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1* The [[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.
2* ''Franchise/AssassinsCreed'' sits within the shadow not of [[VideoGame/AssassinsCreedI 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.
3* 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. ''[[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. ''[[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.
4* ''VideoGame/Battlefield1'' (2016) was seen as one of the best entries in the ''VideoGame/{{Battlefield}}'' series for its balanced gameplay, general polish, epic scale and authentic World War 1 setting. In contrast, the following installments ''VideoGame/BattlefieldV'' and ''VideoGame/Battlefield2042'' have gotten a much colder reception. ''Battlefield V'' in particular was compared unfavorably to ''Battlefield 1'' as it shares a similar historical setting but has inferior execution with buggy launch, controversial historical liberties and generally worse game design.
5* ''VideoGame/Bayonetta2'' has a character example in the form of [[BigBad Loptr]]. While he isn't a hated character within the fandom, there are some fans who feel he doesn't quite measure up to Father Balder from [[VideoGame/{{Bayonetta}} the previous game]] as he lacks some of Balder's charm and comes off as a bland villain. Also, the final battle with him as [[spoiler:Aesir]], while fun on its own merits, is seen by fans as underwhelming compared to the battle with Jubileus, who was a massive godlike being fought in space while [[spoiler:Aesir]] is roughly twice the size of Bayonetta and the fight with him takes place in a dimensional void within a mountain.
6* ''VideoGame/TheBeginnersGuide'', created by Davey Wreden, creator of ''VideoGame/TheStanleyParable'' is a game ''about'' this... [[EveryoneIsJesusInPurgatory Or, at least, that's one very valid way to interpret it.]] The game followed a very open blog post by Wreden grappling with his feelings of success and inadequacy after ''The Stanley Parable'' became a runaway success, and goes into some similar territory by being a paean to a friend of Davey's who ostensibly went through the same process. The game itself appears to have avoided falling into its own subject matter, most critics considering it another triumph of Wreden's.
7* ''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.
8* The original ''VideoGame/BlasterMaster'' was a surprise CultClassic that had several attempts to recapture its success, and none succeeded until ''VideoGame/BlasterMasterZero'' came out a few ''decades'' later.
9* ''VideoGame/CallOfDuty'':
10** The [[VideoGame/CallOfDuty1 first]] [[VideoGame/CallOfDuty2 two]] games of Infinity Ward's series were critical and commercial successes. Then they released ''VideoGame/CallOfDuty4ModernWarfare''. They turned a good-selling but believed-to-be-dying series into a CashCowFranchise, perfected the single player experience, changed the perception of the "generic shooter" from World War II to modern, and created possibly the most addictive multiplayer system of all time. Both Treyarch ''and'' Sledgehammer Games have had trouble following that act.
11** During the development of ''VideoGame/CallOfDutyModernWarfare2'', the devs consciously chose ''not'' to have another campaign level where you man the guns of an AC-130 gunship -- settling instead for a KillStreak reward in multiplayer and a Spec Ops level that is the ''[=CoD4=]'' level but with [[CoOpMultiplayer a second player]] instead of an A.I. squad to protect with that AC-130 -- precisely because they knew there would be no way they could do it again and have it stand out as anything other than a boring and generic rehash of "Death from Above" (and the large number of other games over the next several years -- including ''Modern Warfare 2''[='=]s [[VideoGame/CallOfDutyModernWarfare3 own sequel]] after its dev team got shaken up partway through development -- that [[FollowTheLeader all featured boring and generic AC-130 segments]] certainly bore that belief out).
12* 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 ''[[VideoGame/CastlevaniaLordsOfShadow Lords of Shadow]]'', [[ContinuityReboot a reimagining of the series]] that conclusively wrapped up only [[VideoGame/CastlevaniaLordsOfShadowMirrorOfFate two]] [[VideoGame/CastlevaniaLordsOfShadow2 games]] later, leaving the door open for any future titles to return to the original continuity.
13* ''VideoGame/CaveStory'''s success and recognition was so great Creator/StudioPixel (Daisuke Amaya) will probably never be able to top it. His next game, the arcadey ''VideoGame/KeroBlaster'', was praised by the press as a well-made and engaging game, but it barely made a blip among the gaming community.
14* ''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 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]].
15* ''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.
16* ''VideoGame/CrashBandicoot'':
17** 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 Platform/GameBoyAdvance) are not as fondly remembered as the original trilogy on 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 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.
18** ''VideoGame/CrashNitroKart'' didn't quite live up to its predecessor, ''VideoGame/CrashTeamRacing''. Much like ''The Wrath of Cortex'', ''Nitro Kart'' tried to replicate the success of the original, but the controls, the heavy weight of the carts and some underwhelming courses prevented it from being as recognized as ''CTR'', though it has been somewhat VindicatedByHistory and many believe it would be almost as good if it controlled like ''CTR''. And then ''VideoGame/CrashTagTeamRacing'' came along, which tried to innovate by splicing in platforming elements alongside the racing elements, with mixed results, ultimately ending up as an even more divisive entry than ''Nitro Kart''. Much like the ''N. Sane Trilogy'', ''Crash Team Racing'' would be remade as ''VideoGame/CrashTeamRacingNitroFueled'' in 2019, though elements of the other two games (including the tracks from ''Nitro Kart'') [[MegamixGame would be incorporated as well]].
19* Many people feel that ''VideoGame/Cyberpunk2077'', [[Creator/CDProjekt CD Projekt RED]]'s first non-''Witcher'' game, doesn't measure up to their previous games, considering its TroubledProduction and [[ObviousBeta the state that the game was shipped in]], [[PortingDisaster especially in regard to the console versions]].
20* ''VideoGame/DeusEx'', naturally. Provided you accept that there ''were'' [[VideoGame/DeusExInvisibleWar acts that followed it]] at all; [[FanonDiscontinuity quite a lot of fans don't]]. The prequel series starting with ''[[VideoGame/DeusExHumanRevolution Human Revolution]]'' started being held to the same standard as the original; considered an all-around fantastic game, and the follow-up ''[[VideoGame/DeusExMankindDivided Mankind Divided]]'' had quite a few fans struggling to invest hype in it for fear of a repeat letdown.
21* ''VideoGame/DonkeyKongCountry'':
22** The reason fewer players like ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' compared to ''VideoGame/DonkeyKongCountry2DiddysKongQuest''. The second game is the generally most well received in the series, and the very different style of the third is something that hasn't quite lived up it in the same way. To a lesser extent, this also affected ''VideoGame/DonkeyKong64'', which also had to follow up the success of ''VideoGame/BanjoKazooie'' and is generally seen as having [[ExaggeratedTrope gone too far in trying]].
23** ''VideoGame/DonkeyKongCountryReturns'' would have been a lot more well-received, if it didn't have the ''Donkey Kong Country'' label. While a great game standing alone from the others, it was criticized because of the ditching of ice and underwater levels, having all Kongs but Donkey, Diddy, and Cranky suffer ChuckCunninghamSyndrome, and having [[ReplacementScrappy the Tiki Tak Tribe]] replace the Kremling Krew. ''VideoGame/DonkeyKongCountryTropicalFreeze'', the follow-up, fixed all these problems except the last one, but made the new villains in ''that'' game seem more like {{Exp|y}}ies of the Kremlings rather than entirely new antagonists, and thus became very popular among fans.
