WEBVTT - The Worst Video Games of All Time . . . Since 2011

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Johnathan Strickling. I'm an executive producer with

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<v Speaker 1>How Stuff Works and I love all things tech. And

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<v Speaker 1>before I jump into today's episode topic, I want to

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<v Speaker 1>give a couple of corrections that I got to recent episodes,

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<v Speaker 1>which is totally valid. You guys are an awesome audience,

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<v Speaker 1>and I really appreciate when you reach out too gently.

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<v Speaker 1>Remind me that sometimes I get stuff wrong because you

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<v Speaker 1>typically do it in a responsible way, which I greatly appreciate,

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<v Speaker 1>and I should stress in almost every case, it's where

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<v Speaker 1>I have researched something and somewhere between the process of

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<v Speaker 1>reading it and taking my notes, my brain has inserted

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<v Speaker 1>information that has made it wrong. So the fault lies

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<v Speaker 1>on me and I accept that. So first correction in

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<v Speaker 1>the Pebble episode, I mentioned that the Pebble Watch, the

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<v Speaker 1>original Pebble Watch, had an e paper display, and then

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<v Speaker 1>I explained how e ink works. And indeed the two

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<v Speaker 1>terms are frequently used interchangeably. You will often find e

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<v Speaker 1>paper and ink both talking about the same technology that

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<v Speaker 1>one that uses those electro statically charged capsules. However, that

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<v Speaker 1>being said, the display that the Pebble the original Pebble

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<v Speaker 1>watch had was not a true e ink style e

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<v Speaker 1>paper one, even though they referred to it as e paper.

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<v Speaker 1>It was actually a low powered l c D screen

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<v Speaker 1>called a transflective l c D so it works in

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<v Speaker 1>a different way than the ink stuff does. The purpose

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<v Speaker 1>of it is very similar, the idea being that you

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<v Speaker 1>want to be able to read the screen based upon

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<v Speaker 1>available light in the environment as opposed to having a

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<v Speaker 1>backlit screen like your typical smartphone. But it works in

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<v Speaker 1>a different principles, so thank you for that correction. Secondly,

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<v Speaker 1>listener Ben pointed that in the Cambridge Analytica podcasts, I

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<v Speaker 1>mentioned a sting operation conducted by the BBC. Small problem

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<v Speaker 1>that wasn't the BBC. It was actually Channel four News

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<v Speaker 1>in the UK, not a BBC channel. So this one

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<v Speaker 1>is just comes down to my stupid American brain, because

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<v Speaker 1>my stupid American brain says, oh, it was British television

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<v Speaker 1>that means BBC, which is ridiculous. I know there's more

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<v Speaker 1>television in the UK than the BBC channels. I'm just

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<v Speaker 1>I'm just an ignorant American, So I apologize for that.

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<v Speaker 1>And third, there's a software engineer who would absolutely love

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<v Speaker 1>it if I stopped saying degrees kelvin because the unit

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<v Speaker 1>of kelvin is the kelvin, not the degree. So that's

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<v Speaker 1>the correct thing. You want to say, kelvin, not degrees kelvin. Now,

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<v Speaker 1>you will frequently see and hear people use the phrase

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<v Speaker 1>degrees kelvin, but it's technically wrong until enough people use it,

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<v Speaker 1>because that's how language works if it if enough people

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<v Speaker 1>use it the wrong way, the wrong way becomes the

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<v Speaker 1>right way. So I charge everyone out there to start

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<v Speaker 1>saying degrees kelvin because if enough of you do it,

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<v Speaker 1>I don't have to worry about saying it the right way.

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<v Speaker 1>I'm just kidding. I'll try my best to remember to

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<v Speaker 1>be accurate. I appreciate all of those corrections. Now, onto

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<v Speaker 1>the topic for today. Way back in two thousand eleven,

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<v Speaker 1>my then co host Chris Pellette and I did an

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<v Speaker 1>episode about the worst video games of All Time. But

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<v Speaker 1>these were titles that were submitted by listeners. We solicited

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<v Speaker 1>uh various nominations, and we did it over Facebook and

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<v Speaker 1>Twitter and email, and we just asked people nominate what

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<v Speaker 1>you think are the worst video games of all time,

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<v Speaker 1>and then we taied them all up. And so in

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<v Speaker 1>that episode we talked about games that had been considered

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<v Speaker 1>bad for various things. Maybe they had missed release dates repeatedly.

