1 00:00:04,120 --> 00:00:07,160 Speaker 1: Get in touch with technology with tech Stuff from how 2 00:00:07,200 --> 00:00:13,880 Speaker 1: stuff works dot com. Hey there, and welcome to tech Stuff. 3 00:00:13,880 --> 00:00:16,160 Speaker 1: I'm your host, Johnathan Strickling. I'm an executive producer with 4 00:00:16,200 --> 00:00:19,239 Speaker 1: How Stuff Works and I love all things tech. And 5 00:00:19,480 --> 00:00:23,560 Speaker 1: before I jump into today's episode topic, I want to 6 00:00:24,160 --> 00:00:27,000 Speaker 1: give a couple of corrections that I got to recent episodes, 7 00:00:27,280 --> 00:00:29,960 Speaker 1: which is totally valid. You guys are an awesome audience, 8 00:00:30,040 --> 00:00:32,760 Speaker 1: and I really appreciate when you reach out too gently. 9 00:00:32,880 --> 00:00:37,279 Speaker 1: Remind me that sometimes I get stuff wrong because you 10 00:00:37,360 --> 00:00:40,400 Speaker 1: typically do it in a responsible way, which I greatly appreciate, 11 00:00:40,479 --> 00:00:44,640 Speaker 1: and I should stress in almost every case, it's where 12 00:00:44,760 --> 00:00:48,320 Speaker 1: I have researched something and somewhere between the process of 13 00:00:48,360 --> 00:00:51,880 Speaker 1: reading it and taking my notes, my brain has inserted 14 00:00:51,920 --> 00:00:55,800 Speaker 1: information that has made it wrong. So the fault lies 15 00:00:56,000 --> 00:00:59,400 Speaker 1: on me and I accept that. So first correction in 16 00:00:59,440 --> 00:01:03,120 Speaker 1: the Pebble episode, I mentioned that the Pebble Watch, the 17 00:01:03,160 --> 00:01:06,000 Speaker 1: original Pebble Watch, had an e paper display, and then 18 00:01:06,040 --> 00:01:09,720 Speaker 1: I explained how e ink works. And indeed the two 19 00:01:09,880 --> 00:01:13,360 Speaker 1: terms are frequently used interchangeably. You will often find e 20 00:01:13,560 --> 00:01:16,800 Speaker 1: paper and ink both talking about the same technology that 21 00:01:16,840 --> 00:01:21,319 Speaker 1: one that uses those electro statically charged capsules. However, that 22 00:01:21,440 --> 00:01:25,040 Speaker 1: being said, the display that the Pebble the original Pebble 23 00:01:25,040 --> 00:01:28,400 Speaker 1: watch had was not a true e ink style e 24 00:01:28,600 --> 00:01:31,200 Speaker 1: paper one, even though they referred to it as e paper. 25 00:01:31,480 --> 00:01:34,440 Speaker 1: It was actually a low powered l c D screen 26 00:01:34,880 --> 00:01:38,360 Speaker 1: called a transflective l c D so it works in 27 00:01:38,360 --> 00:01:42,200 Speaker 1: a different way than the ink stuff does. The purpose 28 00:01:42,280 --> 00:01:44,720 Speaker 1: of it is very similar, the idea being that you 29 00:01:44,760 --> 00:01:48,600 Speaker 1: want to be able to read the screen based upon 30 00:01:48,840 --> 00:01:51,840 Speaker 1: available light in the environment as opposed to having a 31 00:01:51,920 --> 00:01:55,600 Speaker 1: backlit screen like your typical smartphone. But it works in 32 00:01:55,640 --> 00:01:58,320 Speaker 1: a different principles, so thank you for that correction. Secondly, 33 00:01:58,760 --> 00:02:02,800 Speaker 1: listener Ben pointed that in the Cambridge Analytica podcasts, I 34 00:02:02,840 --> 00:02:07,400 Speaker 1: mentioned a sting operation conducted by the BBC. Small problem 35 00:02:07,480 --> 00:02:10,720 Speaker 1: that wasn't the BBC. It was actually Channel four News 36 00:02:10,880 --> 00:02:14,280 Speaker 1: in the UK, not a BBC channel. So this one 37 00:02:14,560 --> 00:02:18,200 Speaker 1: is just comes down to my stupid American brain, because 38 00:02:18,240 --> 00:02:22,079 Speaker 1: my stupid American brain says, oh, it was British television 39 00:02:22,200 --> 00:02:26,080 Speaker 1: that means BBC, which is ridiculous. I know there's more 40 00:02:26,639 --> 00:02:30,680 Speaker 1: television in the UK than the BBC channels. I'm just 41 00:02:31,160 --> 00:02:33,440 Speaker 1: I'm just an ignorant American, So I apologize for that. 42 00:02:33,520 --> 00:02:37,120 Speaker 1: And third, there's a software engineer who would absolutely love 43 00:02:37,160 --> 00:02:40,600 Speaker 1: it if I stopped saying degrees kelvin because the unit 44 00:02:40,680 --> 00:02:45,280 Speaker 1: of kelvin is the kelvin, not the degree. So that's 45 00:02:45,320 --> 00:02:48,480 Speaker 1: the correct thing. You want to say, kelvin, not degrees kelvin. Now, 46 00:02:48,520 --> 00:02:51,560 Speaker 1: you will frequently see and hear people use the phrase 47 00:02:51,600 --> 00:02:56,080 Speaker 1: degrees kelvin, but it's technically wrong until enough people use it, 48 00:02:56,320 --> 00:02:59,280 Speaker 1: because that's how language works if it if enough people 49 00:02:59,400 --> 00:03:01,680 Speaker 1: use it the wrong way, the wrong way becomes the 50 00:03:01,760 --> 00:03:05,239 Speaker 1: right way. So I charge everyone out there to start 51 00:03:05,360 --> 00:03:08,760 Speaker 1: saying degrees kelvin because if enough of you do it, 52 00:03:09,680 --> 00:03:11,560 Speaker 1: I don't have to worry about saying it the right way. 53 00:03:11,880 --> 00:03:14,120 Speaker 1: I'm just kidding. I'll try my best to remember to 54 00:03:14,120 --> 00:03:18,000 Speaker 1: be accurate. I appreciate all of those corrections. Now, onto 55 00:03:18,040 --> 00:03:21,280 Speaker 1: the topic for today. Way back in two thousand eleven, 56 00:03:21,560 --> 00:03:23,880 Speaker 1: my then co host Chris Pellette and I did an 57 00:03:23,919 --> 00:03:26,880 Speaker 1: episode about the worst video games of All Time. But 58 00:03:26,919 --> 00:03:31,200 Speaker 1: these were titles that were submitted by listeners. We solicited 59 00:03:31,680 --> 00:03:35,320 Speaker 1: uh various nominations, and we did it over Facebook and 60 00:03:35,360 --> 00:03:38,480 Speaker 1: Twitter and email, and we just asked people nominate what 61 00:03:38,560 --> 00:03:40,360 Speaker 1: you think are the worst video games of all time, 62 00:03:40,360 --> 00:03:43,120 Speaker 1: and then we taied them all up. And so in 63 00:03:43,120 --> 00:03:46,720 Speaker 1: that episode we talked about games that had been considered 64 00:03:46,720 --> 00:03:50,080 Speaker 1: bad for various things. Maybe they had missed release dates repeatedly. 65 00:03:50,320 --> 00:03:53,360 Speaker 1: Duke Nukem Forever was a famous one and had just 66 00:03:53,520 --> 00:03:56,440 Speaker 1: come out that year after more than a decade of 67 00:03:56,520 --> 00:03:59,440 Speaker 1: being in development. We also talked about games that were 68 00:03:59,440 --> 00:04:02,720 Speaker 1: buried in the desert after too many cartridges had been 69 00:04:02,720 --> 00:04:04,560 Speaker 1: made and not enough people wanted to buy a copy, 70 00:04:04,840 --> 00:04:09,280 Speaker 1: like E. T. The Extraterrestrial for the A. But what 71 00:04:09,400 --> 00:04:12,400 Speaker 1: about the games that have come out since two thousand eleven. 72 00:04:12,440 --> 00:04:15,800 Speaker 1: What are some of the most notoriously bad games of 73 00:04:15,840 --> 00:04:18,560 Speaker 1: that era. Well, before I jump in and start talking 74 00:04:18,600 --> 00:04:21,720 Speaker 1: about specific titles, I do want to say that we 75 00:04:21,800 --> 00:04:24,520 Speaker 1: need to keep in mind that real people worked on 76 00:04:24,560 --> 00:04:28,479 Speaker 1: these games. They dedicated their time, their effort, their energy 77 00:04:28,600 --> 00:04:31,960 Speaker 1: into making a game a reality, and things just didn't 78 00:04:32,080 --> 00:04:35,920 Speaker 1: go right. So in some cases, maybe they tackled more 79 00:04:35,960 --> 00:04:39,479 Speaker 1: than they could handle and ultimately the game they created 80 00:04:39,640 --> 00:04:42,760 Speaker 1: was a disappointment. In other cases, you might have had 81 00:04:42,800 --> 00:04:47,480 Speaker 1: executives who are constantly shifting expectations and the development team 82 00:04:47,520 --> 00:04:49,600 Speaker 1: was kind of left in the lurch as a result, 83 00:04:50,120 --> 00:04:55,479 Speaker 1: and maybe they even had things like a hardline deadline 84 00:04:55,560 --> 00:04:59,159 Speaker 1: that had to be the date that the game would ship, 85 00:04:59,440 --> 00:05:02,000 Speaker 1: whether the game was ready or not. A lot of 86 00:05:02,000 --> 00:05:04,200 Speaker 1: games have suffered from that sort of thing, But I 87 00:05:04,200 --> 00:05:07,039 Speaker 1: think in most cases, no one really sets out to 88 00:05:07,120 --> 00:05:10,479 Speaker 1: make a crappy game on purpose, And so while the 89 00:05:10,520 --> 00:05:13,120 Speaker 1: games I'm going to go through here have a reputation 90 00:05:13,160 --> 00:05:15,640 Speaker 1: for being bad, we need to remember they probably did 91 00:05:15,680 --> 00:05:18,480 Speaker 1: not start off that way, most of them. Anyway. There 92 00:05:18,560 --> 00:05:21,279 Speaker 1: might be a few cynical cash grabs in here that 93 00:05:21,320 --> 00:05:24,839 Speaker 1: do not qualify for such consideration. But you game developers 94 00:05:24,839 --> 00:05:28,880 Speaker 1: out there who are trying to deliver upon crazy expectations, 95 00:05:28,880 --> 00:05:32,000 Speaker 1: both from within a company and from the gaming community 96 00:05:32,040 --> 00:05:34,560 Speaker 1: at large, my hat is off to you. You do 97 00:05:34,800 --> 00:05:39,800 Speaker 1: incredible work. Now, for this episode, I consulted Metacritic to 98 00:05:39,839 --> 00:05:42,919 Speaker 1: look at the games that scored the lowest in aggregated 99 00:05:42,960 --> 00:05:48,200 Speaker 1: reviews since the original episode came out in late From 100 00:05:48,200 --> 00:05:52,760 Speaker 1: the Metacritic website, here is how they described their methodology quote. 