24* The ''Franchise/DragonAge'' series sometimes comes across as this. [[VideoGame/DragonAgeOrigins The original game]] was heralded as a return to the good old days of the CRPG, a spiritual successor to the storied ''VideoGame/BaldursGate'' franchise. [[VideoGame/DragonAgeII The sequel]] is a good game on its own merits but a big part of the fanbase considers it a poor sequel. ''VideoGame/DragonAgeInquisition'' [[BrokenBase has also been met with some divided opinions, with some considering it the worst in the series, while others saw it as a return to form]].
25* While ''VideoGame/Drakengard3'' is accepted by the fans as a worthy sequel to [[Franchise/{{Drakengard}} the main games]], it came after ''VideoGame/NieR'', which is regarded as the series' masterpiece; by comparison, ''Drakengard 3'' was unable to live up to that game's legacy. It was only when a DistantSequel came along in the form of 2017's ''VideoGame/NierAutomata'' that ''[=NieR=]'' itself was unseated from the top spot among the ''Drakengard'' titles, in part because Creator/PlatinumGames' handling of the title's development allowed for solid gameplay that held up well against and meshed with Creator/YokoTaro's lauded storytelling style as opposed to hindering it.
26* One of the reasons why ''VideoGame/DukeNukemForever'' festered as long in development as it did, according to a [[http://www.wired.com/magazine/2009/12/fail_duke_nukem/ Wired article,]] was simply because 3D Realms wanted their game to be as groundbreaking as ''VideoGame/DukeNukem3D'' was back in its day. As a result, they were constantly adding more and more new ideas and features into the game, upgrading the technology and occasionally restarting the entire project from scratch because they felt what they had wasn't up to par, until they ran out of funding in 2009 and Gearbox finished off what they had two years later.
27* Depending on who you ask, ''VideoGame/TheElderScrollsIIDaggerfall'', ''VideoGame/TheElderScrollsIIIMorrowind'', ''VideoGame/TheElderScrollsIVOblivion'', or ''VideoGame/TheElderScrollsVSkyrim'' is the best game in the ''Franchise/TheElderScrolls'' series. The fight began at ''Morrowind''[='s=] release, and continues to this very instant with only [[VideoGame/TheElderScrollsArena the original]] not having many people argue in its favor.
28* While ''VideoGame/FableIII'' still got favorable reviews, it wasn't as good as the second. Possibly because one of the most common complaints was how [[TheyChangedItNowItSucks they changed the gaming mechanic]].
29* While the ''VideoGame/{{Fallout}}'' series itself continues to host an active BrokenBase over its GenreShift from Interplay's isometric turn-based model to the Bethesda era of 3D real-time combat and exploration, the primary example of this trope in most contemporary players' minds is ''VideoGame/FalloutNewVegas''. A rare example of a video game that manages to become more appreciated with time (especially regarding the game's highly praised approach to [[https://fallout.fandom.com/wiki/LGBT_representation_in_the_Fallout_series#Fallout:_New_Vegas LGBT representation in video games]]), ''New Vegas'', for all its flaws and personal cases of base-breaking, is frequently pointed to as a shining example of what ''Fallout'', and the RPG genre in general, can achieve when done right -- sweeping in scope, highly replayable, finding a balance between comedy, horror, and action, with rock-solid writing and rich worldbuilding that evokes legitimate philosophical musings to back it up. Long-time fans generally agree that the lukewarm reception received by ''VideoGame/Fallout4'' and the devastatingly low reception to ''VideoGame/Fallout76'' came from both games being held up to the incredibly high standards that ''New Vegas'' set.
30* ''Franchise/FinalFantasy'':
31** 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]].
32** 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 [[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 mostly unrelated]] [[NonLinearSequel follow-up]] in ''VideoGame/BravelyDefaultII''.
33** And then there's Creator/NobuoUematsu: he has since produced many solid and great video game soundtracks, but after the [[AwesomeMusic/FinalFantasy dozens of anthems to video game awesomeness]] that pervade the sixth installment, for some people, everything he composed since is fated to be seen as "not as good as ''FFVI''[='s=] soundtrack." Uematsu himself considers ''VideoGame/FinalFantasyIX'''s OST his masterpiece. For that matter, any other composer that works on the series, even in spin-offs, is destined to be held to Uematsu's standard.
34** 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.
35* ''Franchise/FireEmblem'':
36** The [[VideoGame/FireEmblemPathOfRadiance Tellius]] [[VideoGame/FireEmblemRadiantDawn duology]], [[AcclaimedFlop 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.
37** Conversely, ''Fire Emblem Echoes: Shadows of Valentia'', the 2017 VideoGameRemake of ''[[VideoGame/FireEmblemGaiden Gaiden]]'', received this sentiment from quite a few sectors of the fanbase, in part due to the aforementioned CasualCompetitiveConflict. While the writing was generally praised, both for [[AdaptationExpansion expanding upon]] the original game's plot and in comparison to the other 3DS installments, ''[=SoV=]'' also kept many of the traits in ''Gaiden'' that led fans to deem it the OddballInTheSeries. Most notably, there's the lack of [[TacticalRockPaperScissors a weapon triangle]]; spartan map design that either doesn't take advantage of the size of the field or is riddled with {{Scrappy Mechanic}}s, such as the desert maps in Act 2 that are difficult to navigate for most units; and generally poor growth rates across the board, which leads to FakeDifficulty when player-controlled units with abysmal Resistance stats find themselves up against a magic-reliant opposition in the second half of the game. Additionally, while the series' now standard [[RelationshipValues Support system]] was featured in contrast to ''Shadow Dragon'', the amount of conversations between characters is very limited; coupled with the lack of an [[PlayerCharacter Avatar]], fans who were introduced to ''Fire Emblem'' via ''Awakening'' and ''Fates'' saw this as taking several steps back in the characterization and {{Shipping}} departments.
38** 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]] (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'' features a much simpler plotline with clearly defined heroes and villains but much, ''much'' better gameplay.
39** ActionGirl Lyn of ''[[VideoGame/FireEmblemTheBlazingBlade Blazing 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.
40* 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 [[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]]), both of which bombed due to their association with the ill-received ''Anime/FZeroGPLegend'' anime and simply not being as visually lavish as ''GX'' and lacking its rollercoaster-like course designs. 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.
41* ''VideoGame/GoldenSun'' was a fantastic two-part series ending on so many plot hooks the fans clamored for a sequel. ''VideoGame/GoldenSunDarkDawn'', released years later, [[SoOkayItsAverage didn't quite live up to the legacy]].
42* Many games in the ''VideoGame/GrandTheftAuto'' series often get criticized "for not being as good/varied/fun as ''VideoGame/GrandTheftAutoSanAndreas'' is." ''VideoGame/GrandTheftAutoIV'' in particular is a common victim of these arguments given that ''San Andreas'' had an entire state to explore while ''IV'' limited players to just Liberty City, and ''VideoGame/GrandTheftAutoV'' also suffered from this to a lesser extent due to putting players back in the state of San Andreas, but limiting it by having San Fierro and Las Venturas missing. Another factor is that the character writing for ''San Andreas'', which includes many charismatic and recognizable characters, seems to have become "the one that must be surpassed."
43* ''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 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]].
44* ''VideoGame/HalfLife'' and ''VideoGame/HalfLife2'' are both two of the most critically acclaimed first-person shooters ever made, with this trope commonly cited as a reason a third installment has yet to be released. Anything less than outstanding and revolutionary from a ''Half-Life 3'' would face major scrutiny and backlash, not helped by the fact that many are now of the opinion that Valve is not the company that it used to be. This is probably a major factor as to why ''VideoGame/HalfLifeAlyx'', the first ''Half-Life'' game to be released after a lengthy SequelGap, is a SpinOff for VR hardware instead of a "proper" sequel.