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<v Speaker 1>Duke Nukem Forever was a famous one and had just

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<v Speaker 1>come out that year after more than a decade of

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<v Speaker 1>being in development. We also talked about games that were

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<v Speaker 1>buried in the desert after too many cartridges had been

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<v Speaker 1>made and not enough people wanted to buy a copy,

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<v Speaker 1>like E. T. The Extraterrestrial for the A. But what

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<v Speaker 1>about the games that have come out since two thousand eleven.

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<v Speaker 1>What are some of the most notoriously bad games of

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<v Speaker 1>that era. Well, before I jump in and start talking

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<v Speaker 1>about specific titles, I do want to say that we

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<v Speaker 1>need to keep in mind that real people worked on

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<v Speaker 1>these games. They dedicated their time, their effort, their energy

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<v Speaker 1>into making a game a reality, and things just didn't

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<v Speaker 1>go right. So in some cases, maybe they tackled more

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<v Speaker 1>than they could handle and ultimately the game they created

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<v Speaker 1>was a disappointment. In other cases, you might have had

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<v Speaker 1>executives who are constantly shifting expectations and the development team

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<v Speaker 1>was kind of left in the lurch as a result,

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<v Speaker 1>and maybe they even had things like a hardline deadline

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<v Speaker 1>that had to be the date that the game would ship,

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<v Speaker 1>whether the game was ready or not. A lot of

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<v Speaker 1>games have suffered from that sort of thing, But I

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<v Speaker 1>think in most cases, no one really sets out to

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<v Speaker 1>make a crappy game on purpose, And so while the

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<v Speaker 1>games I'm going to go through here have a reputation

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<v Speaker 1>for being bad, we need to remember they probably did

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<v Speaker 1>not start off that way, most of them. Anyway. There

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<v Speaker 1>might be a few cynical cash grabs in here that

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<v Speaker 1>do not qualify for such consideration. But you game developers

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<v Speaker 1>out there who are trying to deliver upon crazy expectations,

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<v Speaker 1>both from within a company and from the gaming community

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<v Speaker 1>at large, my hat is off to you. You do

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<v Speaker 1>incredible work. Now, for this episode, I consulted Metacritic to

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<v Speaker 1>look at the games that scored the lowest in aggregated

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<v Speaker 1>reviews since the original episode came out in late From

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<v Speaker 1>the Metacritic website, here is how they described their methodology quote.

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<v Speaker 1>Creating our proprietary meta scores is a complicated process. We

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<v Speaker 1>carefully curate a large group of the world's most respected

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<v Speaker 1>critics assigned scores to their reviews and apply a weighted

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<v Speaker 1>average to summarize the range of their opinions. The result

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<v Speaker 1>is a single number that captures the essence of critical

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<v Speaker 1>opinion in one meta score. Each movie, game, television show,

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<v Speaker 1>an album featured on Metacritic gets a meta score when

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<v Speaker 1>we've collected at least four critics reviews end quote. So

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<v Speaker 1>in other words, they're aggregating all these different reviews and

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<v Speaker 1>then kind of determining where on a score between zero

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<v Speaker 1>and one hundred, that review rates the product. So a

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<v Speaker 1>zero would be the absolute worst, one would be the

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<v Speaker 1>absolute best. For games, anything beneath the score of fifty

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<v Speaker 1>is considered generally unfavorable. If it's less than twenty, it

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<v Speaker 1>is overwhelming dislike is the nature of those reviews. And

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<v Speaker 1>spoiler alert, we have some on this list that dropped

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<v Speaker 1>down below twenty. But the first one we're gonna talk about,

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<v Speaker 1>number ten, the ten worst video games since the Fall

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<v Speaker 1>of two thousand eleven would be flat out three Chaos

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<v Speaker 1>and Destruction that came out December two thousand eleven, so

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<v Speaker 1>just a few months after we had done our episode,

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<v Speaker 1>and it came out for the PC. The Metacritics score

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<v Speaker 1>was twenty three yikes, and this was a car racing game,

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<v Speaker 1>and as the name indicates, it was the third such

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<v Speaker 1>in a series of games. The original game developer for

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<v Speaker 1>the series was a company called Bugbear, but Bugbear developers

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<v Speaker 1>were actually busy working on a totally different title, that

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<v Speaker 1>of Ridge Racer unbounded. The jab of developing the next

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<v Speaker 1>entry in the Flat Out series then fell to a

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<v Speaker 1>Dutch video game development studio called Team Six. As a

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<v Speaker 1>review on I g N pointed out, this was actually

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<v Speaker 1>an early sign of concern because the games that had

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<v Speaker 1>come out of Team six lacked something. They had great titles.

