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Moved to the Next Console

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It's not uncommon for a game to start off on one console and be released on the next generation console. This usually occurs to late-cycle games but can also occur to games stuck in Development Hell. Often overlaps with Schedule Slip if unexpected delays in a game's production pushes its release to near or after the launch of the next-generation.

There are many reasons why this happens, the most obvious being in order to take advantage of improved hardware. Another common reason is because late-in-life titles don't usually sell that well. With many gamers making the leap to the newest console or handheld, porting or remaking a title for the next gen is the best bet for sales.

In a certain way, sometimes consoles themselves can have this happen, originating as add-ons or planned features for older consoles before eventually releasing as entirely new systems.

See also Cross-Generation Video Game, where a game is developed and released on multiple generations of consoles simultaneously.


Examples:

Action-Adventure

  • Cubivore started out as a late Nintendo 64 title but was moved to the GameCube.
  • Dinosaur Planet (Rare) was a late Nintendo 64 and was far enough in production to have showings at trade shows, before being moved to the Nintendo GameCube in order to take advantage of the tech and because the N64 was at the end of its life cycle (with the suggestion from Shigeru Miyamoto to turn it into a Star Fox game coming around the same time). The final game, Star Fox Adventures, ultimately had several planned features cut due to developer Rare being purchased by Microsoft during production, which imposed a hard deadline for the game's release. These cut features include the main female lead (Krystal) losing her role as the second playable character, the number of Spellstones and Krazoa Spirits being decreased by two each, many areas being removed entirely, the removal of General Scales' boss fight, and the story getting trimmed down.
  • ICO started life as a PS1 title, but got ported to PS2 midway. One artifact of that is the game running in 240p mode, needlessly upscaled to 480i (or 288p to 576i for the PAL release).
  • Kameo: Elements of Power has its development span across four different consoles. It was initially conceived as an Nintendo 64 title before shifting to be a potential GameCube launch title. Then developer Rare was purchased by Microsoft, at which point Kameo was moved to the Xbox and began being retooled for the more young adult-skewing demographic of the console; the long process of which ultimately resulted in it becoming an Xbox 360 title.
  • The Last Guardian was announced at E3 2009 for the PlayStation 3 but didn't end up coming out until 7 years later on the PlayStation 4.
  • The Legend of Zelda: Ocarina of Time was intended to receive an expansion pack called Ura Zelda, planned for the 64DD. The failure of the 64DD led to it being scrapped, but it would come to inspire the Master Quest mode in the GameCube re-release and Nintendo 3DS remake.
  • Inverted with Metal Gear Solid 3: Snake Eater. It was originally planned to be a PlayStation 3 release, but because the hardware specifications of the PS3 was far from being finalised at the time of development, the game was instead made for the PlayStation 2. The game would later see an Updated Re-release for the PS3 as part of the Metal Gear Solid HD Collection, however.
  • Metroid Dread was originally planned for the Nintendo DS, but series producer Yoshio Sakamoto felt its hardware was not powerful enough to convey his vision for the game. The project was shelved before eventually re-entering production over a decade later for the Nintendo Switch. It is generally assumed that Sakamoto was referring to the E.M.M.I. when talking about the hardware, with their behavior requiring more advanced scripting than the handheld could accomplish.
  • Nioh was announced at E3 2005 during the press conference where the PlayStation 3 itself was revealed. The game wasn't released until 2017 (12 years later) on the PlayStation 4.
  • Shining Wisdom was rushed to be released on the Sega Saturn rather than the Sega Genesis due to Sega's surprise launch of that console several months early.
  • Too Human started out as a PlayStation title, before becoming a GameCube title when developer Silicon Knights entered an exclusive partnership with Nintendo. The production on other titles pushed development back, with the game briefly becoming intended for the Wii until Silicon Knights learned of the system's hardware specifications, prompting them to immediately end their deal with Nintendo to instead develop the game as a Xbox 360 title.

First-Person Shooter

  • GoldenEye (1997) was first conceived as a 2D platformer for the Super Nintendo Entertainment System, but was quickly shifted to the Nintendo 64 when one of the lead developers insisted that it should be a shooter.
  • Halo: Combat Evolved went through two platform changes and one genre change before it was finally released. Steve Jobs himself introduced the game as a Real-Time Strategy title releasing simultaneously for Mac and PC during the 1999 Macworld Conference & Expo. Bungie later changed it into a shooter, after which Microsoft bought Bungie, and made it an exclusive launch title for the Xbox console. Funnily enough, it ended up getting ported to both PC and Mac after all, though two years later and by third parties (Gearbox Software handling the PC port and Westlake Interactive getting the Mac port).

Horror

  • Eternal Darkness started off as an N64 title, but after some time, it was decided to shift gears and develop it as a Nintendo GameCube launch title, though ultimately be delayed and miss the launch window, releasing the following year.
  • Resident Evil 0 had its development shifted to the GameCube due to the developers having issues working within the limitations caused by the low storage capacity of N64 cartridges. The shift to the GameCube also led to production being delayed even further in order to put its graphics on par with the remake of Resident Evil.

Hardware

  • The Nintendo GameCube had a number of scrapped peripherals and features that Nintendo would later implement into future hardware:
    • Nintendo experimented with motion controls for the system, with early versions of the GameCube controller having the feature. The idea was kept long enough for some developers to begin utilizing it in development of their games, but it was ultimately scrapped. The concept would serve as the basis for the Nintendo Wii, with there also being patents that suggest the system's Wiimote and Nunchuk may have been considered as possible peripherals for the GameCube as well, before it was decided to make them a standalone console.
    • Nintendo considered a slimmed-down, portable version of the GameCube with a LCD screen that could connect to a TV via a docking station. They never went through with this idea, but the concept would eventually manifest with the Nintendo Switch.
  • After a few early, unsuccessful experiments with stereoscopic 3D that took the form of a 3D glasses accessory for the Famicom and the Virtual Boy, Nintendo looked into implementing stereoscopic 3D on a number of their subsequent systems before finally doing so with the Nintendo 3DS. These include special 3D display accessories for both the Nintendo GameCube and Game Boy Advance that were scrapped; the former because it would have cost more than the GameCube itself, and the latter because the GBA's screen resolution was too low to produce a satisfactory 3D effect.

Platform Games

Puzzle Games

Racing Games

Role-Playing Games

Shoot-Em-Ups

  • Ketsui was going to be ported to PS2 by Arika, however the port was scrapped because the PS2 doesn't have enough memory for a background-swapping process in Stage 5. Instead, the first home port of the game would be released on the 360 and PS3, handled by 5pb instead.

Simulation Games


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