45* In the ''VideoGame/HeroesOfMightAndMagic'' series, no game had managed to match the third installment over the twenty years since it came out.
46* ''VideoGame/InjusticeGodsAmongUs'' has an in-universe lampshading from Joker during his TheReasonYouSuckSpeech to Superman during the Story Mode's prologue, when Superman interrupts Batman's interrogation and confronts him after Joker tricks him into killing Lois and his unborn son, the stopping of Lois's heartbeat detonating a nuke, wiping out eight million lives. "Now run along, so I can break out of here. I've got lots of planning to do to top this."
47* 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 [[Platform/Nintendo3DS 3DS]] titles to this day for its stellar writing and story.
48* ''Franchise/KingdomHearts'' is generally considered to have peaked with ''VideoGame/KingdomHeartsII''. It expanded on the first game, improved the combat system, had probably the most complex magic system in the franchise, had several well-thought-out boss battles, and so on. While anyone could pick up the game and mash X to win, people could play the game an entirely different way using magic and summons, and it was an extremely well-made game. It had its flaws, such as making the story more convoluted, but overall is considered one of the best games ever to come out on the [=PS2=]. Fast forward thirteen years to ''VideoGame/KingdomHeartsIII'', and after years of hype, several side games' worth of story additions, and a switch to the Unreal 4 engine, and the general reception to ''III'' has been that it's good, but not ''as'' good. Combat never gets more intricate than X-mashing at most points, magic has been stripped down quite dramatically, several of the levels are expansive but empty, and the sheer amount of ContinuityLockout makes it hard for even fans who have followed the series since 2002 to understand. Ultimately, the verdict seems to have settled on PlayTheGameSkipTheStory, as, while the gameplay is good, it is generally criticized for feeling more like an interactive movie than an actual game.
49* ''Franchise/{{Kirby}}'':
50** For many years, ''VideoGame/KirbySuperStar'' was considered the franchise's peak, especially considering it was the last main ''Kirby'' game directed by the revered Creator/MasahiroSakurai. It's particularly praised for its snappy, fast-paced controls, [[GameplayRoulette diverse range of gameplay styles]], and expanded [[PowerCopying Copy Ability]] movesets. Thus, when the next two games (''VideoGame/KirbysDreamLand3'' and ''VideoGame/Kirby64TheCrystalShards'') used a slower-paced gameplay style with simpler Copy Abilities and a greater focus on puzzle-solving, reactions were mixed. They also had the misfortune of being late releases for their respective consoles, though both were VindicatedByHistory. Because of this, along with a proper [=GameCube=] ''Kirby'' game being stuck in DevelopmentHell, it took over ''16 years'' for a game considered a true follow-up to ''Super Star'' to be released: ''VideoGame/KirbysReturnToDreamLand''.
51** With the release of ''Kirby's Return to Dream Land'' ushering in a new "era" of ''Kirby'' games, this was averted as it was generally felt its 3DS sequels, ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', were {{Even Better Sequel}}s that expanded upon and improved the tried-and-true ''Super Star'' formula. ''Robobot'' especially resulted in a NewbieBoom for the series, as it was lauded for its much more in-depth plot, clever level design and puzzles, and [[AwesomeBosses/VideoGames awesome boss fights]]. The next installment in the series, ''VideoGame/KirbyStarAllies'', deliberately went in the opposite direction, as current director Shinya Kumazaki felt the series was becoming too complicated; it has a generally shorter, lighter, "back-to-basics" approach that received mixed reactions upon release, especially coming off the heels of ''Robobot''. Opinions improved after its post-launch DLC extended the game's content and added a puzzling Extra Mode that's much more challenging than the main game, but only time can tell how it will be looked back upon, especially with its immediate successor, ''VideoGame/KirbyAndTheForgottenLand'', significantly shaking up the formula with a widely praised [[VideoGame3DLeap shift to 3D platforming]] while boasting what's generally agreed to be a better balance of accessibility vs. difficulty than what ''Star Allies'' offered.
52* Just ''trying'' to live up to the first ''VideoGame/KnightsOfTheOldRepublic''; the [[Creator/ObsidianEntertainment Obsidian]]-made [[VideoGame/KnightsOfTheOldRepublicIITheSithLords second game]] is a [[BrokenBase point of contention]] that was unfortunately rushed for a Christmas release. Meanwhile ''VideoGame/StarWarsTheOldRepublic'' broke the base not just for being an MMO, but also because some of the game's {{backstory}} turned that epic first game into a textbook ShootTheShaggyDog.
53* ''Franchise/TheLegendOfZelda'':
54** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' is generally considered to be one of the greatest games in the franchise, if not all time. All games in the series that followed, while all still greatly beloved by fans and critics in their own right, would garner complaints because of [[TheyChangedItNowItSucks how unsimilar]] -- or, [[BrokenBase sometimes]], ''[[ItsTheSameNowItSucks too similar]]'' -- to ''Ocarina of Time'' they are. More divisive entries like ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' and ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' would be successfully VindicatedByHistory, but it would take [[VideoGame/TheLegendOfZeldaBreathOfTheWild almost twenty years]] for a ''Zelda'' game to surpass both the critical and commercial success of ''Ocarina''.
55** Midna from ''VideoGame/TheLegendOfZeldaTwilightPrincess'' is one of the most developed and popular [[ExpositionFairy exposition fairies]] in the entire series, and one of the more popular ''Zelda'' characters in general. While anyone would look bad compared to her after that, Midna's successor in ''VideoGame/TheLegendOfZeldaSkywardSword'', Fi, fell especially flat; her robotic intonations, lack of personality, and dull interactions didn't do much to endear her to players who loved Midna's dry sarcasm, sassy mannerisms, and chemistry with Link (to say nothing of Fi's frequent AnnoyingVideoGameHelper moments that Midna generally lacked). It might be why no ''Zelda'' game since ''Skyward Sword'' has had a character in the "Navi" role -- ''Breath of the Wild'' comes closest with Zelda's voice guiding Link in the early game, but she drops out for plot reasons after the Great Plateau.
56* The ''VideoGame/LEGODimensions'' Starter Pack's Story Mode ties most of the Year One dimensions together in such an epic MassiveMultiplayerCrossover, that several collectors have expressed disappointment that for Year Two, the developers seemed to focus more on simply adding new dimensions, than on linking them together. It doesn't help that none of the new levels expanded on TheStinger of the Story Mode.
57* ''VideoGame/{{Lemmings}} 2: The Tribes'' improved on its predecessors in many ways and added many new abilities -- so many, in fact, that almost every other game in the series, typically [[MissionPackSequel Mission-Pack Sequels]] to the original with some added gimmick such as 3D environments or touch screen mechanics, has been generally considered SoOkayItsAverage by the fanbase.
58* 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.
59* ''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"
60* ''VideoGame/MadMax2015'' is an unusual cross-media example of this. Despite being an entirely separate project, it had the misfortune of coming out the exact same year as ''Film/MadMaxFuryRoad'', the first ''Mad Max'' film in 30 years, and one that not only brought acclaim and attention to the franchise that had never been seen before, [[OutOfTheGhetto but also acclaim rarely seen in the action genre]], being immediately praised as one of the best action movies of all time. Even with a completely different story and concept and being a decent game in its own right, it still had to go through being compared to a masterpiece of a completely different medium in a number of reviews.
