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** The ''VideoGame/MightyNo9'' episode of ''Wha Happun?'' ends with Matt noting that despite all the troubles and stress of the game's development, mixed-to-negative reception of the finished product, and their professional reputation taking a hit, Creator/IntiCreates managed to bounce back from the debacle. Instead of closing down like other unfortunate developers and/or publishers, the studio is still pumping out well-regarded games such as the ''VideoGame/AzureStrikerGunvoltSeries'', ''VideoGame/BlasterMasterZero'' and ''VideoGame/BlasterMasterZeroII'', ''VideoGame/DragonMarkedForDeath'', and Matt's personal jewel, ''VideoGame/GalGun''.
** While ''VideoGame/RamboTheVideoGame'' was a poorly-reviewed flop, Matt notes that, to his surprise, developer Teyon Studios would continue to work on the game and even release a surprisingly improved DLC for it two years after launch--because fans would want it. He then praises them for continuing on and creating a warmly received game he himself absolutely loved, ''VideoGame/TerminatorResistance'', having learned from their experiences with ''Rambo'' to make a much better game.

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** The ''VideoGame/MightyNo9'' episode of ''Wha Happun?'' ends with Matt noting that despite all the troubles and stress of the game's development, mixed-to-negative reception of the finished product, and their professional reputation taking a hit, Creator/IntiCreates managed to bounce back from the debacle. Instead of closing down like other unfortunate developers and/or publishers, the studio is still pumping out well-regarded games such as the ''VideoGame/AzureStrikerGunvoltSeries'', ''VideoGame/BlasterMasterZero'' and ''VideoGame/BlasterMasterZeroII'', ''VideoGame/DragonMarkedForDeath'', and Matt's personal jewel, ''VideoGame/GalGun''.
''VideoGame/GalGun''. Beck and his costars would even get another chance to shine with ''VideoGame/MightyGunvolt'', which would do well enough to spawn a sequel, ''VideoGame/MightyGunvoltBurst''.
** While ''VideoGame/RamboTheVideoGame'' was a poorly-reviewed flop, Matt notes that, to his surprise, developer Teyon Studios would continue to work on the game and even release a surprisingly improved DLC for it two years after launch--because fans would want it.it (the DLC was even ''free'', showing it was done simply for its own sake). He then praises them for continuing on and creating a warmly received game he himself absolutely loved, ''VideoGame/TerminatorResistance'', having learned from their experiences with ''Rambo'' to make a much better game.
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* BerserkButton: If there's one thing that Matt takes umbrage with consistently, it's game developers or higher-ups trying to [[IRejectYourReality reject or spin evidence]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from Warner Bros Interactive higher-up J.B. Perette, who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.

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* BerserkButton: If there's one thing that Matt consistently takes umbrage with consistently, it's game developers or higher-ups trying to [[IRejectYourReality reject or spin evidence]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from Warner Bros Interactive higher-up J.B. Perette, who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds game, adding that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, course-correct and were born of humility on the part of came after the developers admitting admitted they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding sputtering over his breath on the game turning it all around.words in a YouHaveGotToBeKiddingMe kind of way.

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* ItWillNeverCatchOn: A couple episodes of ''Wha Happun?'' involved development studios (Silicon Knights and Factor 5, specifically) breaking their ties with Nintendo after getting an early look at the Platform/NintendoWii and immediately concluding that it would be a failure. In both cases, this arguably marked the start of their own downfall.
-->'''Matt:''' Moral of the story: ''[[Platform/NintendoSwitch you shoulda stuck with Nintendo]]''.

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* ItWillNeverCatchOn: ItWillNeverCatchOn:
**
A couple episodes of ''Wha Happun?'' involved development studios (Silicon Knights and Factor 5, specifically) breaking their ties with Nintendo after getting an early look at the Platform/NintendoWii and immediately concluding that it would be a failure. In both cases, this arguably marked the start of their the studio's own downfall.
-->'''Matt:'''
downfall. Not only was the Wii a critical and commercial success, but the Platform/NintendoSwitch would be even bigger than the Wii was, while both Silicon Knights and Factor 5 would end up closing down without Nintendo's assistance to fall back on.
--->'''Matt:'''
Moral of the story: ''[[Platform/NintendoSwitch you shoulda stuck with Nintendo]]''.Nintendo.

