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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]][[labelnote:*]]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]][[/labelnote]], 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 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''[[labelnote:*]]most notably a {{Superboss}} 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]][[/labelnote]], 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]][[labelnote:*]]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]][[/labelnote]], 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 in-game viability. In fact, when the ''[[CompilationRerelease Final Fantasy Chronicles]]'' and UsefulNotes/NintendoDS Platform/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''[[labelnote:*]]most notably a {{Superboss}} 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]][[/labelnote]], a number of fans [[TheyChangedItNowItSucks reacted negatively]], believing that it did a disservice to [[SacredCow the legacy of the original game]].



** 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]]'', 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 parts of the fandom, though it is generally regarded as one of the better post-Naughty Dog games and certainly among the most polished.

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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) Platform/GameBoyAdvance) are not as fondly remembered as the original trilogy on UsefulNotes/PlayStation. Platform/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 Platform/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]]'', 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 parts of the fandom, though it is generally regarded as one of the better post-Naughty Dog games and certainly among the most polished.



* Actually invoked with ''VideoGame/FZeroGX'' 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''VideoGame/FZero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Creator/{{Nintendo}}'s [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. [[SeriesHiatus For many years]], the only other output from the series since ''GX'' would be a pair of Platform/GameBoyAdvance games that play like upscaled versions of the [[VideoGame/FZero1990 SNES original]], ''VideoGame/FZeroGPLegend'' (developed concurrently with ''GX'' and released a couple months later) and ''VideoGame/FZeroClimax'' (also developed concurrently with ''GX'' and released the following year but [[NoExportForYou never left Japan]]). It wasn't until 2023, [[SequelGap two whole decades]] (and three console generations) after ''GX'', that a new game was released in the form of ''VideoGame/FZero99'' -- and even that's basically a {{Battle Royale|Game}} version of the SNES original with the now staple [[NitroBoost Boost]] [[CastFromHitPoints mechanic]] added in, effectively straying closer to ''GP Legend/Climax'' than ''[[VideoGame/FZeroX X]]/GX'' in terms of overall feel.

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* Actually invoked with ''VideoGame/FZeroGX'' 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''VideoGame/FZero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Creator/{{Nintendo}}'s [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. [[SeriesHiatus For many years]], the only other output from the series since ''GX'' would be a pair of Platform/GameBoyAdvance games that play like upscaled versions of the [[VideoGame/FZero1990 the SNES original]], ''VideoGame/FZeroGPLegend'' (developed concurrently with ''GX'' and released a couple months later) and ''VideoGame/FZeroClimax'' (also developed concurrently with ''GX'' and released the following year but [[NoExportForYou never left Japan]]). It wasn't until 2023, [[SequelGap two whole decades]] (and three console generations) after ''GX'', that a new game was released in the form of ''VideoGame/FZero99'' -- and even that's basically a {{Battle Royale|Game}} version of the SNES original with the now staple [[NitroBoost Boost]] [[CastFromHitPoints mechanic]] added in, effectively straying closer to ''GP Legend/Climax'' than ''[[VideoGame/FZeroX X]]/GX'' in terms of overall feel.



* ''VideoGame/{{Gradius}} [=ReBirth=]'', while a good game by many accounts, had to deal with being the next game in the series after ''Gradius V'', regarded as one of the best if not ''the'' best game in the series, and suffered in reception for it. Among other things, it was developed by the then-no-name development team M2 rather than the critically-acclaimed Creator/{{Treasure}}, [[ItsShortSoItSucks it only has five stages that are over in about 20 minutes]], uses 32-bit sprites while ''V'' took the VideoGame3DLeap, has a good Creator/ManabuNamiki arrange soundtrack that sadly gets snubbed in favor of Creator/HitoshiSakimoto's more grandiose pieces, and lacks the Option control and gauge edit features that ''V'' has. Had ''[=ReBirth=]'' been released before ''V'', it might've gotten a better rep with less lofty expectations to hold up to. It doesn't help that it's a UsefulNotes/WiiWare exclusive; while it's relatively easy to grab a used [=PS2=] copy of ''V'', just buy it off the [=PlayStation=] Network, or of course pirate it, the phasing out of the Wii Shop Channel means that ''[=ReBirth=]'' [[KeepCirculatingTheTapes has essentially been forgotten about, now that the one means of buying and downloading it is gone permanently]].

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* ''VideoGame/{{Gradius}} [=ReBirth=]'', while a good game by many accounts, had to deal with being the next game in the series after ''Gradius V'', regarded as one of the best if not ''the'' best game in the series, and suffered in reception for it. Among other things, it was developed by the then-no-name development team M2 rather than the critically-acclaimed Creator/{{Treasure}}, [[ItsShortSoItSucks it only has five stages that are over in about 20 minutes]], uses 32-bit sprites while ''V'' took the VideoGame3DLeap, has a good Creator/ManabuNamiki arrange soundtrack that sadly gets snubbed in favor of Creator/HitoshiSakimoto's more grandiose pieces, and lacks the Option control and gauge edit features that ''V'' has. Had ''[=ReBirth=]'' been released before ''V'', it might've gotten a better rep with less lofty expectations to hold up to. It doesn't help that it's a UsefulNotes/WiiWare Platform/WiiWare exclusive; while it's relatively easy to grab a used [=PS2=] copy of ''V'', just buy it off the [=PlayStation=] Network, or of course pirate it, the phasing out of the Wii Shop Channel means that ''[=ReBirth=]'' [[KeepCirculatingTheTapes has essentially been forgotten about, now that the one means of buying and downloading it is gone permanently]].



* This trope has been directly stated to be the reason that Creator/MasahiroSakurai doesn't want to make a new ''VideoGame/KidIcarus'' game, in spite of massive fan demand, since he knows that any game made will be compared to ''VideoGame/KidIcarusUprising'', which remains as one of the most popular [[UsefulNotes/Nintendo3DS 3DS]] titles to this day for its stellar writing and story.

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* This trope has been directly stated to be the reason that Creator/MasahiroSakurai doesn't want to make a new ''VideoGame/KidIcarus'' game, in spite of massive fan demand, since he knows that any game made will be compared to ''VideoGame/KidIcarusUprising'', which remains as one of the most popular [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS 3DS]] titles to this day for its stellar writing and story.



** [[VideoGame/MassEffect3 The third game]] frequently gets negative comparisons to the first two. While the streamlined gameplay is seen as an improvement, the rest of the game--especially the writing--is much more controversial. It also has an infamous GainaxEnding and is accused of [[AbortedArc failing to properly follow up on plot points from the previous games]], though a later released DLC helped to negate some of this sentiment.

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** [[VideoGame/MassEffect3 The third game]] frequently gets negative comparisons to the first two. While the streamlined gameplay is seen as an improvement, the rest of the game--especially game -- especially the writing--is writing -- is much more controversial. It also has an infamous GainaxEnding and is accused of [[AbortedArc failing to properly follow up on plot points from the previous games]], though a later released later-released DLC helped to negate some of this sentiment.



* ''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 Platform/{{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) Platform/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.



* The ''VideoGame/{{Shantae}}'' series, after two entries that were {{Acclaimed Flop}}s, 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 seriousness and humor. Not only did it review well, it ''sold'' well, ushering a NewbieBoom with fans who continue to view it as the height of the series. While following entries aren't bad, neither or held in as high regard. ''VideoGame/ShantaeHalfGenieHero'' suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and departing from the series' {{Metroidvania}} roots; meanwhile, ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' usual genre, having snappier and more fluid gameplay in line with ''Curse'', and having one of the best soundtracks in the franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] remained points of criticism. Though both titles would see a number of positively-received updates that addressed fan complaints, ''Curse'' is still deemed as unmatched; ironic, considering that it's [[OddballInTheSeries the only installment where Shantae doesn't have her signature dance transformation ability]].

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* The ''VideoGame/{{Shantae}}'' series, after two entries that were {{Acclaimed Flop}}s, 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 seriousness and humor. Not only did it review well, it ''sold'' well, ushering a NewbieBoom with fans who continue to view it as the height of the series. While the following entries aren't bad, neither or were held in as high regard. ''VideoGame/ShantaeHalfGenieHero'' suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and departing from the series' {{Metroidvania}} roots; meanwhile, ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' usual genre, having snappier and more fluid gameplay in line with ''Curse'', and having one of the best soundtracks in the franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] remained points of criticism. Though both titles would see a number of positively-received positively received updates that addressed fan complaints, ''Curse'' is still deemed as unmatched; ironic, considering that it's [[OddballInTheSeries the only installment where Shantae doesn't have her signature dance transformation ability]].