61* ''Franchise/MassEffect'' is this trope escalating steadily as the series goes on. It's easiest to break it down by game:
62** [[VideoGame/MassEffect1 The first game]] is mostly seen as a classic and one of the best sci-fi games ever. The next games get compared to this one, sometimes positively but more often negatively.
63** [[VideoGame/MassEffect2 The second game]] is also largely beloved, [[ContestedSequel but there is considerable debate as to whether it's better than the first]]. A sizable portion of the fanbase sees it as a slight step down.
64** [[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 later-released DLC helped to negate some of this sentiment.
65** ''VideoGame/MassEffectAndromeda'' is hit the hardest. It's constantly compared to the original trilogy and the comparisons are almost ''[[{{Sequelitis}} never]]'' in ''Andromeda''[='s=] favor. Everything about it, from the writing to the gameplay to the characters, is accused of being pale imitation of the previous games. Even the game's defenders tend to consider it weaker than the first three.
66* ''Franchise/MegaMan'':
67** Most of the Classic ''VideoGame/{{Mega Man|Classic}}'' series' sequels and soundtracks generally aren't considered quite as good and memorable as ''VideoGame/MegaMan2''. ''[[VideoGame/MegaMan9 9]]'', however, was good enough to revive the series and rival ''2'''s level of quality and popularity. This naturally became apparent, once ''[[VideoGame/MegaMan10 10]]'' came out, [[BrokenBase divided the fanbase again]] and performed below sales expectations. The only real alternatives to ''[=MM2=]'' you'll see fans frequently mention are ''VideoGame/MegaMan3'', ''VideoGame/MegaManV'', the aforementioned ''Mega Man 9'', and ''VideoGame/MegaMan11''. [[ContestedSequel This is not without frequent debate either]], especially where the non-NES/GB installments are concerned.
68** When discussing sequel series ''VideoGame/MegaManX'', it is widely agreed that [[VideoGame/MegaManX1 the original game]] is the gold standard for the SNES titles, [[FirstInstallmentWins if not the entire]] ''[[FirstInstallmentWins X]]'' [[FirstInstallmentWins series]], thanks to its revitalization and clever reimagining of a formula that was rapidly growing stale by the time of ''VideoGame/MegaMan5'' and ''VideoGame/MegaMan6''. This resulted in ''[[VideoGame/MegaManX2 X2]]'' being viewed as [[SophomoreSlump a largely forgettable]] MissionPackSequel, and though ''[[VideoGame/MegaManX3 X3]]'' managed to better distinguish itself from its predecessors, it is still generally considered to be of lower quality than ''X1''. The only title seen on equal footing with the first is ''VideoGame/MegaManX4'', which further shook up the formula with [[PromotedToPlayable a fully playable Zero]], took advantage of the jump to newer hardware, and featured [[{{Deconstruction}} a more complex plot]] with [[DarkerAndEdgier higher stakes]].
69** ''VideoGame/MegaManX5'' goes both ways. Coming off the heels of ''X4'', ''X5''[='s=] even more experimental nature (the game being one long TimedMission with [[LuckBasedMission RNG-reliant story progression]], character customization via the Parts system, Reploid rescuing, the introduction of [[MissionControl Navigators]], etc.) made it the very definition of a ContestedSequel, though few would say it's worse than ''[[VideoGame/MegaManX6 X6]]'' (a rushed and unpolished example of PostScriptSeason riddled with FakeDifficulty, leading to numerous complaints that [[FranchiseZombie the series was running out of steam]]) and ''[[VideoGame/MegaManX7 X7]]'' (a poorly executed VideoGame3DLeap that benched the title character for most of the game in favor of [[ReplacementScrappy Axl]], an issue that would be [[AuthorsSavingThrow rectified]] in the SurprisinglyImprovedSequel that was ''[[VideoGame/MegaManX8 X8]]''). Story-wise, however, it's just as [[SignatureSeriesArc memorable]] as ''X1'' and ''X4'', if not more so due to its extreme WhamEpisode nature as the ([[SeriesFauxnale intended]]) GrandFinale.
70** ''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|Ending}})]] GrandFinale.
71* ''Franchise/{{Metroid}}'':
72** ''VideoGame/SuperMetroid'' [[TropeCodifier set a standard]] for every subsequent game in the series and, by extension, the {{Metroidvania}} genre in general. This was part of the reason fans didn't get ''Metroid 64'', as after series producer Yoshio Sakamoto found he couldn't wrap his head around 3D game development, he looked for an external developer to tackle the project, with those developers refusing by saying this trope almost word-for-word.[[note]]The other reason being that Nintendo simply didn't value the franchise that much until they discovered [[GermansLoveDavidHasselhoff how fond Western audiences were of the series]], meaning no one else pushed for it.[[/note]] The series would continue on, both in 2D and 3D, but no game other than ''VideoGame/MetroidPrime'' (discussed below) is considered to be in the same league as ''Super'' in the eyes of most fans.
73** Creator/RetroStudios' ''Metroid Prime'' was fantastically well-received, successfully switching genres from platformer to FPS while appeasing the fans. However, no other 3D entry in the franchise has yet to reach the critical and commercial acclaim of that first installment. While most of the other games in the ''VideoGame/MetroidPrimeTrilogy'' are at least beloved in their own right, special mention must go to Sakamoto's first and only attempt at a 3D game in ''VideoGame/MetroidOtherM'', which is the most lambasted entry in the entire franchise for both its narrative and gameplay.
74* For many years, ''[[VideoGame/MonsterHunterFreedom2 Monster Hunter Freedom Unite]]'' was hailed by fans as the pinnacle of the ''VideoGame/MonsterHunter'' series. Not only did it feature nearly all content from the series up to that point, but it was often seen as a major turning point for the series' popularity outside Japan. Subsequent games, while well-received, often had to be compared with this installment (and with rare exceptions, the comparisons almost always favored ''Freedom Unite''), usually due to removing monsters (''[[VideoGame/MonsterHunter3Tri tri-]]'' infamously removed nearly every large monster from the first two generations) and/or adding rather divisive mechanics (such as underwater combat in ''tri-'' and ''3 Ultimate'' and maps with more vertical features in ''[[VideoGame/MonsterHunter4 4]]'' and ''4 Ultimate''). The only installments that, depending on whom you ask, either came closest to dethroning it or actually ''did'' dethrone it are ''[[VideoGame/MonsterHunter4 Monster Hunter 4 Ultimate]]'' and ''[[VideoGame/MonsterHunterWorld Monster Hunter World: Iceborne]]'' (a good portion of fans nominating ''[[VideoGame/MonsterHunterGenerations Generations Ultimate]]'' also exists).
75* ''VideoGame/PhantasyStarOnline'' is so beloved that private servers for the game are still operating across nearly every platform it was released on. ''VideoGame/PhantasyStarUniverse'' attempted to improve upon the original game, but in spite of the addition of a dedicated single-player campaign and expanded character creation systems and classes, the game received mix reviews and many considered it inferior to ''Online''. ''VideoGame/PhantasyStarZero'' played more similarly to ''Online'' and was considered a step up from ''Universe'', but wasn't as successful from a sales standpoint. Thankfully, ''VideoGame/PhantasyStarOnline2'' proved to be a worthy successor, combining the best elements of the original ''Online'', ''Universe'', and ''Zero'' and having a large and dedicated player base in Japan [[GermansLoveDavidHasselhoff and beyond]].
