhelming courses prevented it from being as recognized as ''CTR''. And then ''VideoGame/CrashTagTeamRacing'' came along, being even more divisive than ''Nitro Kart'', which tried to innovate by splicing in platforming elements alongside the racing elements, with mixed results.results, ultimately ending up as an even more divisive entry than ''Nitro Kart''. Much like the ''N. Sane Trilogy'', ''Crash Team Racing'' would be remade as ''VideoGame/CrashTeamRacingNitroFueled'' in 2019, though elements of the other two games (including the tracks from ''Nitro Kart'') [[MegamixGame would be incorporated as well]].



** The Tellius duology, despite poor sales, was popular and beloved, especially by the more hardcore fans, for many reasons: strong characters, diversity and variety in character types, a ''very'' morally gray narrative full of political intrigue that also managed to touch upon [[FantasticRacism race relations]], plenty of HomoeroticSubtext, and a strong feminist undercurrent as the story ends with women on half the thrones. Because of this, several hardcore fans considered ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery]]'', ''[[VideoGame/FireEmblemAwakening Awakening]]'', '''and''' ''[[VideoGame/FireEmblemFates Fates]]'' to be inferior, though which is "worse" depends on said hardcore fan and [[BrokenBase what exactly they're looking for out of their gaming experience]]. For example, ''Fates'' is generally agreed to have improved on ''Awakening'''s gameplay mechanics and boasts creative map design, but suffers greatly in the story department. [[OldGuardVersusNewBlood Suffice to say]], ''every'' installment [[NewbieBoom starting with]] ''Awakening'' had the ContestedSequel label slapped on it at some point or another, though ''[[VideoGame/FireEmblemThreeHouses Three Houses]]'' finally broke the trend seven years later in 2019.

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** The Tellius duology, [[VideoGame/FireEmblemPathOfRadiance Tellius]] [[VideoGame/FireEmblemRadiantDawn duology]], despite poor sales, was popular and beloved, especially by the more hardcore fans, for many reasons: strong characters, diversity and variety in character types, a ''very'' morally gray narrative full of political intrigue that also managed to touch upon [[FantasticRacism race relations]], plenty of HomoeroticSubtext, and a strong feminist undercurrent as the story ends with women on half the thrones. Because of this, several hardcore fans considered ''[[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight Shadow Dragon]]'', ''[[VideoGame/FireEmblemMysteryOfTheEmblem New Mystery]]'', ''[[VideoGame/FireEmblemAwakening Awakening]]'', '''and''' ''[[VideoGame/FireEmblemFates Fates]]'' to be inferior, though which is "worse" depends on said hardcore fan and [[BrokenBase what exactly they're looking for out of their gaming experience]]. For example, ''Fates'' is generally agreed to have improved on ''Awakening'''s gameplay mechanics and boasts creative map design, but suffers greatly in the story department. [[OldGuardVersusNewBlood Suffice to say]], ''every'' installment [[NewbieBoom starting with]] ''Awakening'' had the ContestedSequel label slapped on it at some point or another, though ''[[VideoGame/FireEmblemThreeHouses Three Houses]]'' finally broke the trend seven years later in 2019.



* ''VideoGame/FZero GX'' is hailed as not only the best game in the ''F-Zero'' series, but one of Nintendo's best racing games period and one of the best racers of its decade. So when ''F-Zero GP Legend'' was released a few years later, it was treated with lukewarm reception at best despite bearing a number of improvements to the sprite-based ''F-Zero'' games.

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* ''VideoGame/FZero GX'' is hailed as not only the best game in the ''F-Zero'' series, but one of Nintendo's best racing games period and one of the best racers of its decade. So when ''F-Zero ''F-Zero: GP Legend'' was released a few years later, it was treated with lukewarm reception at best despite bearing a number of improvements to the sprite-based ''F-Zero'' games.



** For many years, ''VideoGame/KirbySuperStar'' was considered the franchise's peak, especially considering it was the last main ''Kirby'' game directed by the revered Creator/MasahiroSakurai. It's particularly praised for its snappy, fast-paced controls, [[GameplayRoulette diverse range of gameplay styles]], and expanded [[PowerCopying copy ability]] movesets. Thus, when the next two games (''VideoGame/KirbysDreamLand3'' and ''VideoGame/Kirby64TheCrystalShards'') used a slower-paced gameplay style with simpler copy abilities and a greater focus on puzzle-solving, reactions were mixed. They also had the misfortune of being late releases for their respective consoles, though both were VindicatedByHistory. Because of this, along with a proper [=GameCube=] ''Kirby'' game being stuck in DevelopmentHell, it took over ''16 years'' for a game considered a true follow-up to ''Super Star'' to be released: ''VideoGame/KirbysReturnToDreamLand''.
** With the release of ''Kirby's Return to Dream Land'' ushering in a new "era" of ''Kirby'' games, this was averted as it was generally felt its 3DS sequels, ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', were {{Even Better Sequel}}s that expanded upon and improved the tried-and-true ''Super Star'' formula. ''Robobot'' especially resulted in a NewbieBoom for the series, as it was lauded for its much more in-depth plot, clever level design and puzzles, and [[BestBossEver awesome boss fights]]. The next installment in the series, ''VideoGame/KirbyStarAllies'', deliberately went in the opposite direction, as current director Shinya Kumazaki felt the series was becoming too complicated; it has a generally shorter, lighter, "back-to-basics" approach that received mixed reactions upon release, especially coming off the heels of ''Robobot''. Opinions improved after its post-launch DLC extended the game's content and added a puzzling Extra Mode that's much more challenging than the main game, but only time can tell how it will be looked back upon.