** ''VideoGame/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''SMT'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the Defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.
** Curiously enough, ''Shin Megami Tensei IV'' itself serves as this to its direct follow-up, ''VideoGame/ShinMegamiTenseiIVApocalypse'', and [[VideoGame/ShinMegamiTenseiV the fifth numbered entry]]. Not so much in terms of gameplay, but in the story department. While few would say ''IV'' outdoes its successors in mechanical polish (''V'' in particular was praised for revitalizing the ''SMT'' formula with a WideOpenSandbox and having some of the best gameplay refinements in the mainline series), the dramatic shift in tone and feel the series underwent by the time of [[ContestedSequel these two installments]] (along with more plot-specific criticisms[[labelnote:*]]''Apocalypse'' was viewed as being [[ClicheStorm too reliant on tropes]], including ones some felt were more suitable for ''Persona'' or other spin-offs (ex. ThePowerOfFriendship) than ''SMT'' proper, whereas ''V'' took heat for having a narrative that seemed to liberally crib off of ''Nocturne'', but with [[RandomEventsPlot far less cohesion]] and underdeveloped characters[[/labelnote]]) led to players [[VindicatedByHistory reappraising]] ''SMT IV''. While the sentiment that ''IV'' suffered from coming after ''Nocturne'' is still prevalent, it is also seen as a better attempt at modernizing the series than what came after (and a decent game when judged on its own merits), even with a more standard Law/Neutral/Chaos setup compared to ''Nocturne''. The fact that ''IV'' was the last mainline title with any significant contributions from the old guard of ''SMT'' (including being based on story drafts by co-creator Kazuma Kaneko) is also seen as [[OnlyTheCreatorDoesItRight a point in its favor]], to the point that a subset of the fandom holds up ''IV'' as the last game of the series' golden age.

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** ''VideoGame/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''SMT'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the Defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.
** Curiously enough, ''Shin Megami Tensei IV'' itself serves as this to its direct follow-up, ''VideoGame/ShinMegamiTenseiIVApocalypse'', and [[VideoGame/ShinMegamiTenseiV the fifth numbered entry]]. Not entry]] -- not so much in terms of gameplay, but in the story department. While few would say ''IV'' outdoes its successors in mechanical polish (''V'' in particular was praised for revitalizing the ''SMT'' formula with a WideOpenSandbox and having some of the best gameplay refinements in the mainline series), the dramatic shift in tone and feel the series underwent by the time of [[ContestedSequel these two installments]] (along with more plot-specific criticisms[[labelnote:*]]''Apocalypse'' was viewed as being [[ClicheStorm too reliant on tropes]], including ones some felt were more suitable for ''Persona'' or other spin-offs (ex. ThePowerOfFriendship) than ''SMT'' proper, whereas ''V'' [[ItsTheSameNowItSucks took heat heat]] for having a narrative that seemed to liberally crib off of ''Nocturne'', but with [[RandomEventsPlot far less cohesion]] and underdeveloped characters[[/labelnote]]) led to players [[VindicatedByHistory reappraising]] ''SMT IV''. While the sentiment that ''IV'' suffered from coming after ''Nocturne'' is still prevalent, it is also seen as a better attempt at modernizing the series than what came after (and a decent game when judged on its own merits), even with a more standard Law/Neutral/Chaos setup compared to ''Nocturne''. The fact that ''IV'' was the last mainline title with any significant contributions from the old guard of ''SMT'' (including being based on story drafts by co-creator Kazuma Kaneko) is also seen as [[OnlyTheCreatorDoesItRight a point in its favor]], to the point that a subset of the fandom holds up ''IV'' as the last game of the series' golden age.



** 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 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 UsefulNotes/NintendoSwitch).

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** 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]] poorly received]] official ''[[VideoGame/SonicTheHedgehog1 Sonic 1]]'' port on UsefulNotes/GameBoyAdvance Platform/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 UsefulNotes/NintendoSwitch).Platform/NintendoSwitch).



* The first ''VideoGame/StreetsOfRage'' was a decent counter to ''VideoGame/FinalFight''. However, ''Streets of Rage 2'' would easily be the best game in the series as well as one of the best games on the UsefulNotes/SegaGenesis and among [[BeatEmUp beat 'em ups]] in general. ''Streets of Rage 3'', even with its added features like cutscenes, was seen as inferior to ''2'', and while the [[SequelGap widely anticipated]] ''Streets of Rage 4'' was received ''very'' well, it hasn't quite dethroned the second game as the series' high point.

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* The first ''VideoGame/StreetsOfRage'' was a decent counter to ''VideoGame/FinalFight''. However, ''Streets of Rage 2'' would easily be the best game in the series as well as one of the best games on the UsefulNotes/SegaGenesis Platform/SegaGenesis and among [[BeatEmUp beat 'em ups]] in general. ''Streets of Rage 3'', even with its added features like cutscenes, was seen as inferior to ''2'', and while the [[SequelGap widely anticipated]] ''Streets of Rage 4'' was received ''very'' well, it hasn't quite dethroned the second game as the series' high point.



* Most succeeding installments from the ''VideoGame/SuperRobotWars'' series are generally regarded as better than their predecessors, at least when it comes to the same platform. ''VideoGame/SuperRobotWarsW'' for the UsefulNotes/NintendoDS is a fan favorite, featuring a great cast of series and well-liked [[OriginalGeneration original characters]]. ''VideoGame/SuperRobotWarsK'', on the other hand, had a myriad of problems, alongside increased difficulty and standardization of many game mechanics. Many players didn't sit well with ''K'' when they thoroughly enjoyed ''W''.

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* Most succeeding installments from the ''VideoGame/SuperRobotWars'' series are generally regarded as better than their predecessors, at least when it comes to the same platform. ''VideoGame/SuperRobotWarsW'' for the UsefulNotes/NintendoDS Platform/NintendoDS is a fan favorite, featuring a great cast of series and well-liked [[OriginalGeneration original characters]]. ''VideoGame/SuperRobotWarsK'', on the other hand, had a myriad of problems, alongside increased difficulty and standardization of many game mechanics. Many players didn't sit well with ''K'' when they thoroughly enjoyed ''W''.



* In the ''VideoGame/TalesSeries'', ''VideoGame/TalesOfLegendia'' released in North America in 2006 -- about a year and half after ''VideoGame/TalesOfSymphonia''. Being made by neither Team Destiny or Symphonia, people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2-D battle system, compared to ''Symphonia'' being fully 3-D and having more realistically-proportioned anime-style artwork. While not entirely fair to ''Legendia'', the fact that ''Symphonia'' went on to be considered one of the greatest games in the ''Tales'' series meant that ''Legendia'' had high expectations placed on it. But ''Legendia'' focusing more on character-focused narratives than the DeconstructorFleet elements that made ''Symphonia'' so beloved meant that reception skewed negatively. It also doesn't help that ''Symphonia'' was released on the UsefulNotes/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the UsefulNotes/PlayStation2, a console with a lot of great [=RPGs=] including the much-beloved ''VideoGame/FinalFantasyX''. All of this meant that ''Legendia'' had a tough hill to climb even before it was released, and its subpar reception was the result of several factors working against it. History has been a bit more kind to ''Legendia'', as its character-focused narrative, while still not considered among the best of the series, at least had a more critical eye taken to it and appreciated for the strength of its character interactions.

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* In the ''VideoGame/TalesSeries'', ''VideoGame/TalesOfLegendia'' released in North America in 2006 -- about a year and half after ''VideoGame/TalesOfSymphonia''. [[BTeamSequel Being made by neither Team Destiny or Symphonia, Symphonia]], people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2-D 2D battle system, compared to ''Symphonia'' being fully 3-D 3D and having more realistically-proportioned realistically proportioned anime-style artwork. While not entirely fair to ''Legendia'', the fact that ''Symphonia'' went on to be considered one of the greatest games in the ''Tales'' series meant that ''Legendia'' had high expectations placed on it. But ''Legendia'' focusing more on character-focused narratives than the DeconstructorFleet elements that made ''Symphonia'' so beloved meant that reception skewed negatively. It also doesn't help that ''Symphonia'' was released on the UsefulNotes/NintendoGameCube, Platform/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the UsefulNotes/PlayStation2, Platform/PlayStation2, a console with a lot of great [=RPGs=] including the much-beloved ''VideoGame/FinalFantasyX''. All of this meant that ''Legendia'' had a tough hill to climb even before it was released, and its subpar reception was the result of several factors working against it. [[VindicatedByHistory History has been a bit more kind to ''Legendia'', to]] ''[[VindicatedByHistory Legendia]]'', as its character-focused narrative, while still not considered among the best of the series, at least had a more critical eye taken to it and was appreciated for the strength of its character interactions.



* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]], Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI wasn't involved[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''[[VideoGame/DefJamSeries Def Jam Vendetta]]'' series.[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (Problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]], Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64.Platform/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI wasn't involved[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''[[VideoGame/DefJamSeries Def Jam Vendetta]]'' series.[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (Problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation Platform/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.



* 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 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.
* 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 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.
* Nintendo's 1989 UsefulNotes/GameBoy version of ''VideoGame/{{Tetris}}'', at least in the West, has yet to be topped by any newer version of ''Tetris'' in terms of iconic status, even though many newer versions introduce new modes and gameplay-streamlining features.