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** In ''The Worst Fighting Game'' for ''Expect No Mercy'', Matt finds himself unable to say anything actually positive about it except that the fatalities were smoothly animated, but rather further brings up the good things that other games had. ''Criticom'' at least had individual character endings and the excuse of being one of the first games venturing into 3D gameplay; worse audio quality than ''Double Dragon V: The Shadow Falls''; ''VideoGame/HumanKillingMachine'' had the excuse of being released in 1988; even ''VideoGame/RiseOfTheRobots'' had special move inputs. Matt ultimately decided that ''Criticom'' had finally been dethroned. He does this again for ''Iron & Blood: Warriors of Ravenloft'' when it ends up dethroning ''Expect No Mercy''.

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** In ''The Worst Fighting Game'' for ''Expect No Mercy'', Matt finds himself unable to say anything actually positive about it except that the fatalities were smoothly animated, but rather further brings up the good things that other games had. ''Criticom'' at least had individual character endings and the excuse of being one of the first games venturing into 3D gameplay; worse audio quality than ''Double Dragon V: The Shadow Falls''; ''VideoGame/HumanKillingMachine'' had the excuse of being released in 1988; even ''VideoGame/RiseOfTheRobots'' had special move inputs. Matt ultimately decided that ''Criticom'' had finally been dethroned. He does this again for ''Iron & Blood: Warriors of Ravenloft'' when it ends up dethroning ''Expect No Mercy''.Mercy'' and ''Pit Fighter'' for the SNES when it dethrones ''Iron & Blood''.


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* ObviousBeta: ''Pit Fighter'' for the SNES is a complete and total mess when it is used in "The Worst Fighting Game" that Matt is gobsmacked when he ultimately declares it The Worst.
-->'''Matt [=McMuscles=]''': ''Criticom'' had music and endings. ''Expect No Mercy'' had multiple fighters and fatalities and ''Ravenloft'' had mechanics and game modes. ''Pit Fighter'' for the SNES has ''none of these''. Like (''sputters''), it doesn't have an ''option screen''! Again, I hate to repeat myself, but I will anyway: what sort of cataclysmic, Crunch Time-torturous time frame did they have to work with here?! Why was the simple act of adding lives or weapons or music impossible? It's truly unbelieveable!
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* CruelMercy: Matt spares ''Dragon Ball GT: Final Bout'' from being crowned "The Worst Fighting Game" due to the fact that it was the first ''Dragon Ball'' game that ever came Stateside as well as the really cheesy voices, despite the fact the game was even worse than ''Ultimate Battle 22''. Seeing as ''Pit Fighter'' for the SNES would have dethroned it just an episode later...


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* EveryoneHasStandards: In "The Worst Fighting Game" episode on ''VideoGame/PitFighter'', he squashes the idea of him trying to review Tiger LCD fighting games, given the fact that the original Game Boy itself shouldn't have been making fighting games.
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* ''The Worst Fighting Game:'' After playing the dreadful [=PlayStation=] FightingGame ''Criticom'', Matt reviews bad fighting games on a quest to find a one that's even worse than ''Criticom'', one dud at a time. ''Criticom'' was officially dethroned by ''Expect No Mercy'', which itself was dethroned by ''Iron & Blood: Warriors of Ravenloft'', but Matt proclaims that there are still a ton of other games to review to challenge it.

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* ''The Worst Fighting Game:'' After playing the dreadful [=PlayStation=] FightingGame ''Criticom'', Matt reviews bad fighting games on a quest to find a the ''absolute'' worst, one that's even worse than dud at a time. (The current reigning champion is the SNES version of ''VideoGame/PitFighter'', with former champs including ''Criticom'', one dud at a time. ''Criticom'' was officially dethroned by ''Expect No Mercy'', which itself was dethroned by and ''Iron & Blood: Warriors of Ravenloft'', but Matt proclaims that there are still a ton of other games to review to challenge it.TabletopGame/{{Ravenloft}}''.)



* BerserkButton: If there's one thing that Matt takes umbridge with consistently, it's game developers or higher-ups trying to [[IRejectYourReality rejecting evidence or trying to spin it]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from Warner Bros Interactive higher-up J.B. Perette, who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.

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* BerserkButton: If there's one thing that Matt takes umbridge umbrage with consistently, it's game developers or higher-ups trying to [[IRejectYourReality rejecting evidence reject or trying to spin it]].evidence]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from Warner Bros Interactive higher-up J.B. Perette, who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.

