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    Action-Adventure 
  • Assassin's Creed:
  • Batman: Arkham Series:
    • After Batman: Arkham Asylum and Batman: Arkham City, A-team developer Rocksteady wanted plenty of time to create the last game in the trilogy, Batman: Arkham Knight. To keep the series going, WB Games Montreal was given a turn at the wheel with the prequel Batman: Arkham Origins, using modified assets from the previous games. note  General consensus is the gameplay is too derivative of Arkham City but the story takes the series in an interesting direction.
    • Paul Dini wrote the first two games, but not the latter two.
  • Sly Cooper: Thieves in Time, the fourth game in the series, was developed by Sanzaru Games, the company that handled the HD Trilogy re-release, rather than Sucker Punch Productions.
  • Dark Souls II falls square into this. Series creator Hidetaka Miyazaki supervised the production of the game, but most of his attention and that the original Dark Souls team was on making Bloodborne, which was in development around the same time. To add to this, the original director, Tomohiro Shibuya, left the project under uncertain circumstances (though it's been alleged that the original version didn't feel very much like a Souls game) and a new director took over from there, around the halfway point in production. This goes some way toward explaining why Dark Souls II is considered the weakest game of the franchise by many, though it still has its fans.
  • The Legend of Zelda:
  • The original Luigi's Mansion was developed in-house at Nintendo while its two sequels, Luigi's Mansion: Dark Moon and Luigi's Mansion 3, were handed off to Next Level Games. Both games are considered excellent on their own right, though Dark Moon is a Contested Sequel due to its mission-based structure while 3 is seen as at least on par, if not better than the original due to combining the best of both games while ditching their flaws. Both losing the spooky atmosphere and having a more wacky and cartoonish artstyle is divisive though.
  • Metroid:
    • Due to restructuring of Nintendo's internal development studios, the group that developed the 2D Metroid installments (among other series) was now mainly responsible for overseeing the production of games made with external partners rather than making their own. As such, after the release of Metroid: Zero Mission, every non-Prime entry in the franchise has been a co-production between what remains of the core Metroid design team and whatever external studio is open to working them. To wit, Metroid: Other M was a three-way collaboration between Nintendo SPD Production Group No. 1, Team Ninja of Dead or Alive fame, and animation studio D-Rockets under the name "Project M"; while Metroid: Samus Returns and Metroid Dread are co-productions between Nintendo EPD Production Group No. 7 (Nintendo had restructured their studios yet again by this point) and Spanish developer MercurySteam.
    • Metroid Prime Series:
      • Metroid Prime was the first Metroid game that wasn't developed by any of Nintendo's internal teams in Japan, instead being made by then-young American developer Retro Studios. Once the game came out, it received high praise from both fans and critics, and Retro would go on to produce more Prime games, which would go on to not only be a major pillar of the franchise alongside the 2D sidescrollers, but also come to overshadow them as the defining image of the series to the wider gaming public.
      • Neither of the multiplayer entries were developed by Retro Studios: Metroid Prime Hunters was handled by Nintendo Software Technology, while Metroid Prime: Federation Force was produced by Next Level Games.
      • Metroid Prime 4: Beyond was going to be an example of this, as it was initially announced as being developed by a new, unknown development team. However, development was going so poorly that Nintendo publicly revealed 1.5 years later that they'd be rebooting the project entirely and giving the reins back to Retro Studios.

    Action 
  • Inversion: Development of Busou Keiji Cyber Cross was outsourced to ITL, but its thematic sequel Cross Wiber: Cyber Combat Police was developed by Face's in-house team Sankindo.
  • Devil May Cry 2 was developed by a completely different team within Capcom than the first game, and initially started development with a still-unknown director at the helm and a team that had mostly done arcade games up until that point. (Hideki Kamiya, the director of the first game, apparently didn't even know the project was greenlit until it was well into development.) After a monstrously Troubled Production that led to barely any work being done, Hideaki Itsuno — whose portfolio mostly consisted of fighting games and the racing game Auto Modellista — got roped in six months before release to polish it up into something that was at the very least shippable. The end result was a game that was considered massively inferior to the original game and lackluster even on its own terms. That said, Itsuno did manage to convince Capcom to give the same team another chance, and the end result was the massively beloved and acclaimed Devil May Cry 3: Dante's Awakening. Itsuno ended up helming the fourth and fifth games, and he's generally seen as the face of the series these days.

    Adventure 
  • When Dizzy creators Philip and Andrew Oliver decided to concentrate on developing games for the Nintendo Entertainment System, Codemasters sought another developer to continue the series on home computers. Big Red Software's Magicland Dizzy went over well enough that Codemasters made Big Red their new A-team, and let them develop almost all subsequent Dizzy games aside from the few that the Oliver Twins coded for the NES. Crystal Kingdom Dizzy, however, was assigned to another B-team, Visual Impact.