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** For many years, ''VideoGame/KirbySuperStar'' was considered the franchise's peak, especially considering it was the last main ''Kirby'' game directed by the revered Creator/MasahiroSakurai. It's particularly praised for its snappy, fast-paced controls, [[GameplayRoulette diverse range of gameplay styles]], and expanded [[PowerCopying copy ability]] Copy Ability]] movesets. Thus, when the next two games (''VideoGame/KirbysDreamLand3'' and ''VideoGame/Kirby64TheCrystalShards'') used a slower-paced gameplay style with simpler copy abilities Copy Abilities and a greater focus on puzzle-solving, reactions were mixed. They also had the misfortune of being late releases for their respective consoles, though both were VindicatedByHistory. Because of this, along with a proper [=GameCube=] ''Kirby'' game being stuck in DevelopmentHell, it took over ''16 years'' for a game considered a true follow-up to ''Super Star'' to be released: ''VideoGame/KirbysReturnToDreamLand''.
** With the release of ''Kirby's Return to Dream Land'' ushering in a new "era" of ''Kirby'' games, this was averted as it was generally felt its 3DS sequels, ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', were {{Even Better Sequel}}s that expanded upon and improved the tried-and-true ''Super Star'' formula. ''Robobot'' especially resulted in a NewbieBoom for the series, as it was lauded for its much more in-depth plot, clever level design and puzzles, and [[BestBossEver [[AwesomeBosses/VideoGames awesome boss fights]]. The next installment in the series, ''VideoGame/KirbyStarAllies'', deliberately went in the opposite direction, as current director Shinya Kumazaki felt the series was becoming too complicated; it has a generally shorter, lighter, "back-to-basics" approach that received mixed reactions upon release, especially coming off the heels of ''Robobot''. Opinions improved after its post-launch DLC extended the game's content and added a puzzling Extra Mode that's much more challenging than the main game, but only time can tell how it will be looked back upon.



* ''VideoGame/{{Lemmings}} 2: The Tribes'' improved on its predecessors in many ways and added many new abilities -- so many, in fact, that almost every other game in the series, typically {{Mission Pack Sequel}}s to the original with some added gimmick such as 3D environments or touch screen mechanics, has been generally considered SoOkayItsAverage by the fanbase.

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* ''VideoGame/{{Lemmings}} 2: The Tribes'' improved on its predecessors in many ways and added many new abilities -- so many, in fact, that almost every other game in the series, typically {{Mission Pack Sequel}}s [[MissionPackSequel Mission-Pack Sequels]] to the original with some added gimmick such as 3D environments or touch screen mechanics, has been generally considered SoOkayItsAverage by the fanbase.



** ''VideoGame/MegaManZero3'' is widely considered to be the apex of the ''VideoGame/MegaManZero'' series and one of the best ''Mega Man'' games '''period''', thanks to its improvements on the ''Zero'' series' core mechanics and epic, high-stakes narrative famous for the [[TomatoInTheMirror surprise reveal]] that [[spoiler:the {{amnesiac|Hero}} Zero is inhabiting [[CloningBlues an inferior copy of his original body]] while the FinalBoss ''[[MirrorBoss is]]'' said original]]. ''VideoGame/MegaManZero4'' often isn't held in the same regard, though this largely extends to debates over ''Z4''[='s=] own shakeups in terms of gameplay; most agree that the story manages to neatly wrap up most of the lingering plot threads that weren't addressed in ''Z3'' and gives the series a suitably high-flying [[spoiler:(if not bittersweet]] GrandFinale.

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** ''VideoGame/MegaManZero3'' is widely considered to be the apex of the ''VideoGame/MegaManZero'' series and one of the best ''Mega Man'' games '''period''', thanks to its improvements on the ''Zero'' series' core mechanics and epic, high-stakes narrative famous for the [[TomatoInTheMirror surprise reveal]] that [[spoiler:the {{amnesiac|Hero}} Zero is inhabiting [[CloningBlues an inferior copy of his original body]] while the FinalBoss ''[[MirrorBoss is]]'' said original]]. ''VideoGame/MegaManZero4'' often isn't held in the same regard, though this largely extends to debates over ''Z4''[='s=] own shakeups in terms of gameplay; most agree that the story manages to neatly wrap up most of the lingering plot threads that weren't addressed in ''Z3'' and gives the series a suitably high-flying [[spoiler:(if not bittersweet]] bittersweet)]] GrandFinale.



** For the developers themselves, ''VideoGame/PokemonGoldAndSilver'' were viewed as {{even better|Sequel}} than their predecessors, and were even intended to be the final games in the series, as they had no idea how they'd go about topping them. While still being good, ''VideoGame/PokemonRubyAndSapphire'' having to follow them up was viewed as somewhat of a burden, and the fanbase came to consider it to be one of the weaker installments until those games were remade during the sixth generation.