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* There's a reason the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/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 [[Platform/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty: the UsefulNotes/{{Nintendo Platform/{{Nintendo 64}} and UsefulNotes/NintendoGameCube Platform/NintendoGameCube got derided for their small third-party libraries, the UsefulNotes/{{Wii}}'s Platform/{{Wii}}'s motion controls and its perceived UsefulNotes/{{Shovelware}} library made hardcore gamers see it as a joke, the UsefulNotes/WiiU Platform/WiiU was a failure on most conceivable levels, and the UsefulNotes/NintendoSwitch Platform/NintendoSwitch has "Joy-Con drift". With that in mind, each of these consoles has its sizeable 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.
* Take Nintendo's legacy and make the decline far, far worse, and you have Creator/{{Sega}}. The Sega Mega Drive, or UsefulNotes/SegaGenesis Platform/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 Platform/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 Platform/SegaDreamcast appeasing fans globally, but a number of reasons, such as the hype for the UsefulNotes/PlayStation2 Platform/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.
* Nintendo's 1989 UsefulNotes/GameBoy Platform/GameBoy version of ''VideoGame/{{Tetris}}'', at least in the West, has yet to be topped by any newer version of ''Tetris'' in terms of iconic status, even though many newer versions introduce new modes and gameplay-streamlining features.
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* The [[UsefulNotes/PlayStation2 PS2]] entries for ''VideoGame/AceCombat'' are considered to be the highlights of that series, with the games only getting better from ''VideoGame/AceCombat04ShatteredSkies'' [[VideoGame/AceCombat5TheUnsungWar to]] ''VideoGame/AceCombatZeroTheBelkanWar''. Now, there's been some disagreement about which of those three games was the best of that era, but they have collectively overshadowed every other entry in the series and have hounded every new entry since. Even ''VideoGame/AceCombat7SkiesUnknown'', widely considered to be [[WinBackTheCrowd a return to form]] after the somewhat middling ''VideoGame/AceCombat6FiresOfLiberation'', the ''very'' divisive ''[[VideoGame/AceCombatAssaultHorizon Assault Horizon]]'', and [[SequelGap almost a decade afterwards]] of nothing but several lower profile spin-offs, tends to be seen as a respectable entry that falls just short of the lofty standard set by its [=PS2=] predecessors.

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* The [[UsefulNotes/PlayStation2 [[Platform/PlayStation2 PS2]] entries for ''VideoGame/AceCombat'' are considered to be the highlights of that series, with the games only getting better from ''VideoGame/AceCombat04ShatteredSkies'' [[VideoGame/AceCombat5TheUnsungWar to]] ''VideoGame/AceCombatZeroTheBelkanWar''. Now, there's been some disagreement about which of those three games was the best of that era, but they have collectively overshadowed every other entry in the series and have hounded every new entry since. Even ''VideoGame/AceCombat7SkiesUnknown'', widely considered to be [[WinBackTheCrowd a return to form]] after the somewhat middling ''VideoGame/AceCombat6FiresOfLiberation'', the ''very'' divisive ''[[VideoGame/AceCombatAssaultHorizon Assault Horizon]]'', and [[SequelGap almost a decade afterwards]] of nothing but several lower profile spin-offs, tends to be seen as a respectable entry that falls just short of the lofty standard set by its [=PS2=] predecessors.



* The UsefulNotes/PlayStation3 was this to both the UsefulNotes/PlayStation and UsefulNotes/PlayStation2, as it was more expensive, harder to develop for, had less of an advantage with third party companies (who were busy going MultiPlatform), suffered a horrible first impression at E3 2006, was tainted by absurd commercials and arrogant statements from Sony employees, had the "Sixaxis" controller instead of a proper [=DualShock=] controller at launch, and, once its reputation started to improve, was the victim of the PSN outage caused by hackers compromising the information of a majority of PSN users. Even as the [=PS3=]'s reception improved later in its lifespan and afterwards, the general consensus is that it still doesn't beat the [=PS1=] or [=PS2=]. Sony was able to rebound the next generation with the UsefulNotes/PlayStation4, however.

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* The UsefulNotes/PlayStation3 Platform/PlayStation3 was this to both the UsefulNotes/PlayStation Platform/PlayStation and UsefulNotes/PlayStation2, Platform/PlayStation2, as it was more expensive, harder to develop for, had less of an advantage with third party companies (who were busy going MultiPlatform), suffered a horrible first impression at E3 2006, was tainted by absurd commercials and arrogant statements from Sony employees, had the "Sixaxis" controller instead of a proper [=DualShock=] controller at launch, and, once its reputation started to improve, was the victim of the PSN outage caused by hackers compromising the information of a majority of PSN users. Even as the [=PS3=]'s reception improved later in its lifespan and afterwards, the general consensus is that it still doesn't beat the [=PS1=] or [=PS2=]. Sony was able to rebound the next generation with the UsefulNotes/PlayStation4, Platform/PlayStation4, however.
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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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Creator/{{Nintendo}}'s [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. [[SeriesHiatus For many years]], the only other output from the series since ''GX'' would be a pair of UsefulNotes/GameBoyAdvance games that play like upscaled versions of the SNES original, ''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 [[NoExportForYou never left Japan]]). It wasn't until 2023, [[SequelGap two whole decades]] (and three console generations) after ''GX'', that a new game was released in the form of ''VideoGame/FZero99'' -- and even that's basically a {{Battle Royale|Game}} version of the SNES original with the now staple [[NitroBoost Boost]] [[CastFromHitPoints mechanic]] added in, effectively straying closer to ''GP Legend/Climax'' than ''X/GX'' in terms of overall feel.

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* Actually invoked with ''VideoGame/FZero GX'' ''VideoGame/FZeroGX'' 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' ''VideoGame/FZero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Creator/{{Nintendo}}'s [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. [[SeriesHiatus For many years]], the only other output from the series since ''GX'' would be a pair of UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance games that play like upscaled versions of the [[VideoGame/FZero1990 SNES original, ''F-Zero: GP Legend'' original]], ''VideoGame/FZeroGPLegend'' (developed concurrently with ''GX'' and released a couple months later) and ''F-Zero Climax'' ''VideoGame/FZeroClimax'' (also developed concurrently with ''GX'' and released the following year but [[NoExportForYou never left Japan]]). It wasn't until 2023, [[SequelGap two whole decades]] (and three console generations) after ''GX'', that a new game was released in the form of ''VideoGame/FZero99'' -- and even that's basically a {{Battle Royale|Game}} version of the SNES original with the now staple [[NitroBoost Boost]] [[CastFromHitPoints mechanic]] added in, effectively straying closer to ''GP Legend/Climax'' than ''X/GX'' ''[[VideoGame/FZeroX X]]/GX'' in terms of overall feel.
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* A special example with ''VideoGame/{{Warframe}}'' that applies to modes within the game -- while all modes have their fans, part of the reason that Digital Extremes has had such a hard time with new gameplay modes (Railjack, Necramech, Archwing, [[spoiler:Operators]]) is that they succeeded in creating some of the greatest and most satisfying LightningBruiser player characters in all of video gaming, who have blinding speed, incredible agility, and a plethora of fantastic weapons and powers, to the point that the other modes can feel like they're from entirely different genres.

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* A special example with ''VideoGame/{{Warframe}}'' that applies to modes within the game -- while all modes have their fans, part of the reason that Digital Extremes has had such a hard time with new gameplay modes (Railjack, Necramech, Archwing, [[spoiler:Operators]]) is that with the titular Warframes they succeeded in creating some of the greatest and most satisfying LightningBruiser player characters in all of video gaming, who have blinding speed, incredible agility, and a plethora of fantastic weapons and powers, to the point that the other modes can feel like they're from entirely different (and much less-thrilling) genres.
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** In the ''VideoGame/TalesSeries'', ''VideoGame/TalesOfLegendia'' released in North America in 2006 -- about a year and half after ''VideoGame/TalesOfSymphonia''. Being made by neither Team Destiny or Symphonia, people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2-D battle system, compared to ''Symphonia'' being fully 3-D and having more realistically-proportioned anime-style artwork. While not entirely fair to ''Legendia'', the fact that ''Symphonia'' went on to be considered one of the greatest games in the ''Tales'' series meant that ''Legendia'' had high expectations placed on it. But ''Legendia'' focusing more on character-focused narratives than the DeconstructorFleet elements that made ''Symphonia'' so beloved meant that reception skewed negatively. It also doesn't help that ''Symphonia'' was released on the UsefulNotes/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the UsefulNotes/PlayStation2, a console with a lot of great [=RPGs=] including the much-beloved ''VideoGame/FinalFantasyX''. All of this meant that ''Legendia'' had a tough hill to climb even before it was released, and its subpar reception was the result of several factors working against it. History has been a bit more kind to ''Legendia'', as its character-focused narrative, while still not considered among the best of the series, at least had a more critical eye taken to it and appreciated for the strength of its character interactions.

