The 10 Ambitious Video Game Tactics That Bombed

The 10 Ambitious Video Game Tactics That Bombed

Ambitious Video Game: Tony Hawk: Ride Skateboard, 3D Gaming, Scratch & Sniff Discs, Kinect 2.0, PSVR Aim Controller, “Mixed Media” Video Games, UDraw GameTablet, Biofeedback Video Games, Toys-To-Life, The Nintendo Power Glove

Here are the 10 Ambitious Video Game Tactics That Bombed [Details]

1. The Nintendo Power Glove

However, at the top of the pile of missing game cheats is the Nintendo Power Glove, an infamous virtual reality peripheral released for the NES in 1989.

In theory, it allowed players to control NES games using just the glove, while its suite of programmable features would allow players to record their hand and finger inputs in real time.

In reality, the Power Glove was an awkward and insensitive junk heap, and only two sets were released specifically for it.

Despite being heavily criticized by the press, it sold close to 1 million units, possibly thanks to its prominent appearance in the 1989 Nintendo-backed film The Wizard, where it was infamously dubbed “so bad “.

The Power Glove was finally discontinued the year after it hit stores, and today it remains the textbook example of failed hack hardware that didn’t live up to expectations.

2. Toys-To-Life

The toys-come-to-life genre is undoubtedly fascinating, and typically requires players to purchase real, tangible toys that can then be interfaced with software by connecting to existing hardware.

But toys that come to life are also a fad that enjoyed a surge in popularity in the early to mid-2010s thanks to series like Skylanders, Disney Infinity, and Lego Dimensions.

And while there’s no denying the incredible commercial success these games have had (Skylanders made $3 billion in a period of just four years), it’s also fair to say that toys-to-life have largely gone the way of Guitar Hero and have completely sunk.

As hardware sales dwindled, all of the aforementioned franchises went out of business, while Nintendo’s Amiibo is currently clinging to life support, and 2018’s Starlink: Battle for Atlas effectively died within six months of its release.

As a fusion of toy and video game, it’s certainly an inspired idea, evidently dreamed up by a galactic-brained executive somewhere, but not one that offered enough substance to be anything more than a folly that was phenomenally successful for a brief time.

3. Biofeedback Video Games

Back in 2009, Nintendo infamously announced the Wii Vitality Sensor, a peripheral that would track a player’s heart rate within games, but without showing off any accompanying software, gamers weren’t quite sure how useful it would be.

Despite planning to show off the device with games at E3 2010, the vitality sensor skipped the show and was quietly cancelled, with the late Satoru Iwata confirming in 2013 that they couldn’t get the product to work with more than 90% of users. players. .

In 2012, the light gun game Cabela’s Dangerous Hunts 2013 introduced a new “Top Shot Fearmaster” weapon peripheral that would measure the player’s heart rate and adjust the game accordingly.

If his pulse was too high, the screen would blur until he calmed down, and the camera sensors on the weapon could even detect if he was shaking and lower his accuracy as a result.

The game ultimately received mixed reviews, going back and forth without much fanfare.

Similarly, in 2015, the indie horror game Nevermind offered its own take on it by letting players strap on a heart rate monitor, and should their pulse get too fast, the game would start making their puzzles. more challenging.

Although the game itself received largely positive reviews, the compatible heart monitor hardware was expensive, and although players could alternatively use a webcam to measure the anxiety registered on their face, it ultimately felt like a half measure.

As fascinating as it is to see forward-thinking game makers pushing the boundaries of the medium, biofeedback games will never catch up with the mainstream.

While we all have halfway decent heart rate sensors in our phones these days, the market is unlikely to grow substantially beyond the mobile sphere.

4. UDraw GameTablet

Pour yourself a cold one to the uDraw GameTablet, a doomed but actually quite competent piece of hardware developed by the late THQ, whose commercial failure bankrupted the company the following year, and former chairman Jason Rubin later called it a ” big mistake”. Phew.

uDraw was a graphics tablet initially released for the Wii and later for the PS3 and Xbox 360, which allowed players to draw creations on the screen and even use the stylus as a “controller” in certain custom video games.