76* ''VideoGame/PandorasTower'': Compared to its fellow Operation Rainfall[[note]](a fan campaign to get a trio of {{Eastern RPG}}s released late in the 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 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.
77* ''Franchise/{{Pokemon}}'':
78** ''VideoGame/PokemonRedAndBlue'' is considered [[FirstInstallmentWins the definitive incarnation of the franchise to most people]], with the first 151 Pokémon still being the most iconic of them all. The series, while still remaining popular, never came close to recapturing the original games' mainstream ubiquity until [[VideoGame/PokemonGo the 2016 mobile game]], which itself only launched with those iconic 151 monsters.
79** For [[Creator/GameFreak the developers]] themselves, ''VideoGame/PokemonGoldAndSilver'' were viewed as {{even better|Sequel}} than their predecessors, and were even intended to be the final games in the series, as they had no idea how they'd go about topping them. While still being good, ''VideoGame/PokemonRubyAndSapphire'' having to follow them up was viewed as somewhat of a burden (not helped by the game being a SoftReboot due to technical limitations, with the Hoenn Pokédex excluding many of the mons from Kanto and Johto), and the fanbase came to consider it to be one of the weaker installments until those games were remade during the sixth generation.
80** Generation V had a hard time following ''itself''. ''VideoGame/PokemonBlack2AndWhite2'', despite introducing loads of new features, were also received partly unfavorably by both critics and the fans for not being what ''VideoGame/PokemonBlackAndWhite'' were, such as lacking the story that made those games stand out.
81** The ''VideoGame/PokemonMysteryDungeon'' series has been highly regarded for its story and gameplay elements that variate from the main series. However, the 3DS installment ''[[VideoGame/PokemonMysteryDungeonGatesToInfinity Gates to Infinity]]'' has also received quite a bit of panning from fans for not being what the first two were; most complaints being in regards to the weaker story and the small number of Pokémon available as starter/partner choices and for recruitment.
82** ''VideoGame/PokemonXAndY'' had it even tougher than ''Black 2 and White 2''. While the plot isn't bad by any means, it didn't stand a chance compared to ''Black/White'', which are widely agreed to have had the best plot of the series. The fact that the game also introduced only about 70 Pokémon, the least of any generation, was also all the more noticeable proceeding Gen V, which introduced over 150, the ''most'' of any generation since [[VideoGame/PokemonRedAndBlue the originals]].
83** An odd character-specific variation occurred with a Pokémon species from Generation IV: Lucario. For whatever reason, Creator/GameFreak and Pokémon Co. decided to give it heavy promotion before the release of ''VideoGame/PokemonDiamondAndPearl'', featuring one in the starring role of [[Anime/PokemonTheSeries the anime's]] [[Anime/PokemonLucarioAndTheMysteryOfMew eighth movie]] and with many cameos in spin-off games. The marketing push ended up being well-handled enough to actually ''work'', and Lucario quickly became a fan-favorite. However, this proved to be a double-edged sword to the creators, as every attempt at trying to ape Lucario's success failed either partially or entirely because it couldn't live up to Lucario itself. [[labelnote:*]]Zoroark of Gen V was their first effort, but [[Anime/PokemonZoroarkMAsterOfIllusions its movie]] wasn't as well-received, and its use in-game was hampered by originally being event-exclusive and being [[AwesomeButImpractical more gimmicky than useful]]. Mega Mewtwo Y was their second attempt, but [[Anime/PokemonGenesectAndTheLegendAwakened its movie]] proved to be so controversial as to taint its reputation. Their third attempt, Zeraora, flew completely under the radar, first because it was a Mythical Pokémon, i.e. an event-exclusive like Zoroark originally was, second because it was introduced in ''[[VideoGame/PokemonUltraSunAndUltraMoon Ultra Sun and Ultra Moon]]'' (which were [[UpdatedRerelease updated re-releases]] that a large number of fans skipped), and third because it's actually not that great in battle.[[/labelnote]]
84** The rivals get hit with this, too. [[VideoGame/PokemonRedAndBlue Blue]] is the quintessential beloved "douchebag rival" for his cocky behavior and the memes surrounding him, while [[VideoGame/PokemonGoldAndSilver Silver]] is loved for the darkness to his character and his backstory as revealed in the remakes. As a consequence, any of the "friendly" rivals like [[VideoGame/PokemonBlackAndWhite Bianca]] and [[VideoGame/PokemonXAndY the Kalos kids]] are scoffed at as "boring and useless", and until the remakes, [[VideoGame/PokemonRubyAndSapphire Brendan and May]] were considered the most boring rivals in the franchise. [[VideoGame/PokemonBlackAndWhite Cheren]] is more of a BaseBreakingCharacter, and while [[VideoGame/PokemonDiamondAndPearl Barry]] is thought of as annoying by a lot of fans he isn't bashed ''as'' heavily as Bianca or the Kalos rivals. Hau in ''[[VideoGame/PokemonSunAndMoon Sun/Moon]]'' gets some flack for being a friendly rival as well.
85** Even the regional Champions get hit with this. ''Ruby and Sapphire'' first set the bar with Steven Stone, for having a diverse team, a likable personality, and an active role in the story for a Champion (which gets even further expanded in the remakes), making him one of the most popular Champions in the series among fans. ''Diamond'', ''Pearl'' and ''Platinum'' took it even further with Cynthia, who has become arguably ''the'' most popular Champion for similar reasons, in addition to being the first female NPC Champion and being widely regarded as one of the most challenging bosses in the entire series. As a consequence, the Champions from later games have a hard time matching the popularity of Cynthia and Steven, often due to their Champion battle difficulty, characterization and role in the story struggling to live up to the standards set by Cynthia and Steven.
86** In ''[[VideoGame/PokemonRubyAndSapphire Pokémon Omega Ruby and Alpha Sapphire]]'', the post-game ends with one last confrontation with Wally as the game's resident {{Superboss}}. And Game Freak ''really'' did their homework with this one. It was clear they did a ton of research into the competitive scene to come up with the best possible team to support Wally's [[SignatureMon Mega Gallade]]. Not long after the game's release, Creator/Drayano60, who's well-known for his ROM hacks that make ''Pokémon'' games NintendoHard while still keeping as true as possible to the spirit of the vanilla version, released ''Rising Ruby and Sinking Sapphire''. These hacks give Wally his superboss team when you battle him on Victory Road. But that left Drayano with a bit of a conundrum when it came to the superboss battle. When you've already made Wally's main story team so rock-solid that [[https://www.youtube.com/watch?v=ghfvIC-pqqY&t=12s&ab_channel=WolfeyVGC even a World Champion can't find any significant flaws in it]], where do you go from there? Drayano apparently couldn't find an answer because Wally's superboss team is just the same team but with much higher-leveled mons.
87* ''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).
88* ''Franchise/RatchetAndClank'':
89** The second and third games in the franchise, ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'' and ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'', are wildly considered to be the best games in the franchise. Both ''VideoGame/RatchetDeadlocked'' and ''VideoGame/RatchetAndClankSizeMatters'' were not as well liked from fans and critics alike, though while ''Deadlocked'' was later vindicated by later examples, ''Size Matters'' is the least favored of the traditional ''Ratchet'' games.
90** ''VideoGame/RatchetAndClankFutureACrackInTime'' is also viewed as the best game of the [=PlayStation=] 3 games. Both of the successor games, ''[[VideoGame/RatchetAndClankAll4One All 4 One]]'' and ''[[VideoGame/RatchetAndClankFullFrontalAssault Full Frontal Assault]]'', are considered inferior due to a weaker story and focus on multiplayer. ''VideoGame/RatchetAndClankIntoTheNexus'' is viewed as an improvement, but not enough to reinvigorate the franchise.