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** For [[Creator/GameFreak the developers developers]] themselves, ''VideoGame/PokemonGoldAndSilver'' were viewed as {{even better|Sequel}} than their predecessors, and were even intended to be the final games in the series, as they had no idea how they'd go about topping them. While still being good, ''VideoGame/PokemonRubyAndSapphire'' having to follow them up was viewed as somewhat of a burden, burden (not helped by the game being a SoftReboot due to technical limitations, with the Hoenn Pokédex excluding many of the mons from Kanto and Johto), and the fanbase came to consider it to be one of the weaker installments until those games were remade during the sixth generation.



** An odd character-specific variation occurred with a Pokémon species from Generation IV: Lucario. For whatever reason, Creator/GameFreak and Pokémon Co. decided to give it heavy promotion before the release of ''VideoGame/PokemonDiamondAndPearl'', featuring one in the starring role of the anime's [[Anime/PokemonLucarioAndTheMysteryOfMew eighth movie]] and with many cameos in spin-off games. The marketing push ended up being well-handled enough to actually ''work'', and Lucario quickly became a fan-favorite. However, this proved to be a double-edged sword to the creators, as every attempt at trying to ape Lucario's success failed either partially or entirely because it couldn't live up to Lucario itself. [[labelnote:*]]Zoroark of Gen V was their first effort, but [[Anime/PokemonZoroarkMAsterOfIllusions its movie]] wasn't as well-received, and its use in-game was hampered by originally being event-exclusive and being [[AwesomeButImpractical more gimmicky than useful]]. Mega Mewtwo Y was their second attempt, but [[Anime/PokemonGenesectAndTheLegendAwakened its movie]] proved to be so controversial as to taint its reputation. Their third attempt, Zeraora, flew completely under the radar, first because it was a Mythical Pokémon, i.e. an event-exclusive like Zoroark originally was, second because it was introduced in ''[[VideoGame/PokemonUltraSunAndUltraMoon Ultra Sun and Ultra Moon]]'' (which were [[UpdatedRerelease updated re-releases]] that a large number of fans skipped), and third because it's actually not that great in battle.[[/labelnote]]

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** An odd character-specific variation occurred with a Pokémon species from Generation IV: Lucario. For whatever reason, Creator/GameFreak and Pokémon Co. decided to give it heavy promotion before the release of ''VideoGame/PokemonDiamondAndPearl'', featuring one in the starring role of [[Anime/PokemonTheSeries the anime's anime's]] [[Anime/PokemonLucarioAndTheMysteryOfMew eighth movie]] and with many cameos in spin-off games. The marketing push ended up being well-handled enough to actually ''work'', and Lucario quickly became a fan-favorite. However, this proved to be a double-edged sword to the creators, as every attempt at trying to ape Lucario's success failed either partially or entirely because it couldn't live up to Lucario itself. [[labelnote:*]]Zoroark of Gen V was their first effort, but [[Anime/PokemonZoroarkMAsterOfIllusions its movie]] wasn't as well-received, and its use in-game was hampered by originally being event-exclusive and being [[AwesomeButImpractical more gimmicky than useful]]. Mega Mewtwo Y was their second attempt, but [[Anime/PokemonGenesectAndTheLegendAwakened its movie]] proved to be so controversial as to taint its reputation. Their third attempt, Zeraora, flew completely under the radar, first because it was a Mythical Pokémon, i.e. an event-exclusive like Zoroark originally was, second because it was introduced in ''[[VideoGame/PokemonUltraSunAndUltraMoon Ultra Sun and Ultra Moon]]'' (which were [[UpdatedRerelease updated re-releases]] that a large number of fans skipped), and third because it's actually not that great in battle.[[/labelnote]]



** ''VideoGame/ResidentEvil1'' was viewed as a great game (narmy lines aside) and helped popularize the survival horror genre. ''VideoGame/ResidentEvil2'' became an EvenBetterSequel by cranking up the graphics, the story, and introducing new gameplay elements like side-by-side stories for the protagonists and new enemies and weapons. ''VideoGame/ResidentEvil3Nemesis'', while not a failure by any means, didn't quite live up to the expectations that ''2'' set due to being a bit [[NintendoHard too difficult]] at times as well as some players not liking being stalked by [[SuperPersistentPredator Nemesis]] when trying to explore areas. ''VideoGame/ResidentEvilCodeVeronica'' also didn't live up to the standard that the second game set due to ''Code: Veronica'' having story elements that were quite narmy and a supporting protagonist many considered to be TheScrappy, with even its improvements to the presentation (fully-3D characters ''and'' environments, something the series had previously only done in ill-received spinoffs) not garnering much long-lasting praise when Capcom's own non-''Resident Evil'' output blew it out of the water just a year or so later with games like ''VideoGame/DevilMayCry1''.

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** ''VideoGame/ResidentEvil1'' was viewed as a great game (narmy lines aside) and helped popularize the survival horror genre. ''VideoGame/ResidentEvil2'' became an EvenBetterSequel by cranking up the graphics, the story, and introducing new gameplay elements like side-by-side stories for the protagonists and new enemies and weapons. ''VideoGame/ResidentEvil3Nemesis'', while not a failure by any means, didn't quite live up to the expectations that ''2'' set due to being a bit [[NintendoHard too difficult]] at times as well as some players not liking being stalked by [[SuperPersistentPredator Nemesis]] when trying to explore areas. ''VideoGame/ResidentEvilCodeVeronica'' also didn't live up to the standard that the second game set due to ''Code: Veronica'' having story elements that were quite narmy and a supporting protagonist many considered to be TheScrappy, with even its improvements to the presentation (fully-3D (fully 3D characters ''and'' environments, something the series had previously only done in ill-received spinoffs) spin-offs) not garnering much long-lasting praise when Capcom's Creator/{{Capcom}}'s own non-''Resident Evil'' output blew it out of the water just a year or so later with games like ''VideoGame/DevilMayCry1''.