Hardware reviews were rock-solid, but the prohibitive introductory price of $70 put off many potential customers, not to mention the lack of compelling software available for it.

The Wii version sold acceptably, but the PS3 and Xbox 360 releases were disastrous, leaving THQ with 1.4 million unsold units, causing losses estimated at $100 million and setting off the collapse of the industry. business.

5. “Mixed Media” Video Games

With each new IP agonizingly desperate to become a Universe in its own right, it’s no surprise that an increasing number of games are putting the cart before the horse and attempting to establish themselves as mixed media projects from the start.

Surely the most infamous example of this is Remedy’s sci-fi action game Quantum Break, which instead of releasing a few comics or maybe a couple of YouTube shorts, included a brilliant hour-long companion TV show. duration from the start.

It was certainly a bold idea, especially since the live-action actors, such as Shawn Ashmore, Aidan Gillen, Lance Reddick, and Dominic Monaghan, were also the stars of the game itself, and players could make game-altering decisions. course of the live action segments and games.

But despite the live-action component being surprisingly substantial and boasting solid production values, it ultimately failed to deliver anything more than generic sci-fi drama nonsense, thus simply leaving gamers itching to put it back on. your hands on the controller.

It didn’t help that gamers who wanted to watch the videos from their system instead of streaming were faced with a hefty 75.61GB download, which in 2016 was pretty inconceivable.

In the end, Quantum Break received mixed reviews and failed to sell enough to launch the media empire that Microsoft was clearly betting on.

An ambitious endeavor, but it’s usually better to focus on launching a great game rather than pouring funds into some excruciatingly expensive live-action video production.

6. PSVR Aim Controller

While PlayStation VR has been a modest success for Sony, the flop of the Aim Controller that comes with the headset is disappointing.

Designed for shooter games and giving gamers the tactile feel of handling a real gun, the controller launched with the PSVR-exclusive shooter Farpoint in 2017, but despite its impressive tactile quality, it has barely seen support in the past. the more than three years since then.

There are barely two dozen games with Aim functionality to date, perhaps half of which are actually worth playing, which for a peripheral that still retails for around £54.99 isn’t good enough.

Constantly limited stock has kept the controller’s price up since its launch, and while Sony probably didn’t lose any money on the Aim – it’s basically a fancy plastic caddy for a Move controller with a trigger, after all – it didn’t take quite as long as they did either. or consumers expected.

Given how much plastic most of us already have clogging up our wardrobes, it’s hard to argue with Aim’s value, despite how well it actually works in games like Farpoint, Dick Wilde, and Firewall Zero Hour.

However, with the recent announcement that the Aim is now compatible with Dreams, many owners will no doubt be dusting it off for the first time in months, if not years.

7. Kinect 2.0

Microsoft released the Kinect motion-sensing camera in 2010 for the Xbox 360, hoping to compete with the Wii’s hugely successful motion controls and capture a sizable chunk of the market.

Kinect was a big seller at launch, selling 10 million units within a few months of its release, and was moderately well received by critics despite a frustrating lack of compelling software released for the platform.

For the Xbox One launch in 2013, Microsoft came up with a next-generation Kinect, generally dubbed Kinect 2.0, which would feature more complex and nuanced motion sensing technology.

The Kinect 2.0 problem started when Microsoft announced that you would have to be connected to the Xbox One at all times, raising concerns about privacy and the simple fact that not everyone wants a camera mounted in their living room while gaming.

Microsoft eventually backed down due to huge public outcry during an already buggy Xbox One launch, and while Kinect 2.0 was still included with the console at launch, it wasn’t long before they were quietly removed, with later Xbox One models ditching the Kinect port altogether.

With little public interest in the new Kinect or its meager software, it was discontinued at the end of 2017. As impressive as the technology was, Microsoft simply failed to capture the public imagination with it.