101 00:05:52,800 --> 00:05:56,960 Speaker 1: Creating our proprietary meta scores is a complicated process. We 102 00:05:57,040 --> 00:06:00,400 Speaker 1: carefully curate a large group of the world's most respected 103 00:06:00,480 --> 00:06:04,520 Speaker 1: critics assigned scores to their reviews and apply a weighted 104 00:06:04,600 --> 00:06:08,440 Speaker 1: average to summarize the range of their opinions. The result 105 00:06:08,600 --> 00:06:12,120 Speaker 1: is a single number that captures the essence of critical 106 00:06:12,160 --> 00:06:16,599 Speaker 1: opinion in one meta score. Each movie, game, television show, 107 00:06:16,640 --> 00:06:20,080 Speaker 1: an album featured on Metacritic gets a meta score when 108 00:06:20,120 --> 00:06:24,159 Speaker 1: we've collected at least four critics reviews end quote. So 109 00:06:24,160 --> 00:06:27,120 Speaker 1: in other words, they're aggregating all these different reviews and 110 00:06:27,160 --> 00:06:31,320 Speaker 1: then kind of determining where on a score between zero 111 00:06:31,440 --> 00:06:36,520 Speaker 1: and one hundred, that review rates the product. So a 112 00:06:36,640 --> 00:06:40,280 Speaker 1: zero would be the absolute worst, one would be the 113 00:06:40,279 --> 00:06:44,600 Speaker 1: absolute best. For games, anything beneath the score of fifty 114 00:06:44,800 --> 00:06:48,839 Speaker 1: is considered generally unfavorable. If it's less than twenty, it 115 00:06:49,000 --> 00:06:55,160 Speaker 1: is overwhelming dislike is the nature of those reviews. And 116 00:06:55,360 --> 00:06:58,720 Speaker 1: spoiler alert, we have some on this list that dropped 117 00:06:58,720 --> 00:07:01,880 Speaker 1: down below twenty. But the first one we're gonna talk about, 118 00:07:01,960 --> 00:07:07,480 Speaker 1: number ten, the ten worst video games since the Fall 119 00:07:07,520 --> 00:07:11,200 Speaker 1: of two thousand eleven would be flat out three Chaos 120 00:07:11,280 --> 00:07:14,640 Speaker 1: and Destruction that came out December two thousand eleven, so 121 00:07:14,880 --> 00:07:17,000 Speaker 1: just a few months after we had done our episode, 122 00:07:17,360 --> 00:07:20,400 Speaker 1: and it came out for the PC. The Metacritics score 123 00:07:20,560 --> 00:07:25,880 Speaker 1: was twenty three yikes, and this was a car racing game, 124 00:07:26,320 --> 00:07:29,440 Speaker 1: and as the name indicates, it was the third such 125 00:07:29,560 --> 00:07:32,440 Speaker 1: in a series of games. The original game developer for 126 00:07:32,440 --> 00:07:36,200 Speaker 1: the series was a company called Bugbear, but Bugbear developers 127 00:07:36,400 --> 00:07:39,320 Speaker 1: were actually busy working on a totally different title, that 128 00:07:39,440 --> 00:07:42,800 Speaker 1: of Ridge Racer unbounded. The jab of developing the next 129 00:07:42,920 --> 00:07:45,240 Speaker 1: entry in the Flat Out series then fell to a 130 00:07:45,400 --> 00:07:49,360 Speaker 1: Dutch video game development studio called Team Six. As a 131 00:07:49,360 --> 00:07:52,600 Speaker 1: review on I g N pointed out, this was actually 132 00:07:52,600 --> 00:07:55,640 Speaker 1: an early sign of concern because the games that had 133 00:07:55,720 --> 00:08:01,120 Speaker 1: come out of Team six lacked something. They had great titles. 134 00:08:01,600 --> 00:08:05,760 Speaker 1: I'm definitely intrigued by a game that's titled Calvin Tucker's 135 00:08:05,800 --> 00:08:12,000 Speaker 1: Redneck Farm Animals Racing Tournament. What. But the studio developed 136 00:08:12,040 --> 00:08:16,160 Speaker 1: a different physics engine for this rather than the previous 137 00:08:16,160 --> 00:08:19,760 Speaker 1: one that was used for Flat Out two, and this 138 00:08:19,920 --> 00:08:25,240 Speaker 1: one reviewers said was sloppy. It was in direct contradiction 139 00:08:25,280 --> 00:08:27,840 Speaker 1: with earlier games in the series. So in the past 140 00:08:28,040 --> 00:08:30,920 Speaker 1: you could drive really aggressively. You could you could kind 141 00:08:30,920 --> 00:08:33,079 Speaker 1: of smash your way through opponents. You can nudge them 142 00:08:33,120 --> 00:08:36,160 Speaker 1: and knock them off course and and continue on your way. 143 00:08:36,280 --> 00:08:39,000 Speaker 1: But in Flat Out three. It seemed like the slightest 144 00:08:39,040 --> 00:08:42,079 Speaker 1: contact with anything would result in your car flipping all 145 00:08:42,080 --> 00:08:44,640 Speaker 1: over the place. It suddenly looked like you could not 146 00:08:44,880 --> 00:08:47,079 Speaker 1: behave in this way, and it wasn't consistent you would. 147 00:08:47,640 --> 00:08:50,359 Speaker 1: You would have what would appear to be a colossal, 148 00:08:51,000 --> 00:08:54,640 Speaker 1: disastrous crash on screen, and your car would only suffer 149 00:08:54,640 --> 00:08:57,320 Speaker 1: a little bit of damage, or you might just gently 150 00:08:57,440 --> 00:09:01,400 Speaker 1: grace up against another car and then suddenly your engine 151 00:09:01,640 --> 00:09:05,680 Speaker 1: is smoking. The AI was substandard as well, with computer 152 00:09:05,760 --> 00:09:08,720 Speaker 1: controlled racers spending more time crashing into each other than 153 00:09:08,760 --> 00:09:12,040 Speaker 1: trying to race the course. So it sounds pretty much 154 00:09:12,080 --> 00:09:14,720 Speaker 1: like all the design decisions going into Flat Out three 155 00:09:14,760 --> 00:09:17,560 Speaker 1: created a game that was not fun to play. It 156 00:09:17,600 --> 00:09:20,439 Speaker 1: didn't make sense, and was a total departure from earlier 157 00:09:20,480 --> 00:09:24,160 Speaker 1: Flat Out games. The lack of consistency or logic really 158 00:09:24,240 --> 00:09:27,640 Speaker 1: hurt the game's reception. Team six is still around and 159 00:09:27,679 --> 00:09:31,280 Speaker 1: the company primarily focuses on developing racing games. To this day, 160 00:09:31,480 --> 00:09:33,800 Speaker 1: I'm not terribly familiar with their work. I don't think 161 00:09:33,840 --> 00:09:36,520 Speaker 1: I've played any of their racing games, but as I 162 00:09:36,600 --> 00:09:39,240 Speaker 1: understand it, many of those games have received a poor 163 00:09:39,280 --> 00:09:43,360 Speaker 1: critical reception, not as bad as Flat Out three, but 164 00:09:43,600 --> 00:09:46,600 Speaker 1: not great either. We're talking like Metacritics scores in the thirties, 165 00:09:47,240 --> 00:09:49,640 Speaker 1: so I'm not much of a racing game player. I 166 00:09:49,679 --> 00:09:52,400 Speaker 1: cannot speak to it personally, but it doesn't sound great. 167 00:09:53,000 --> 00:09:56,120 Speaker 1: Number nine is Rambo the video game, which came out 168 00:09:56,160 --> 00:09:58,959 Speaker 1: February twenty one, two thousand fourteen, and it came out 169 00:09:58,960 --> 00:10:02,480 Speaker 1: for the PlayStation three, the Xbox three, sixty PC, and 170 00:10:02,559 --> 00:10:06,840 Speaker 1: Metacritic gave it a score also of twenty three. Now. 171 00:10:06,840 --> 00:10:11,120 Speaker 1: In general, video game adaptations of licensed characters frequently show 172 00:10:11,240 --> 00:10:14,360 Speaker 1: up on lists about bad games. Now, I talked about 173 00:10:14,360 --> 00:10:17,520 Speaker 1: ET the Extraterrestrial that is frequently listed as the worst 174 00:10:17,520 --> 00:10:22,040 Speaker 1: game of all time, although it really isn't. But it 175 00:10:22,120 --> 00:10:26,480 Speaker 1: is frequently the truth that a game of a licensed 176 00:10:26,800 --> 00:10:31,720 Speaker 1: character doesn't turn out well. Now, that's not universally true. 177 00:10:32,160 --> 00:10:35,240 Speaker 1: The recent PS four game of Spider Man is pretty 178 00:10:35,320 --> 00:10:37,880 Speaker 1: darn fun to play. In my opinion, I think it's 179 00:10:37,880 --> 00:10:40,360 Speaker 1: a great game, or at least I've really been enjoying it. 180 00:10:40,840 --> 00:10:45,120 Speaker 1: But one cannot say the same for Rambo the video game. Now, 181 00:10:45,200 --> 00:10:50,920 Speaker 1: Rambo refers to John Rambo, who's in several movies, the 182 00:10:50,960 --> 00:10:54,560 Speaker 1: first being First Blood. He's a Vietnam war veteran in 183 00:10:54,679 --> 00:10:57,880 Speaker 1: verse Blood, he returns to America and causes quite the 184 00:10:57,960 --> 00:11:00,440 Speaker 1: ruckus going on essentially what it amounts to being a 185 00:11:00,520 --> 00:11:03,880 Speaker 1: rampage at one point, and in subsequent films in the series, 186 00:11:04,320 --> 00:11:08,560 Speaker 1: Rambo would become the archetypical action hero. He would carry 187 00:11:08,720 --> 00:11:12,040 Speaker 1: enormous guns and just mow down antagonists left and right. 