91* ''[=RayForce=]'', the first game in the ''VideoGame/RAYSeries'', is regarded by many as [[FirstInstallmentWins the best game in the trilogy]], due to its innovative mechanic of attacking enemies below you with HomingLasers and [[SugarWiki/VisualEffectsOfAwesome splendid displays of sprite scaling and rotating for a 3D effect]]. Its sequels, ''[=RayStorm=]'' and ''[=RayCrisis=]'', aren't seen as living up to the first game, due to the fully-3D graphics taking away what made ''[=RayForce=]'' look so great as well as having not aged well, as well as the lock-on system now being usable against enemies of the same altitude, which high-scoring players see as making the game ''worse'' as it changes scoring tactics completely by discouraging the player from using their main weapon.
92* ''Franchise/ResidentEvil'':
93** ''VideoGame/ResidentEvil1'' was viewed as a great game (narmy lines aside) and helped popularize the survival horror genre. ''VideoGame/ResidentEvil2'' became an EvenBetterSequel by cranking up the graphics, the story, and introducing new gameplay elements like side-by-side stories for the protagonists and new enemies and weapons. ''VideoGame/ResidentEvil3Nemesis'', while not a failure by any means, didn't quite live up to the expectations that ''2'' set due to being a bit [[NintendoHard too difficult]] at times as well as some players not liking being stalked by [[SuperPersistentPredator Nemesis]] when trying to explore areas. ''VideoGame/ResidentEvilCodeVeronica'' also didn't live up to the standard that the second game set due to ''Code: Veronica'' having story elements that were quite narmy and a supporting protagonist many considered to be TheScrappy, with even its improvements to the presentation (fully 3D characters ''and'' environments, something the series had previously only done in ill-received spin-offs) not garnering much long-lasting praise when Creator/{{Capcom}}'s own non-''Resident Evil'' output blew it out of the water just a year or so later with games like ''VideoGame/DevilMayCry1''.
94** ''VideoGame/ResidentEvil4'' completely overhauled the "fixed camera angle" style gameplay that the series was built upon and opted for a third person shooter with tons of weapons, upgrades, and lots of action heavy sequences. The game was given glowing reviews and fans greatly loved the game, which made ''VideoGame/ResidentEvil5'' hard to top it and it was criticized for playing everything straight instead of embracing the self-aware cheesiness that ''4'' ran with.
95** ''VideoGame/ResidentEvil2Remake'' sold millions of units within weeks of the game launching, with critics and fans praising it for bringing a fresh look and feel to the classic 1998 original while still retaining elements that made ''[=RE2=]'' great back then. ''VideoGame/ResidentEvil3Remake'' couldn't quite live up to the expectations that were set by its predecessor, with many criticizing how boring and scripted the eponymous Nemesis was while also noting that the game felt incredibly short and lacked many of the original's memorable setpieces, such as the clock tower and the factory.
96* ''VideoGame/SaintsRowTheThird'' had this from fans coming from ''VideoGame/SaintsRow2''. On its own, ''Saints Row: The Third'' did a lot right and in some aspects much better than ''Saints Row 2'', like weapon upgrades which needed to be earned, shortening the amount of times activities needed to be done, reducing their overall frustration, tightening the controls, and overall sillier aspects. However, for every great thing the third game introduced, it lost something in the process that made the second game memorable. The story is much more streamlined and focused in ''[=SR3=]'', but the Syndicate as a whole feels less memorable than the gangs from the first two games and the whole menace of them feels off when the leader [[spoiler:is offed in Act 1, replaced with a LargeHam luchador]]. The town is much more easier to maneuver around in at the cost of Steelport being absolutely boring compared to Stillwater. The humor balanced with more of the serious aspects of the second gave the humor more impact and needed relief compared to the third which could pass as an Creator/AdultSwim cartoon, etc. It's not like the third game is bad by any means; but it's one where despite numerous improvements, many still like the second game better.
97* 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 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 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]].
98* ''Franchise/ShinMegamiTensei'':
99** ''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]] -- [[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.
100** 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'' [[ItsTheSameNowItSucks 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.
101* ''Franchise/SilentHill'':
102** The series has struggled in the shadow of [[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 games]] failed to enthrall the wider public as their predecessor did.
103** Music/AkiraYamaoka, the composer for ''seven'' of the ''Silent Hill'' games, and sound director responsible for most of the [[HellIsThatNoise hair-raising sounds]] in the first three games, also made for a big shadow over the series after he left Creator/{{Konami}}.
104* ''Franchise/SonicTheHedgehog'':
105** 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 effectively and almost universally hailed as the shining gems of the series 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.
106** 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 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 Platform/NintendoSwitch).
107* There have been no new games in the ''Spec Ops'' series after [[AcclaimedFlop the widely-acclaimed if underperforming]] ''VideoGame/SpecOpsTheLine'', with several retrospectives arguing that ''The Line'''s story, which served as a brutal deconstruction of the WarIsGlorious mentality that the previous games glorified, was notorious to such a degree that any sequel, regardless of whether it continued said deconstruction or tried a DeconReconSwitch, would inevitably be unfavorably compared to ''The Line''.
108* ''VideoGame/Splatoon3'' is a bit of a ContestedSequel among the ''Splatoon'' fan base, and part of the reason for that is coming off the heels of the [[VideoGame/Splatoon2 second game]] and its DownloadableContent:
109** Return of the Mammalians suffered greatly from having to follow up the Octo Expansion, highly lauded amongst the Splatoon community as possibly the best single-player campaign in the series due to its challenging nature, DarkerAndEdgier tone, expansive world-building and character development for the Splatoon setting, a jaw-dropping finale, and a ludicrously hard but satisfying final challenge. ''Splatoon 3'' decided not to mess with an obvious winning formula and brought it back for its own base-game Story Mode, but various factors — its lower difficulty, [[RecycledScript uncannily familiar plot]], more traditional methods of storytelling, [[TheyWastedAPerfectlyGoodCharacter widely agreed-upon failure to capitalize on its cast]], shorter length, and still-challenging-but-much-less-intense BrutalBonusLevel — combined to make it a more contentious experience overall than the OE. While it still has its fans, and few Splatheads will argue against the finale matching its big brother in spectacle if nothing else, those who have played both campaigns will often make a point of how Return of the Mammalians is "[[ItsTheSameNowItSucks just the Octo Expansion again but worse.]]"
110** ''Splatoon 3'''s own DLC campaign, Side Order, is generally considered great in its own right, with many praising its experimental mix of the basic {{roguelike}} formula and ''Splatoon''[='s=] core gameplay and having fun discovering just how broken you can make your Palette; at worst, it's still viewed as a huge step up from "Return of the Mammalians" just for taking a risk and daring to be different. That said, many ''Splatoon'' fans believe it still languishes in Octo Expansion's shadow somewhat, due in part to common criticisms such as lacking the difficulty, gameplay and story depth, and variety that made Octo Expansion and/or other roguelikes so good. The overall consensus seems to be that it's (fittingly) an 8/10 campaign that comes frustratingly close to standing alongside OE as one of the series' all-time greats, but doesn't quite hack it.
111* ''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 has been indefinitely on hold ever since]].