8. Scratch & Sniff Discs

Smell is easily the most neglected sensory element in entertainment for obvious reasons, but for a brief flash at the turn of the millennium a perfunctory attempt was made to harness players’ olfactory faculties.

Believe it or not, Gran Turismo 2 launched with a “scratch and sniff” game disc, meaning players who rubbed the second disc would be presented with the scent marketed as “race pit smell”, which approximates to a combination of gasoline and burning rubber, because why the hell not?

The following year, EA also decided to try its luck with the release of FIFA 2001, which offered players a “soccer pitch” smell.

However, the short-lived gimmick hit a brick wall after that, and no subsequent video games were released with the odd flourish.

Hilariously, though, gamers who dusted off their copies of the games recently discovered that the smell impressively lingers 20 years later.

9. 3D Gaming

The 3D media boom period began about a decade ago largely thanks to the huge box office success of James Cameron’s Avatar, which convinced many hardware manufacturers that 3D was the next big thing and absolutely here to stay.

And so 3D TVs became the new technology fad for a short while, despite the obvious problems: their price, the inconvenience and cost of 3D glasses, the lack of available content, and the fact that most of 3D-compatible movies exploited it for cheap gadgets over sustained immersion.

In the gaming sphere, uptake was even worse, with only around 100 major games officially supporting stereoscopic 3D, and many early adopters complaining that 3D actually made games look less visually appealing, with more frenetic games that even gave some players headaches.

While Nintendo certainly pulled off an impressive bang with its glasses-free Nintendo 3DS, for every gamer who actually used 3D mode, there was one who turned it off and never used it again.

As phenomenal as the 3DS family of handhelds sold, 3D was more of an accompaniment than a selling point, and tellingly, the technology was nowhere to be seen on the Nintendo Switch.

3D may be dead, but at least its most obvious successor, virtual reality, is doing much better.

10. Tony Hawk: Ride Skateboard

Tony Hawk: Ride was released in 2009 in response to the declining popularity of the hit skateboard series, and in an attempt to capture the same market that gladly part with mounds of cash for plastic Guitar Hero peripherals, bundled the game with a skateboard controller.

As far as silly gimmicks go, it wasn’t inherently bad, although it was executed with such indelicacy as to suggest it was a desperate effort to reinvigorate the franchise.

Critics and gamers alike almost universally trashed Ride for its frustratingly fiddly and unresponsive peripheral, while its accompanying software simply wasn’t a fun or interesting game.

Executing even basic moves felt like a chore, so there was nothing remotely intuitive about it. Activision’s fatal misunderstanding, actually, was thinking that the millions of people who played the Tony Hawk series were actually interested in doing it for real.

There’s something to be said for giving up skinny knees and instead pulling off a 1080 turn from the comfort of your couch.

Instead, Tony Hawk: Ride wanted to charge players $120 for the “pleasure” of looking like an awkward chump in their living room, and not even providing a basically fun time.

Despite the game’s blitz with critics and stores alike, Activision reused Ride’s peripheral once more in its follow-up, Tony Hawk: Shred, which in an even greater feat of desperation introduced a snowboarding mode.

To add insult to injury, apathy was so high at this point that few critics bothered to review it.

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10 Ambitious Video Game Tactics That Bombed

No entertainment medium moves as fast as video games, which are always fueled by lightning-fast technical innovation and, yes, those tricks the industry tries to foist on us all for better or worse.

But to be clear, gimmicks aren’t always a bad thing: Wii motion controls were a huge success and helped open up games to a much wider audience, while, despite previous flops, VR took over. has carved out a solid niche in recent years.

And while the world at large is still thinking about what ray tracing is, it’s much more than just a buzzword.

Hell, even some of the worst hacks are the furthest things from bombs: loot boxes continue to drain billions from people’s wallets every year, for example.

But what about those game gimmicks that, despite their impressive technology and clear desire to innovate, flopped hard?

Whether as a result of poorly designed hardware, bad timing, or a simple unit swapping glitch, these game cheats met a most undignified death…

10 Ambitious Video Game Tactics That Bombed (With Image)


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