to:

** * In the ''VideoGame/TalesSeries'', ''VideoGame/TalesOfLegendia'' released in North America in 2006 -- about a year and half after ''VideoGame/TalesOfSymphonia''. Being made by neither Team Destiny or Symphonia, people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2-D battle system, compared to ''Symphonia'' being fully 3-D and having more realistically-proportioned anime-style artwork. While not entirely fair to ''Legendia'', the fact that ''Symphonia'' went on to be considered one of the greatest games in the ''Tales'' series meant that ''Legendia'' had high expectations placed on it. But ''Legendia'' focusing more on character-focused narratives than the DeconstructorFleet elements that made ''Symphonia'' so beloved meant that reception skewed negatively. It also doesn't help that ''Symphonia'' was released on the UsefulNotes/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the UsefulNotes/PlayStation2, a console with a lot of great [=RPGs=] including the much-beloved ''VideoGame/FinalFantasyX''. All of this meant that ''Legendia'' had a tough hill to climb even before it was released, and its subpar reception was the result of several factors working against it. History has been a bit more kind to ''Legendia'', as its character-focused narrative, while still not considered among the best of the series, at least had a more critical eye taken to it and appreciated for the strength of its character interactions.
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** In the ''VideoGame/TalesSeries'', ''VideoGame/TalesOfLegendia'' released in North America in 2006 -- about a year and half after ''VideoGame/TalesOfSymphonia''. Being made by neither Team Destiny or Symphonia, people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2-D battle system, compared to ''Symphonia'' being fully 3-D and having more realistically-proportioned anime-style artwork. While not entirely fair to ''Legendia'', the fact that ''Symphonia'' went on to be considered one of the greatest games in the ''Tales'' series meant that ''Legendia'' had high expectations placed on it. But ''Legendia'' focusing more on character-focused narratives than the DeconstructorFleet elements that made ''Symphonia'' so beloved meant that reception skewed negatively. It also doesn't help that ''Symphonia'' was released on the UsefulNotes/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the UsefulNotes/PlayStation2, a console with a lot of great [=RPGs=] including the much-beloved ''VideoGame/FinalFantasyX''. All of this meant that ''Legendia'' had a tough hill to climb even before it was released, and its subpar reception was the result of several factors working against it. History has been a bit more kind to ''Legendia'', as its character-focused narrative, while still not considered among the best of the series, at least had a more critical eye taken to it and appreciated for the strength of its character interactions.

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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. Then came ''VideoGame/SonicMania'', which was a widely acclaimed throwback to the Genesis era of the franchise... and 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 and almost universally hailed as the shining gems of the series and as well as 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. Then came ''VideoGame/SonicMania'', which was a widely acclaimed throwback to the Genesis era of the franchise... and proved itself to be [[ZigZaggingTrope yet another]] tough act to follow when ''VideoGame/SonicForces'' launched to mixed reception.

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* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''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, ''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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* At this point, the entire ''Franchise/{{Castlevania}}'' series is trapped in the shadow of ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'' for most. On the other hand, ''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, ''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, Shadow]]'', [[ContinuityReboot a reimaging reimagining of the series series]] that ended conclusively wrapped up only two games later.[[VideoGame/CastlevaniaLordsOfShadowMirrorOfFate two]] [[VideoGame/CastlevaniaLordsOfShadow2 games]] later, leaving the door open for any future titles to return to the original continuity.

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* The [=PS2=] entries for ''VideoGame/AceCombat'' are considered to be the highlights of that series, with the games only getting better from ''VideoGame/AceCombat04ShatteredSkies'' [[VideoGame/AceCombat5TheUnsungWar to]] ''VideoGame/AceCombatZeroTheBelkanWar''. Now, there's been some disagreement about which of those three games was the best of that era, but they have collectively overshadowed every other entry in the series and have hounded every new entry since. Even ''VideoGame/AceCombat7SkiesUnknown'', widely considered to be [[WinBackTheCrowd a return to form]] after the somewhat middling ''VideoGame/AceCombat6FiresOfLiberation'', the ''very'' divisive ''[[VideoGame/AceCombatAssaultHorizon Assault Horizon]]'', and [[SequelGap almost a decade afterwards]] of nothing but several lower profile spin-offs, tends to be seen as a respectable entry that falls just short of the lofty standard set by its [=PS2=] predecessors.

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* The [=PS2=] [[UsefulNotes/PlayStation2 PS2]] entries for ''VideoGame/AceCombat'' are considered to be the highlights of that series, with the games only getting better from ''VideoGame/AceCombat04ShatteredSkies'' [[VideoGame/AceCombat5TheUnsungWar to]] ''VideoGame/AceCombatZeroTheBelkanWar''. Now, there's been some disagreement about which of those three games was the best of that era, but they have collectively overshadowed every other entry in the series and have hounded every new entry since. Even ''VideoGame/AceCombat7SkiesUnknown'', widely considered to be [[WinBackTheCrowd a return to form]] after the somewhat middling ''VideoGame/AceCombat6FiresOfLiberation'', the ''very'' divisive ''[[VideoGame/AceCombatAssaultHorizon Assault Horizon]]'', and [[SequelGap almost a decade afterwards]] of nothing but several lower profile spin-offs, tends to be seen as a respectable entry that falls just short of the lofty standard set by its [=PS2=] predecessors.



* ''VideoGame/BioShock2'' is a decently good game, but it lives in the shadow of ''VideoGame/BioShock1'', one of the most renowned and critically acclaimed games of all time. Had it been released as its own animal, it might've gotten decent recognition; as is, it's often seen as little more than a pale imitation, repeating most of the same steps the original took in the hopes of creating the same magic while introducing an element of chaotic multiplayer into a game about fear and isolation. ''VideoGame/BioShockInfinite'', however, averted this and received praise on equal level to the original, some even finding themselves preferring ''Infinite'' over the original. Notably, Ken Levine was not involved in ''[=BioShock=] 2'', so ''[=BioShock Infinite=]'' marking his return to the franchise made the original game a tough act to follow in two separate cases.

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* ''VideoGame/BioShock2'' is a decently good game, but it lives in the shadow of ''VideoGame/BioShock1'', one of the most renowned and critically acclaimed games of all time. Had it been released as its own animal, it might've gotten decent recognition; as is, it's often seen as little more than a pale imitation, repeating most of the same steps the original took in the hopes of creating the same magic while introducing an element of chaotic multiplayer into a game about fear and isolation. ''VideoGame/BioShockInfinite'', however, averted this and received praise on equal level to the original, some even finding themselves preferring ''Infinite'' over the original. Notably, Ken Levine was not involved in ''[=BioShock=] 2'', so ''[=BioShock Infinite=]'' ''[=BioShock=] Infinite'' marking his return to the franchise made the original game a tough act to follow in two separate cases.



** The fandom is [[BrokenBase divided]], but it's probably safe to say that ''VideoGame/FinalFantasyVIII'' didn't live up to what was expected after ''VideoGame/FinalFantasyVII''. Whether or not ''FFVII'' lived up to what was expected after ''VideoGame/FinalFantasyVI'' is [[FandomRivalry the source of many]] flame wars.

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** The fandom is [[BrokenBase divided]], but it's probably safe to say that ''VideoGame/FinalFantasyVIII'' didn't live up to what was expected after ''VideoGame/FinalFantasyVII''. Whether or not ''FFVII'' lived up to what was expected after ''VideoGame/FinalFantasyVI'' is [[FandomRivalry the source of many]] many flame wars.wars]].



** The ''Heavensward'' expansion to ''VideoGame/FinalFantasyXIV'' is considered to be the best expansion to the game to this day thanks to the massive quality of life updates, improved story and content, and positive reception to the new battle classes. The next expansion, ''Stormblood'', isn't seen as terrible, but many regard it as inferior to ''Heavensward'' and had many notable flaws in the story and in the changes to the class mechanics. The expansion after that, ''Shadowbringers'', managed to one-up ''Heavensward'' for most players on almost all angles...which made expansions after ''that'' one tough to follow up on.

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** The ''Heavensward'' expansion to ''VideoGame/FinalFantasyXIV'' is considered to be the best expansion to the game to this day thanks to the massive quality of life updates, improved story and content, and positive reception to the new battle classes. The next expansion, ''Stormblood'', isn't seen as terrible, but many regard it as inferior to ''Heavensward'' and had many notable flaws in the story and in the changes to the class mechanics. The expansion after that, ''Shadowbringers'', managed to one-up ''Heavensward'' for most players on almost all angles... which made expansions after ''that'' one tough to follow up on.