112* Much like ''Crash Bandicoot'', the other unofficial [=PlayStation=] mascot, the post-Creator/InsomniacGames era ''Franchise/SpyroTheDragon'' games don't quite live up to the original trilogy (not counting the Game Boy Advance titles except for ''VideoGame/SpyroOrangeTheCortexConspiracy''). ''[[VideoGame/SpyroEnterTheDragonfly Enter the Dragonfly]]'' was [[ObviousBeta heavily rushed]] and critically panned by fans and critics alike. ''[[VideoGame/SpyroAHerosTail A Hero's Tail]]'', while much better received compared to ''Enter the Dragonfly'', was still rather divisive. As for ''VideoGame/TheLegendOfSpyro'' trilogy, while they are decent games overall, the ContinuityReboot was criticized for similar reasons to ''Crash Bandicoot'' above, and nearly ended up killing the series, with Spyro being relegated to a playable character in the ''VideoGame/{{Skylanders}}'' series before the release of the much-acclaimed ''VideoGame/SpyroReignitedTrilogy'' in 2018.
113* ''Franchise/StarFox'' has had a really tough time matching the acclaim of ''VideoGame/StarFox64'', regardless if the formula [[VideoGame/StarFoxAdventures changes]] or [[VideoGame/StarFoxZero stays the same]].
114* 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 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.
115* ''Franchise/SuperMarioBros'':
116** At least a chunk of the reason that ''VideoGame/SuperMarioSunshine'' was fairly controversial at release was that its most obvious point of comparison was ''VideoGame/SuperMario64'' -- the game that standardized how 3D platformers are supposed to work. By contrast, ''Sunshine'' looked a lot more gimmicky and weird. ''Sunshine'' has mostly managed to escape the original game's shadow since then, but it wasn't until ''VideoGame/SuperMarioGalaxy'' that the franchise had a game that most people considered an adequate follow-up to ''64'' (a lot of it being due to ''Galaxy'' going all-out on scale and scope).
117** 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 and lacked the original's novelty as a result, leading to unfavorable comparisons. It wasn't until ''VideoGame/SuperMarioOdyssey'' that a Mario platformer managed to reach similar levels of acclaim.
118** ''VideoGame/YoshisIsland'':
119*** 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 is generally seen as good, but not as all-around solid as ''Woolly World''.
120*** ''VideoGame/YoshisStory'' and ''VideoGame/YoshisIslandDS'', despite being solid games on their own, were disliked for ditching the original's particular crayon aesthetic and gameplay.
121*** ''VideoGame/YoshiTopsyTurvy'''s tilt mechanics [[ScrappyMechanic frustrated a lot of players]].
122*** ''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]].
123** The ''VideoGame/PaperMario'' series is viewed as falling apart because of ''VideoGame/PaperMarioTheThousandYearDoor'' being a Tough Act to Follow, with its beloved battle system, horde of {{Ensemble Darkhorse}}s, SugarWiki/AwesomeMusic and an overall well-received plotline. Nintendo feared that later installments [[ItsTheSameNowItSucks would tread too much old ground]], so ''VideoGame/SuperPaperMario'', ''VideoGame/PaperMarioStickerStar'' and ''VideoGame/PaperMarioColorSplash'' all underwent an UnexpectedGenreChange: the former mixed platforming with real-time battles, while the latter two turned the series into sticker-collecting Metroidvanias respectively. While ''Super'' was eventually VindicatedByHistory, the latter two remain hated to varying degrees due to their gameplay and plots. ''VideoGame/PaperMarioTheOrigamiKing'' brought another major shake-up to the series and its formula, abandoning the sticker/card collection and {{Excuse Plot}}s of the previous two in favor of somewhat more traditional RPG combat and a darker, more involved storyline. It ended up as the best-received ''Paper Mario'' game since ''The Thousand-Year Door'' -- but even then, many still wish for a return to the series' original tone, gameplay, and diverse cast of characters.
124* 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 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''.
125* ''VideoGame/SuperSmashBros'':
126** The series, while not an example for the fanbase as a whole, has historically struggled to satisfy the TournamentPlay community with later installments. ''[[VideoGame/SuperSmashBrosMelee Melee]]'' was -- and still is -- recognized as a worthy fighting game, with its fast pace and in-depth techniques often providing intense rounds. When ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' slowed down the overall pace, added a few cases of RandomNumberGod -- most notoriously tripping -- and removed the aforementioned GoodBadBugs, potential for competitive play lowered as a consequence. ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU For 3DS and Wii U]]'' approached a more competitive format by removing the random elements and making the game's pace slightly faster, but with ''Melee'' still making appearances in various fighting game tournaments, the former game remains standing in the shadows that the latter game has cast. It wasn't until the runaway success of ''[[VideoGame/SuperSmashBros Ultimate]]'', which made its own tweaks to gameplay mechanics in an attempt to appeal to competitive-minded fans while still making the game distinct from ''Melee'' and maintaining the series' longstanding casual appeal, that ''Smash''[='s=] second entry was finally, truly outdone.
127** This was a large factor regarding why [[VideoGame/FireEmblemThreeHouses Byleth's]] reveal as a DLC fighter for ''Ultimate'' ended up being so divisive. They were the last character revealed as part of Fighters Pass Volume 1, coming after the [[UnexpectedCharacter unexpected]] [[VideoGame/Persona5 Joker]] and [[VideoGame/FatalFury Terry]] [[VideoGame/TheKingOfFighters Bogard]], the long-requested [[VideoGame/BanjoKazooie Banjo and Kazooie]], and the [[TropeCodifier iconic]] [[VideoGame/DragonQuest Hero]]; thus, many people were underwhelmed that the last fighter revealed was such a "safe" option, and this is before getting to the fact that Byleth's inclusion bumped the number of playable ''Franchise/FireEmblem'' characters to eight, leading to accusations of [[SpotlightStealingCrossover favoritism]]. It's worth noting that the developers expected this reaction, with a second Fighters Pass being announced immediately after and Creator/MasahiroSakurai taking pains to highlight how different Byleth was from most other ''Fire Emblem'' reps in terms of gameplay.
128* 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]], people thought ''Legendia'' was quite a step down due to the SuperDeformed artwork and the 2D battle system, compared to ''Symphonia'' being fully 3D 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 Platform/NintendoGameCube, a console starved for [=RPGs=] at the time, while ''Legendia'' released on the 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]] ''[[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.
129* ''VideoGame/TecmoBowl'' had this happen after ''Tecmo Super Bowl'' was released for the NES. In 1993, they released a sequel, also named ''Tecmo Super Bowl'', for the SNES and Mega Drive/Genesis. One of the main reasons was because of the roster changes from the 1990 season to the 1993 preseason. Many teams and players got better or worse, such as Dallas improved the most and Chicago got worse. One common complaint was the three-season mode, where you play three seasons in a row with one team to get a better ending. Of course, it's an optional feature.
130* Many of the complaints about ''VideoGame/TotalWarRomeII'' are essentially this: it's a pretty good game in its own right, but it's the immediate follow-up to [[VideoGame/TotalWarShogun2 one of the best games in the series]] and a remake of [[VideoGame/RomeTotalWar the other best game in the series]].
131* ''VideoGame/TrialsOfMana'' was both the cause ''and'' sufferer of this effect:
132** Back when [[LateExportForYou you had to emulate the game]], ''Trials of Mana'' (and to a lesser extent ''VideoGame/LegendOfMana'') created this for the rest of the ''VideoGame/{{Mana|Series}}'' games; they've been seen as paling in comparison to ''Trials'' and/or ''Legend''.
