Summary
Not every game can be a winner. Every developer has at least one lackluster title to tarnish its record. That said, why should these studios be defined solely by their failures? Everyone loves a good redemption story, after all.
Thankfully, several developers have acted out that storyline. After languishing in one or more bad games, the companies came back swinging with an engaging and enjoyable game, surprising everyone in the process. Some studios even maintain that positive trajectory and completely turn their trajectory around. Suffice it to say, these developers made the most of their second chance.

Dragon Ball Z: The Legacy of Goku II
WHERE TO PLAY
Your next adventure awaits…A youthful yet mighty force arrives from the future to warn the Z-Fighters.Now, play as Trunks, Vegeta, Piccolo, Gohan and Goku, and battle the ruthless Androids before facing the ultimate evil - Cell. Do you have what it takes to repel the power of these new enemies and save the world?
This small development team initially made its name on 3D puzzle and adventure titles for PC.3D Frog Frenzyis one of many examples. However, theWebfootfolks really came into the mainstream when it got hold of theDragon Balllicense. The iconic anime spawned countless tie-in titles throughout the 2000s, and Webfoot sought to make the martial arts series intoan action RPG for Game Boy Advance. The result wasDragon Ball Z: The Legacy of Goku,which took players from the start ofDBZthrough the Frieza Saga. Sadly, the gameplay and presentation were hopelessly stiff, and fans spent most of their time on menial tasks rather than their favoriteDBZevents. It seemed their hopes were dashed.

Thankfully, Webfoot powered up for the sequel.The Legacy of Goku 2fixed virtually all of its predecessor’s problems. It had several playable characters, more depth in their growth, faster combat, and a polished presentation. Players still trudged through occasional side activities, but some led to hidden goodies like new moves and extra opponents. While the first game reeked of apathy, this title teemed with love for the fighting franchise. It’s as if the creatorswished on the Dragon Balls themselves.
Their following works showed further quality.Dragon Ball Z: Buu’s Furysucceeded in many of the same ways despite being too heavy on grinding. This paved the way for numerous other licensed titles. The games may vary in quality, but Webfoot’s skill usually shines through, particularly with handheld systems.

Similar to Webfoot, this is a developer whose fall and rise both stemmed from tie-ins.Teyondid little of note in its early days. Most of its products were shallow sims and arcade shooters. The creatives here tried to translate the latter style into a movie-licensed work withRambo: The Video Game. Playing through the first three Rambo flicks should have been a recipe for success, but the hero’s PTSD paled in comparison to that of the fans. The on-rails shooting was shallow and repetitive–not ideal for the sole selling point. That’s if the game worked at all, as poor optimization led to rampant bugs and crashes. Teyon hadstruggled to live up to the reputation of a dormant franchise, and players expected they’d do the same with another movie property.
Imagine their surprise whenTerminator: Resistancelaunched.Set in the war-torn future depicted in the films, it was a solid addition to the sci-fi series. The game boasted reliable FPS gameplay, light role-playing, branching paths, and a slick recreation of the franchise’s techno-apocalypse atmosphere. The passion was palpable. Unlike theTerminatorflicks themselves, Teyon’s future looked bright.

Ironically enough, that future lay with another dystopian ’80s flick, as Teyon later madeRoboCop: Rogue City.A more ambitious title all around, it fine-tunedTerminator’s mechanics thanks to both the developers' growing skills and a bigger budget. Teyon seems to have found its niche. The team knows how to translate these old classics into an immersive experience on modern hardware.
Before it became a PlayStation powerhouse,Naughty Dogwallowed in mediocrity. Whenever it did stand out, it was because of a blunder. Such was the case withWay of the Warrior. The game was a blatantMortal Kombatclone and not even a good one. Lousy controls and a forgettable roster prevented it from getting a second look. However, a miracle was on the horizon.

The studio’s next game wasCrash Bandicoot.The 3D platformer centered on the eponymous bandicoot as he navigated a series of jungle and castle levels to rescue his love from a mad scientist. The gameplay was standard (if brutally difficult), but the game excelled in sheer polish. The fixed camera frequently shifted perspectives to showcase detailed environments teeming with life. In addition, the designs and mechanics were bursting with zany mischief. The developers used elements that came before and capably assembled them into a new whole greater than the sum of its parts.
That methodology carried them far. Naughty Dog continued its winning streak withfurtherCrashentries,Jak & Daxter,Uncharted,andThe Last of Us.That streak took a bit of a hit withThe Last of Us: Part 2’sreception, but if any studio can rebound, it’s Naughty Dog.
Movie tie-ins have always been treacherous waters. Few developers know that better thanDouble Helix Games. After a respectable debut withSilent Hill: Homecoming, the developer drowned in film-licensed titles. The company crafted games based onG.I. Joe: The Rise of Cobra, theGreen Lanternmovie, and theBattleshipadaptation. These projects struggled to hit the mark with fans due to repetitive and uninspired gameplay. That said, Double Helix had better luck once the company got away from Hollywood.
Double Helix demonstrated that with 2013’s reboot ofKiller Instinct. This titlerevitalized the combo-heavy gameplay of its predecessors. What’s more, it presented ample opportunities for counters and breakers which hinged on skill and timing. True, other developers took over for subsequent seasons, but Double Helix laid the foundations.
That was before Double Helix was acquired by Amazon. Since said acquisition, the studio has done little of note. That’s a shame, but it’s unlikely Amazon has them gathering dust in a closet. Something is likely on the horizon.
The devs atInsomniacachieved early success with theSpyroandRatchet & Clankseries. These creative platforming adventuresmasterfully mixed cynical humor and magical wonder. Its cartoonish destruction brimmed with personality.
Unfortunately, that personality faded a bit with time. The studio then put out several underwhelming mobile and PC titles focused on one-off gimmicks. Even theRatchet & Clankseries devolved into repetition and self-serious narratives that it previously mocked, although the franchise’s 2016 entry still managed to deliver great gameplay and visuals. However, the developer really rediscovered its rhythm when it got the reins toMarvel’sSpider-Man.
Their 2018 superhero title perfectly captured the thrills of web-swinging across New York City. Though the combat and story were hit-or-miss, the game compensated with numerous side activities to take on andvillains to fight. What’s more, it was all as silky smooth as a spider’s web.
Insomniac translated that smoothness to further sequels. While theirSpider-Mansequels didn’t innovate a ton on what made the first entry a hit, the studio also put out the bestRatchet & Clankentry in years withRift Apart. Once again, the creatives are rife with ideas and immaculate detail in bringing them to life.