* ''VideoGame/SaintsRowTheThird'' had this from fans coming from ''VideoGame/SaintsRow2''. On its own, ''Saints Row: The Third'' did a lot right and in some aspects much better than ''Saints Row 2'', like weapon upgrades which needed to be earned, shortening the amount of times activities needed to be done, reducing their overall frustration, tightening the controls, and overall sillier aspects. However, for every great thing the third game introduced, it lost something in the process that made the second game memorable. The story is much more streamlined and focused in [=SR3=], but the Syndicate as a whole feels less memorable than the gangs from the first two games and the whole menace of them feels off when the leader [[spoiler:is offed in Act 1, replaced with a LargeHam luchador]]. The town is much more easier to maneuver around in at the cost of Steelport being absolutely boring compared to Stillwater. The humor balanced with more of the serious aspects of the second gave the humor more impact and needed relief compared to the third which could pass as an Creator/AdultSwim cartoon, etc. It's not like the third game is bad by any means; but it's one where despite numerous improvements, many still like the second game better.

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* ''VideoGame/SaintsRowTheThird'' had this from fans coming from ''VideoGame/SaintsRow2''. On its own, ''Saints Row: The Third'' did a lot right and in some aspects much better than ''Saints Row 2'', like weapon upgrades which needed to be earned, shortening the amount of times activities needed to be done, reducing their overall frustration, tightening the controls, and overall sillier aspects. However, for every great thing the third game introduced, it lost something in the process that made the second game memorable. The story is much more streamlined and focused in [=SR3=], ''[=SR3=]'', but the Syndicate as a whole feels less memorable than the gangs from the first two games and the whole menace of them feels off when the leader [[spoiler:is offed in Act 1, replaced with a LargeHam luchador]]. The town is much more easier to maneuver around in at the cost of Steelport being absolutely boring compared to Stillwater. The humor balanced with more of the serious aspects of the second gave the humor more impact and needed relief compared to the third which could pass as an Creator/AdultSwim cartoon, etc. It's not like the third game is bad by any means; but it's one where despite numerous improvements, many still like the second game better.



** This is one of many ways one can describe what's happened to the series. The original three games and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' are hailed effectively universally as the shining gems of the series and fantastic examples of high-speed platforming in general. Many subsequent games have been trying to get out of this shadow, with some (like the ''[[VideoGame/SonicAdventure Adventure]]'' [[VideoGame/SonicAdventure2 games]]) to far better results than others (such as the [[VideoGame/SonicTheHedgehog2006 disastrous 2006 title]]). Even then, each one has an unfortunately strong FandomRivalry to go with it, due to Sega's regular experimentation resulting in every fan having a ''very'' different sense of what makes for a "good" 3D ''Sonic'' game. It eventually started dying down with ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', which were very well received by critics and fans, especially the latter. [[HistoryRepeats Naturally]], these two games combined to create another tough act to follow when ''VideoGame/SonicLostWorld'' was released. Although ''that'' game was at least considered far superior to the ''VideoGame/SonicBoom'' games that followed. ''VideoGame/SonicMania'' was a widely acclaimed throwback to the Genesis era of the franchise, but proved itself to be [[ZigZaggingTrope yet another]] tough act to follow when ''VideoGame/SonicForces'' launched to mixed reception.
** Many fans feel that ports of the first two games peaked when they were remastered by Christian "The Taxman" Whitehead and Simon "Stealth" Thomley, the latter of who was previously best-known for answering the [[PortingDisaster poorly-received]] official ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' port on Game Boy Advance with a tech demo of Green Hill Zone Act 1 (the very first level in the game) working just fine on the GBA. In additon to a remastered engine, these ports are widely acclaimed for adding a variety of new features not present in the original versions, most notably Tails and Knuckles in ''Sonic 1'' and Hidden Palace Zone in ''Sonic 2''. As a result, every subsequent port of these games not by Taxman and Stealth immediately gets unfavorably compared to their ports, even if the team working on them otherwise has a stellar reputation for {{Polished Port}}s, such as M2 (the team that made the ''SEGA AGES'' versions of these games on Nintendo Switch).

