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Stolen from: Sony
Stolen by: Microsoft
What happened? True, Grand Theft Auto IV was never actually announced as a PlayStation 3 exclusive. In fact, the first we heard of it was during Microsoft's E3 2006 press conference, when then-Xbox chief Peter Moore rolled up his left sleeve to reveal a (presumably fake) tattoo of GTA IV's logo.
But in the minds of PlayStation fans prior to that announcement, GTA was and always would be a PlayStation series. Oh, sure, the earlier versions had all eventually crossed over to the Xbox and PC, but that was ages after they'd already made their splash on the PS2. To these fans, Moore's assertion that the game would appear on the 360 at the same time as - if not before - the PS3 was a shock. It was also the first faint hint that the PS3 might not rule this console generation like it did the previous two.
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Above: Why, Rockstar? Whyyyyyy? (Answer: Money)
Of course, the real "theft" here wasn't that the game was going multiplatform - it was that the 360 version would get exclusive, downloadable content that the PS3 wouldn't. At first, many fans just sort of assumed this meant the PS3 would be getting its own exclusive content, but that hope fell away when we asked Rockstar's then-spokesman, Hosi Simon, whether PS3 owners would get anything to compensate.
"Not that I can think of," Simon said, adding, "I guess if you want the complete experience with the episodes, then yeah, you should buy the 360, I suppose."
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Above: An incomplete experience?
Short-term effects: Not as drastic as you might think. In spite of the promise of absolutely no add-on content to extend the game's story, the PS3 version of the game still claimed 40 percent of GTA IV's ridiculous first-week sales. Had things gone differently, though, it's extremely likely that the PS3 would be the No. 2 console in America right now. You know, after the Wii.
Long-term effects: It's too early to tell - for all we know, the DLC might suck, or the deal to keep it 360-exclusive might turn out to be time-limited, like the PS2 exclusivity deals were for GTA III, Vice City and San Andreas. Alternately, the DLC might be so awesome that it spurs 360 sales even more. We won't know for sure until 2009.
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Stolen from: Nintendo
Stolen by: Sony
What happened? Third-party support for the GameCube never seemed stronger than it did on Nov. 13, 2002, when publisher Capcom announced five games exclusively for Nintendo's console. Overseen by Resident Evil creator Shinji Mikami, the five games included P.N.03, Viewtiful Joe, Killer7, Dead Phoenix and - most significantly - Resident Evil 4.
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Above: Killer7, Resident Evil 4 and Viewtiful Joe - The Three That Left
Only a few months later, Capcom backpedaled a little, announcing that - of the five games - only Resident Evil 4 would be a definite Cube exclusive. In fact, the only game that stayed exclusive was P.N.03 - and that might have had something to do with its critical and commercial failure. Meanwhile, Dead Phoenix was canceled outright, Viewtiful Joe stayed exclusive for nearly a year before an expanded PS2 version hit stores and Killer7 shipped simultaneously with its PS2 counterpart.
Somehow, though, the only one that really felt like a betrayal to Nintendo fans was Resident Evil 4. When it stomped onto the Cube in January 2005, it seemed like nothing less than the system's savior. It was arguably the best-looking game of the last console generation, and it redefined both the survival horror and third-person shooter genres. Of course, by that point everyone knew it wasn't going to last - after months of insisting the game would be exclusive to the GameCube, Capcom finally admitted in October 2004, that yes, it would make its way to the PS2 eventually. And it did, nine months after hitting the Cube, complete with extra modes, weapons and costumes to make up for the wait. And noticeably inferior visuals, but nobody seemed to mind.
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Above: This gun looks so much cooler than anything on the GameCube
Short-term effects: Resident Evil 4 proved to be the GameCube's last great third-party game. It sold extremely well for a Cube title, clearing about 1,600,000 copies, although it probably would have sold even better if Capcom hadn't announced the PS2 edition (which sold over two million copies) months before it came out. Viewtiful Joe and Killer7, meanwhile, failed to attract anything much bigger than a devoted cult audience on either platform.
Long-term effects: The Cube is dead and the PS2 is still amazingly strong for a console that's been obsolete for like three years. Coincidence?Yeah, probably.