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* BerserkButton: If there's one thing that Matt takes umbridge with consistently, it's game developers or higher-ups trying to [[IRejectYourReality rejecting evidence or trying to spin it]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from a Warner Bros Interactive higher-up who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.

to:

* BerserkButton: If there's one thing that Matt takes umbridge with consistently, it's game developers or higher-ups trying to [[IRejectYourReality rejecting evidence or trying to spin it]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from a Warner Bros Interactive higher-up J.B. Perette, who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.around.
-->'''Matt:''' It was literally proved-- ''you'' proved that you can't just bolt on this model to anything and everything and expect success! Like, this interview happened a full month after ''Suicide Squad'' bombed, and years after [''VideoGame/MarvelsAvengers''] did! Like, like, what the fuck is wrong with you?! I just... Statements like this, thinking like this, proves that [[Film/TheDarkKnight some men just want to watch the world burn]].
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* BerserkButton: If there's one thing that Matt takes umbridge with consistently, it's game developers or higher-ups trying to [[IRejectYourReality rejecting evidence or trying to spin it]]. In his video on ''VideoGame/SuicideSquadKillTheJusticeLeague'', Matt gets audibly frustrated when he reads a quote from a Warner Bros Interactive higher-up who insists that the game (largely considered a critical and commercial failure) could turn around and become profitable with its live service model. Matt loudly proclaims that the ''Suicide Squad'' game proves the live service model can't work for every intellectual property. Matt also adds that the only two games which started bad and became good -- ''VideoGame/NoMansSky'' and ''VideoGame/FinalFantasyXIV'' -- took a lot of work to course-correct, and were born of humility on the part of the developers admitting they messed up. As such, the insistence on staying the course with ''Suicide Squad'' despite its failure has Matt admit that he's not holding his breath on the game turning it all around.
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** For the ''[[Manga/DragonBallZ Dragon Ball Z: Taiketsu]]'' episode of ''The Worst Fighting Game'', both Creator/KaiserNeko and [=Takahata101=] of Creator/TeamFourStar briefly [[RoleReprise reprise their roles as Nappa and Future Trunks]] from ''WebVideo/DragonBallZAbridged'' to point out how much better (if only a little bit) the game would be with voice clips.[[invoked]]

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** For the ''[[Manga/DragonBallZ Dragon Ball Z: Taiketsu]]'' episode of ''The Worst Fighting Game'', both Creator/KaiserNeko and [=Takahata101=] of Creator/TeamFourStar briefly [[RoleReprise reprise their roles as Nappa and Future Trunks]] from ''WebVideo/DragonBallZAbridged'' to point out how much better (if only a little bit) the game would be with voice clips.[[invoked]] Taka returns as Perfect Cell for ''VideoGame/DragonBallGTFinalBout''.[[invoked]]
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Spelling/grammar fix(es)


** Multiple times during the ''VideoGame/SuicideSquadKillTheJusticeLeague'' ''Wha Happen'' episode, Matt makes multiple jabs at [[Creator/WarnerBros Warner Bros. Discovery]] for vaulting and/or writing off multiple projects just to save money. During the same episode, he also makes a jab at the [[Sandbox/TheGameAwards 2023 Game Awards]] for rushing the award winners' speeches, showing the infamouse "Please Wrap It Up" teleprompter in the process.

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** Multiple times during During the ''VideoGame/SuicideSquadKillTheJusticeLeague'' ''Wha Happen'' episode, Matt makes multiple jabs at [[Creator/WarnerBros Warner Bros. Discovery]] for vaulting and/or writing off multiple projects just to save money. During the same episode, he also makes a jab at the [[Sandbox/TheGameAwards 2023 Game Awards]] for rushing the award winners' speeches, showing the infamouse "Please Wrap It Up" teleprompter in the process.
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** Multiple times during the ''VideoGame/SuicideSquadKillTheJusticeLeague'' ''Wha Happen'' episode, Matt makes multiple jabs at [[Creator/WarnerBros Warner Bros. Discovery]] for vaulting and/or writing off multiple projects just to save money. During the same episode, he also makes a jab at the [[Sandbox/TheGameAwards 2023 Game Awards]] for rushing the award winners' speeches, showing the infamouse "Please Wrap It Up" teleprompter in the process.
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* ShrugOfGod: {{Invoked}} in the "Wha Happun?" episode featuring ''VideoGame/SuicideSquadKillTheJusticeLeague'' as ''no one'' Matt tried to interview wanted to explain what happened, just commenting "No Comment".
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** ''VideoGame/GodzillaUnleashed'' went through hell as the developers Atari/Infogrames and Pipeline Studios decided to go all-in on the UsefulNotes/NintendoWii's Wiimote and Nunchuck controls, a decision that hampered production of the game. A Playstation 2 version was made, but it was a refurbished ''VideoGame/GodzillaSaveTheEarth'' originally meant for the UsefulNotes/PlaystationPortable. Despite wonky controls, a disjointed story mode, two OriginalCharacter entries that upset Godzilla fans and a savaging by reviewers, the game sold 700,000 copies, surpassing ''Save The Earth''. So, why wasn't a fourth game that started with ''VideoGame/GodzillaDestroyAllMonstersMelee'' greenlit? Producer Kirby Fong, a huge ''kaiju'' and ''tokusatsu'' fan, had left Atari for greener pastures before ''Unleashed'' was released, thus without a champion to push for a fourth game, the Godzilla license languished as Pipeline moved to other projects, like High Moon above, working on franchises like ''Call of Duty''. A SpiritualSuccessor was planned via Kickstarter called ''Colossal Kaiju Battle'', but with the death of one of the developers who had in-depth knowledge of the old Godzilla engine, that quickly fell apart.