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<v Speaker 1>I'm definitely intrigued by a game that's titled Calvin Tucker's

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<v Speaker 1>Redneck Farm Animals Racing Tournament. What. But the studio developed

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<v Speaker 1>a different physics engine for this rather than the previous

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<v Speaker 1>one that was used for Flat Out two, and this

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<v Speaker 1>one reviewers said was sloppy. It was in direct contradiction

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<v Speaker 1>with earlier games in the series. So in the past

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<v Speaker 1>you could drive really aggressively. You could you could kind

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<v Speaker 1>of smash your way through opponents. You can nudge them

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<v Speaker 1>and knock them off course and and continue on your way.

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<v Speaker 1>But in Flat Out three. It seemed like the slightest

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<v Speaker 1>contact with anything would result in your car flipping all

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<v Speaker 1>over the place. It suddenly looked like you could not

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<v Speaker 1>behave in this way, and it wasn't consistent you would.

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<v Speaker 1>You would have what would appear to be a colossal,

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<v Speaker 1>disastrous crash on screen, and your car would only suffer

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<v Speaker 1>a little bit of damage, or you might just gently

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<v Speaker 1>grace up against another car and then suddenly your engine

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<v Speaker 1>is smoking. The AI was substandard as well, with computer

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<v Speaker 1>controlled racers spending more time crashing into each other than

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<v Speaker 1>trying to race the course. So it sounds pretty much

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<v Speaker 1>like all the design decisions going into Flat Out three

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<v Speaker 1>created a game that was not fun to play. It

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<v Speaker 1>didn't make sense, and was a total departure from earlier

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<v Speaker 1>Flat Out games. The lack of consistency or logic really

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<v Speaker 1>hurt the game's reception. Team six is still around and

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<v Speaker 1>the company primarily focuses on developing racing games. To this day,

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<v Speaker 1>I'm not terribly familiar with their work. I don't think

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<v Speaker 1>I've played any of their racing games, but as I

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<v Speaker 1>understand it, many of those games have received a poor

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<v Speaker 1>critical reception, not as bad as Flat Out three, but

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<v Speaker 1>not great either. We're talking like Metacritics scores in the thirties,

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<v Speaker 1>so I'm not much of a racing game player. I

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<v Speaker 1>cannot speak to it personally, but it doesn't sound great.

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<v Speaker 1>Number nine is Rambo the video game, which came out

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<v Speaker 1>February twenty one, two thousand fourteen, and it came out

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<v Speaker 1>for the PlayStation three, the Xbox three, sixty PC, and

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<v Speaker 1>Metacritic gave it a score also of twenty three. Now.

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<v Speaker 1>In general, video game adaptations of licensed characters frequently show

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<v Speaker 1>up on lists about bad games. Now, I talked about

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<v Speaker 1>ET the Extraterrestrial that is frequently listed as the worst

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<v Speaker 1>game of all time, although it really isn't. But it

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<v Speaker 1>is frequently the truth that a game of a licensed

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<v Speaker 1>character doesn't turn out well. Now, that's not universally true.

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<v Speaker 1>The recent PS four game of Spider Man is pretty

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<v Speaker 1>darn fun to play. In my opinion, I think it's

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<v Speaker 1>a great game, or at least I've really been enjoying it.

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<v Speaker 1>But one cannot say the same for Rambo the video game. Now,

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<v Speaker 1>Rambo refers to John Rambo, who's in several movies, the

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<v Speaker 1>first being First Blood. He's a Vietnam war veteran in

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<v Speaker 1>verse Blood, he returns to America and causes quite the

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<v Speaker 1>ruckus going on essentially what it amounts to being a

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<v Speaker 1>rampage at one point, and in subsequent films in the series,

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<v Speaker 1>Rambo would become the archetypical action hero. He would carry

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<v Speaker 1>enormous guns and just mow down antagonists left and right.

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<v Speaker 1>That was always like the one man army kind of trope,

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<v Speaker 1>and he became the model for all sorts of violent

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<v Speaker 1>excess in the in the eighties and nineties. So what

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<v Speaker 1>better character would you use to adapt to a video game?