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** This is one of many ways one can describe what's happened to the series. The original three games [[VideoGame/SonicTheHedgehog1 original]] [[VideoGame/SonicTheHedgehog2 three]] [[VideoGame/Sonic3AndKnuckles games]] and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]'' are hailed effectively universally as the shining gems of the series and fantastic examples of high-speed platforming in general. Many subsequent games have been trying to get out of this shadow, with some (like the ''[[VideoGame/SonicAdventure Adventure]]'' [[VideoGame/SonicAdventure2 games]]) to far better results than others (such as the [[VideoGame/SonicTheHedgehog2006 the disastrous 2006 title]]). Even then, each one has an unfortunately strong FandomRivalry to go with it, due to Sega's regular experimentation resulting in every fan having a ''very'' different sense of what makes for a "good" 3D ''Sonic'' game. It eventually started dying down with ''VideoGame/SonicColors'' and ''VideoGame/SonicGenerations'', which were very well received by critics and fans, especially the latter. [[HistoryRepeats Naturally]], these two games combined to create another tough act to follow when ''VideoGame/SonicLostWorld'' was released. Although ''that'' game was at least considered far superior to the ''VideoGame/SonicBoom'' games that followed. ''VideoGame/SonicMania'' was a widely acclaimed throwback to the Genesis era of the franchise, but proved itself to be [[ZigZaggingTrope yet another]] tough act to follow when ''VideoGame/SonicForces'' launched to mixed reception.
** Many fans feel that ports of the first two games peaked when they were remastered by Christian "The Taxman" Whitehead and Simon "Stealth" Thomley, the latter of who was previously best-known for answering the [[PortingDisaster poorly-received]] official ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' port on Game Boy Advance UsefulNotes/GameBoyAdvance with a tech demo of Green Hill Zone Act 1 (the very first level in the game) working just fine on the GBA. In additon to a remastered engine, these ports are widely acclaimed for adding a variety of new features not present in the original versions, most notably Tails and Knuckles in ''Sonic 1'' and Hidden Palace Zone in ''Sonic 2''. As a result, every subsequent port of these games not by Taxman and Stealth immediately gets unfavorably compared to their ports, even if the team working on them otherwise has a stellar reputation for {{Polished Port}}s, such as M2 (the team that made the ''SEGA AGES'' versions of these games on Nintendo Switch).UsefulNotes/NintendoSwitch).



** At least a chunk of the reason that ''VideoGame/SuperMarioSunshine'' was fairly controversial at release was that its most obvious point of comparison was ''VideoGame/SuperMario64''--the game that standardized how 3D platformers are supposed to work. By contrast, ''Sunshine'' looked a lot more gimmicky and weird. ''Sunshine'' has mostly managed to escape the original game's shadow since then, but it wasn't until ''VideoGame/SuperMarioGalaxy'' that the franchise had a game that most people considered an adequate followup to ''64'' (a lot of it being due to ''Galaxy'' going all-out on scale and scope).

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** At least a chunk of the reason that ''VideoGame/SuperMarioSunshine'' was fairly controversial at release was that its most obvious point of comparison was ''VideoGame/SuperMario64''--the ''VideoGame/SuperMario64'' -- the game that standardized how 3D platformers are supposed to work. By contrast, ''Sunshine'' looked a lot more gimmicky and weird. ''Sunshine'' has mostly managed to escape the original game's shadow since then, but it wasn't until ''VideoGame/SuperMarioGalaxy'' that the franchise had a game that most people considered an adequate followup follow-up to ''64'' (a lot of it being due to ''Galaxy'' going all-out on scale and scope).



*** The [[VideoGame/SuperMarioWorld2YoshisIsland original]] ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]'' was a great game, seen as a classic entry in the Mario series in all respects. However, other Yoshi games were still seen as paling in comparison to the original. It wasn't until ''VideoGame/YoshisWoollyWorld'' that a new entry was widely considered to be as good as ''Yoshi's Island'', with some arguing that [[SurprisinglyImprovedSequel it even managed to surpass its predecessor]]. And that game, in turn, became a tough act to follow for ''VideoGame/YoshiCraftedWorld'', which saw much mixed reception.

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*** The [[VideoGame/SuperMarioWorld2YoshisIsland original]] ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]'' was a great game, seen as a classic entry in the Mario series in all respects. However, other Yoshi games were still seen as paling in comparison to the original. It wasn't until ''VideoGame/YoshisWoollyWorld'' that a new entry was widely considered to be as good as ''Yoshi's Island'', with some arguing that [[SurprisinglyImprovedSequel it even managed to surpass its predecessor]]. And that game, in turn, became a tough act to follow for ''VideoGame/YoshiCraftedWorld'', ''VideoGame/YoshisCraftedWorld'', which saw much a very mixed reception.



* The first ''VideoGame/XenobladeChronicles1'' is considered a classic Wii game that successfully melded JRPG mechanics with the WideOpenSandbox worlds more emblematic of Western [=RPGs=] and was also a major SleeperHit CultClassic for a console that didn't see very many [=RPGs=] overall, some even liken it to the greatest JRPG classics of all time, like ''VideoGame/ChronoCross'' and ''VideoGame/FinalFantasyVII''. While ''VideoGame/XenobladeChroniclesX'' and ''VideoGame/XenobladeChronicles2'' are also well-regarded sequels, they've tended to receive much more criticism than the first game. What also didn't help in the case of ''VideoGame/XenobladeChronicles2'' was that it released near the end of 2017 - which was considered a ''very'' good year for gaming.

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* The first ''VideoGame/XenobladeChronicles1'' is considered a classic Wii game that successfully melded JRPG mechanics with the WideOpenSandbox worlds more emblematic of Western [=RPGs=] and was also a major SleeperHit CultClassic for a console that didn't see very many [=RPGs=] overall, some even liken it to the greatest JRPG classics of all time, like ''VideoGame/ChronoCross'' and ''VideoGame/FinalFantasyVII''. While ''VideoGame/XenobladeChroniclesX'' and ''VideoGame/XenobladeChronicles2'' are also well-regarded sequels, they've tended to receive much more criticism than the first game. What also didn't help in the case of ''VideoGame/XenobladeChronicles2'' was that it released near the end of 2017 - -- which was considered a ''very'' good year for gaming.
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Chained Sinkholes.