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** ''VideoGame/GodzillaUnleashed'' went through hell as the developers Atari/Infogrames and Pipeline Studios decided to go all-in on the UsefulNotes/NintendoWii's Platform/NintendoWii's Wiimote and Nunchuck controls, a decision that hampered production of the game. A Playstation 2 version was made, but it was a refurbished ''VideoGame/GodzillaSaveTheEarth'' originally meant for the UsefulNotes/PlaystationPortable.Platform/PlayStationPortable. Despite wonky controls, a disjointed story mode, two OriginalCharacter entries that upset Godzilla fans and a savaging by reviewers, the game sold 700,000 copies, surpassing ''Save The Earth''. So, why wasn't a fourth game that started with ''VideoGame/GodzillaDestroyAllMonstersMelee'' greenlit? Producer Kirby Fong, a huge ''kaiju'' and ''tokusatsu'' fan, had left Atari for greener pastures before ''Unleashed'' was released, thus without a champion to push for a fourth game, the Godzilla ''Godzilla'' license languished as Pipeline moved to other projects, like High Moon above, working on franchises like ''Call of Duty''. A SpiritualSuccessor CreatorDrivenSuccessor was planned via Kickstarter called ''Colossal Kaiju Battle'', but with the death of one of the developers who had in-depth knowledge of the old Godzilla engine, that quickly fell apart.[[invoked]]
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Added DiffLines:

** ''VideoGame/GodzillaUnleashed'' went through hell as the developers Atari/Infogrames and Pipeline Studios decided to go all-in on the UsefulNotes/NintendoWii's Wiimote and Nunchuck controls, a decision that hampered production of the game. A Playstation 2 version was made, but it was a refurbished ''VideoGame/GodzillaSaveTheEarth'' originally meant for the UsefulNotes/PlaystationPortable. Despite wonky controls, a disjointed story mode, two OriginalCharacter entries that upset Godzilla fans and a savaging by reviewers, the game sold 700,000 copies, surpassing ''Save The Earth''. So, why wasn't a fourth game that started with ''VideoGame/GodzillaDestroyAllMonstersMelee'' greenlit? Producer Kirby Fong, a huge ''kaiju'' and ''tokusatsu'' fan, had left Atari for greener pastures before ''Unleashed'' was released, thus without a champion to push for a fourth game, the Godzilla license languished as Pipeline moved to other projects, like High Moon above, working on franchises like ''Call of Duty''. A SpiritualSuccessor was planned via Kickstarter called ''Colossal Kaiju Battle'', but with the death of one of the developers who had in-depth knowledge of the old Godzilla engine, that quickly fell apart.

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* StunnedSilence: Matt is dumbfounded when, in his ''Wha Happun?'' episode on ''VideoGame/FinalFight Revenge'', he reads [[TheReasonYouSuckSpeech a scathing review for it]] from ''Gamefan Magazine'', which says that the game was so bad that it made the original ''VideoGame/VirtuaFighter'', which was released on the Platform/SegaSaturn during its launch, look good.