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<v Speaker 1>I mean, he's certainly inspired lots of different video game characters.

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<v Speaker 1>So a developer named Tayon and a publisher called Reef

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<v Speaker 1>Entertainment were responsible for adapting the material from the first

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<v Speaker 1>three Rambo films and publishing them in video game form. Now,

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<v Speaker 1>the actual game style took the form of a rail shooter.

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<v Speaker 1>This is a type of game that you might see

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<v Speaker 1>in arcades with light guns things like Time Crisis and

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<v Speaker 1>the Past. You take through a level is set, and

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<v Speaker 1>often even the speed at which you move through the

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<v Speaker 1>level is set, and the way that villains or bad

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<v Speaker 1>guys antagonists jump out at you that is set. Everything

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<v Speaker 1>is kind of on a script, and it's your job

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<v Speaker 1>to just try and do the best you can and

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<v Speaker 1>shoot your enemies. Uh. This, however, didn't play on a

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<v Speaker 1>system with a light gun. You would either use a

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<v Speaker 1>controller or you would use a mouse and keyboard, and

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<v Speaker 1>with the mouse in particular, it was reportedly incredibly easy

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<v Speaker 1>to make every shot, so there was no challenge, there

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<v Speaker 1>was no variety, The gameplay was outdated. Uh, the the

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<v Speaker 1>the whole process appeared to be pretty substandard. The one

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<v Speaker 1>good thing I saw in the critical reviews was that

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<v Speaker 1>they did a pretty good job at replicating the environments

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<v Speaker 1>that you would see in the actual Rambo movies, so

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<v Speaker 1>that the video game versions of these seem to be

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<v Speaker 1>fairly accurate to those. But apart from that, the actual

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<v Speaker 1>game was substandard. Well, we've got more bad games to

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<v Speaker 1>talk about, but first let's take a quick break to

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<v Speaker 1>thank our sponsor. We're up to number eight and number

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<v Speaker 1>eight would be Fast and Furious Showdown another licensed property.

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<v Speaker 1>This one came out in May two thirteen and came

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<v Speaker 1>out for the Xbox three sixty, the PC, the PlayStation

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<v Speaker 1>three apparently, the Nintendo three D S and the we

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<v Speaker 1>you as well, and it scored on Metacritic a twenty two,

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<v Speaker 1>so he's taken a step down. Now. This was published

0:13:25.600 --> 0:13:29.840
<v Speaker 1>by Activision, and it was another kind of combination racing

0:13:29.920 --> 0:13:33.040
<v Speaker 1>game and shooting game, and also a licensed game, so

0:13:33.080 --> 0:13:35.400
<v Speaker 1>it had a lot going against it. The Fast and

0:13:35.400 --> 0:13:39.559
<v Speaker 1>Furious film series is known for a crazy automobile action.

0:13:39.720 --> 0:13:43.079
<v Speaker 1>Characters frequently pull off car stunts in those films that

0:13:43.120 --> 0:13:46.560
<v Speaker 1>would be impossible in the real world, and everybody in

0:13:46.559 --> 0:13:50.280
<v Speaker 1>those movies are They're all incredibly skilled race car driving

0:13:50.400 --> 0:13:53.440
<v Speaker 1>superheroes essentially. So you'd think a video game based off

0:13:53.440 --> 0:13:55.200
<v Speaker 1>the series would allow the player to take control of

0:13:55.200 --> 0:13:58.040
<v Speaker 1>a car and likewise do impossible feats in a series

0:13:58.080 --> 0:14:01.760
<v Speaker 1>of breathtaking missions, but unfortunately, the game's engine wasn't up

0:14:01.800 --> 0:14:05.000
<v Speaker 1>to that challenge. The collision detection in the game was

0:14:05.280 --> 0:14:10.360
<v Speaker 1>pretty bad. Virtual objects in the game had little mass.

0:14:10.440 --> 0:14:14.480
<v Speaker 1>You would have, you know, like enormous obstacles crashed down

0:14:14.480 --> 0:14:15.960
<v Speaker 1>in front of you, and your car would just kind

0:14:15.960 --> 0:14:19.240
<v Speaker 1>of gently pushed them all the way there. Nothing seemed

0:14:19.240 --> 0:14:22.960
<v Speaker 1>to have any weight to it. The level design was uninspired.