188 00:11:12,559 --> 00:11:15,520 Speaker 1: That was always like the one man army kind of trope, 189 00:11:15,720 --> 00:11:18,000 Speaker 1: and he became the model for all sorts of violent 190 00:11:18,200 --> 00:11:21,400 Speaker 1: excess in the in the eighties and nineties. So what 191 00:11:21,480 --> 00:11:24,200 Speaker 1: better character would you use to adapt to a video game? 192 00:11:24,240 --> 00:11:28,199 Speaker 1: I mean, he's certainly inspired lots of different video game characters. 193 00:11:28,760 --> 00:11:31,800 Speaker 1: So a developer named Tayon and a publisher called Reef 194 00:11:31,920 --> 00:11:35,120 Speaker 1: Entertainment were responsible for adapting the material from the first 195 00:11:35,160 --> 00:11:39,440 Speaker 1: three Rambo films and publishing them in video game form. Now, 196 00:11:39,520 --> 00:11:44,559 Speaker 1: the actual game style took the form of a rail shooter. 197 00:11:45,240 --> 00:11:46,960 Speaker 1: This is a type of game that you might see 198 00:11:46,960 --> 00:11:50,640 Speaker 1: in arcades with light guns things like Time Crisis and 199 00:11:51,200 --> 00:11:55,160 Speaker 1: the Past. You take through a level is set, and 200 00:11:55,360 --> 00:11:57,760 Speaker 1: often even the speed at which you move through the 201 00:11:57,840 --> 00:12:02,000 Speaker 1: level is set, and the way that villains or bad 202 00:12:02,040 --> 00:12:04,760 Speaker 1: guys antagonists jump out at you that is set. Everything 203 00:12:04,840 --> 00:12:07,240 Speaker 1: is kind of on a script, and it's your job 204 00:12:07,280 --> 00:12:09,040 Speaker 1: to just try and do the best you can and 205 00:12:09,080 --> 00:12:13,040 Speaker 1: shoot your enemies. Uh. This, however, didn't play on a 206 00:12:13,120 --> 00:12:15,320 Speaker 1: system with a light gun. You would either use a 207 00:12:15,320 --> 00:12:18,800 Speaker 1: controller or you would use a mouse and keyboard, and 208 00:12:18,840 --> 00:12:21,680 Speaker 1: with the mouse in particular, it was reportedly incredibly easy 209 00:12:21,720 --> 00:12:24,439 Speaker 1: to make every shot, so there was no challenge, there 210 00:12:24,520 --> 00:12:29,920 Speaker 1: was no variety, The gameplay was outdated. Uh, the the 211 00:12:29,920 --> 00:12:33,280 Speaker 1: the whole process appeared to be pretty substandard. The one 212 00:12:33,440 --> 00:12:37,280 Speaker 1: good thing I saw in the critical reviews was that 213 00:12:37,320 --> 00:12:40,560 Speaker 1: they did a pretty good job at replicating the environments 214 00:12:40,600 --> 00:12:43,800 Speaker 1: that you would see in the actual Rambo movies, so 215 00:12:43,840 --> 00:12:46,240 Speaker 1: that the video game versions of these seem to be 216 00:12:46,280 --> 00:12:49,520 Speaker 1: fairly accurate to those. But apart from that, the actual 217 00:12:49,600 --> 00:12:53,240 Speaker 1: game was substandard. Well, we've got more bad games to 218 00:12:53,240 --> 00:12:55,200 Speaker 1: talk about, but first let's take a quick break to 219 00:12:55,240 --> 00:13:05,679 Speaker 1: thank our sponsor. We're up to number eight and number 220 00:13:05,679 --> 00:13:09,720 Speaker 1: eight would be Fast and Furious Showdown another licensed property. 221 00:13:09,840 --> 00:13:12,480 Speaker 1: This one came out in May two thirteen and came 222 00:13:12,520 --> 00:13:15,160 Speaker 1: out for the Xbox three sixty, the PC, the PlayStation 223 00:13:15,240 --> 00:13:18,120 Speaker 1: three apparently, the Nintendo three D S and the we 224 00:13:18,360 --> 00:13:22,880 Speaker 1: you as well, and it scored on Metacritic a twenty two, 225 00:13:23,120 --> 00:13:25,600 Speaker 1: so he's taken a step down. Now. This was published 226 00:13:25,600 --> 00:13:29,840 Speaker 1: by Activision, and it was another kind of combination racing 227 00:13:29,920 --> 00:13:33,040 Speaker 1: game and shooting game, and also a licensed game, so 228 00:13:33,080 --> 00:13:35,400 Speaker 1: it had a lot going against it. The Fast and 229 00:13:35,400 --> 00:13:39,559 Speaker 1: Furious film series is known for a crazy automobile action. 230 00:13:39,720 --> 00:13:43,079 Speaker 1: Characters frequently pull off car stunts in those films that 231 00:13:43,120 --> 00:13:46,560 Speaker 1: would be impossible in the real world, and everybody in 232 00:13:46,559 --> 00:13:50,280 Speaker 1: those movies are They're all incredibly skilled race car driving 233 00:13:50,400 --> 00:13:53,440 Speaker 1: superheroes essentially. So you'd think a video game based off 234 00:13:53,440 --> 00:13:55,200 Speaker 1: the series would allow the player to take control of 235 00:13:55,200 --> 00:13:58,040 Speaker 1: a car and likewise do impossible feats in a series 236 00:13:58,080 --> 00:14:01,760 Speaker 1: of breathtaking missions, but unfortunately, the game's engine wasn't up 237 00:14:01,800 --> 00:14:05,000 Speaker 1: to that challenge. The collision detection in the game was 238 00:14:05,280 --> 00:14:10,360 Speaker 1: pretty bad. Virtual objects in the game had little mass. 239 00:14:10,440 --> 00:14:14,480 Speaker 1: You would have, you know, like enormous obstacles crashed down 240 00:14:14,480 --> 00:14:15,960 Speaker 1: in front of you, and your car would just kind 241 00:14:15,960 --> 00:14:19,240 Speaker 1: of gently pushed them all the way there. Nothing seemed 242 00:14:19,240 --> 00:14:22,960 Speaker 1: to have any weight to it. The level design was uninspired. 243 00:14:23,000 --> 00:14:26,120 Speaker 1: The art style was not terribly pleasing from an esthetic 244 00:14:26,160 --> 00:14:29,400 Speaker 1: point of view. The cinematic cut scenes weren't much better. 245 00:14:30,040 --> 00:14:33,160 Speaker 1: They were they appeared to be of a lower quality 246 00:14:33,240 --> 00:14:38,560 Speaker 1: than other current generation or that current generation cut scenes. 247 00:14:38,840 --> 00:14:42,400 Speaker 1: People often said, this looks like it belongs on the 248 00:14:42,480 --> 00:14:46,080 Speaker 1: previous generation hardware instead of PS three, less like it 249 00:14:46,120 --> 00:14:48,760 Speaker 1: would have been at home on a PS two. The 250 00:14:48,840 --> 00:14:52,840 Speaker 1: loading time between missions was incredibly long, and if you 251 00:14:52,880 --> 00:14:55,320 Speaker 1: wanted to upgrade your car you could. You could earn 252 00:14:55,400 --> 00:14:58,040 Speaker 1: experience in the game and use that experience to create 253 00:14:58,160 --> 00:15:02,240 Speaker 1: upgrades for your vehicles or or other features. So let's 254 00:15:02,240 --> 00:15:05,600 Speaker 1: say you want to boost your your vehicle's performance so 255 00:15:05,600 --> 00:15:08,120 Speaker 1: that you can tackle the next level better, you would 256 00:15:08,120 --> 00:15:10,640 Speaker 1: have to actually back out of the game entirely to 257 00:15:10,680 --> 00:15:14,120 Speaker 1: the main menu, go into a different option, then make 258 00:15:14,160 --> 00:15:16,360 Speaker 1: the changes, then back all the way back out again, 259 00:15:16,440 --> 00:15:19,200 Speaker 1: and then go back in and restart up to where 260 00:15:19,240 --> 00:15:21,920 Speaker 1: you were in the game in the within the storyline. 261 00:15:22,760 --> 00:15:26,360 Speaker 1: Uh and keep in mind those loading screens were really long, 262 00:15:26,640 --> 00:15:30,280 Speaker 1: and the menus also had spelling or grammatical errors in 263 00:15:30,320 --> 00:15:34,280 Speaker 1: them which made it look a little amateurish. And most missions, 264 00:15:34,320 --> 00:15:37,120 Speaker 1: you could control the driver of a vehicle and a 265 00:15:37,120 --> 00:15:41,000 Speaker 1: passenger in the vehicle who was hanging outside of the 266 00:15:41,000 --> 00:15:44,320 Speaker 1: window acting as a shooter. They have a gun and 267 00:15:44,400 --> 00:15:47,320 Speaker 1: so you can fight off your opponents that are trying 268 00:15:47,360 --> 00:15:50,000 Speaker 1: to run you off the road. The AI made very 269 00:15:50,040 --> 00:15:53,400 Speaker 1: little sense. The cars did not move like real cars. 270 00:15:53,840 --> 00:15:57,880 Speaker 1: The missions were mostly all variations on a common theme 271 00:15:58,560 --> 00:16:02,920 Speaker 1: of running gun and so the lack of variability, the 272 00:16:02,960 --> 00:16:06,120 Speaker 1: bad physics, the graphics. All of this contributed to the 273 00:16:06,160 --> 00:16:09,280 Speaker 1: low scores and put it on our list of worst 274 00:16:09,400 --> 00:16:13,480 Speaker 1: video games is two thousand eleven. Number seven is Afro 275 00:16:13,640 --> 00:16:17,120 Speaker 1: Samurai to Revenge of Kuma, which came out in September 276 00:16:17,200 --> 00:16:19,880 Speaker 1: two thou fifteen. Came out for the PlayStation four and 277 00:16:19,920 --> 00:16:21,800 Speaker 1: the PC. It was supposed to come out for the 278 00:16:21,920 --> 00:16:25,680 Speaker 1: Xbox One, but hang on here. Metacritic gave it a 279 00:16:25,720 --> 00:16:30,160 Speaker 1: score of twenty one. This is another licensed property. Afro 280 00:16:30,280 --> 00:16:34,160 Speaker 1: Samurai is a manga series in Japan, and the series 281 00:16:34,240 --> 00:16:37,920 Speaker 1: follows a character named Afro Samurai, and he's out for revenge. 