** The [[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.

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** The [[VideoGame/FireEmblemPathOfRadiance Tellius]] [[VideoGame/FireEmblemRadiantDawn duology]], [[AcclaimedFlop despite poor sales, was popular and beloved, 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/{{Gradius}} [=ReBirth=]'', while a good game by many accounts, had to deal with being the next game in the series after ''Gradius V'', regarded as one of the best if not ''the'' best game in the series, and suffered in reception for it. Among other things, it was developed by the then-no-name development team M2 rather than the critically-acclaimed Creator/{{Treasure}}, [[ItsShortSoItSucks it only has five stages that are over in about 20 minutes]], uses 32-bit sprites while ''V'' took the VideoGame3DLeap, has a good Creator/ManabuNamiki arrange soundtrack that sadly gets snubbed in favor of Creator/HitoshiSakimoto's more grandiose pieces, and lacks the Option control and gauge edit features that ''V'' has. Had ''[=ReBirth=]'' been released before ''V'', it might've gotten a better rep with less lofty expectations to hold up to. It doesn't help that it's a [=WiiWare=] exclusive; while it's relatively easy to grab a used [=PS2=] copy of ''V'', just buy it off the [=PlayStation=] Network, or of course pirate it, the phasing out of the Wii Shop Channel means that ''[=ReBirth=]'' [[KeepCirculatingTheTapes has essentially been forgotten about, now that the one means of buying and downloading it is gone permanently]].

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* ''VideoGame/{{Gradius}} [=ReBirth=]'', while a good game by many accounts, had to deal with being the next game in the series after ''Gradius V'', regarded as one of the best if not ''the'' best game in the series, and suffered in reception for it. Among other things, it was developed by the then-no-name development team M2 rather than the critically-acclaimed Creator/{{Treasure}}, [[ItsShortSoItSucks it only has five stages that are over in about 20 minutes]], uses 32-bit sprites while ''V'' took the VideoGame3DLeap, has a good Creator/ManabuNamiki arrange soundtrack that sadly gets snubbed in favor of Creator/HitoshiSakimoto's more grandiose pieces, and lacks the Option control and gauge edit features that ''V'' has. Had ''[=ReBirth=]'' been released before ''V'', it might've gotten a better rep with less lofty expectations to hold up to. It doesn't help that it's a [=WiiWare=] UsefulNotes/WiiWare exclusive; while it's relatively easy to grab a used [=PS2=] copy of ''V'', just buy it off the [=PlayStation=] Network, or of course pirate it, the phasing out of the Wii Shop Channel means that ''[=ReBirth=]'' [[KeepCirculatingTheTapes has essentially been forgotten about, now that the one means of buying and downloading it is gone permanently]].



* This trope has been directly stated to be the reason that Creator/MasahiroSakurai doesn't want to make a new ''VideoGame/KidIcarus'' game, in spite of massive fan demand, since he knows that any game made will be compared to ''VideoGame/KidIcarusUprising'', which remains as one of the most popular 3DS titles to this day for its stellar writing and story.

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* This trope has been directly stated to be the reason that Creator/MasahiroSakurai doesn't want to make a new ''VideoGame/KidIcarus'' game, in spite of massive fan demand, since he knows that any game made will be compared to ''VideoGame/KidIcarusUprising'', which remains as one of the most popular 3DS [[UsefulNotes/Nintendo3DS 3DS]] titles to this day for its stellar writing and story.



* ''VideoGame/LufiaIIRiseOfTheSinistrals''. No ''VideoGame/{{Lufia}}'' game made since has ever reached its level of critical and popular acclaim, not even its VideoGameRemake, ''VideoGame/LufiaCurseOfTheSinistrals'', which drew much criticism in the vein of TheyChangedItNowItSucks

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* ''VideoGame/LufiaIIRiseOfTheSinistrals''. No ''VideoGame/{{Lufia}}'' game made since has ever reached its level of critical and popular acclaim, not even its VideoGameRemake, ''VideoGame/LufiaCurseOfTheSinistrals'', which drew much criticism in the vein of TheyChangedItNowItSucks"TheyChangedItNowItSucks"



** The series has struggled in the shadow of its [[EvenBetterSequel second incarnation]] through four sequels, numerous comics and its film release. ''VideoGame/SilentHill2'' is widely regarded as the definitive installment, which tragically influenced its subsequent media by having various elements recur when they were either unwelcome or poorly implemented (sexy monster nurses, Pyramid Head, solipsistic protagonists fighting through suppressed trauma). Even Team Silent's [[VideoGame/SilentHill3 third]] and [[VideoGame/SilentHill4 fourth game]] failed to enthrall the wider public as their predecessor did.

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** The series has struggled in the shadow of its [[EvenBetterSequel its second incarnation]] through four sequels, numerous comics and its film release. ''VideoGame/SilentHill2'' is widely regarded as the definitive installment, which tragically influenced its subsequent media by having various elements recur when they were either unwelcome or poorly implemented (sexy monster nurses, Pyramid Head, solipsistic protagonists fighting through suppressed trauma). Even Team Silent's [[VideoGame/SilentHill3 third]] and [[VideoGame/SilentHill4 fourth game]] games]] failed to enthrall the wider public as their predecessor did.



* ''VideoGame/SplinterCellChaosTheory'', the third game of the ''VideoGame/SplinterCell'' series, managed to be the second entry to totally outdo its predecessor back when the series was considered a pioneer of the stealth genre. Come fourth installment, ''[[VideoGame/SplinterCellDoubleAgent Double Agent]]'', the game was changed up entirely with a convoluted plot booting Sam Fisher from his agency to act as a mole in a terrorist cell, and added several unpopular gimmicks, including a KarmaMeter and [[FakeDifficulty needlessly difficult]] daytime missions. Met with the first lukewarm response for the series, Creator/{{Ubisoft}} decided to go for a total change up: after several changes and delays spanning years, the series finally received an ActionizedSequel that was flat out ''hated'' by [[BrokenBase parts of the fanbase]]. This was then followed with Creator/MichaelIronside leaving as the iconic protagonist, meaning that as much as Ubisoft tried to fix things with ''[[VideoGame/SplinterCellBlacklist Blacklist]]'', the repeat of a mixed response means the series is indefinitely on hold.

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* ''VideoGame/SplinterCellChaosTheory'', the third game of the ''VideoGame/SplinterCell'' series, managed to be the second entry to totally outdo its predecessor back when the series was considered a pioneer of the stealth genre. Come the fourth installment, ''[[VideoGame/SplinterCellDoubleAgent Double Agent]]'', the game was changed up entirely with a convoluted plot booting Sam Fisher from his agency to act as a mole in a terrorist cell, and added several unpopular gimmicks, including a KarmaMeter and [[FakeDifficulty needlessly difficult]] daytime missions. Met with the first lukewarm response for the series, Creator/{{Ubisoft}} decided to go for a total change up: after several changes and delays spanning years, the series finally received an ActionizedSequel that was flat out ''hated'' by [[BrokenBase parts of the fanbase]]. This was then followed with Creator/MichaelIronside leaving as the iconic protagonist, meaning that as much as Ubisoft tried to fix things with ''[[VideoGame/SplinterCellBlacklist Blacklist]]'', the repeat of a mixed response means [[SeriesHiatus the series is has been indefinitely on hold.hold ever since]].



** 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 bad games. While the ''VideoGame/NewSuperMarioBros'' subseries received positive reviews, they were dismissed by some as formulaic platformers that lacked the innovation and quality of ''Galaxy''. 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 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 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 bad games. While the ''VideoGame/NewSuperMarioBros'' subseries received positive reviews, they were dismissed by some as formulaic platformers that lacked the innovation and quality of ''Galaxy''. 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 and lacked the original's novelty as a result, leading to unfavorable comparisons to its predece reusing the same engine and assets, it lacked the novelty of its predecessor and was little more than a MissionPackSequel.comparisons. It wasn't until ''VideoGame/SuperMarioOdyssey'' that a Mario platformer managed to reach similar levels of acclaim.



*** ''VideoGame/YoshisNewIsland'' would return the first Yoshi game's crayon aesthetic and gameplay, but its execution led players to deem it [[ItsTheSameNowItSucks too similar to the original]].

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*** ''VideoGame/YoshisNewIsland'' would return to the first Yoshi game's crayon aesthetic and gameplay, but its execution led players to deem it [[ItsTheSameNowItSucks too similar to the original]].



* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI wasn't involved[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''Def Jam Vendetta'' series[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] WWF]], Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI wasn't involved[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''Def ''[[VideoGame/DefJamSeries Def Jam Vendetta'' series[[/note]] Vendetta]]'' series.[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem (Problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.



* 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/XenobladeChronicles2'', and ''VideoGame/XenobladeChronicles3'' are 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.