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* StunnedSilence: StunnedSilence:
**
Matt is dumbfounded when, in his ''Wha Happun?'' episode on ''VideoGame/FinalFight Revenge'', he reads [[TheReasonYouSuckSpeech a scathing review for it]] from ''Gamefan Magazine'', which says that the game was so bad that it made the original ''VideoGame/VirtuaFighter'', which was released on the Platform/SegaSaturn during its launch, look good.good.
** In ''The Worst Fighting Game'' episode for ''VideoGame/PrayForDeath'', Matt can only sputter in surprise at how utterly over-the-top the game's story is.
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** Poor ''{{VideoGame/Darkwatch}}'' and High Moon Studios, went through DevelopmentHell and dodged being absorbed by Sega and the difficulty in finding a publisher to get released, and despite having high ratings and (allegedly, as Matt couldn't find any reliable data) sales never saw a sequel because Vivendi was more interested in forcing them to make spinoffs of [[Film/TheBourneSeries]] than they were picking up on what could have been a lucrative franchise. Despite having started and put in a lot of work on the sequel in hopes of impressing the higher ups into greenlighting it, Vivendi was never willing to greenlight ''Darkwatch 2''. [[FromBadToWorse And then the Activision/Blizzard merger happened]] and forced High Moon to abandon development of the game entirely to make High Moon work on (admittedly still very good) [[VideoGame/TransformersWarForCybertron the Transformers Cybertron series]], a decision which lead to the four leaders of High Moon leaving the company in disgust at their passion project being stone-walled. After releasing the ''[[VideoGame/Deadpool]]'' video game, High Moon Studios was quietly forgotten about by Activision Blizzard and like many developers that they did this to, currently languishes making cosmetics for ''Franchise/CallOfDuty''.

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** Poor ''{{VideoGame/Darkwatch}}'' and High Moon Studios, went through DevelopmentHell hell and dodged being absorbed shuttered by Sega during their Dreamcast-era financial woes and dealing with the difficulty in finding a publisher to get released, and despite having high ratings and (allegedly, as Matt couldn't find any reliable data) good sales never saw a sequel because Vivendi was more interested in forcing them to make spinoffs of [[Film/TheBourneSeries]] ''Film/TheBourneSeries'' than they were picking up on what could have been a lucrative franchise. Despite having started and put in a lot of work on the sequel in hopes of impressing the higher ups into greenlighting it, Vivendi was never willing to greenlight approve of the alpha builds of ''Darkwatch 2''. [[FromBadToWorse And then the Activision/Blizzard merger happened]] and Activision forced High Moon to abandon development of the game entirely to make High Moon work on (admittedly still very good) [[VideoGame/TransformersWarForCybertron the Transformers Cybertron series]], a decision which lead to the four leaders of High Moon leaving the company in disgust at their passion project being stone-walled. After releasing the ''[[VideoGame/Deadpool]]'' ''{{VideoGame/Deadpool}}'' video game, High Moon Studios was quietly forgotten about by Activision Blizzard and and, like many developers development teams that they did this to, acquired, milked and forgot about, currently languishes making cosmetics for ''Franchise/CallOfDuty''.''VideoGame/CallOfDuty''.
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** Poor ''{{VideoGame/Darkwatch}}'' and High Moon Studios, went through DevelopmentHell and dodged being absorbed by Sega and the difficulty in finding a publisher to get released, and despite having high ratings and (allegedly, as Matt couldn't find any reliable data) sales never saw a sequel because Vivendi was more interested in forcing them to make spinoffs of [[Film/TheBourneSeries]] than they were picking up on what could have been a lucrative franchise. Despite having started and put in a lot of work on the sequel in hopes of impressing the higher ups into greenlighting it, Vivendi was never willing to greenlight ''Darkwatch 2''. [[FromBadToWorse And then the Activision/Blizzard merger happened]] and forced High Moon to abandon development of the game entirely to make High Moon work on (admittedly still very good) [[VideoGame/TransformersWarForCybertron the Transformers Cybertron series]], a decision which lead to the four leaders of High Moon leaving the company in disgust at their passion project being stone-walled. After releasing the ''[[VideoGame/Deadpool]]'' video game, High Moon Studios was quietly forgotten about by Activision Blizzard and like many developers that they did this to, currently languishes making cosmetics for ''Franchise/CallOfDuty''.
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** The ''Wha Happen?'' episode for ''VideoGame/FinalFight Revenge'' has a brief appearance by WebVideo/TheAngryVideoGameNerd, revealing he had a copy of the game that Matt gave him... [[HypocriticalHumor after Matt reveals how ridiculously expensive it is now]].

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** The ''Wha Happen?'' episode for ''VideoGame/FinalFight Revenge'' has a brief appearance by WebVideo/TheAngryVideoGameNerd, revealing he had a copy of the game that Matt gave him... [[HypocriticalHumor after Matt reveals how ridiculously expensive it is now]]. This also serves as a CallBack, because in the Nerd's episode, the Nerd kept casually dismissing Matt's protests about how much money he paid for that copy and wanting to have it sent back to him.

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