Until the release of Persona 5 in April 2017, the Persona series was an under-appreciated JRPG series and the fact that Persona 3 and 4 were released on the Playstation 2 near the end of its system's life-cycle certainly didn't help. Persona 4 is a sad example of great potential that was almost wasted. Released in July 2008 in Japan, North America in December 2008 and Europe in March 2009, this game was released on a system that was practically on its death bed.
While the game did get awesome reviews, it was released over 2 years after the Playstation 3 and Wii was released in North America as well as 3 years after the Xbox 360. During those years, there were plenty of must have titles for those systems and awesome console exclusives such as Uncharted: Drake's Fortune, Super Mario Galaxy and Halo 3 respectively.
Why Altas chose to keep it a Playstation 2 exclusive was anyone's guess because at that point, the gaming populous had clearly moved on. Thankfully, Atlus re-released it as Persona 4: Golden on the Playstation Vita and is considered by many as the best game for that system. Atlus had obviously learned their lesson as Persona 5 was released on both the Playstation 3 and 4.
Aside from Kenichiro Yoshida, who doesn't love seeing cute and sexy anime school girls with macromastia beat each others clothes off in a flurry of fancy weapons and flashy moves? After Senran Kagura proved to be a bankable franchise, Kenichiro Takagi created another franchise cut from the same cloth but where girls could turn into weapons thanks to a mysterious virus. While it was similar to Senran Kagura in terms of fanservice, it's battle mechanics were very different and it was also set in a more science-fiction world in contrast to Senran Kagura's traditional Japanese environments. With a satisfying combat system, plenty of secrets to unlock, and a surprisingly engaging story, this was a must have title for fans of the Senran Kagura franchise.
Unfortunately, Marvelous made the asinine error of keeping this stellar game a Playstation Vita exclusive. As it was released in October 2016 in North America, it was obvious that the system was pretty much finished in the territory and has sold only 170 000 copies as of this list. And when you consider that Senran Kagura: Estival Versus was released on the Playstation 4 and PS Vita simultaneously six months prior in all territories, the decision was quite baffling. It's no wonder that the game was re-released on Steam almost an entire year later. It just goes to show you that putting balloon sized breasts in video games doesn't always increase sales.
With the Atari Jaguar being the first 64-bit system on the market, Atari really pushed its marketing campaign about it being the best system out there. Who remembers that silly "Video Game Marketing 101" commercial? However, a system is only as good as its video games is what I say and the Jaguar didn't really have a lot of noteworthy titles. Alien VS. Predator is one of the very few games that was actually worth playing. With its superb graphics, horrifying atmosphere and the ability to play as three characters each with their own play style, many considered this to be the best game for the system.
But with this being exclusive to a system that was difficult to program games for, ultimately very expensive to buy and selling only 250 000 units, Alien VS Predator went on to become one of gaming most under appreciated titles. I believe the time is ripe for a re-release and although it's pushing 25 years old, it still looks and plays better than Aliens: Colonial Marines.
After the success of the original Bayonetta, fans clamored for a sequel. But while they did get it, it wasn't on the system they were hoping for. The reason why Bayonetta 2 was a Wii U exclusive was because Sega was in a financial pickle and Platinum games had to strike a deal with Nintendo to get the funds needed to finish the game and get it ready for market. Atsushi Inaba, PlatinumGames producer, probably also felt that this wasn't the ideal console to release the game on but felt that if the deal hadn't been struck, Bayonetta 2 wouldn't have been released at all.
While the game did receive universal critical acclaim from various publications, it didn't do very well in terms of sales as it sold only 39 000 copies in its opening week. The problem wasn't was that it was released on a Nintendo system, but a system that was floundering big time. Its re-release on the Switch might have helped turned things around and even warrant a sequel, but the numbers certainly painted a bleak future for the Umbra Witch.
WIth the release of Mega Man 8 and Mega Man X4 on the Playstation and Saturn and Mega Man Legends exclusively on the Playstation, Keiji Inafune decided to release a spin-off game for the aging Super Famicom system in May 1998. Although the art-style and mechanics mimicked that of Mega Man 8, this was the first platforming title in the series where you could control Bass, Mega Man's rival. Both controlled very differently from each other which increased re-playability in the same way Mega Man X4 did. While it was definitely a must-play, it couldn't have been released on a worse system.
The reason why Inafune made this a Super Famicom exclusive was so that gamers who couldn't afford newer systems would have something new to play on their old Super Famicoms. It's understandable why he did this because a lot of blue-collar workers like myself usually can't afford the latest hardware the day it comes out. But when you consider that the Playstation and Saturn were both released in Japan in time for Christmas in 1994 and the Nintendo 64 released in June 1996 also in Japan, gamers would've been able to save up enough money to buy one of those systems. Not to mention that the Playstation cost only $299 U.S. at launch. Because of this noble but foolish decision, North American gamers wouldn't get to play it until it was ported to the Gameboy Advance five years later. I guess Capcom didn't learn anything from Mega Man 6.