282 00:16:38,720 --> 00:16:42,600 Speaker 1: His father was killed in the series, so he's out 283 00:16:42,640 --> 00:16:47,120 Speaker 1: to revenge his his father's death. To avenge his father's death, 284 00:16:47,120 --> 00:16:49,800 Speaker 1: I guess I should say, and an earlier video game 285 00:16:49,840 --> 00:16:53,760 Speaker 1: adaptation of this story in two thousand nine had received 286 00:16:53,880 --> 00:16:58,040 Speaker 1: average to decent reviews. It wasn't considered a blockbuster, but 287 00:16:58,280 --> 00:17:00,840 Speaker 1: it was people said, now, so, hey, you know, it's 288 00:17:00,840 --> 00:17:04,480 Speaker 1: not not a terrible game. It featured cell shaded animation 289 00:17:04,680 --> 00:17:07,400 Speaker 1: as uh kind of a beat him up in a way, 290 00:17:07,480 --> 00:17:10,600 Speaker 1: and the player controlled the titular character in his quest 291 00:17:10,600 --> 00:17:13,679 Speaker 1: for revenge. So this this is the sequel to that game, 292 00:17:13,880 --> 00:17:16,560 Speaker 1: and the sequel was supposed to be the first episode 293 00:17:17,200 --> 00:17:20,760 Speaker 1: in a series. So the idea was to release the 294 00:17:20,960 --> 00:17:24,240 Speaker 1: sequel in episodic format, and it put the player in 295 00:17:24,280 --> 00:17:27,359 Speaker 1: control of a different character named Kuma, and Kuma wears 296 00:17:27,359 --> 00:17:30,879 Speaker 1: a big mascot style bear head. The word Kuma is 297 00:17:30,960 --> 00:17:34,680 Speaker 1: Japanese for bear, and Kuma is seeking out Afro Samurai 298 00:17:34,720 --> 00:17:40,800 Speaker 1: to seek revenge for Kuma's sisters death, and like some 299 00:17:40,840 --> 00:17:44,760 Speaker 1: Facebook relationship status is, it's complicated. So this game did 300 00:17:44,800 --> 00:17:46,680 Speaker 1: come out for the PC and for the PS four. 301 00:17:47,040 --> 00:17:49,800 Speaker 1: It was going to come out later for the Xbox One, 302 00:17:50,400 --> 00:17:54,600 Speaker 1: but the PCMPS four versions got such bad reviews that 303 00:17:54,720 --> 00:17:58,480 Speaker 1: not only was the Xbox One version canceled, ultimately the 304 00:17:58,480 --> 00:18:02,840 Speaker 1: publisher actually withdrew through Afro Samurai too, from the Steam 305 00:18:02,960 --> 00:18:08,000 Speaker 1: Store and from the PS store. So after getting really 306 00:18:08,200 --> 00:18:11,000 Speaker 1: raked over the coals, by critics. The developer said, you 307 00:18:11,040 --> 00:18:14,600 Speaker 1: know what we're going to just we're gonna take this down. 308 00:18:14,720 --> 00:18:18,440 Speaker 1: So now no more copies are ever going to be sold. Uh. 309 00:18:18,640 --> 00:18:21,919 Speaker 1: It was pretty negative reaction to warrant that kind of 310 00:18:21,960 --> 00:18:25,719 Speaker 1: a response. Also, I think it makes the fact that 311 00:18:25,760 --> 00:18:31,200 Speaker 1: the developer's name was redacted studios somewhat tragically comedic. The 312 00:18:31,280 --> 00:18:34,840 Speaker 1: planned episodic sequels also got scrapped. So what made this 313 00:18:35,040 --> 00:18:37,399 Speaker 1: such a bad game? Well, the answer to that question 314 00:18:37,480 --> 00:18:41,119 Speaker 1: is a kind of everything. So critics were saying the 315 00:18:41,240 --> 00:18:45,000 Speaker 1: voice acting for the game was over the top and cringeworthy, 316 00:18:45,040 --> 00:18:47,480 Speaker 1: as the kids used to say, and at times the 317 00:18:47,560 --> 00:18:50,520 Speaker 1: sound levels in the game made it really difficult to 318 00:18:50,560 --> 00:18:54,560 Speaker 1: hear what was being said because sound effects or music 319 00:18:55,400 --> 00:18:58,040 Speaker 1: was drowning out everything else, and so you're missing out 320 00:18:58,160 --> 00:19:02,400 Speaker 1: on valuable and formation, although apparently it was valuable information 321 00:19:02,440 --> 00:19:04,640 Speaker 1: that was delivered in this over the top kind of way, 322 00:19:04,680 --> 00:19:06,840 Speaker 1: so maybe you were better off in the long run. 323 00:19:07,400 --> 00:19:09,679 Speaker 1: The game style was that of a classic beat him up, 324 00:19:09,760 --> 00:19:11,760 Speaker 1: kind of like the old side scrolling games of the 325 00:19:11,760 --> 00:19:14,080 Speaker 1: early nineties, but this one was with sort of three 326 00:19:14,080 --> 00:19:17,239 Speaker 1: dimensional levels, and it also had that cell shaded art 327 00:19:17,320 --> 00:19:20,720 Speaker 1: style of its predecessor. The game had frame rate problems 328 00:19:20,720 --> 00:19:22,800 Speaker 1: in which frames would drop and that would result in 329 00:19:22,800 --> 00:19:25,480 Speaker 1: a type of skipping effect that made playing the game 330 00:19:25,520 --> 00:19:28,800 Speaker 1: really hard and not much fun at all. It's difficult 331 00:19:28,840 --> 00:19:31,840 Speaker 1: to time a counter attack if the action is skipping 332 00:19:31,880 --> 00:19:34,600 Speaker 1: forward in spurts. You can't really time when you need 333 00:19:34,640 --> 00:19:37,920 Speaker 1: to hit a button in order to avoid an oncoming 334 00:19:37,920 --> 00:19:41,240 Speaker 1: attack and counter it. So, according to reviews, the animations 335 00:19:41,240 --> 00:19:43,679 Speaker 1: of the character didn't always reflect the commands that they 336 00:19:43,680 --> 00:19:47,520 Speaker 1: were sending through the controls. And then there was the camera. 337 00:19:48,080 --> 00:19:50,159 Speaker 1: This would be the point of view for the player, 338 00:19:51,000 --> 00:19:53,720 Speaker 1: and the camera would shift around and the player could 339 00:19:53,720 --> 00:19:57,320 Speaker 1: not control it, so you would be stuck with whatever 340 00:19:57,359 --> 00:19:59,760 Speaker 1: the camera angle happened to be, and that would sometimes 341 00:19:59,800 --> 00:20:03,520 Speaker 1: call as the perspective to put the player at a disadvantage. So, 342 00:20:03,600 --> 00:20:05,960 Speaker 1: for example, you might be moving through a level, but 343 00:20:06,040 --> 00:20:08,480 Speaker 1: the camera angle makes it impossible for you to see 344 00:20:08,520 --> 00:20:11,080 Speaker 1: what is directly ahead of you as a character. So 345 00:20:11,119 --> 00:20:13,679 Speaker 1: as you're continuing through the level, you suddenly encounter a 346 00:20:13,720 --> 00:20:16,600 Speaker 1: pet and fall right into it because you couldn't see 347 00:20:16,600 --> 00:20:19,199 Speaker 1: it as a player. But if you were actually the character, 348 00:20:19,280 --> 00:20:22,000 Speaker 1: if you were Kuma, you would have seen that pet 349 00:20:22,040 --> 00:20:24,520 Speaker 1: coming from a mile away. So you think about that, 350 00:20:24,760 --> 00:20:29,159 Speaker 1: an objective observer would just see someone running toward a 351 00:20:29,200 --> 00:20:31,680 Speaker 1: pit for a really long time and then fall in 352 00:20:31,720 --> 00:20:35,280 Speaker 1: the pit, and they would think that person couldn't see 353 00:20:35,560 --> 00:20:38,200 Speaker 1: or they wanted to go in the pit. I can't 354 00:20:38,200 --> 00:20:41,879 Speaker 1: imagine any other outcome. But in fact, the problem was 355 00:20:41,920 --> 00:20:43,600 Speaker 1: that as a player, you couldn't see the pit at all, 356 00:20:43,720 --> 00:20:46,159 Speaker 1: just because the perspective. So there are a lot of 357 00:20:46,200 --> 00:20:49,879 Speaker 1: problems in this game that ultimately convinced the publisher to 358 00:20:50,840 --> 00:20:56,320 Speaker 1: bring it back to cancel it. Number six was Infestation 359 00:20:56,560 --> 00:20:59,879 Speaker 1: Survivor Stories, which released in October two thousand twelve for 360 00:21:00,080 --> 00:21:03,199 Speaker 1: the PC. Metacritic gave it a score of twenties, so 361 00:21:03,320 --> 00:21:08,520 Speaker 1: now we're hitting that threshold of overwhelming dislike. Uh. The 362 00:21:08,560 --> 00:21:12,240 Speaker 1: studio that developed it was Hammer Point Interactive. The man 363 00:21:12,280 --> 00:21:15,440 Speaker 1: most frequently associated with this game as a guy named 364 00:21:15,480 --> 00:21:20,200 Speaker 1: Saragei Titov, who was one of the developers behind this game, 365 00:21:20,880 --> 00:21:24,000 Speaker 1: And it was actually released under a different title originally, 366 00:21:24,040 --> 00:21:26,760 Speaker 1: which was The war Z And if you think that 367 00:21:26,760 --> 00:21:29,760 Speaker 1: sounds like a zombie game, you win a prize. The 368 00:21:29,800 --> 00:21:33,200 Speaker 1: war Z was following on the success of a mod 369 00:21:33,480 --> 00:21:37,760 Speaker 1: called day Zy and This mod was for a tactical 370 00:21:37,760 --> 00:21:41,400 Speaker 1: shooter called Arma Too, and both Daisy and The war 371 00:21:41,520 --> 00:21:46,399 Speaker 1: Z had very similar features. They would put players in 372 00:21:46,440 --> 00:21:49,760 Speaker 1: a world dealing with a zombie outbreak, and in both 373 00:21:49,800 --> 