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Stolen from: Nintendo
Stolen by: Sega
What happened? These two games, both released by Konami in 1994, were never actually intended for Nintendo fans. In fact, they were specifically geared toward Sega's audience - Contra: Hard Corps had a dark, ultra-macho, strictly-for-tough-masochists image, and Bloodlines was the first US Castlevania release to feature visible blood effects. Both, however, were outcroppings of franchises that had made their names and built their audiences on Nintendo platforms, and the idea of missing out on them made Nintendo fans seethe.
Yes, it's easy to look at them as whiners now, but if you were a kid in that era, odds are you could only afford one machine or the other (much like kids in this era). Anything that showed up on a console you didn't own was effectively barred to you. Maybe you had a friend who had it, but good luck convincing him or her to give up the controller and let you play.
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Above: Oh my god, you guys, finally!A cool werewolf is fighting aliens!
So if you didn't own a Genesis in 1994, you had to sit there and watch as your friends got to play what looked like the most awesome Contra ever. Yes, the SNES' Contra III: The Alien Wars is remembered as a better game, but Hard Corps let you play not only as one of the usual gun-toting commandos, but also as a woman, a robot or a goddamn werewolf.
Meanwhile, Bloodlines - while nowhere near as technically impressive as Super Castlevania IV on the SNES - was a dark, gritty new chapter in the series that actually tied in (however loosely) with Bram Stoker's Dracula novel. More than that, it enabled you to play not only as a whip-cracking Belmont descendant, but also as his spear-toting buddy, Eric Lecarde. Unless you owned an SNES, in which case you were **** out of luck.
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Above: Oh, man, look at that blood! TOO BAD IT'LL NEVERBE ON NINTENDO
Short-term effects: A whole lot of Nintendo fans who were pissed that their years of loyalty were being rewarded with games they couldn't play. Also, a lot of Genesis owners who got to play their very own badass installments of two beloved, formerly kid-friendly franchises.
Long-term effects: Growing up with forbidden fruit like this is part of what fueled the console-emulator boom of the late '90s, and the nostalgia-fueled retro-gaming movement that followed right behind it.
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Stolen from: Sony
Stolen by: Microsoft
What happened? We didn't really understand how bitter and ridiculous the current console war had become until March 19, 2007, when Devil May Cry 4 was announced for the 360. Like GTA IV, this wasn't a case of "theft" so much as it was of the game going multi-platform - but you wouldn't know it from the way the PS3 fans howled.
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Following the announcement, some dedicated PS3 fans began a petition, threatening to boycott the game unless Capcom reversed its decision and made the game a PS3 exclusive again. Even though the PS3 version was still a go, the petition's creators complained that they felt "very left out." The petition drive was at first regarded with derision and amusement by less rabid fans, but it gained enough momentum to prompt Capcom's Christian Svensson to issue the following response to the company's forums (which has since been deleted):
"We are certainly moved that people are so passionate about our products that they would go to such extremes," Svensson wrote. "At the same time we feel that allowing more people access to our content pleases far more people than it displeases (after all, we're not denying DMC4 to anyone that was already going to get it). It really is the best decision for the company and for consumers."
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Above: Yep, still plays about the same
In the end, it seems, the petitioners didn't hold much sway over the buying audience. DMC4 was released in February to strong sales, and as of May 2008, both versions of the game have sold a combined 2.3 million copies. And despite fan complaints that the 360 edition would be inferior, both turned out to be largely identical
Oh, except for that 22-minute installation the first time you play the PS3 version, of course.
Short-term effects: Other than demonstrating that console fanboys are more touchy than ever, Capcom's decision to make DMC4 a multiplatform release showed that - in spite of being largely ignored by gamers in Japan - the 360 is being taken seriously by Japanese developers.
Long-term effects: Since the release of Devil May Cry 4, more and more games from Japan - where the 360 is mostly ignored - have either gone multiplatform, or have been produced exclusively for the 360. Examples include Ninja Gaiden II, Lost Odyssey and - of course - Final Fantasy XIII.
