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{{trope}}
Simply put: when a 2D original's transition to a 3D turns out to be difficult, usually because a [[Video Game 3D Leap]] often requires more skill and talent than some developers have.
There are two aspects of dimensionality when it comes to games. A game can be rendered in 2D or 3D, and the gameplay can be 2D or 3D. All 4 combinations have been seen.
Switching from one of these combinations to another, especially going from 2D/2D to 3D/3D is fraught with peril. Particularly in the early days of 3D rendering, art styles that were painstakingly developed in 2D could be lost in the transition to 3D rendering due to lack of hardware capable of bringing it to life in 3D. And of course, there are some art styles that simply don't work in 3 dimensions at all.
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What you get is that some games that had large 2D worlds seemed to get compressed in their 3D outings. This isn't as much a problem nowadays, but in the early days of 3D rendering, it was pretty widespread.
Be aware though, sometimes good 3D video-game adaptations are accused of this, mainly because the [[They Changed It, Now It Sucks|fans don't like to see their original product change]]. Notice that very similar games with no ''"2-D prequels"'' were often well received.
On the other hand, when this trope was common, not being in 3D could also invoke [[
Do not confuse with [[They Changed It, Now It Sucks]], which is about the ''reception'' of such games. [[Sub-Trope]] of [[Video Game 3D Leap]].
{{examples|Examples:}}▼
== [[Action Game]] ==
* ''[[
== [[Adventure Game]] ==
* [[Adventure Game
* After an extremely successful run with ''[[
== [[Fighting Game]] ==
* There are two key aspects to the
* ''[[Street Fighter]]'', originally had stumbled into 3-D gameplay with its non-canon ''[[
** ''[[Mortal Kombat]]'' is particularly guilty of this, with the gameplay and fatality systems being rebuilt with almost every new game.
** ''[[
** For ''Special Forces'', it probably doesn't help that the creative team behind it (including series co-creator John Tobias) quit Midway [[
** ''[[One Must Fall]] Battlegrounds'' attempted to do jump to 3D but failed due to many functionality problems. It was one of the most promising games ever made, but the bugs, lack of pilot/robot progress, inability to go through the arenas fast and awkward controls made for a big disappointment.
** ''[[
** Nintendo's platform-fighting game series ''[[Super Smash Bros.]]'' was 2.5-D (3D models moving on a 2D plane) from the start.
** [https://web.archive.org/web/20140310175857/http://insomnia.ac/commentary/domination_101/2d_vs_3d/ This article] by Seth Killian, who would later become Capcom's [[Promoted Fanboy|adviser for all things Street Fighter]], pretty much explains why 2D has remained viable in the face of 3D.
== [[Platform Game]] ==
* [[Sega]] recognized this trope with ''[[
** And now with [[
* ''[[Earthworm Jim (
▲* ''[[Earthworm Jim (Video Game)|Earthworm Jim]]'' fell victim to this trope heavily, as it abandoned almost all of the gameplay elements (not to mention many of the series' characters) in its jump to 3-D. It also didn't help that the series creator, [[Doug Ten Napel]], was completely excluded from its development.
== [[Puzzle Game]] ==
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* Pariodied in one minigame in ''[[Looney Tunes]] Duck Amuck'', where [[Daffy Duck]] wants to be in a really advanced game "with graphics up the wazoo", and becomes a very blocky collection of polygons.
== [[Role
* ''[[Dawn of Mana]]'' already deviated from formula by turning a successful 2-D action-RPG into an 3-D action-platformer with minimal [[RPG Elements]]. It went on to have [[Camera Screw|one of the worst camera systems]] for a PS2 platformer, and mission-objective arrows that pointed directly at solid walls. It also [[Restart At Level One|stripped you of all your upgrades at the end of a level]], making what few [[RPG Elements]] it had entirely pointless.
* The first eight ''[[Might and Magic]]'' games used sprites for NPC's, monsters, trees, etc (in a 3D world in 6 thru 8) and were quite good. ''M&M 9'' was fully rendered. It was also full of bugs, had ridiculous looking characters with flat faces, trees with a few 'blades' of leaves, and a UI with a fraction of the functions of its predecessors.
== [[Shoot
* The nearly-forgotten ''[[Gradius|Solar Assault Gradius]]''. It's a perfectly fine game, but it's arcade-only and hard to play using emulators. All subsequent entries in the ''[[Gradius]]'' series went back to 2-D.
== [[Sports Game]] ==
* ''[[Backyard Sports]]'' in 3D has downright ''blocky'' models.
* After a licensing dispute, ''Acclaim'' grabbed the ''[[NBA Jam]]'' name from [[Midway Games]] and made ''NBA Jam Extreme''. ''Extreme'' suffered from long load times, blocky character models, and painful overuse of the word "extreme." It added two changes to the formula established by the original ''Jam'': First of all, players no longer caught fire, but became "Smokin'", which could be achieved either by scoring three straight baskets without the opponent scoring or blocking three straight baskets. If the player did both, he became "Unstoppable." The second change was the addition of an "Extreme" button, which was even stronger than Turbo, but drained the Turbo meter twice as fast. Neither did much to change the gameplay. Now, ''Extreme'' is barely remembered, if at all.
{{reflist}}
[[Category:Videogame Culture]]
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