10 Games That Changed The Gameplay For The WORSE
WRITTEN BY: Mathew Arter
10 Games That Changed The Gameplay For The WORSE
Welcome to MojoPlays, and today we are on a comfortable road, heading straight for our destination... Let’s turn off at this street and see where that takes us. These are 10 Games That Changed The Gameplay For The WORSE. We’ve done games that changed gameplay for the best, but changing genres worked for Red Dead Redemption, not everyone is that clever. Let’s do it!
“Star Fox Adventures” (2002)
Nintendo has spent years trying to recreate the magic of “Star Fox 64,” yet “Star Fox Adventures” was certainly not the answer. Instead of blasting through space in an Arwing, players suddenly found Fox McCloud running around with a staff in something closer to “The Legend of Zelda.” Rare, the studio behind “Banjo-Kazooie,” developed the game, but it was never meant to be part of the series at all. Once you know the story behind how it came to be, it makes SO much sense. The project began life as “Dinosaur Planet” before Nintendo decided to squeeze Star Fox characters into it, whether they fitted or not. The result is a strange detour that barely feels connected to what fans loved. It felt like, and is quite literally, and different game with Star Fox characters modded in.
“The Bureau: XCOM Declassified“ (2013)
Few strategy series carry the same weight as “XCOM,” so changing its formula was always going to cause trouble. “The Bureau: XCOM Declassified” took that risk by swapping the familiar top-down battles for a third-person cover shooter. It still included squad commands and tactical choices, but the result felt closer to a cautious action game than the tense strategy experience fans expected. Designed as a prequel to “XCOM: Enemy Unknown,” it arrived between two far more traditional entries, which made its strange direction stand out even more. Unfortunately, the experiment did not exactly pay off. Reviews were mixed, longtime players remained unconvinced, and “XCOM 2” wisely returned to the classic format. Sometimes a winning recipe does not need extra seasoning, especially when that seasoning is gunfire.
“Dead Space 3” (2013)
“Dead Space” worked because it made every corridor feel unsafe, every sound suspicious, and every spare bullet precious. By the time “Dead Space 3” arrived, much of that tension had been traded for louder combat, co-op firefights, and a crafting system that encouraged players to build increasingly ridiculous weapons. The snowy planet of Tau Volantis offered more open environments, but it also pushed the series closer to a standard action shooter. Fighting human enemies certainly did not help, since exchanging gunfire with soldiers is far less frightening than being chased by something made from six corpses and bad intentions. Co-op was entertaining, while weakening what made the game great. I still believe the series could have worked with co-op, but not while changing everything else that made the first two games fantastic.
“Fallout 76” (2017)
“Fallout” may have moved into first-person, but its real appeal has always come from exploring alone, shaping a character, and talking your way through strange situations. “Fallout 76” threw much of that identity aside in favour of an online world built around multiplayer encounters, scavenging, and environmental storytelling. At launch, the lack of human NPCs made the wasteland feel less mysterious and more like everyone had simply gone home early. Bethesda later added proper characters, dialogue choices, and stronger role-playing features, but the damage was already done. Controversies involving merchandise, advertising, and aggressive monetisation only made matters worse. Although the game has improved over time, many fans still struggle to understand why a famously lonely RPG series needed to become an MMO in the first place.
“Banjo-Kazooie: Nuts & Bolts“ (2006)
During the N64 era, the Banjo-Kazooie series stood out as one of the most beloved platforming franchises. Fans absolutely adored its established formula, which sent the iconic duo exploring diverse environments to gather a plethora of collectibles. However, the fanbase was left in complete shock when the long-anticipated sequel, Nuts and Bolts, completely abandoned traditional platforming and item collection in favor of vehicle construction. The entire experience revolved around building custom rides to tackle different in-game challenges. While it was actually a solid game on its own merits, it deeply frustrated many long-time fans by taking such an unexpected and drastic detour.