00:21:52,640 Speaker 1: games players would be in multiplayer maps, meaning you could 374 00:21:52,760 --> 00:21:56,080 Speaker 1: encounter other humans as you played, and in both games 375 00:21:56,080 --> 00:21:58,439 Speaker 1: you would scavenge for items and weapons and see how 376 00:21:58,520 --> 00:22:02,399 Speaker 1: long you could survive. Steam removed the game from the 377 00:22:02,480 --> 00:22:05,679 Speaker 1: store not too long after it was released, and Valves 378 00:22:05,720 --> 00:22:07,840 Speaker 1: said that adding the game to the store was quote 379 00:22:07,960 --> 00:22:12,840 Speaker 1: a mistake end quote. Some gamers probably agreed. Valvo releast 380 00:22:12,880 --> 00:22:15,240 Speaker 1: the statement that said it was working with Titov to 381 00:22:15,280 --> 00:22:18,320 Speaker 1: get the build of the game right so that it 382 00:22:18,359 --> 00:22:21,680 Speaker 1: would meet expectations. So The war Z was a collaborative 383 00:22:21,720 --> 00:22:25,640 Speaker 1: multiplayers survival game, and the game's listing on Steam mentioned 384 00:22:25,680 --> 00:22:28,399 Speaker 1: features like the ability to create a friends list to 385 00:22:28,480 --> 00:22:30,720 Speaker 1: rent a private server so that you and your friends 386 00:22:30,720 --> 00:22:34,679 Speaker 1: could play without fearing the interference of griefers. Um there 387 00:22:34,680 --> 00:22:36,640 Speaker 1: were supposed to be a skill system that would allow 388 00:22:36,640 --> 00:22:40,320 Speaker 1: the players to progress in their capabilities. They were supposed 389 00:22:40,359 --> 00:22:42,560 Speaker 1: to be up to a hundred people allowed to play 390 00:22:42,600 --> 00:22:44,679 Speaker 1: on the same server at the same time, and there 391 00:22:44,720 --> 00:22:46,400 Speaker 1: were supposed to be maps that were as big as 392 00:22:46,400 --> 00:22:50,160 Speaker 1: four hundred square kilometers, but in actuality, the game didn't 393 00:22:50,200 --> 00:22:53,640 Speaker 1: support those features, and that was the the root of 394 00:22:53,680 --> 00:22:56,560 Speaker 1: some of the most harsh criticisms. They were saying, the 395 00:22:56,600 --> 00:22:59,800 Speaker 1: game is promising us one thing but delivering something else. 396 00:23:00,760 --> 00:23:04,080 Speaker 1: Te Top would say that players had quote unquote misread 397 00:23:04,240 --> 00:23:09,600 Speaker 1: those features, implying that there whether uh, these were planned features. 398 00:23:09,640 --> 00:23:11,119 Speaker 1: They were going to be in the game, they just 399 00:23:11,119 --> 00:23:13,840 Speaker 1: weren't the game yet. They would be released later on 400 00:23:13,880 --> 00:23:16,320 Speaker 1: the game's life. In addition, the game featured what some 401 00:23:16,359 --> 00:23:20,280 Speaker 1: critics felt were predatory micro transactions that were intended to 402 00:23:20,320 --> 00:23:23,840 Speaker 1: coax more money from players. So, for example, if your 403 00:23:23,880 --> 00:23:26,919 Speaker 1: character died in the game, you'd get hit with a 404 00:23:26,960 --> 00:23:31,320 Speaker 1: four hour cool down period before you could respawn unless 405 00:23:31,760 --> 00:23:34,679 Speaker 1: you bought in game currency with real money, and then 406 00:23:34,720 --> 00:23:37,720 Speaker 1: you could purchase an instant respawn. So in order to 407 00:23:37,720 --> 00:23:39,600 Speaker 1: play the game, you would have to pay again. And 408 00:23:39,760 --> 00:23:42,119 Speaker 1: keep in mind, this was already a game where you 409 00:23:42,160 --> 00:23:44,560 Speaker 1: were buying it, it wasn't free to play. By a 410 00:23:46,000 --> 00:23:50,400 Speaker 1: The game died an inglorious death, and the publisher said 411 00:23:50,480 --> 00:23:55,399 Speaker 1: that the servers running the online game had been taken offline, 412 00:23:55,880 --> 00:23:57,840 Speaker 1: and the reason given was that the servers had been 413 00:23:57,880 --> 00:24:00,960 Speaker 1: hacked and the hackers had stolen cust more information from 414 00:24:00,960 --> 00:24:06,400 Speaker 1: the databases, apparently not payment information, but other account information, 415 00:24:06,400 --> 00:24:08,719 Speaker 1: including the user names, of passwords and that kind of stuff. 416 00:24:08,960 --> 00:24:11,560 Speaker 1: They had also taken it into their own hands to 417 00:24:11,640 --> 00:24:16,000 Speaker 1: ban certain players from the game on their own, and 418 00:24:16,800 --> 00:24:19,800 Speaker 1: that was it. That was that for that game. Number 419 00:24:19,800 --> 00:24:22,800 Speaker 1: five is Alone in the Dark Illumination, which came out 420 00:24:22,880 --> 00:24:27,160 Speaker 1: June two thoft for the PC. The Metacritic score is nineteen. 421 00:24:27,960 --> 00:24:30,520 Speaker 1: The Alone in the Dark series was fostered by Atari, 422 00:24:30,960 --> 00:24:33,680 Speaker 1: and it falls in the category of survival horror. In fact, 423 00:24:33,720 --> 00:24:36,840 Speaker 1: Alone in the Dark is often cited as the first 424 00:24:37,160 --> 00:24:42,360 Speaker 1: title in modern survival horror games. Illumination was the sixth 425 00:24:42,760 --> 00:24:46,640 Speaker 1: entry in that series. The developer for that particular game 426 00:24:46,880 --> 00:24:50,600 Speaker 1: was Pure FPS, and unlike earlier games, which were single 427 00:24:50,680 --> 00:24:54,520 Speaker 1: player experiences, this one featured online and cooperative play. Up 428 00:24:54,560 --> 00:24:58,280 Speaker 1: to four people could play cooperatively at a time, and 429 00:24:58,280 --> 00:25:02,600 Speaker 1: it would also become the lowest added game of up 430 00:25:02,640 --> 00:25:06,520 Speaker 1: to four would play. But gameplay featured no puzzles. There 431 00:25:06,600 --> 00:25:09,920 Speaker 1: was no real story involved. This was mostly done as 432 00:25:09,920 --> 00:25:13,480 Speaker 1: a third person shooter survival horror game. Players could only 433 00:25:13,520 --> 00:25:17,000 Speaker 1: inflict damage on enemies if those enemies were exposed to light. 434 00:25:17,480 --> 00:25:21,239 Speaker 1: The light would make them vulnerable to damage. So your 435 00:25:21,280 --> 00:25:23,880 Speaker 1: strategy for every level was exactly the same. You would 436 00:25:23,960 --> 00:25:26,560 Speaker 1: run around the levels creating as many light sources as 437 00:25:26,560 --> 00:25:29,320 Speaker 1: you could, then you would try to lure enemies into 438 00:25:29,359 --> 00:25:32,000 Speaker 1: the light, and then you try to inflict enough damage 439 00:25:32,000 --> 00:25:35,640 Speaker 1: to take those enemies down. And level layouts were different, 440 00:25:35,840 --> 00:25:39,040 Speaker 1: but they all had the exact same sequence of events involved, 441 00:25:39,040 --> 00:25:42,479 Speaker 1: and the enemies were apparently just kind of mindlessly throwing 442 00:25:42,520 --> 00:25:45,680 Speaker 1: themselves in harm's way. They didn't try to avoid the light, 443 00:25:45,680 --> 00:25:48,000 Speaker 1: they would just keep coming at you. On top of that, 444 00:25:48,480 --> 00:25:51,880 Speaker 1: the game's sound was criticized as being unfinished and barely 445 00:25:52,160 --> 00:25:55,240 Speaker 1: even present. There were times where sound effects and music 446 00:25:55,240 --> 00:25:57,760 Speaker 1: seemed to be completely absent in the game. There were 447 00:25:57,760 --> 00:26:00,600 Speaker 1: a ton of bugs that were affecting gameplay, including ones 448 00:26:00,600 --> 00:26:03,360 Speaker 1: that would let enemies attack players through a solid surface 449 00:26:03,440 --> 00:26:06,159 Speaker 1: like a wall. Overall, critics said the game was just 450 00:26:06,359 --> 00:26:10,359 Speaker 1: unfinished and boring, and so it did not score well. 451 00:26:11,080 --> 00:26:14,080 Speaker 1: Where We've got four more games to talk about, and 452 00:26:14,160 --> 00:26:16,560 Speaker 1: before I jump into those, let's take another quick break 453 00:26:16,600 --> 00:26:27,240 Speaker 1: to thank our sponsor number four is Double Dragon to 454 00:26:27,640 --> 00:26:32,359 Speaker 1: Wander of the Dragons, which sounds like a really weird 455 00:26:32,480 --> 00:26:35,159 Speaker 1: title to me. Came out in April tween for the 456 00:26:35,280 --> 00:26:38,480 Speaker 1: Xbox three sixty. This was an Xbox Live arcade game 457 00:26:38,800 --> 00:26:42,119 Speaker 1: and probably the lowest rated one of all time. It 458 00:26:42,200 --> 00:26:46,119 Speaker 1: got a Metacritics score of seventeen. The Double Dragon games 459 00:26:46,480 --> 00:26:50,280 Speaker 1: in general feature two protagonists who punch and kick their 460 00:26:50,320 --> 00:26:55,000 Speaker 1: way through swarms of enemies as they progress through levels. Typically, 461 00:26:55,320 --> 00:26:59,159 Speaker 1: each level ends with some sort of boss battle, and 462 00:26:59,200 --> 00:27:02,679 Speaker 1: there are numeras injuries in this series. I actually remember 463 00:27:02,720 --> 00:27:06,119 Speaker 1: playing the original Double Dragon in arcades, but this particular 464 00:27:06,280 --> 00:27:10,879 Speaker 1: entry came from a Korean developer called Gravity Games. Critics 465 00:27:10,920 --> 00:27:14,000 Speaker 1: said that the developer, which was mostly known for making 466 00:27:14,119 --> 00:27:16,640 Speaker 1: m m O RPG style games not beat them ups, 467 00:27:17,160 --> 00:27:21,200 Speaker 1: got the fundamental elements of Double Dragon games all wrong. 