133** The ''Trials'' remake came out late April 2020... after ''VideoGame/FinalFantasyVIIRemake''. Suffice to say, the game is, at its core, an [[VideoGameRemake Enhanced Remake]] of a game released in 1995, which resulted in some disappointment from reviewers and gamers alike that it didn't go to the same lengths as ''FFVIIR'' in reworking and improving upon the original title. On the other hand, ''FFVIIR'' having a considerable BrokenBase over [[spoiler:its TwistEnding establishing the game to ''not'' be a remake of ''VideoGame/FinalFantasyVII'' but a StealthSequel in an AlternateTimeline where the story is poised to go OffTheRails]] caused some players and critics to lighten up over how the ''Trials'' remake played it safe in regards to the original.
134* 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 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 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''.
135* Very few ''VideoGame/{{Worms}}'' games has gotten even close to achieve the same success as ''Armageddon'' did when it was released in 1999. The fact that the games after have felt like they have been trying to remake ''Armageddon'' to varying degrees of success is often considered a reason.
136* 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'' specifically was that it released near the end of 2017 -- which was considered a ''very'' good year for gaming.
137* ''VideoGame/Yakuza2'' cast a long shadow over the ''[[VideoGame/LikeADragon Yakuza]]'' series, with a tight plot, some of the best characters of the series, and a more streamlined combat system than [[VideoGame/Yakuza1 the original game's]]. Its follow-up, ''VideoGame/{{Yakuza 3}}'', is a ContestedSequel due to placing more emphasis on Kiryu's life outside Tojo intrigue, and games ''[[VideoGame/Yakuza4 4]]''[[VideoGame/Yakuza5 -]]''[[VideoGame/Yakuza6 6]]'' are considered enjoyable but still inferior to ''2''. So far, only ''VideoGame/{{Yakuza 0}}'' and ''VideoGame/YakuzaLikeADragon'' challenge the second game in terms of plot, with the latter losing points due to its controversial [[GenreShift turn]] from a brawler to a turn-based RPG.
138
139!!Miscellaneous
140* There's a reason the [[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 [[Platform/NintendoEntertainmentSystem 8-]] and 16-bit days of good ol' Ninty: the Platform/{{Nintendo 64}} and Platform/NintendoGameCube got derided for their small third-party libraries, the Platform/{{Wii}}'s motion controls and its perceived UsefulNotes/{{Shovelware}} library made hardcore gamers see it as a joke, the Platform/WiiU was a failure on most conceivable levels, and the 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.
141* Take Nintendo's legacy and make the decline far, far worse, and you have Creator/{{Sega}}. The Sega Mega Drive, or 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 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 Platform/SegaDreamcast appeasing fans globally, but a number of reasons, such as the hype for the 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.
142* Nintendo's 1989 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.
143* After ''VideoGame/SoundVoltex'', Creator/{{Konami}} has found it difficult to produce new ''VideoGame/{{BEMANI}}'' games with a successful playerbase; in fact, three of their post-''SDVX'' games had official network support terminated, while even longrunners like ''VideoGame/{{beatmania}} IIDX'' and ''VideoGame/DanceDanceRevolution'' continue to get updates and new versions. ''Miraidagakki [=FutureTomTom=]'', a drumming game with motion sensor sticks and a face camera. was dismissed as fun for a few plays at best and shelved accordingly. ''VideoGame/BeatStream'' has a pretty unorthodox interface that players couldn't really get behind, resulting in the game being nixed as well. ''VideoGame/{{MUSECA}}'' is marred by poorly designed buttons and a confusing system that involves arranging characters into a party, and even after an update that addressed a lot of the problems with the Grafica system, it still couldn't pull in enough players and as such was discontinued as well. The jury is still out on whether ''VideoGame/{{Nostalgia|BEMANI}}'' and ''VideoGame/DanceRush'' can have enough staying power to not get nixed so early. For some fans in particular, this trope applies more widely to the franchise with everything after ''VideoGame/PopNMusic'' and ''IIDX'' being seen as substandard, due to those games being hailed as the gold standard of rhythm games, especially [[NintendoHard challenge-oriented ones]].
144* Questionable monetization schemes aside, this is why Creator/ElectronicArts' ''VideoGame/StarWarsBattlefront2015'' and [[VideoGame/StarWarsBattlefrontII2017 its 2017 sequel]] have garnered mixed-to-negative reactions, as both entries are unfavorably compared to Pandemic's [[VideoGame/StarWarsBattlefront original entries]] and EA's own ''VideoGame/{{Battlefield}}'' series. Both the original ''Battlefront'' and its sequel were universally beloved for delivering on the large-scale ''Franchise/StarWars'' experience across all eras and providing variety in locations, characters, and weapons. In comparison, the 2015 ''Battlefront'' was roundly criticized for being shallow, since it lacked a single player campaign, Galactic Conquest, space battles, and the prequel-era setting. Likewise, the 2017 ''Battlefront II'' had the unfortunate luck of coming off the heels of 2016's ''VideoGame/Battlefield1'', which was universally praised for its smooth launch, [[UsefulNotes/WorldWarI unique setting]], and surprisingly good solo campaign; subsequently, ''Battlefront II'' (2017) lacked these features and was seen as a step down. Furthermore, both ''Battlefront'' games lacked destructible environments, diverse ground vehicle selection, and squad systems, leading to fans deriding them as a "poor man's ''Battlefield''."
145* Games designer Creator/WillWright seems to be heading in this direction, considering the general reaction to his most recent game, ''VideoGame/{{Spore}}'', hasn't been nearly as warm as with his seminal masterpiece, ''VideoGame/TheSims''. The quote from Yahtzee on the main page is from ''WebAnimation/ZeroPunctuation'''s review of Spore. This is also true for post-''Sims'' entries to the ''VideoGame/SimCity'' franchise, though Wright [[GodDoesNotOwnThisWorld hadn't been involved with those games]] since at least ''[=SimCity=] 4''. Even without Wright at the helm, ''4'' was critically acclaimed and is widely considered the apex of the series; just not ''[[OvershadowedByAwesome quite]]'' as popular as ''The Sims''.
146* In hindsight, Creator/{{Harmonix}} choosing to craft their first single-artist ''VideoGame/RockBand'' game around the musical output of Music/TheBeatles might have been a poorly considered move in the long term, because no matter how great your music is, it's very, very difficult to find another group as universally beloved as The Beatles. So who did they pick for their next game? Music/GreenDay. After making the overwhelmingly popular ''Rock Band'' and ''VideoGame/DanceCentral'', Harmonix announced that they were making a game based off of Creator/{{Disney}}'s legendary ''WesternAnimation/{{Fantasia}}'' films. It failed to impress fans, as the gameplay requires you to use your arms rather than using your whole body like in ''Dance Central''. And the song count is quite low compared to their other games. Fans are still waiting for the next ''Dance Central'' or ''Rock Band'' to be announced.
147* Apparently, Creator/HideoKojima regrets being remembered only for the ''VideoGame/MetalGear'' series, which overshadowed his earlier games (such as ''VisualNovel/{{Snatcher}}'' and ''VisualNovel/{{Policenauts}}''), games created in-between (such as ''VideoGame/{{Boktai}}'' and ''VideoGame/ZoneOfTheEnders'') and whose shadow looms on every possible future title. He would eventually finally move on from Konami and [[VideoGame/DeathStranding start producing original games once again]], but time will tell if he can shake his reputation off.
148* The Platform/PlayStation3 was this to both the Platform/PlayStation and 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 Platform/PlayStation4, however.

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