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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 overall. Some even liken it to the greatest JRPG classics of all time, like ''VideoGame/ChronoCross'' and ''VideoGame/FinalFantasyVII''. While ''VideoGame/XenobladeChroniclesX'', ''VideoGame/XenobladeChronicles2'', and ''VideoGame/XenobladeChronicles3'' are 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'' specifically was that it released near the end of 2017 -- which was considered a ''very'' good year for gaming.
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** ActionGirl Lyn of ''[[VideoGame/FireEmblemTheBlazingBlade Blazing Sword]]'' was the first female lead character Western audiences were exposed to, causing some fans to consider the SkilledButNaive and more feminine Princess Eirika of ''[[VideoGame/FireEmblemTheSacredStones Sacred Stones]]'' to be a step backward and [[RealWomenDontWearDresses antifeminist]] to boot.

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** ActionGirl Lyn of ''[[VideoGame/FireEmblemTheBlazingBlade Blazing Sword]]'' Blade]]'' was the first female lead character Western audiences were exposed to, causing some fans to consider the SkilledButNaive and more feminine Princess Eirika of ''[[VideoGame/FireEmblemTheSacredStones Sacred Stones]]'' to be a step backward and [[RealWomenDontWearDresses antifeminist]] to boot.



* ''VideoGame/PuyoPuyoTsu''[='=]s ruleset has been hailed as the competitive standard for over 25 years due to the simple additions of a second rotation button and counterattacking the opponent's Nuisance Puyo, with all subsequent games' new rulesets being seen as gimmicks that don't really belong in serious-level play (''VideoGame/PuyoPuyoFever''[='=]s [[SuperMode Fever Mode]]) or {{Scrappy Mechanic}}s outright (''VideoGame/PuyoPuyo Sun''[='=]s obtrusive Sun Puyo).

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* ''VideoGame/PuyoPuyoTsu''[='=]s ''VideoGame/PuyoPuyo2''[='=]s ruleset has been hailed as the competitive standard for over 25 years due to the simple additions of a second rotation button and counterattacking the opponent's Nuisance Puyo, with all subsequent games' new rulesets being seen as gimmicks that don't really belong in serious-level play (''VideoGame/PuyoPuyoFever''[='=]s [[SuperMode Fever Mode]]) or {{Scrappy Mechanic}}s outright (''VideoGame/PuyoPuyo Sun''[='=]s obtrusive Sun Puyo).



* ''[[VideoGame/SplinterCell Splinter Cell: Chaos Theory]]'', the third game of the ''Splinter Cell'' series, managed to be the second entry to totally outdo its predecessor back when the series was considered a pioneer of the stealth genre. Come fourth installment, ''Double Agent'', the game was changed up entirely with a convoluted plot booting Sam Fisher from his agency to act as a mole in a terrorist cell, and added several unpopular gimmicks, including a KarmaMeter and [[FakeDifficulty needlessly difficult]] daytime missions. Met with the first lukewarm response for the series, Creator/{{Ubisoft}} decided to go for a total change up: after several changes and delays spanning years, the series finally received an ActionizedSequel that was flat out ''hated'' by [[BrokenBase parts of the fanbase]]. This was then followed with Creator/MichaelIronside leaving as the iconic protagonist, meaning that as much as Ubisoft tried to fix things with ''Blacklist'', the repeat of a mixed response means the series is indefinitely on hold.

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* ''[[VideoGame/SplinterCell Splinter Cell: Chaos Theory]]'', ''VideoGame/SplinterCellChaosTheory'', the third game of the ''Splinter Cell'' ''VideoGame/SplinterCell'' series, managed to be the second entry to totally outdo its predecessor back when the series was considered a pioneer of the stealth genre. Come fourth installment, ''Double Agent'', ''[[VideoGame/SplinterCellDoubleAgent Double Agent]]'', the game was changed up entirely with a convoluted plot booting Sam Fisher from his agency to act as a mole in a terrorist cell, and added several unpopular gimmicks, including a KarmaMeter and [[FakeDifficulty needlessly difficult]] daytime missions. Met with the first lukewarm response for the series, Creator/{{Ubisoft}} decided to go for a total change up: after several changes and delays spanning years, the series finally received an ActionizedSequel that was flat out ''hated'' by [[BrokenBase parts of the fanbase]]. This was then followed with Creator/MichaelIronside leaving as the iconic protagonist, meaning that as much as Ubisoft tried to fix things with ''Blacklist'', ''[[VideoGame/SplinterCellBlacklist Blacklist]]'', the repeat of a mixed response means the series is indefinitely on hold.

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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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. For the next twenty years, the only other output from the series since ''GX'' has been a pair of UsefulNotes/GameBoyAdvance games that play like upscaled versions of the SNES original, ''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 [[NoExportForYou never left Japan]]). It wasn't until 2023 where a new game was released, ''VideoGame/FZero99'' - and even that's basically a BattleRoyaleGame version of the SNES game.

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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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's Creator/{{Nintendo}}'s [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. [[SeriesHiatus For the next twenty years, many years]], the only other output from the series since ''GX'' has been would be a pair of UsefulNotes/GameBoyAdvance games that play like upscaled versions of the SNES original, ''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 [[NoExportForYou never left Japan]]). It wasn't until 2023 where 2023, [[SequelGap two whole decades]] (and three console generations) after ''GX'', that a new game was released, released in the form of ''VideoGame/FZero99'' - -- and even that's basically a BattleRoyaleGame {{Battle Royale|Game}} version of the SNES game.original with the now staple [[NitroBoost Boost]] [[CastFromHitPoints mechanic]] added in, effectively straying closer to ''GP Legend/Climax'' than ''X/GX'' in terms of overall feel.



** ''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 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 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|Ending}})]] GrandFinale.
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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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. 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 [[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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. So far For the next twenty years, the only other output from the series since ''GX'' was released has been a pair of UsefulNotes/GameBoyAdvance games that play like upscaled versions of the SNES original, ''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 [[NoExportForYou never left Japan]]), both for Japan]]). It wasn't until 2023 where a new game was released, ''VideoGame/FZero99'' - and even that's basically a BattleRoyaleGame version of the UsefulNotes/GameBoyAdvance.SNES game.
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* This trope has been directly stated to be the reason that Creator/MasahiroSakurai doesn't want to make a new ''VideoGame/KidIcarus'' game, in spite of massive fan demand, since he knows that any game made will be compared to ''VideoGame/KidIcarusUprising'', which remains as one of the most popular 3DS titles to this day for its stellar writing and story.
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** The ''Heavensward'' expansion to ''VideoGame/FinalFantasyXIV'' is considered to be the best expansion to the game to this day thanks to the massive quality of life updates, improved story and content, and positive reception to the new battle classes. The next expansion, ''Stormblood'', isn't seen as terrible, but many regard it as inferior to ''Heavensward'' and had many notable flaws in the story and in the changes to the class mechanics.

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** The ''Heavensward'' expansion to ''VideoGame/FinalFantasyXIV'' is considered to be the best expansion to the game to this day thanks to the massive quality of life updates, improved story and content, and positive reception to the new battle classes. The next expansion, ''Stormblood'', isn't seen as terrible, but many regard it as inferior to ''Heavensward'' and had many notable flaws in the story and in the changes to the class mechanics. The expansion after that, ''Shadowbringers'', managed to one-up ''Heavensward'' for most players on almost all angles...which made expansions after ''that'' one tough to follow up on.
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renamed to Clone Angst


** ''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]] 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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* Despite the limited amount of games, fans commonly agree that the ''VideoGame/LittleTailBronx'' series peaked with ''VideoGame/SolatoroboRedTheHunter'', as it's been praised for its gorgeous visuals, engaging story, tightly written characters and loads of world building that greatly expands on what was started in ''VideoGame/TailConcerto''. While ''VideoGame/FugaMelodiesOfSteel'' isn't bad and has a much more involved gameplay loop compared to ''Solatorobo'', it's usually seen as a step down due to many believing that the AnyoneCanDie nature makes it difficult to deliver a cohesive story on any grounds without coming across as pretentious or shallow, and ''VideoGame/FugaMelodiesOfSteel2'' has enough flaws in its story to easily make it the weakest entry in the series despite improving on the first game's mechanics.
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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''Def Jam Vendetta'' series[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot[[note]]They wasn't involved[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''Def Jam Vendetta'' series[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

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* ''Franchise/AssassinsCreed'' sits within the shadow not of the first game, but of ''VideoGame/AssassinsCreedII''. It is still the most critically acclaimed and beloved entry in the franchise, thanks in part to its sprawling story, charismatic hero, large cast of [[HistoricalDomainCharacter historical characters]] who remain relevant to the plot, jaw-dropping period architecture, sweeping soundtrack, and for making the most improvements and innovations on the formula. Future games would add gimmicks, change up character approaches, use other interesting and dramatic settings and so forth, but none have managed to captivate the same way. In fact, despite being follow-ups to ''II'' and following the same time period and main character, ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'' both garnered detractors as well.
* While both later installments in the ''VideoGame/BatmanArkhamSeries'' were still well-received, they wound up having the misfortune of coming after the universally acclaimed ''VideoGame/BatmanArkhamCity'', still considered to be the best game in the series. ''Origins'' had to deal with having [[OnlyTheCreatorDoesItRight a different developer]] working on the game rather than Rocksteady, with many feeling that the gameplay [[ItsTheSameNowItSucks didn't really change much up]] and finding it to be much glitchier than normal. ''Knight'' had Rocksteady as the developers again, but that one had several Batmobile segments taking up a good portion of the game which many felt was a ScrappyMechanic, as well as Creator/PaulDini not returning to pen the story, causing several people to feel it was much weaker than the previous games' stories, including ''Origins'' interestingly enough.