    Driving Game 

    Eastern RPG 

    First-Person Shooter 
  • After the success of BioShock, creator Ken Levine and developer Irrational's ambitious plans for what eventually became BioShock Infinite made for a six-year wait. In the meantime, publisher 2K tasked B-team 2K Marin with creating BioShock 2, which turned out to be a Contested Sequel. Detractors criticized the recycled setting, derivative premise, slow start, and shoehorned multiplayer; proponents cite the improved gameplay and mechanics and excellent third act, and even the solid-but-forgettable multiplayer found an audience. The Minerva's Den add-on is lauded as one of the best pieces of DLC ever made by those who actually played it, although a late PC release doomed it to relative obscurity.
  • Doom 64, while supervised by id Software, had its development handled to Midway Games. Notably, it was for this reason that the game's rights were legally stranded after the latter company's buyout by Warner until early 2020, when Bethesda (the overarching owners of id) finally managed to secure the rights and, alongside Nightdive Studios, ported the game to PC and 8th-generation systems.
  • After "finishing the fight" with Halo 3 and performing a few victory laps with Halo 3: ODST and Halo: Reach, A-team Bungie officially handed the Halo franchise over to B-team 343 Industries starting with Halo 4. 343 was spun off from Microsoft Studios specifically to shepherd the franchise after Bungie's departure from Microsoft in 2007.
  • The Call of Duty series was created by developer Infinity Ward. However, after the success of the second game, Activision tasked developer Treyarch and later developer Sledgehammer Games to make their own installments so that a Call of Duty game could be released every year. After Jason West and Vince Zampella were fired from Infinity Ward in 2010, which studio is the A-Team became a lot more arguable.

    Narrative Adventure 

    Platformer 
  • Crash Bandicoot started at Naughty Dog for the first four games, then switched hands numerous times. Crash Bash was developed by Eurocom. Crash Bandicoot: The Wrath of Cortex and Crash Twinsanity were developed by Traveller's Tales. Crash Nitro Kart was by Vicarious Visions. Crash Tag Team Racing, Crash of the Titans and Crash: Mind Over Mutant were by Radical Entertainment. Crash Bandicoot N. Sane Trilogy brought development back to Vicarious Visions, followed by Crash Team Racing Nitro-Fueled by Beenox and Crash Bandicoot 4: It's About Time by Toys for Bob. And that's not even getting into the various handheld games.
  • Donkey Kong:
    • Literally, in the case of Donkey Kong Country 3: Dixie Kong's Double Trouble!. While still developed at Rare, their A-team largely put their focus on the Nintendo 64 before the game started development, leaving their B-team to handle this game. Even the music mostly had a different composer in the original SNES release.
    • After finishing their work on the Metroid Prime Trilogy, Retro Studios was tasked with reviving yet another Nintendo series, Donkey Kong Country, with Donkey Kong Country Returns, which again received high approval from fans, with their follow-up Tropical Freeze dethroning DKC2 as the best entry in the franchise for many. This was also a case of the original creators being unavailable to take the job, as Rare (developers of the SNES DKC games and Donkey Kong 64) had left Nintendo to be a first-party developer under Microsoft years prior.
    • Unlike the previous Donkey Kong games — Returns and Tropical Freeze — which were developed by Retro Studios, Donkey Kong Bananza is developed in-house by Nintendo themselves, particularly their EPD Tokyo division, the development team behind the 3D Super Mario Bros. games from Super Mario Galaxy onward. This is EPD Tokyo's first DK game since Donkey Kong Jungle Beat, which was released 21 years prior. By extension, it marks the first time sne 1994 a traditional DK platformer was developed in Japan instead of Europe or North America (since Jungle Beat was more of a platform/rhythm game hybrd).
  • Kirby:
  • Mega Man:
    • While Keiji Inafune and his team at Capcom created the story and characters for Mega Man X3, most of the actual game development was palmed off to Minakuchi Engineering — who had previously handled the line of Mega Man (Classic) games on the Game Boy — as Capcom were in the process of transitioning their development systems from 16-bit to 32-bit. The end result was generally considered to be fairly mediocre, though still better than the later, Capcom-developed X7.
    • The Game Boy Mega Man (Classic) games (otherwise known as the Rockman/Mega Man World series) qualifies on its own, with I and III through V being developed by the aforementioned Minakuchi Engineering. While these games turned out to be respectable in their own right since the director assigned to them was a fan of the series and wanted to do it justice, the second game was developed by a B-team of the B-team—Thinking Rabbit, which mostly did games for Japanese PCs of the time and was relatively unaccustomed to the Game Boy's hardware, and on top of that knew very little about what makes the Mega Man series fun to play. The results show badly, and Mega Man II is generally viewed as the weakest of the Game Boy titles by far.
    • Mega Man 11 zig-zags with this trope. While development for it moved back to in-house at Capcom (9 and 10 were both made by Inti Creates), it's the first main entry in the classic timeline to not be made with Keiji Inafune's involvement due to him leaving the company, instead being made by those who worked on Mega Man Star Force.
  • Ratchet & Clank: Size Matters and Secret Agent Clank were developed by High Impact Games instead of Insomniac Games, who worked on the Ratchet & Clank Future trilogy during this period.
  • Sonic the Hedgehog:
    • After the massive success of the first Sonic game, Sega started two separate projects to follow it up. Naoto Ōshima (the creator of Sonic the Hedgehog) was in charge of the "real" sequel being developed in Japan, which eventually became Sonic CD. Sonic the Hedgehog 2 was developed by a combination of Sonic Team staff (including Yuji Naka) and Sega of America developers, working at the Sega Technical Institute in California. (Sega, being a Japanese company, always placed more importance on their domestically-made games, at least at the time.) In the end, Sonic 2 ended up coming out an entire year before Sonic CD, and of course enjoyed far greater success.
    • The aborted Sega Saturn game Sonic X-treme, which was intended as the Sonic series' major leap into the third dimension, was developed by the Western-based Sega Technical Institute and was made with no involvement by Sonic Team at all, who were burned out on the series after making a quadrology of games for it, and were wrapped up working on the games Ristar, NiGHTS into Dreams… and Burning Rangers anyway. After X-Treme went through a disastrous production that ended with both its cancellation and the dissolution of the Sega Technical Institute, Sega used NiGHTS and an upgraded port of the Traveller's Tales spin-off game Sonic 3D Blast to fill in as the Killer App for the Saturn while Sonic Team were forced to take the reigns back on the series, beginning work on a prototype 3D engine (later used for the Sonic World hub of Sonic Jam) that would end up becoming the basis for Sonic's real 3D debut, Sonic Adventure.
    • Starting in 1999, Sega started commissioning a series of handheld 2D Sonic platformers developed by Dimps. They got their start as the B-team of Sonic with Sonic Advance for the GBA, leading to a string of successful 2D Sonic games from 2001 to 2007 (quite notable in that the main Sonic Team-developed games were going through a notorious Audience-Alienating Era towards the end of this period). However, this string ended with the underperformance of Sonic Rush Adventure on the DS, and Sega relegated Dimps to making adaptations of Sonic Team's games for handhelds. Dimps was also tasked with creating Sonic the Hedgehog 4, which sadly turned out to be one of the most divisive 2D games in the series.
    • Sonic Mania was created by PagodaWest Games and Headcannon, including experienced Sonic fangame creators and with a soundtrack by Tee Lopes, well known for his Sonic remixes. The result is one of the most well-received Sonic games.
  • Super Mario Land and Super Mario Land 2: 6 Golden Coins were both helmed during development by the mentor of Shigeru Miyamoto, Gunpei Yokoi, instead of Miyamoto himself. New Super Mario Bros. 2 was developed by a younger team, as the veterans were working on New Super Mario Bros. U at the time. While the former two games were very well-received, the latter one garnered mixed reactions (though all of them have been commercial successes).
  • Switch Blade was developed over several years as almost a solo project for Simon Phipps. Having left Gremlin Graphics for Core Design before the game was released, Phipps had no involvement with the sequel, which Gremlin assigned to the team previously responsible for the Platform Game Venus the Flytrap.