468 00:27:22,359 --> 00:27:25,320 Speaker 1: Moving the character was awkward, It was slow. It made 469 00:27:25,320 --> 00:27:28,320 Speaker 1: it unreasonably difficult to face off against opponents who would 470 00:27:28,320 --> 00:27:32,640 Speaker 1: swarm around the player. Reversing a direction was not natural. 471 00:27:33,080 --> 00:27:36,160 Speaker 1: You couldn't just quickly turn around and confront someone who's 472 00:27:36,200 --> 00:27:39,240 Speaker 1: coming up behind you. You would actually scoop backwards first 473 00:27:39,280 --> 00:27:42,159 Speaker 1: before turning around. So in other words, if someone was 474 00:27:42,200 --> 00:27:44,880 Speaker 1: coming up behind you, you would actually move into their 475 00:27:45,000 --> 00:27:48,000 Speaker 1: range before you would turn around to face them. The 476 00:27:48,200 --> 00:27:51,560 Speaker 1: quasi three D design made it really hard to direct 477 00:27:51,600 --> 00:27:55,440 Speaker 1: attacks to specific targets, particularly if you were trying something 478 00:27:55,480 --> 00:27:59,120 Speaker 1: beyond just the basic kick or punch moves. So, for example, 479 00:28:00,040 --> 00:28:01,960 Speaker 1: there's an attack in a lot of Double Dragon games 480 00:28:01,960 --> 00:28:05,000 Speaker 1: which involves an elbow attack, and it was really important 481 00:28:05,000 --> 00:28:07,399 Speaker 1: because it was an attack that you could unleash against 482 00:28:07,400 --> 00:28:10,320 Speaker 1: someone who was coming up behind you. So if someone's 483 00:28:10,359 --> 00:28:12,000 Speaker 1: coming up behind you really fast and you don't have 484 00:28:12,000 --> 00:28:13,720 Speaker 1: time to turn around, you could use this attack to 485 00:28:13,720 --> 00:28:17,359 Speaker 1: fend them off. But in this game, the elbow attack 486 00:28:17,480 --> 00:28:20,760 Speaker 1: was much harder to direct. So there might be someone 487 00:28:20,800 --> 00:28:23,000 Speaker 1: come up behind you and you're fighting someone in ahead 488 00:28:23,040 --> 00:28:24,840 Speaker 1: of you, and you try and do this elbow attack, 489 00:28:25,040 --> 00:28:28,280 Speaker 1: but the elbow attack just swings wild with making you know, 490 00:28:28,359 --> 00:28:31,920 Speaker 1: no contact. The developers also added in some other new 491 00:28:32,000 --> 00:28:34,600 Speaker 1: elements that gamers were not crazy about. There was a 492 00:28:34,640 --> 00:28:37,879 Speaker 1: stamina bar that also served more or less as your health, 493 00:28:38,200 --> 00:28:40,560 Speaker 1: so if you got attacked, your stamina would take a hit, 494 00:28:40,960 --> 00:28:42,640 Speaker 1: but that would mean you would actually slow down a 495 00:28:42,720 --> 00:28:44,800 Speaker 1: little bit, which meant that it was even easier for 496 00:28:44,920 --> 00:28:47,920 Speaker 1: enemies to hit you again, so you were getting punished 497 00:28:48,320 --> 00:28:51,040 Speaker 1: for being hit. You get hit now it's easier for 498 00:28:51,080 --> 00:28:54,240 Speaker 1: you to get hit. Also, if you got knocked down, 499 00:28:55,040 --> 00:28:57,520 Speaker 1: then enemies could hit you as you were standing up, 500 00:28:57,560 --> 00:28:59,960 Speaker 1: and standing up was an animation. You couldn't do anything 501 00:29:00,080 --> 00:29:02,680 Speaker 1: about it. You couldn't block or dodge or anything. It 502 00:29:02,840 --> 00:29:07,040 Speaker 1: was a sequence that would happen automatically, so there's nothing 503 00:29:07,080 --> 00:29:08,920 Speaker 1: you can do. There's no way for you to intervene. 504 00:29:09,080 --> 00:29:12,080 Speaker 1: And meanwhile, and enemy just knocks you down again. So 505 00:29:12,160 --> 00:29:15,560 Speaker 1: it's kind of cheesing effect. You're you're in this constant 506 00:29:15,560 --> 00:29:19,360 Speaker 1: process of trying to stand up while enemies are hitting you. Uh, 507 00:29:19,400 --> 00:29:21,320 Speaker 1: and then your stamina is all gone. And maybe you 508 00:29:21,320 --> 00:29:23,360 Speaker 1: could argue that's realistic in a fight, but it's not 509 00:29:23,440 --> 00:29:26,720 Speaker 1: much fun for a video game. They also did something 510 00:29:26,760 --> 00:29:30,000 Speaker 1: that blows my mind. They built in a special supermove 511 00:29:30,080 --> 00:29:32,560 Speaker 1: ability as well. There were actually quite a few different 512 00:29:32,600 --> 00:29:35,960 Speaker 1: supermoves you could do, and the game mechanic was that 513 00:29:36,000 --> 00:29:39,000 Speaker 1: you would have a meter that was filling up as 514 00:29:39,040 --> 00:29:41,680 Speaker 1: you would build in combos. Let's say you have a 515 00:29:41,720 --> 00:29:46,360 Speaker 1: successful combination where you you land a sequence of attacks 516 00:29:46,400 --> 00:29:49,760 Speaker 1: with no gaps, no mistakes, you would start to fill 517 00:29:49,840 --> 00:29:51,840 Speaker 1: up this meter. That's not that unusual. A lot of 518 00:29:51,880 --> 00:29:54,200 Speaker 1: games have that. And when the meter was full, then 519 00:29:54,200 --> 00:29:56,040 Speaker 1: you would be able to unleash one of these special 520 00:29:56,040 --> 00:30:00,280 Speaker 1: attacks and potentially cause additional damage to your enemies. Again, 521 00:30:00,680 --> 00:30:04,720 Speaker 1: totally makes sense. But the meter did not build up properly. 522 00:30:05,280 --> 00:30:07,560 Speaker 1: Sometimes you would land these combos in the meter didn't 523 00:30:07,560 --> 00:30:10,440 Speaker 1: seem to reflect it at all. Sometimes you'll be playing 524 00:30:10,440 --> 00:30:12,320 Speaker 1: the game and the meter would just start to drain 525 00:30:12,440 --> 00:30:15,600 Speaker 1: for no apparent reason. And in addition, while the game 526 00:30:15,640 --> 00:30:20,240 Speaker 1: incorporated this mechanic, it would actually discourage you from using it. 527 00:30:20,320 --> 00:30:23,120 Speaker 1: So it gave you this ability. It had all these 528 00:30:23,160 --> 00:30:26,960 Speaker 1: different elements to it that were supposed to support this ability, 529 00:30:27,000 --> 00:30:29,200 Speaker 1: and it didn't do it very well. But if you 530 00:30:29,360 --> 00:30:34,080 Speaker 1: used a special move, even just one time, it would 531 00:30:34,080 --> 00:30:36,959 Speaker 1: mean you would get the quote unquote bad ending of 532 00:30:37,000 --> 00:30:38,720 Speaker 1: the game should you play it all the way through 533 00:30:38,720 --> 00:30:40,760 Speaker 1: it to the end. The only way to get the 534 00:30:40,880 --> 00:30:44,600 Speaker 1: good ending would be not to use these special moves. 535 00:30:45,560 --> 00:30:47,280 Speaker 1: So it's always fun when a game builds in a 536 00:30:47,320 --> 00:30:51,080 Speaker 1: mechanic and then punishes you for actually using it. Yuck. 537 00:30:51,520 --> 00:30:56,520 Speaker 1: Number three was Room in the Night Sky, might be 538 00:30:56,600 --> 00:30:59,480 Speaker 1: my favorite title among the ones that are on this list. 539 00:31:00,040 --> 00:31:02,400 Speaker 1: It came out in March two thousand seventeen, so it's 540 00:31:02,400 --> 00:31:04,720 Speaker 1: one of the most recent games. It came out for 541 00:31:04,760 --> 00:31:07,960 Speaker 1: the Nintendo Switch and was the lowest rated game on 542 00:31:08,000 --> 00:31:12,720 Speaker 1: the Nintendo Switch. Has a Metacritic score of seventeen. This 543 00:31:12,920 --> 00:31:15,880 Speaker 1: is the only Nintendo Switch title on our list. And 544 00:31:15,920 --> 00:31:19,120 Speaker 1: in the game, you controlled a protagonist, a girl who 545 00:31:19,160 --> 00:31:22,680 Speaker 1: would travel on a motorbike. She's magical, so she can 546 00:31:23,000 --> 00:31:24,920 Speaker 1: make the motorbike do all sorts of stuff like fly, 547 00:31:25,480 --> 00:31:28,960 Speaker 1: and she collects star dust as sort of almost like 548 00:31:28,960 --> 00:31:32,200 Speaker 1: an in game currency going through these different stages. Wonder 549 00:31:32,240 --> 00:31:34,920 Speaker 1: reviewer called it a racing game in which there are 550 00:31:34,960 --> 00:31:38,960 Speaker 1: no opponents, So you're just driving around these environments collecting 551 00:31:38,960 --> 00:31:42,320 Speaker 1: star dust until you move through these rings that were 552 00:31:42,320 --> 00:31:44,920 Speaker 1: called key stars, and you would unlock a gate that 553 00:31:44,920 --> 00:31:46,880 Speaker 1: would lead you to the next stage, and then you 554 00:31:46,880 --> 00:31:49,280 Speaker 1: would rinse and repeat. There was no way to die, 555 00:31:49,400 --> 00:31:52,200 Speaker 1: there was no way to fail out. You could take 556 00:31:52,240 --> 00:31:55,600 Speaker 1: some damage. There was a antagonist character who would occasionally 557 00:31:55,600 --> 00:31:58,480 Speaker 1: show up and you would lose star dust if you 558 00:31:58,760 --> 00:32:03,000 Speaker 1: took damage, but otherwise you would just keep on going. 