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* ''Franchise/AssassinsCreed'' sits within the shadow not of [[VideoGame/AssassinsCreedI the first game, game]], but of ''VideoGame/AssassinsCreedII''. It is still the most critically acclaimed and beloved entry in the franchise, thanks in part to its sprawling story, charismatic hero, large cast of [[HistoricalDomainCharacter historical characters]] who remain relevant to the plot, jaw-dropping period architecture, sweeping soundtrack, and for making the most improvements and innovations on the formula. Future games would add gimmicks, change up character approaches, use other interesting and dramatic settings and so forth, but none have managed to captivate the same way. In fact, despite being follow-ups to ''II'' and following the same time period and main character, ''VideoGame/AssassinsCreedBrotherhood'' and ''VideoGame/AssassinsCreedRevelations'' both garnered detractors as well.
* While both later installments in the ''VideoGame/BatmanArkhamSeries'' were still well-received, they wound up having the misfortune of coming after the universally acclaimed ''VideoGame/BatmanArkhamCity'', still considered to be the best game in the series. ''Origins'' ''[[VideoGame/BatmanArkhamOrigins Origins]]'' had to deal with having [[OnlyTheCreatorDoesItRight a different developer]] working on the game rather than Rocksteady, with many feeling that the gameplay [[ItsTheSameNowItSucks didn't really change much up]] and finding it to be much glitchier than normal. ''Knight'' ''[[VideoGame/BatmanArkhamKnight Knight]]'' had Rocksteady as the developers again, but that one had several Batmobile segments taking up a good portion of the game which many felt was a ScrappyMechanic, as well as Creator/PaulDini not returning to pen the story, causing several people to feel it was much weaker than the previous games' stories, including ''Origins'' interestingly enough.



* 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/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, ''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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* 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/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, ''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.



* ''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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* ''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 ''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) ''SMAC'') and starting a project to achieve transcendence through it.



** 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]]'', 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 parts of the fandom, though it is generally regarded as one of the better post-Naughty Dog games and certainly among the most polished.

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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 ''Crash'' game in years, 2020's ''[[VideoGame/CrashBandicoot4ItsAboutTime It's About Time]]'', 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 parts of the fandom, though it is generally regarded as one of the better post-Naughty Dog games and certainly among the most polished.



** 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. On the other hand, many fans felt that the game featured some of the best gameplay in the series, period, thanks to the evolved 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''.

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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. On the other hand, many fans felt that the game featured some of the best gameplay in the series, period, thanks to the evolved 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 [[CreatorDrivenSuccessor 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 [[ThematicSeries a NonLinearSequel mostly unrelated]] [[NonLinearSequel follow-up]] in ''VideoGame/BravelyDefaultII''.

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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 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 sidelined]][[labelnote:*]]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]], plot]][[/labelnote]], 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 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 ''Cross''[[labelnote:*]]most notably a BonusBoss {{Superboss}} 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]], sister]][[/labelnote]], 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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8.4 vs. 7.8 on Metacritic is not that big a difference


*** 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/YoshisCraftedWorld'', which saw a very 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/YoshisCraftedWorld'', which saw a very mixed reception.is generally seen as good, but not as all-around solid as ''Woolly World''.
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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot boot[[note]]They stayed with THQ and reskinned the Wrestling/{{AJPW}} game ''Virtual Pro Wrestling 2'' into ''WWF [=WrestleMania=] 2000'', then followed that up with the hugely popular ''WWF No Mercy''. Ironically the "No Mercy engine" would later end up with EA, who used it in the ''Def Jam Vendetta'' series[[/note]] (WCW themselves [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.
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Again, please don't write trope links like this. The Main namespace can be omitted for articles that are part of it


* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[Main/SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot (WCW themselves [[Main/AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.

to:

* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[Main/SoOkayItsAverage [[SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot (WCW themselves [[Main/AudienceAlienatingEra [[AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.
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* After Creator/{{THQ}} saw the writing on the wall and jumped ship to the [[Wrestling/{{WWE}} WWF]] Creator/ElectronicArts was left in the unenviable position of having to develop the follow up to the highly regarded ''WCW/nWo Revenge'' for the UsefulNotes/Nintendo64. What we got was ''WCW Mayhem'', a [[Main/SoOkayItsAverage playable but aggressively mediocre]] game that landed with a thud because it wasn't ''Revenge'' and because beloved developer AKI got the boot (WCW themselves [[Main/AudienceAlienatingEra spiraling into the toilet]] around this time didn't help). However, it was generally agreed that there was something there to build on, and a sequel that worked out some of the kinks and added a few more features would be a pretty good game. That sequel ended up being the widely reviled ''WCW Backstage Assault'', considered by most to be the worst wrestling game ever released (problem #1: it's a wrestling game '''with no ring'''), though WCW closing a couple months after ''Backstage Assault'' released kind of made this a moot point. Subverted by the UsefulNotes/PlayStation port of ''WCW Mayhem'', as for all its faults it was still a '''massive''' improvement over previous [=PS1=] games ''WCW Nitro'' and ''WCW Thunder''.
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Redundancy


* 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. 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 [[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 [[WritersBlock 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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* 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 [[WritersBlock the series has nowhere else to go]], and he has been pretty adamant that there won't be any more ''F-Zero'' games.games[[note]]Miyamoto has also admitted that the ''F-Zero'' games not selling nearly as well as well as Nintendo's [[VideoGame/MarioKart other racing franchise]] while being more expensive to produce doesn't help[[/note]]. 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/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''SMT'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.
** Curiously enough, ''Shin Megami Tensei IV'' itself serves as this to its direct follow-up, ''VideoGame/ShinMegamiTenseiIVApocalypse'', and [[VideoGame/ShinMegamiTensei the fifth numbered entry]]. Not so much in terms of gameplay, but in the story department. While few would say ''IV'' outdoes its successors in mechanical polish (''V'' in particular was praised for revitalizing the ''SMT'' formula with a WideOpenSandbox and having some of the best gameplay refinements in the mainline series), the dramatic shift in tone and feel the series underwent by the time of [[ContestedSequel these two installments]] (along with more plot-specific criticisms[[note]]''Apocalypse'' was viewed as being [[ClicheStorm too reliant on tropes]], including ones some felt were more suitable for ''Persona'' or other spin-offs (ex. ThePowerOfFriendship) than ''SMT'' proper, whereas ''V'' took heat for having a narrative that seemed to liberally crib off of ''Nocturne'', but with [[RandomEventsPlot far less cohesion]] and underdeveloped characters[[/note]]) led to players [[VindicatedByHistory reappraising]] ''SMT IV''. While the sentiment that ''IV'' suffered from coming after ''Nocturne'' is still prevalent, it is also seen as a better attempt at modernizing the series than what came after (and a decent game on its own merits), even with a more standard Law/Neutral/Chaos setup compared to ''Nocturne''. The fact that ''IV'' was the last mainline title with any significant contributions from the old guard of ''SMT'' (including being based on story drafts by co-creator Kazuma Kaneko) is also seen as [[OnlyTheCreatorDoesItRight a point in its favor]].

to:

** ''VideoGame/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''SMT'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the defense Defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.
** Curiously enough, ''Shin Megami Tensei IV'' itself serves as this to its direct follow-up, ''VideoGame/ShinMegamiTenseiIVApocalypse'', and [[VideoGame/ShinMegamiTensei [[VideoGame/ShinMegamiTenseiV the fifth numbered entry]]. Not so much in terms of gameplay, but in the story department. While few would say ''IV'' outdoes its successors in mechanical polish (''V'' in particular was praised for revitalizing the ''SMT'' formula with a WideOpenSandbox and having some of the best gameplay refinements in the mainline series), the dramatic shift in tone and feel the series underwent by the time of [[ContestedSequel these two installments]] (along with more plot-specific criticisms[[note]]''Apocalypse'' criticisms[[labelnote:*]]''Apocalypse'' was viewed as being [[ClicheStorm too reliant on tropes]], including ones some felt were more suitable for ''Persona'' or other spin-offs (ex. ThePowerOfFriendship) than ''SMT'' proper, whereas ''V'' took heat for having a narrative that seemed to liberally crib off of ''Nocturne'', but with [[RandomEventsPlot far less cohesion]] and underdeveloped characters[[/note]]) characters[[/labelnote]]) led to players [[VindicatedByHistory reappraising]] ''SMT IV''. While the sentiment that ''IV'' suffered from coming after ''Nocturne'' is still prevalent, it is also seen as a better attempt at modernizing the series than what came after (and a decent game when judged on its own merits), even with a more standard Law/Neutral/Chaos setup compared to ''Nocturne''. The fact that ''IV'' was the last mainline title with any significant contributions from the old guard of ''SMT'' (including being based on story drafts by co-creator Kazuma Kaneko) is also seen as [[OnlyTheCreatorDoesItRight a point in its favor]].favor]], to the point that a subset of the fandom holds up ''IV'' as the last game of the series' golden age.