    Puzzle 

    Rhythm 
  • Guitar Hero:
    • After A-team Harmonix was purchased by Viacom and left to develop Rock Band, franchise publisher RedOctane was purchased by Activision and the series was given to B-team Neversoft starting with Guitar Hero III: Legends of Rock.
    • Guitar Hero: Smash Hits and Guitar Hero: Van Halen were further outsourced to Beenox and Underground Development, respectively, while Neversoft was busy working on other games in the series.
    • By the time the series emerged from a lengthy hiatus following its initial oversaturation and crash, Neversoft had been merged into Call of Duty creators Infinity Ward and no longer existed as a separate studio, so Activision again handed the reins over to DJ Hero developers FreeStyleGames to reboot the franchise with Guitar Hero Live.

    Roguelike 
  • After Risk of Rain 2 released its first expansion, "Survivors of the Void", the ownership of the Risk of Rain IP was transferred from Hopoo Games to Gearbox Software. The subsequent expansions for Risk of Rain 2 would be developed by Gearbox.

    Sports 
  • A-team Neversoft handed the keys to the Tony Hawk's Pro Skater series over to B-team Robomodo in 2007, who began their tenure as the new A-team with Tony Hawk Ride. Ironically, Neversoft left its signature franchise to itself become a B-team, first for Guitar Hero and then briefly for Call of Duty before being absorbed into Infinity Ward.

    Sandbox 
  • Just Cause 3 was developed by a new American branch of Avalanche Studios, as the Swedish studio responsible for the previous game was busy with a Mad Max game adaptation.

    Survival Horror 

    Real-Time Strategy 

    Third-Person Shooter 
  • A-team Epic Games handed the Gears of War franchise over to B-team People Can Fly for the fourth installment, Gears Of War: Judgment. PCF's previous effort, Bulletstorm, could almost be seen as an elaborate application for the job. Later, Epic would sell the franchise to Microsoft so they could move on to other projects, and Microsoft would task The Coalition with continuing the franchise.
  • Played With regarding Postal III: while it was supposedly co-developed by franchise creator Running With Scissors and Russian developer Akella, RWS later distanced themselves from it due to the game turning out as an utter trainwreck.

    Western RPG 

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