559 00:32:03,560 --> 00:32:06,480 Speaker 1: You could use that stardust to buy upgrades or new 560 00:32:06,640 --> 00:32:09,760 Speaker 1: items in the game, but critics said the art style 561 00:32:09,920 --> 00:32:13,280 Speaker 1: was dated. The levels, while they were huge, didn't have 562 00:32:13,320 --> 00:32:15,840 Speaker 1: a whole lot to do in them, so they were big, 563 00:32:15,880 --> 00:32:18,720 Speaker 1: but there wasn't much there, and that this antagonist that 564 00:32:18,720 --> 00:32:22,200 Speaker 1: you would occasionally encounter would usually remain completely out of 565 00:32:22,240 --> 00:32:24,560 Speaker 1: sight during a level. The levels were so big and 566 00:32:24,600 --> 00:32:28,120 Speaker 1: the antagonist wasn't necessarily moving around very much that you 567 00:32:28,200 --> 00:32:31,360 Speaker 1: might not even notice her as you're moving around. And 568 00:32:31,440 --> 00:32:35,680 Speaker 1: also you would have a little sidekick on your motorbike 569 00:32:36,080 --> 00:32:38,720 Speaker 1: who would automatically attack the bad guy if you did 570 00:32:38,760 --> 00:32:41,880 Speaker 1: happen to wander too close, so the odds of you 571 00:32:41,920 --> 00:32:45,160 Speaker 1: getting hit were very low anyway. The English version of 572 00:32:45,200 --> 00:32:48,560 Speaker 1: the game also had a script that suffered from poor translation. 573 00:32:48,920 --> 00:32:51,760 Speaker 1: There's a group called Legends of Localization that created a 574 00:32:51,880 --> 00:32:55,160 Speaker 1: video that detailed some of the more egregious examples with screenshots. 575 00:32:55,640 --> 00:32:59,440 Speaker 1: The very first one reads night Sky of the Lovely 576 00:33:00,000 --> 00:33:02,920 Speaker 1: It is a wonderful night sky where the moon is beautiful, 577 00:33:03,000 --> 00:33:06,360 Speaker 1: suitable for you for the first time to fly the sky. 578 00:33:06,520 --> 00:33:08,880 Speaker 1: A patch would try to address this issue with a 579 00:33:08,920 --> 00:33:13,400 Speaker 1: new translation, but really added just different bad translation to 580 00:33:13,400 --> 00:33:17,680 Speaker 1: the game including spelling errors. Number two is a game 581 00:33:17,720 --> 00:33:20,959 Speaker 1: called Ride to Hell. Retribution came out in June two 582 00:33:21,000 --> 00:33:24,120 Speaker 1: thirteen for the Xbox three, sixty, the PlayStation three, and 583 00:33:24,160 --> 00:33:29,320 Speaker 1: the PC. Metacritic gave it a sixteen. As destruct Oid 584 00:33:29,400 --> 00:33:32,320 Speaker 1: reported in their review, the first warning that the game 585 00:33:32,360 --> 00:33:35,400 Speaker 1: wasn't very good was when the publisher refused to send 586 00:33:35,400 --> 00:33:39,800 Speaker 1: out review copies to game critics. You see this in 587 00:33:39,840 --> 00:33:43,320 Speaker 1: movies to where film studios will choose not to have 588 00:33:43,360 --> 00:33:46,480 Speaker 1: a critic screening, and more frequently than not, this is 589 00:33:46,520 --> 00:33:50,440 Speaker 1: typically a sign that the studio behind a property doesn't 590 00:33:50,480 --> 00:33:52,400 Speaker 1: have a whole lot of faith that it's going to 591 00:33:52,480 --> 00:33:55,480 Speaker 1: do well in critics eyes, and they'd rather skip that 592 00:33:55,520 --> 00:33:58,160 Speaker 1: step to try and sell as many units or as 593 00:33:58,160 --> 00:34:02,320 Speaker 1: many tickets as possible. Be four bad reviews start to 594 00:34:02,480 --> 00:34:06,800 Speaker 1: cannibalize those sales. So that was the bad first sign. 595 00:34:07,200 --> 00:34:09,120 Speaker 1: Now in the game, you play as a biker who's 596 00:34:09,160 --> 00:34:12,520 Speaker 1: out for revenge common theme and video games. A bike 597 00:34:12,640 --> 00:34:14,840 Speaker 1: gang had killed his brother and now he's out to 598 00:34:14,840 --> 00:34:18,080 Speaker 1: get them. And the review that I read from Destructori 599 00:34:18,080 --> 00:34:21,040 Speaker 1: had stated that the game opened in a very confusing way. 600 00:34:21,080 --> 00:34:25,640 Speaker 1: You immediately start off and you are behind a turret. 601 00:34:25,880 --> 00:34:30,200 Speaker 1: You're you're controlling a gun turret. And he says that 602 00:34:30,280 --> 00:34:34,240 Speaker 1: he failed almost instantly upon spawning in in the game 603 00:34:34,280 --> 00:34:36,680 Speaker 1: and had no idea what was going on. Then on 604 00:34:36,719 --> 00:34:41,400 Speaker 1: his second attempt, he died almost instantly. Then on his 605 00:34:41,440 --> 00:34:44,000 Speaker 1: third attempt he survived, but he had no idea what 606 00:34:44,080 --> 00:34:47,280 Speaker 1: he had done differently that led to this new outcome. 607 00:34:47,360 --> 00:34:49,840 Speaker 1: So he didn't learn anything, he didn't get better at 608 00:34:49,880 --> 00:34:53,279 Speaker 1: the game. It just was different. What's more, then he 609 00:34:53,360 --> 00:34:58,319 Speaker 1: got transported into a desert environment and got into a 610 00:34:58,400 --> 00:35:01,480 Speaker 1: quick time event that is in the form of a brawl. 611 00:35:01,640 --> 00:35:05,640 Speaker 1: So quick time, of course, you're responding to button props 612 00:35:05,680 --> 00:35:08,479 Speaker 1: like hit X now or hit A now or move 613 00:35:09,040 --> 00:35:12,160 Speaker 1: thumbstick left, But there was no context as to what 614 00:35:12,200 --> 00:35:14,880 Speaker 1: was going on. There was no explanation why this was happening. 615 00:35:15,680 --> 00:35:19,280 Speaker 1: And then after that the game officially started. Now, apparently 616 00:35:19,520 --> 00:35:23,280 Speaker 1: the physics in the game are just playing broken. Sometimes 617 00:35:23,320 --> 00:35:26,479 Speaker 1: you'll phase through a surface, like you're riding your bike 618 00:35:26,560 --> 00:35:30,600 Speaker 1: and you'll just phase through the ground. UH textures pop 619 00:35:30,680 --> 00:35:33,560 Speaker 1: in and out in graphics, so you might look at 620 00:35:33,560 --> 00:35:37,719 Speaker 1: a featureless UH surface and then suddenly the images pop 621 00:35:37,760 --> 00:35:39,920 Speaker 1: in and you can see what the design is supposed 622 00:35:39,960 --> 00:35:41,560 Speaker 1: to be on there, and then they pop out again. 623 00:35:42,160 --> 00:35:44,799 Speaker 1: There were major problems with the visuals in general, and 624 00:35:44,840 --> 00:35:49,280 Speaker 1: the action sequences were repetitive and uninspired. The game's camera 625 00:35:49,400 --> 00:35:52,359 Speaker 1: made moving around environments really frustrating. You could easily get 626 00:35:52,400 --> 00:35:54,640 Speaker 1: caught on something and not be able to see what 627 00:35:54,680 --> 00:35:56,480 Speaker 1: it was that you were caught on, so you couldn't 628 00:35:57,200 --> 00:36:00,919 Speaker 1: fix it, and the control scheme and execution artificially made 629 00:36:00,920 --> 00:36:03,560 Speaker 1: the game more difficult, so that was hard to progress, 630 00:36:04,280 --> 00:36:06,040 Speaker 1: and it was hard to progress not because the game 631 00:36:06,080 --> 00:36:09,520 Speaker 1: was challenging, but because the mechanics of the game were broken. 632 00:36:10,160 --> 00:36:14,120 Speaker 1: The story also didn't win any points, and several reviewers 633 00:36:14,160 --> 00:36:17,560 Speaker 1: I saw pointed out that there were some really misogynistic 634 00:36:17,600 --> 00:36:22,480 Speaker 1: elements in this game, where women exist for no reason 635 00:36:22,640 --> 00:36:25,799 Speaker 1: other than to be exploited by the main character, who 636 00:36:25,880 --> 00:36:29,080 Speaker 1: is not a nice guy, so didn't seem to have 637 00:36:29,239 --> 00:36:34,600 Speaker 1: any real redeeming qualities. Number one according to Metacritics Scores 638 00:36:35,520 --> 00:36:41,120 Speaker 1: is Family Party thirty Great Games Obstacle Arcade, which came 639 00:36:41,120 --> 00:36:44,920 Speaker 1: out on November two thousand twelve for the Wii U. 640 00:36:45,640 --> 00:36:50,360 Speaker 1: Out of the possible one points, it got an eleven, 641 00:36:51,000 --> 00:36:53,719 Speaker 1: and this is it the worst reviewed game. According to Metacritic, 642 00:36:54,160 --> 00:36:55,920 Speaker 1: it was meant to be a game you would play 643 00:36:55,960 --> 00:36:58,560 Speaker 1: with up to three other people on a single console 644 00:36:59,000 --> 00:37:01,840 Speaker 1: in the same space. So these sort of games for 645 00:37:01,840 --> 00:37:04,759 Speaker 1: the Wii and the Wei you were meant to bring 646 00:37:04,800 --> 00:37:07,200 Speaker 1: people together in the same physical location, kind of like 647 00:37:07,239 --> 00:37:09,520 Speaker 1: a board game and you have a game night, but 648 00:37:09,600 --> 00:37:12,799 Speaker 1: instead of pulling out a copy of Monopoly, you put 649 00:37:12,800 --> 00:37:15,160 Speaker 1: one of these inside the Wii or the Wu and 650 00:37:15,239 --> 00:37:17,960 Speaker 1: you have yourself a grand old time playing the series 651 00:37:18,000 --> 00:37:21,080 Speaker 1: of mini games. And there are tons of different examples 652 00:37:21,239 --> 00:37:25,200 Speaker 1: in this genre um and a lot of them belong 653 00:37:25,320 --> 00:37:30,160 Speaker 1: to Nintendo's game library. The mini games had no real 654 00:37:30,200 --> 00:37:34,120 Speaker 1: cohesive theme to them. Some of them were really uninspired games. 