** ''VideoGame/MegaManZero3'' is widely considered to be the apex of the ''VideoGame/MegaManZero'' series and one of the best ''Mega Man'' games '''period''', thanks to its improvements on the ''Zero'' series' core mechanics and epic, high-stakes narrative famous for the [[TomatoInTheMirror surprise reveal]] that [[spoiler:the {{amnesiac|Hero}} Zero is inhabiting [[CloningBlues an inferior copy of his original body]] while the FinalBoss ''[[MirrorBoss is]]'' said original]]. ''VideoGame/MegaManZero4'' often isn't held in the same regard, though this largely extends to debates over ''Z4''[='s=] own shakeups in terms of gameplay; most agree that the story manages to neatly wrap up most of the lingering plot threads that weren't addressed in ''Z3'' and gives the series a suitably high-flying [[spoiler:([[TheHeroDies if not]] {{bittersweet|Ending}})]] GrandFinale.

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** ''VideoGame/MegaManZero3'' is widely considered to be the apex of the ''VideoGame/MegaManZero'' series and one of the best ''Mega Man'' games '''period''', thanks to its improvements on the ''Zero'' series' core mechanics and epic, high-stakes narrative famous for the [[TomatoInTheMirror surprise reveal]] that [[spoiler:the {{amnesiac|Hero}} Zero is inhabiting [[CloningBlues an inferior copy of his original body]] while the FinalBoss ''[[MirrorBoss is]]'' said original]]. ''VideoGame/MegaManZero4'' often isn't held in the same regard, though this largely extends to debates over ''Z4''[='s=] own shakeups in terms of gameplay; most agree that the story manages to neatly wrap up most of the lingering plot threads that weren't addressed in ''Z3'' and gives the series a suitably high-flying [[spoiler:([[TheHeroDies if not]] {{bittersweet|Ending}})]] [[spoiler:(if not bittersweet]] GrandFinale.
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no longer a trope


** ''VideoGame/MegaManX5'' goes both ways. Coming off the heels of ''X4'', ''X5''[='s=] even more experimental nature (the game being one long TimedMission with [[LuckBasedMission RNG-reliant story progression]], character customization via the Parts system, Reploid rescuing, the introduction of [[MissionControl Navigators]], etc.) made it the very definition of a ContestedSequel, though few would say it's worse than ''[[VideoGame/MegaManX6 X6]]'' (a rushed and unpolished example of PostScriptSeason riddled with FakeDifficulty, leading to numerous complaints that [[FranchiseZombie the series was running out of steam]]) and ''[[VideoGame/MegaManX7 X7]]'' (a VideoGame3DLeap that ''crashed'' into the PolygonCeiling and benched the title character for most of the game in favor of [[ReplacementScrappy Axl]]; both issues would be [[AuthorsSavingThrow rectified]] in the SurprisinglyImprovedSequel that was ''[[VideoGame/MegaManX8 X8]]''). Story-wise, however, it's just as [[SignatureSeriesArc memorable]] as ''X1'' and ''X4'', if not more so due to its extreme WhamEpisode nature as the ([[SeriesFauxnale intended]]) GrandFinale.

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** ''VideoGame/MegaManX5'' goes both ways. Coming off the heels of ''X4'', ''X5''[='s=] even more experimental nature (the game being one long TimedMission with [[LuckBasedMission RNG-reliant story progression]], character customization via the Parts system, Reploid rescuing, the introduction of [[MissionControl Navigators]], etc.) made it the very definition of a ContestedSequel, though few would say it's worse than ''[[VideoGame/MegaManX6 X6]]'' (a rushed and unpolished example of PostScriptSeason riddled with FakeDifficulty, leading to numerous complaints that [[FranchiseZombie the series was running out of steam]]) and ''[[VideoGame/MegaManX7 X7]]'' (a VideoGame3DLeap that ''crashed'' into the PolygonCeiling and benched the title character for most of the game in favor of [[ReplacementScrappy Axl]]; both issues an issue that would be [[AuthorsSavingThrow rectified]] in the SurprisinglyImprovedSequel that was ''[[VideoGame/MegaManX8 X8]]''). Story-wise, however, it's just as [[SignatureSeriesArc memorable]] as ''X1'' and ''X4'', if not more so due to its extreme WhamEpisode nature as the ([[SeriesFauxnale intended]]) GrandFinale.



** Creator/RetroStudios' ''Metroid Prime'' was fantastically well-received, smashing through the PolygonCeiling ''and'' successfully switching genres from platformer to FPS while appeasing the fans. However, no other 3D entry in the franchise has yet to reach the critical and commercial acclaim of that first installment. While most of the other games in the ''VideoGame/MetroidPrimeTrilogy'' are at least beloved in their own right, special mention must go to Sakamoto's first and only attempt at a 3D game in ''VideoGame/MetroidOtherM'', which is the most lambasted entry in the entire franchise for both its narrative and gameplay.

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** Creator/RetroStudios' ''Metroid Prime'' was fantastically well-received, smashing through the PolygonCeiling ''and'' successfully switching genres from platformer to FPS while appeasing the fans. However, no other 3D entry in the franchise has yet to reach the critical and commercial acclaim of that first installment. While most of the other games in the ''VideoGame/MetroidPrimeTrilogy'' are at least beloved in their own right, special mention must go to Sakamoto's first and only attempt at a 3D game in ''VideoGame/MetroidOtherM'', which is the most lambasted entry in the entire franchise for both its narrative and gameplay.