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Stolen from: Apple
Stolen by: Microsoft
What happened? Developer Bungie is closely tied with Microsoft and Halo in the public's mind now, but it wasn't always that way. Before Microsoft bought them in 2000, Bungie was THE developer of Macintosh games, cranking out then-popular titles including Marathon, Pathways into Darkness and the Myth series (and, to a lesser extent, Oni). No other developer seemed more dedicated to the Mac as a gaming platform.
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Above: The first official Halo screenshot, taken on a Mac
At the Macworld Expo in 1999, Bungie took the stage during Apple CEO Steve Jobs' keynote speech to introduce an action game it was working on called Halo. What came next was - for the time - nothing short of amazing. Spartans and Covenant Elites clashed in spaceship corridors and huge, open landscapes, freely hopping in and out of vehicles. At a time when the then-unreleased Quake III was considered the pinnacle of action gaming, Halo's promise of wide-open possibility was jaw-dropping. For the first time, Mac gamers had something they could hold over the heads of their PC-owning friends, and it looked incredible.
That was, of course, until Microsoft took notice of it. In 2000, the Redmond giant acquired Bungie, and the hopes of Mac gamers were toast. The game was retooled into a first-person shooter and squirreled away until November 2001, when it was released as an exclusive launch title for Microsoft's Xbox console.
Short-term effects: For many (who'd apparently missed GoldenEye 007 four years earlier), Halo was the first proof that quality first-person shooters could be done on a console. Released in 2001, Halo became the centerpiece of the Xbox's launch, almost single-handedly ensured the system's success at retail and continued to command a high price for years after its release. Predictably, a lot of expectant fans griped loudly, but eventually bought Xboxes anyway.
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Above: Not quite what we'd been led to expect
Apple, which had recently taken an interest in supporting game development, went back to mostly ignoring the medium, and Mac gamers went back to being treated like second-****citizens by all but a handful of publishers. Eventually, Halo did come to the Mac - but it didn't happen until 2003, and by most accounts it was just OK.
Long-term effects: What? You all know this story already - especially those of you with the goddamn Master Chief helmets sitting on your shelves. Halo became one of the most popular series in the history of gaming, and helped the Xbox carve out its niche as the system of choice for frat boys and burly-minded shooter fans. Master Chief became the console's - and, to a certain extent, Microsoft's - mascot, and people without Xboxes continue to deride the series as the most banal thing ever.
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Stolen from: Consoles
Stolen by: Handhelds
What happened? Dragon Quest is, and has always been, one of the most popular game series in Japan (if not the most popular). And as one of Japan's most popular series, it tends to live on Japan's most popular console. The NES, SNES, PSone and PS2 have all been called home by Dragon Quest games, and all of them topped Japanese sales charts in their heyday. After the series followed the same Nintendo-then-Sony pattern as Final Fantasy, however, it seemed like a sure bet that the next DQ would be a PlayStation 3 exclusive - or at least a Wii exclusive - that would stomp the likes of Blue Dragon and Eternal Sonata.
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Above: Wait, what?
What we didn't take into account was that roughly eight billion percent of Japan's population owns a Nintendo DS, and that Square Enix's main goal is to get Dragon Quest into the hands of as many people as possible. So it shouldn't have really come as a surprise when - during a December 2006 press conference - publisher Square Enix revealed that Dragon Quest IX would appear exclusively on the two-screen handheld.
Short-term effects: Even in the US, where DQ games enjoy middling popularity at best, the decision to make the next, full-fledged Dragon Quest game would appear on the DS raised some eyebrows. We're used to the idea of spinoffs of console titles showing up on handhelds, but a full-fledged sequel? Shouldn't that be on a "real" console?
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Above: Really?
And that's what Dragon Quest IX has done - it's made us realize that handhelds have advanced to the point where they can be considered direct competitors to bulky, TV-bound machines. They're not toys anymore, they're not peripheral to the experience of playing consoles at home - for millions of people, theyare the consoles. Who needs a bulky, $400 DVD-playing box when you can have a similar experience with a tiny, self-contained portable machine? Not Dragon Quest fans, apparently.
Long-term effects: It's too early to say, because the game isn't actually out in Japan as of this writing. But it's a safe guess that, unless the game turns out lousy, DQ IX will only cement the DS' position as the world's dominant game machine.
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