“Resident Evil 6” (2012)
This is a complicated entry, because the majority of the changes came from “Resident Evil 4”, which was a PHENOMENAL game, but it led us down a path that arrived at “Resident Evil 6”. But, RE6 changed a lot too, so let’s focus on those smaller changes that created arguably the worst game in the franchise. Its over-the-shoulder camera made combat smoother, following tradition from RE4, but the focus on combat over horror, that’s where things got loud, and not in a good way. Taking the story focus that was on Chris and Sheva in RE5, or Leon in RE4, and spreading it across Leon S, Helena, Chris, Piers, Jake, Sherry and Ada, made for a really overly busy narrative that felt nothing like previous games.
“Mortal Kombat: Special Forces“ (2000)
Most people hear “Mortal Kombat” and immediately picture brutal fights, ridiculous amounts of blood, and someone losing a spine. “Mortal Kombat: Special Forces,” however, decided all of that was apparently too predictable. This prequel placed Jax in the lead and turned the series into a third-person adventure filled with exploration, puzzles, locked doors, and a disgusting amount of key hunting .. You can rip someone’s ribcage out of their body but you can’t kick through a door, get outta here. Rather than facing opponents in polished one-on-one battles, players wandered through open areas and dealt with clunky combat that never captured the appeal of the main games. Critics hated it, fans hated it, and the experiment quickly earned a dreadful reputation. I love Jax, but not that much.
“Pac-Man 2: The New Adventures” (1994)
Following up an arcade giant like “Pac-Man” should have been easy: build new mazes, add a few tricks, and let the yellow fellow keep eating everything in sight. Instead, “Pac-Man 2: The New Adventures” turned him into the star of a point-and-click comedy about running errands around town. Yep, winning formula. Even stranger, players could not control Pac-Man directly. They aimed a slingshot at objects to grab his attention, guide him forward, or stop him from doing something incredibly stupid. Somehow, the game was not a TOTAL disaster, but it barely resembled the series people knew. Later releases like “Pac-Man Championship Edition” proved that the classic maze formula still had plenty of life. This sequel remains a fascinating little oddity, although absolutely nobody was begging for Pac-Man to collect milk.
“Final Fantasy XIII” (2009)
There was a time when “Final Fantasy” felt like the gold standard for huge RPG adventures. The series helped popularise the genre in North America during the 32-bit era, thanks to memorable stories, massive worlds, and combat systems that kept changing without losing their identity. Later entries became far more experimental, with mixed results. “Final Fantasy X-2” leaned into pop music and outfit swapping, alienating the fanbase. The biggest disappointment, however, was “Final Fantasy XIII.” Instead of offering a sprawling world to explore, it spent roughly 30 hours marching players through one narrow corridor after another. It looked beautiful, but so does a fancy hotel hallway, and nobody wants to explore one for an entire weekend. This wasn’t “Final Fantasy VII” Midgar, this was a departure from the formula that just plain sucked.
“Castlevania: Lords of Shadow” (2010)
“Castlevania” earned its reputation through careful platforming, memorable boss fights, and the Belmont family’s endless commitment to ruining Dracula’s life. Many fans still consider “Castlevania: Symphony of the Night” the series at its best, blending exploration, atmosphere, and precise combat into one of gaming’s top games. After years of similar handheld releases, Konami attempted a major reinvention with “Castlevania: Lords of Shadow.” The modern visuals looked impressive, but its loud, combo-heavy battles felt more like “God of War” wearing a vampire costume. “Castlevania: Lords of Shadow 2” made matters worse with awkward stealth sections and uneven pacing. The series completely lost its personality, and started the trend of bringing back classics for modern audiences, and absolutely nose diving it into the ground.
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Tags:
Star Fox Adventures, Fallout 76, Dead Space 3, Banjo-Kazooie Nuts & Bolts, Resident Evil 6, Castlevania Lords of Shadow, The Bureau XCOM Declassified, Mortal Kombat Special Forces, Pac-Man 2 The New Adventures, Final Fantasy XIII, awkward game changes, bad gameplay shifts, game design fails, franchise detours, video game criticism, failed sequels, game evolution mistakes, experimental gameplay, gaming controversies, player backlash, lost fanbase,