What are some games you think could have used a bit more development time?
Examples:
Daytona(Saturn) - The gameplay was intact but it has the worst case of pop-up in history.
Final Fight(SNES) - Missing two-player, Guy, levels, etc.
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What are some games you think could have used a bit more development time?
Examples:
Daytona(Saturn) - The gameplay was intact but it has the worst case of pop-up in history.
Final Fight(SNES) - Missing two-player, Guy, levels, etc.
More recently....
Gun Valkyrie feels slightly rushed in a couple of ways...
Freekstyle, the casino level and bush level look unfinished....
The original plans for Headhunter (DC/PS2) were much broader but due to time constraints and/or Sega's hardware departure, the game was scaled back and a bit buggy.
Evil Twin is a game I really enjoy but the amount of bugs is amazing...
Tony Hawk 3 felt like it put together a bit quick too.
*-neo
The Saturn port of Virtual On was horrid. Whoever did the port obviously didn't care about how much it played like the arcade version.
VF3tb, being another obvious one.
Most fighting games -The majority of them all have wierd issues somehow that just don't work well and needed more time. MvC2, CvS2, and Soul Calibur being the most recent huge offenders.
Wipeout Fusion -Many parts of this game seem a bit unfinished and rushed, like dev time got cut by like a month. Nothing big, but you can tell it got a bit of a shove.
Alien Front Online -No two or four-player mode on the DC?! How did that even get comtemplated for a home port?
Many arcade ports are just quick and dirty. Not always bad, but many people want more in their games (I enjoy them, myself). Charge N' Blast for the DC is a perfect example.
House of the Dead on Saturn -Blah. Great gameplay, but they didn't seem to actually work on making the graphics appear... decently.
The worst console rush job I ever saw was Super Double Dragon on the SNES. That game is just flat out not finished. Enemies just instantly appear in front of closed doors and windows with no door opening animation. There is no front end to speak of, no ending to speak of, and no kind of anything between levels. Play it through and you'll honestly get the feeling it's 80% done. And yet on top of all that, it's still a fantastic game. :)
Xenogears – More gameplay was obviously needed for the 2nd disc, though it still wouldn't have fixed the sententious plot.
Wipeout Fusion - The director of the game said he wanted more weapon balance and I'd have to agree. It's also fun trying to find the walls that weren't solidified, so you can plow right through them.
Virtua Fighter 1 (Saturn)
Super Street Fighter Collection (Saturn)- Although Alpha 2 Gold is very good, the ports of Super & Super Turbo have issues (such as the CPU's AI being way too easy even on 8 stars)
Soul Fighter (Dreamcast)- It could have been halfway decent if they spent some more time on it.
Virtua Racing (Saturn) - Someone from Sega should have been appointed to oversee TWI Japan's development of this one.
Sega Rally 2 (Dreamcast)- We should have had a perfect Model 3 port. That's not what we got; the frame rate hits hurt it- but at least you can use the U,A,D,D,L,R,B,B,D code to get a better frame rate at the expense of detail.
Virtua Fighter 3 TB (Dreamcast)- A good port that should have been perfect. The PS2 VF4 shames it in terms of conversion quality.
Magic Sword (SNES)- Capcom should have addressed the rampant slowdown that plagues this port.
SFII (original "World Warrior")- Guile players could force the game to reset with the infamous "Guile Shutdown" bug. At least Capcom did make a revision of SFII TWW to address that.
Dave Mirra BMX for Dreamcast.
A lot of Sega games (32 bit era 'til present day) seem to have that "rushed" feeling to them. They are all mostly great, but then they have one or two things about them that could have been better had they spent a bit more time with them.