* Very few ''VideoGame/{{Worms}}'' games has gotten even close to achieve the same success as ''Armageddon'' did when it was released in 1999. The fact that the Two games following games hit the PolygonCeiling hard and the ones after those having been felt like they have been trying to remake ''Armageddon'' to varying degrees of success is often considered a reason.

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* Very few ''VideoGame/{{Worms}}'' games has gotten even close to achieve the same success as ''Armageddon'' did when it was released in 1999. The fact that the Two games following games hit the PolygonCeiling hard and the ones after those having been have felt like they have been trying to remake ''Armageddon'' to varying degrees of success is often considered a reason.

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Sakurai's reasoning for not doing a sequel isn't because of this trope, but rather because he saw it was a "one-and-done". Until we get another entry in the series to compare it to, axeing this example.


* ''VideoGame/KidIcarusUprising'' was met with great acclaim for [[EnsembleDarkHorse its fantastic characters]], great gameplay, and for bringing [[VideoGame/KidIcarus one of Nintendo's most neglected franchises]] into the spotlight and carving an identity for itself. In fact, it has been said that Creator/MasahiroSakurai and his team might not make a sequel to it because of this trope.



** ''VideoGame/SuperMetroid'' [[TropeCodifier set a standard]] for every subsequent game in the series and, by extension, the {{Metroidvania}} genre in general. This was part of the reason fans didn't get ''Metroid 64'', as after series producer Yoshio Sakamoto found he couldn't wrap his head around 3D game development, he looked for an external developer to tackle the project, with those developers refusing by saying this trope almost word-for-word.[[note]]The other reason being that Nintendo simply didn't value the franchise that much until they discovered [[GermansLoveDavidHasslehoff how fond Western audiences were of the series]], so no one else pushed for it.[[/note]] The series would continue on, both in 2D and 3D, but no game other than ''VideoGame/MetroidPrime'' (discussed below) is considered to be in the same league as ''Super'' in the eyes of most fans.

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** ''VideoGame/SuperMetroid'' [[TropeCodifier set a standard]] for every subsequent game in the series and, by extension, the {{Metroidvania}} genre in general. This was part of the reason fans didn't get ''Metroid 64'', as after series producer Yoshio Sakamoto found he couldn't wrap his head around 3D game development, he looked for an external developer to tackle the project, with those developers refusing by saying this trope almost word-for-word.[[note]]The other reason being that Nintendo simply didn't value the franchise that much until they discovered [[GermansLoveDavidHasslehoff [[GermansLoveDavidHasselhoff how fond Western audiences were of the series]], so meaning no one else pushed for it.[[/note]] The series would continue on, both in 2D and 3D, but no game other than ''VideoGame/MetroidPrime'' (discussed below) is considered to be in the same league as ''Super'' in the eyes of most fans.



* The ''VideoGame/{{Shantae}}'' series, after two games of being an AcclaimedFlop, finally hit it big with ''VideoGame/ShantaeAndThePiratesCurse''. It was considered to be a massive improvement in every respect -- it had a better story, better levels, smoother gameplay, it was much longer, and had a better balance of serious moments and humor. Not only did it review well, it also brought in a large NewbieBoom and sold significantly better, even getting its own [=eShop=] card! ''Curse'' did so well, in fact, that no ''Shantae'' game since has quite been able to escape its shadow. While ''VideoGame/ShantaeHalfGenieHero'' wasn't a bad game, it suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and shaking up the formula more than perhaps it should have; it would end up redeeming itself through later updates (to the point where some consider it better than ''Pirate's Curse''), but it was still an uphill battle and some fans dismiss it to this day. ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' {{Metroidvania}} roots, bringing back the snappier and more fluid gameplay style of ''Curse'', and having one of the best soundtracks in a franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] mean very few fans consider it to have topped the third.

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* The ''VideoGame/{{Shantae}}'' series, after two games of being an AcclaimedFlop, finally hit it big with ''VideoGame/ShantaeAndThePiratesCurse''. It was considered to be a massive improvement in every respect -- it had a better story, better levels, smoother gameplay, it was much longer, and had a better balance of serious moments and humor. Not only did it review well, it also brought in a large NewbieBoom and sold significantly better, even getting its own [=eShop=] card! ''Curse'' did so well, in fact, that no ''Shantae'' game since has quite been able to escape its shadow. While ''VideoGame/ShantaeHalfGenieHero'' wasn't a bad game, it suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and shaking up the formula more than perhaps it should have; it would end up redeeming itself through later updates (to the point where some consider it better than ''Pirate's Curse''), updates, but it was many still an uphill battle and some fans dismiss regard it to this day. as being weaker than its predecessor. ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' {{Metroidvania}} roots, bringing back the snappier and more fluid gameplay style of ''Curse'', and having one of the best soundtracks in a franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] mean very few fans consider it to have topped the third.third, even after it also received updates to remedy some of these complaints.



*** The [[VideoGame/SuperMarioWorld2YoshisIsland original]] ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]'' was a great game, seen as a classic entry in the Mario series in all respects. However, other Yoshi games were still seen as paling in comparison to the original. It wasn't until ''VideoGame/YoshisWoollyWorld'' that a new entry was widely considered to be as good as ''Yoshi's Island'', with some arguing that [[SurprisinglyImprovedSequel it even managed to surpass its predecessor]].