With the age of the Nintendo 64, Rare was on top of their game with many stellar titles such as Goldeneye 007, Banjo-Kazooie and Blast Corps. Jet Force Gemini was a stellar shooter set in outer space which was praised for its outstanding visuals and wacky characters. And it also has some decent multi player elements as well, something Rare was becoming good at back in the day. But with the release of Jet Force Gemini, the system's limitations were really starting to show.
Because the Nintendo 64 used cartridges, the internal memory and performance was limited in comparison to the CD-ROM format on the Playstation. Because there was only 64 MB to work with, numerous areas of the game had to be cut from the final release which resulted in a lot of backtracking later on in the game. Not to mention those tribal rescue missions. The game also suffered from a stuttering frame rate that comes with cartridges. With the Gamecube announced as "Project Dolphin" in 1999, Rare probably should've switched development to that system instead. Even with Microsoft buying out Rare, at least we would've been able to play the game, Gamecube or Xbox, without any compromises.
#4: Halo Wars (X360)
When it came to shooters of any kind, the Xbox 360 was the system of choice and Master Chief and his posse were leading the pack. They then decided to release a real-time strategy game set in the Halo universe. While this was a novel idea, making it a console exclusive was a big mistake. As any professional RTS player will tell you, nothing can beat the precision of a mouse and the quickness of hot keys, something the console version was sorely lacking.
Suffice to say, this awesome idea was poorly executed and both RTS players and Halo fans didn't take kindly to it. It was still playable and enjoyable, but fans had to wait 7 years before it was finally ported to the PC. Thankfully, Microsoft learned from this blunder as Halo Wars 2 was released on the Xbox One and PC simultaneously.
A few years after the Xbox 360's release, it became known for its high-octane, hyper-violent shooters where battle-hardened marines were the main lead. Meanwhile, the Playstation 3 was mostly known for its colorful and whimsical JRPGs with bizarre but lovable characters. So releasing a JRPG like Tales of Vesperia as an exclusive to a North American console like the Xbox 360 was a bizarre choice. In fact, it was the equivalent of hosting a Bar/Bat Mitzvah celebration at a casino during pork rib and draft beer night. While it's what many consider one of the best Tales games, releasing it on the Xbox 360 caused sales of the game to really suffer.
On the plus side, it was the first (and thus far only) time an Xbox brand console ever sold out in Japan because the Japanese gaming populous finally had a reason to own one. But Bandai Namco was quick to dis the Xbox 360 and released a revamped version for the Playstation 3 a year later which was exclusive to Japan at the time. Therefore, the community got together to release a translation patch so North American players could enjoy the extra content without having to take painstaking lessons in Japanese.
Bandai Namco did rectify this situation by releasing Tales of Vesperia: Definitive Edition in January 2019 on PS4, XONE, Switch and PC to commemorate the game's 10th anniversary. And with the Definitive Version selling 500 000 copies in just over one month, this shows that JRPGs still have a place in the gaming market. Just not as exclusives on North American Consoles.
Resident Evil games on Nintendo brand consoles can work, but this wasn't one of them. Taking place mostly on the ocean, Chris Redfield and Jill Valentine return to stop a bio-terrorist from infecting the world's oceans with a deadly virus. While the game got very good scores upon its release and a financial success, Capcom felt the game could've done better to recover its production costs.
One of the major factors here was probably because it was the first 3DS game to use the Circle-Pad Pro, an accessory for the 3DS that added another analog stick and two more shoulder buttons. Yeah, just what a Nintendo system needs; add-ons. Without it, your control options were more limited. When the sequel was released, it was actually ported to the Playstation Vita instead of the 3DS. At least both games got a Switch port.
What allows Sonic Boom: Rise of Lyric to take the top spot was how it was a double-whammy. Not only was it released on a system that it wasn't designed to be compatible with, but the Wii U was doing poorly in terms of sales. This game was originally in development for the Playstation 4 and Xbox One by Big Red Button using Crytek's CryEngine 3 and had no intention of releasing it on the Wii U due to how it wasn't designed to be compatible with the system. However, the big wigs at Sega signed an exclusivity deal with Nintendo in early 2013 where the next three Sonic games would be exclusive to Nintendo consoles. Naturally, this was part of the deal.
With the deal sealed, Big Red Button had no choice but to shift development of Sonic Boom: Rise of Lyric onto the Wii U and the results made Sonic '06 look like Game of the Year in comparison. It was full of performance issues, bugs and glitches, most notably the pause trick which allowed players to access certain sections of the game long before they were suppose to. This is what happens when higher-ups make these key decisions without consulting their employees.
Monster Hunters Tri - Wii
Secret of Mana - SNES
Kameo: Elements of Power - Xbox 360
Mega Man 6 - NES
Resident Evil: Code Veronica - Sega Dreamcast
And with that said, this list certainly points out how important it is to choose the right console for your game. Otherwise, your profit margins are bound to be a lot lower than you were hoping for. Do you agree with list? What are some games you feel were on the wrong system? Feel free to discuss it below. And with that, this is raidramon0 signing off.
List by Raidramon0 (02/25/2019)
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