655 00:37:34,160 --> 00:37:38,399 Speaker 1: According to Nintendo Life, one of the games would show 656 00:37:38,440 --> 00:37:41,640 Speaker 1: a selection of balloons with numbers on it, and then 657 00:37:41,680 --> 00:37:44,040 Speaker 1: you'll be told to pick the balloon that has a 658 00:37:44,080 --> 00:37:49,160 Speaker 1: specific number, like the number two, which doesn't sound like 659 00:37:49,239 --> 00:37:51,840 Speaker 1: much of a game to me. Maybe it's kind of 660 00:37:51,880 --> 00:37:55,359 Speaker 1: like musical chairs, I guess, but it's kind of weird, right. 661 00:37:55,400 --> 00:37:58,240 Speaker 1: That doesn't seem like there's much satisfaction in that game style. 662 00:37:58,600 --> 00:38:00,759 Speaker 1: The game would force play is to use the we 663 00:38:01,000 --> 00:38:05,000 Speaker 1: use motion controls, so even though the WU controller has 664 00:38:05,040 --> 00:38:07,440 Speaker 1: a D pad on it, you couldn't use the dpad 665 00:38:08,000 --> 00:38:11,000 Speaker 1: and most of the mini games instead you were supposed 666 00:38:11,040 --> 00:38:14,680 Speaker 1: to jab the controller in whatever direction to get the 667 00:38:14,680 --> 00:38:16,960 Speaker 1: results you were supposed to get. So, for example, there 668 00:38:17,040 --> 00:38:21,200 Speaker 1: might be a level where you're supposed to guide a 669 00:38:21,280 --> 00:38:24,719 Speaker 1: character across a series of platforms through jumping, but the 670 00:38:24,719 --> 00:38:28,400 Speaker 1: way you would control jumping is by jabbing the controller 671 00:38:28,440 --> 00:38:31,399 Speaker 1: in whatever direction the platforms in forward, left, or right, 672 00:38:32,080 --> 00:38:37,200 Speaker 1: and the game mechanics weren't done very well, so you 673 00:38:37,200 --> 00:38:40,480 Speaker 1: could be waiving the controller like a crazy person and 674 00:38:40,600 --> 00:38:43,040 Speaker 1: nothing's happening, your character is not going anywhere, or you 675 00:38:43,120 --> 00:38:46,000 Speaker 1: might jab it to the left but your character jumps 676 00:38:46,000 --> 00:38:49,080 Speaker 1: to the right. Uh. It just didn't seem to have 677 00:38:49,120 --> 00:38:52,320 Speaker 1: any connection with what you did and what the character 678 00:38:52,400 --> 00:38:56,800 Speaker 1: was doing, so that was very frustrating. They also Critics 679 00:38:56,840 --> 00:38:59,640 Speaker 1: also said that the sound design was terrible, that the 680 00:38:59,719 --> 00:39:03,400 Speaker 1: carrecter design was not great, the host of the games 681 00:39:04,120 --> 00:39:07,640 Speaker 1: was a teddy Bear that from what the description I read, 682 00:39:07,920 --> 00:39:10,920 Speaker 1: sounded like it would fit better in Five Nights at Freddie's. 683 00:39:11,160 --> 00:39:15,520 Speaker 1: It sounded like a true monstrosity, and the lackluster games 684 00:39:15,520 --> 00:39:18,640 Speaker 1: were really what doomed this went to last place. The 685 00:39:18,680 --> 00:39:22,960 Speaker 1: game was poorly designed, but worse than that reviewers, Essentially, 686 00:39:22,960 --> 00:39:26,000 Speaker 1: we're saying, even if the game were well designed, even 687 00:39:26,080 --> 00:39:29,440 Speaker 1: if these controls worked great, the actual mini games are 688 00:39:29,600 --> 00:39:33,040 Speaker 1: so boring that the game would still be terrible. So 689 00:39:34,040 --> 00:39:36,799 Speaker 1: that's not a great review. If you're saying this game 690 00:39:36,880 --> 00:39:38,919 Speaker 1: is broken, but even if it weren't broken, it would 691 00:39:38,960 --> 00:39:42,640 Speaker 1: still be terrible, that's a bad review, and that's it. 692 00:39:43,320 --> 00:39:47,120 Speaker 1: Those are the worst video games according to Metacritic. And 693 00:39:47,160 --> 00:39:49,680 Speaker 1: again that's just one source. If you were to ask 694 00:39:49,800 --> 00:39:53,200 Speaker 1: anybody who covered video games, they might say, hey, you 695 00:39:53,200 --> 00:39:56,759 Speaker 1: didn't talk about that Alien game that literally did not 696 00:39:56,920 --> 00:40:00,640 Speaker 1: work until someone went through the source code saw that 697 00:40:00,760 --> 00:40:03,560 Speaker 1: one of the settings was wrong, fix the setting, and 698 00:40:03,600 --> 00:40:07,359 Speaker 1: now the game works years after it came out. That's true. 699 00:40:07,400 --> 00:40:09,400 Speaker 1: I didn't talk about that one. There are a lot 700 00:40:09,480 --> 00:40:12,680 Speaker 1: of different examples since two thousand eleven that would probably 701 00:40:12,800 --> 00:40:16,239 Speaker 1: fall on a worst video games list. This was just 702 00:40:16,320 --> 00:40:19,719 Speaker 1: through the Metacritic approach. I am curious what you guys think, 703 00:40:20,000 --> 00:40:24,640 Speaker 1: and I will do another worst video Games episode that's 704 00:40:24,680 --> 00:40:29,200 Speaker 1: crowdsourced if you guys like so. If there are specific games, 705 00:40:29,600 --> 00:40:34,280 Speaker 1: whether it's for a console, computer, system, or a handheld 706 00:40:34,320 --> 00:40:37,160 Speaker 1: system or even a mobile game. If there's a game 707 00:40:37,200 --> 00:40:41,640 Speaker 1: you think warrants being put on a worst video game list, 708 00:40:42,200 --> 00:40:46,320 Speaker 1: right to me. Give me the subject worst video game 709 00:40:46,680 --> 00:40:50,560 Speaker 1: and send that email to text Stuff at how stuff 710 00:40:50,560 --> 00:40:53,839 Speaker 1: works dot com. I will gather those together and we'll 711 00:40:53,880 --> 00:40:58,280 Speaker 1: do a follow up episode where, once again as chosen 712 00:40:58,320 --> 00:41:00,399 Speaker 1: by the listeners of tech Stuff, we will talk about 713 00:41:00,400 --> 00:41:02,120 Speaker 1: some of the worst video games of all time. If 714 00:41:02,160 --> 00:41:04,560 Speaker 1: you want to also include why you think it's one 715 00:41:04,600 --> 00:41:07,520 Speaker 1: of the worst games you've ever played or has ever 716 00:41:07,560 --> 00:41:11,360 Speaker 1: been made, that would be great too. Um. Now, in general, 717 00:41:11,560 --> 00:41:14,800 Speaker 1: just as a quick rule of thumb, I'm gonna mostly 718 00:41:14,880 --> 00:41:19,719 Speaker 1: stick stay away from any games that are like sexual 719 00:41:19,800 --> 00:41:22,839 Speaker 1: in nature any of those, because I think a lot 720 00:41:22,840 --> 00:41:26,800 Speaker 1: of those are just hastily put together to uh, to 721 00:41:27,480 --> 00:41:31,960 Speaker 1: appeal to the more base instincts of certain players. And 722 00:41:33,960 --> 00:41:38,000 Speaker 1: we could go through on for hours about the countless 723 00:41:38,120 --> 00:41:41,759 Speaker 1: games in those genres that are just terrible. They're either 724 00:41:42,080 --> 00:41:46,879 Speaker 1: carbon copies of existing games but with nudity, or they're 725 00:41:46,920 --> 00:41:50,319 Speaker 1: just playing terrible excuses for games. So we know those 726 00:41:50,320 --> 00:41:53,399 Speaker 1: are terrible. Let's just all agree to that, and let's 727 00:41:53,400 --> 00:41:56,279 Speaker 1: look beyond those for the other terrible games. Also, if 728 00:41:56,280 --> 00:41:58,480 Speaker 1: you have any suggestions for other types of topics that 729 00:41:58,560 --> 00:42:00,919 Speaker 1: have nothing to do with video games, all feel free 730 00:42:01,000 --> 00:42:03,279 Speaker 1: to send me a message let me know what you 731 00:42:03,280 --> 00:42:05,440 Speaker 1: would like me to cover. Um, you can make that 732 00:42:05,480 --> 00:42:08,640 Speaker 1: subject whatever you like. And again, the addresses tech stuff 733 00:42:08,719 --> 00:42:10,919 Speaker 1: at how stuff works dot com or you can drop 734 00:42:10,920 --> 00:42:12,799 Speaker 1: me a line on Facebook or Twitter. The handle for 735 00:42:12,840 --> 00:42:16,720 Speaker 1: both of those is text stuff h s W. Don't forget. 736 00:42:16,760 --> 00:42:19,279 Speaker 1: You can head on over to t public dot com 737 00:42:19,320 --> 00:42:22,279 Speaker 1: slash tech stuff, pick yourself up some tech stuff merchandise. 738 00:42:22,320 --> 00:42:25,680 Speaker 1: Be a super cool person like I am, or more 739 00:42:25,719 --> 00:42:28,240 Speaker 1: cool because you probably already are. I mean, let's be honest, 740 00:42:28,320 --> 00:42:30,759 Speaker 1: and I accept that that's okay. I appreciate that you 741 00:42:31,040 --> 00:42:33,840 Speaker 1: a cool person are listening to me. Thank you, and 742 00:42:33,880 --> 00:42:36,080 Speaker 1: don't forget. Follow us over on Instagram and I'll talk 743 00:42:36,120 --> 00:42:44,840 Speaker 1: to you again really soon. For more on this and 744 00:42:44,920 --> 00:42:47,480 Speaker 1: bathands of other topics because at how stuff works dot 745 00:42:47,480 --> 00:42:57,600 Speaker 1: com