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*** The [[VideoGame/SuperMarioWorld2YoshisIsland original]] ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]'' was a great game, seen as a classic entry in the Mario series in all respects. However, other Yoshi games were still seen as paling in comparison to the original. It wasn't until ''VideoGame/YoshisWoollyWorld'' that a new entry was widely considered to be as good as ''Yoshi's Island'', with some arguing that [[SurprisinglyImprovedSequel it even managed to surpass its predecessor]]. And that game, in turn, became a tough act to follow for ''VideoGame/YoshiCraftedWorld'', which saw much mixed reception.



** The ''VideoGame/PaperMario'' series is falling apart because of ''VideoGame/PaperMarioTheThousandYearDoor'' being a Tough Act to Follow, with its beloved battle system, horde of {{Ensemble Darkhorse}}s, SugarWiki/AwesomeMusic and an overall well-received plotline. Nintendo feared that later installments [[ItsTheSameNowItSucks would tread too much old ground]], so ''VideoGame/SuperPaperMario'', ''VideoGame/PaperMarioStickerStar'' and ''VideoGame/PaperMarioColorSplash'' all underwent an UnexpectedGenreChange: the former mixed platforming with real-time battles, while the latter two turned the series into sticker-collecting Metroidvanias respectively. While ''Super'' was eventually VindicatedByHistory, the latter two remain hated due to their gameplay and plots. ''VideoGame/PaperMarioTheOrigamiKing'' brought another major shake-up to the series and its formula, abandoning the sticker/card collection and {{Excuse Plot}}s of the previous two in favor of somewhat more traditional RPG combat and a darker, more involved storyline. It ended up as the best-received ''Paper Mario'' game since ''The Thousand-Year Door''--but even then, many still wish for a return to the series' original tone, gameplay, and diverse cast of characters.

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** The ''VideoGame/PaperMario'' series is viewed as falling apart because of ''VideoGame/PaperMarioTheThousandYearDoor'' being a Tough Act to Follow, with its beloved battle system, horde of {{Ensemble Darkhorse}}s, SugarWiki/AwesomeMusic and an overall well-received plotline. Nintendo feared that later installments [[ItsTheSameNowItSucks would tread too much old ground]], so ''VideoGame/SuperPaperMario'', ''VideoGame/PaperMarioStickerStar'' and ''VideoGame/PaperMarioColorSplash'' all underwent an UnexpectedGenreChange: the former mixed platforming with real-time battles, while the latter two turned the series into sticker-collecting Metroidvanias respectively. While ''Super'' was eventually VindicatedByHistory, the latter two remain hated to varying degrees due to their gameplay and plots. ''VideoGame/PaperMarioTheOrigamiKing'' brought another major shake-up to the series and its formula, abandoning the sticker/card collection and {{Excuse Plot}}s of the previous two in favor of somewhat more traditional RPG combat and a darker, more involved storyline. It ended up as the best-received ''Paper Mario'' game since ''The Thousand-Year Door''--but Door'' -- but even then, many still wish for a return to the series' original tone, gameplay, and diverse cast of characters.



* ''VideoGame/SuperSmashBros'', while not an example for the fanbase as a whole, has historically struggled to satisfy the TournamentPlay community with later installments. ''[[VideoGame/SuperSmashBrosMelee Melee]]'' was -- and still is -- recognized as a worthy fighting game, with its fast pace and in-depth techniques often providing intense rounds. When ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' slowed down the overall pace, added a few cases of RandomNumberGod--most notoriously tripping--and removed the aforementioned GoodBadBugs, potential for competitive play lowered as a consequence. ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU For 3DS and Wii U]]'' approached a more competitive format by removing the random elements and making the game's pace slightly faster, but with ''Melee'' still making appearances in various fighting game tournaments, the former game remains standing in the shadows that the latter game has cast. It wasn't until the runaway success of ''[[VideoGame/SuperSmashBros Ultimate]]'', which made its own tweaks to gameplay mechanics in an attempt to appeal to competitive-minded fans while still making the game distinct from ''Melee'' and maintaining the series' longstanding casual appeal, that ''Smash''[='s=] second entry was finally, truly outdone.

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* ''VideoGame/SuperSmashBros'', while not an example for the fanbase as a whole, has historically struggled to satisfy the TournamentPlay community with later installments. ''[[VideoGame/SuperSmashBrosMelee Melee]]'' was -- and still is -- recognized as a worthy fighting game, with its fast pace and in-depth techniques often providing intense rounds. When ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' slowed down the overall pace, added a few cases of RandomNumberGod--most RandomNumberGod -- most notoriously tripping--and tripping -- and removed the aforementioned GoodBadBugs, potential for competitive play lowered as a consequence. ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU For 3DS and Wii U]]'' approached a more competitive format by removing the random elements and making the game's pace slightly faster, but with ''Melee'' still making appearances in various fighting game tournaments, the former game remains standing in the shadows that the latter game has cast. It wasn't until the runaway success of ''[[VideoGame/SuperSmashBros Ultimate]]'', which made its own tweaks to gameplay mechanics in an attempt to appeal to competitive-minded fans while still making the game distinct from ''Melee'' and maintaining the series' longstanding casual appeal, that ''Smash''[='s=] second entry was finally, truly outdone.

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