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** Many of the criticisms of ''VideoGame/FireEmblemEngage'' can be seen as this as well - ''VideoGame/FireEmblemThreeHouses'' was seen as a ''massive'' step forward for the franchise, in part because [[GrayAndGreyMorality no faction or character are truly perfect]], and no matter the choice Byleth made at the beginning, there is no GoldenEnding (like in ''Fates''). In contrast, Engage features a much simpler plotline with clearly defined heroes and villains but much ''much'' better gameplay.

to:

** Many of the criticisms of ''VideoGame/FireEmblemEngage'' can be seen as this as well - -- ''VideoGame/FireEmblemThreeHouses'' was seen as a ''massive'' step forward for the franchise, in part because [[GrayAndGreyMorality no faction or character are truly perfect]], perfect]] (something that ''Fates'' in particular was criticized for attempting to convey but greatly mishandling), and no matter the choice Byleth made at the beginning, there is no GoldenEnding (like in ''Fates''). In contrast, Engage ''Engage'' features a much simpler plotline with clearly defined heroes and villains but much much, ''much'' better gameplay.



* 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.

to:

* 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 [[WritersBlock the series has nowhere else to go, 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.



* ''VideoGame/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''Franchise/ShinMegamiTensei'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.

to:

* ''Franchise/ShinMegamiTensei'':
**
''VideoGame/ShinMegamiTenseiIIINocturne'' set the gold standard for mainline ''Franchise/ShinMegamiTensei'' ''SMT'' games, featuring outstanding [[VideoGame3DLeap three-dimensional]] visuals, a brand new combat system, long and complex dungeons, [[NintendoHard challenging difficulty]] that never lets up, six different endings rather than just the traditional [[OrderVersusChaos Law/Neutral/Chaos]] branches including an ultimate ending where [[spoiler:you personally become Lucifer's right-hand man]], and [[MemeticMutation Dante from the Devil May Cry series]]. As a result, ''VideoGame/ShinMegamiTenseiIV'' had a lot to live up to, and that was just from mainline fans [[note]]it also faced opposition from ''Franchise/{{Persona}}'' fans, as ''Persona'' was steadily growing into a CashCowFranchise at the time, and [[AmericansHateTingle this goes double in the West]] where ''Persona'' easily outdoes mainline in terms of commercial success[[/note]]; complaints include the step back to 2D sprites and portraits, the recycling of the combat system from ''Nocturne'' with only minor tweaks, shorter and simpler dungeons devoid of puzzles, the decision to put the game on a Nintendo platform [[note]]ironically, both of the original ''VideoGame/MegamiTensei'' games and the first two mainline games (''VideoGame/ShinMegamiTenseiI'' and ''[[VideoGame/ShinMegamiTenseiII II]]'') were released on Nintendo platforms, but it wasn't until ''Nocturne'' that mainline ''SMT'' saw the light of day outside of Japan[[/note]] -- [[UsefulNotes/Nintendo3DS a handheld one]], at that -- the [[SequelDifficultyDrop difficulty reduction]] even on Master difficulty, [[RocketTagGameplay the removal of the defense stat]], a more standard Law vs. Chaos plot, and the [[TheyChangedItNowItSucks replacement]] of [[MyRealDaddy Kazuma Kaneko]] with Masayuki Doi as the character designer.designer.
** Curiously enough, ''Shin Megami Tensei IV'' itself serves as this to its direct follow-up, ''VideoGame/ShinMegamiTenseiIVApocalypse'', and [[VideoGame/ShinMegamiTensei the fifth numbered entry]]. Not so much in terms of gameplay, but in the story department. While few would say ''IV'' outdoes its successors in mechanical polish (''V'' in particular was praised for revitalizing the ''SMT'' formula with a WideOpenSandbox and having some of the best gameplay refinements in the mainline series), the dramatic shift in tone and feel the series underwent by the time of [[ContestedSequel these two installments]] (along with more plot-specific criticisms[[note]]''Apocalypse'' was viewed as being [[ClicheStorm too reliant on tropes]], including ones some felt were more suitable for ''Persona'' or other spin-offs (ex. ThePowerOfFriendship) than ''SMT'' proper, whereas ''V'' took heat for having a narrative that seemed to liberally crib off of ''Nocturne'', but with [[RandomEventsPlot far less cohesion]] and underdeveloped characters[[/note]]) led to players [[VindicatedByHistory reappraising]] ''SMT IV''. While the sentiment that ''IV'' suffered from coming after ''Nocturne'' is still prevalent, it is also seen as a better attempt at modernizing the series than what came after (and a decent game on its own merits), even with a more standard Law/Neutral/Chaos setup compared to ''Nocturne''. The fact that ''IV'' was the last mainline title with any significant contributions from the old guard of ''SMT'' (including being based on story drafts by co-creator Kazuma Kaneko) is also seen as [[OnlyTheCreatorDoesItRight a point in its favor]].
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* The ''VideoGame/{{Shantae}}'' series, after two entries that were {{Acclaimed Flop}}s, 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 seriousness and humor. Not only did it review well, it ''sold'' well, ushering a NewbieBoom with fans who continue to view it as the height of the series. While following entries aren't bad, neither or held in as high regard. ''VideoGame/ShantaeHalfGenieHero'' suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and departing from the series' {{Metroidvania}} roots; meanwhile, ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' usual genre, having snappier and more fluid gameplay in line with ''Curse'', and having one of the best soundtracks in the franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] are still points of criticism. Though both titles would see a number of positively-received updates that addressed fan complaints, ''Curse'' is still deemed the best one; ironic, considering that it's [[OddballInTheSeries the only installment where Shantae doesn't have her signature dance transformation ability]].

to:

* The ''VideoGame/{{Shantae}}'' series, after two entries that were {{Acclaimed Flop}}s, 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 seriousness and humor. Not only did it review well, it ''sold'' well, ushering a NewbieBoom with fans who continue to view it as the height of the series. While following entries aren't bad, neither or held in as high regard. ''VideoGame/ShantaeHalfGenieHero'' suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and departing from the series' {{Metroidvania}} roots; meanwhile, ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' usual genre, having snappier and more fluid gameplay in line with ''Curse'', and having one of the best soundtracks in the franchise known for having great music, but its still-low difficulty and [[ItsTheSameNowItSucks unambitious nature]] are still remained points of criticism. Though both titles would see a number of positively-received updates that addressed fan complaints, ''Curse'' is still deemed the best one; as unmatched; ironic, considering that it's [[OddballInTheSeries the only installment where Shantae doesn't have her signature dance transformation ability]].
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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, but many still regard it 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, even after it also received updates to remedy some of these complaints.

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* The ''VideoGame/{{Shantae}}'' series, after two games of being an AcclaimedFlop, entries that were {{Acclaimed Flop}}s, 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 seriousness and humor. Not only did it review well, it also brought in ''sold'' well, ushering 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 with fans who continue to escape its shadow. view it as the height of the series. While following entries aren't bad, neither or held in as high regard. ''VideoGame/ShantaeHalfGenieHero'' wasn't a bad game, it suffered from being [[ItsEasySoItSucks too easy]] and [[ItsShortSoItSucks short]], having a rushed endgame, and shaking up departing from the formula more than perhaps it should have; it would end up redeeming itself through later updates, but many still regard it as being weaker than its predecessor. series' {{Metroidvania}} roots; meanwhile, ''VideoGame/ShantaeAndTheSevenSirens'' is more liked for returning to the series' {{Metroidvania}} roots, bringing back the usual genre, having snappier and more fluid gameplay style of in line with ''Curse'', and having one of the best soundtracks in a the 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, even after it also received are still points of criticism. Though both titles would see a number of positively-received updates to remedy some of these complaints.that addressed fan complaints, ''Curse'' is still deemed the best one; ironic, considering that it's [[OddballInTheSeries the only installment where Shantae doesn't have her signature dance transformation ability]].
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** Many of the criticisms of ''VideoGame/FireEmblemEngage'' can be seen as this as well - ''VideoGame/FireEmblemThreeHouses'' was seen as a ''massive'' step forward for the franchise, in part because [[GrayAndGreyMorality no faction or character are truly perfect]], and no matter the choice Byleth made at the beginning, there is no GoldenEnding (like in ''Fates''). In contrast, Engage features a much simpler plotline with clearly defined heroes and villains but much ''much'' better gameplay.

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