0:14:23.000 --> 0:14:26.120
<v Speaker 1>The art style was not terribly pleasing from an esthetic

0:14:26.160 --> 0:14:29.400
<v Speaker 1>point of view. The cinematic cut scenes weren't much better.

0:14:30.040 --> 0:14:33.160
<v Speaker 1>They were they appeared to be of a lower quality

0:14:33.240 --> 0:14:38.560
<v Speaker 1>than other current generation or that current generation cut scenes.

0:14:38.840 --> 0:14:42.400
<v Speaker 1>People often said, this looks like it belongs on the

0:14:42.480 --> 0:14:46.080
<v Speaker 1>previous generation hardware instead of PS three, less like it

0:14:46.120 --> 0:14:48.760
<v Speaker 1>would have been at home on a PS two. The

0:14:48.840 --> 0:14:52.840
<v Speaker 1>loading time between missions was incredibly long, and if you

0:14:52.880 --> 0:14:55.320
<v Speaker 1>wanted to upgrade your car you could. You could earn

0:14:55.400 --> 0:14:58.040
<v Speaker 1>experience in the game and use that experience to create

0:14:58.160 --> 0:15:02.240
<v Speaker 1>upgrades for your vehicles or or other features. So let's

0:15:02.240 --> 0:15:05.600
<v Speaker 1>say you want to boost your your vehicle's performance so

0:15:05.600 --> 0:15:08.120
<v Speaker 1>that you can tackle the next level better, you would

0:15:08.120 --> 0:15:10.640
<v Speaker 1>have to actually back out of the game entirely to

0:15:10.680 --> 0:15:14.120
<v Speaker 1>the main menu, go into a different option, then make

0:15:14.160 --> 0:15:16.360
<v Speaker 1>the changes, then back all the way back out again,

0:15:16.440 --> 0:15:19.200
<v Speaker 1>and then go back in and restart up to where

0:15:19.240 --> 0:15:21.920
<v Speaker 1>you were in the game in the within the storyline.

0:15:22.760 --> 0:15:26.360
<v Speaker 1>Uh and keep in mind those loading screens were really long,

0:15:26.640 --> 0:15:30.280
<v Speaker 1>and the menus also had spelling or grammatical errors in

0:15:30.320 --> 0:15:34.280
<v Speaker 1>them which made it look a little amateurish. And most missions,

0:15:34.320 --> 0:15:37.120
<v Speaker 1>you could control the driver of a vehicle and a

0:15:37.120 --> 0:15:41.000
<v Speaker 1>passenger in the vehicle who was hanging outside of the

0:15:41.000 --> 0:15:44.320
<v Speaker 1>window acting as a shooter. They have a gun and

0:15:44.400 --> 0:15:47.320
<v Speaker 1>so you can fight off your opponents that are trying

0:15:47.360 --> 0:15:50.000
<v Speaker 1>to run you off the road. The AI made very

0:15:50.040 --> 0:15:53.400
<v Speaker 1>little sense. The cars did not move like real cars.

0:15:53.840 --> 0:15:57.880
<v Speaker 1>The missions were mostly all variations on a common theme

0:15:58.560 --> 0:16:02.920
<v Speaker 1>of running gun and so the lack of variability, the

0:16:02.960 --> 0:16:06.120
<v Speaker 1>bad physics, the graphics. All of this contributed to the

0:16:06.160 --> 0:16:09.280
<v Speaker 1>low scores and put it on our list of worst

0:16:09.400 --> 0:16:13.480
<v Speaker 1>video games is two thousand eleven. Number seven is Afro

0:16:13.640 --> 0:16:17.120
<v Speaker 1>Samurai to Revenge of Kuma, which came out in September

0:16:17.200 --> 0:16:19.880
<v Speaker 1>two thou fifteen. Came out for the PlayStation four and

0:16:19.920 --> 0:16:21.800
<v Speaker 1>the PC. It was supposed to come out for the

0:16:21.920 --> 0:16:25.680
<v Speaker 1>Xbox One, but hang on here. Metacritic gave it a

0:16:25.720 --> 0:16:30.160
<v Speaker 1>score of twenty one. This is another licensed property. Afro

0:16:30.280 --> 0:16:34.160
<v Speaker 1>Samurai is a manga series in Japan, and the series

0:16:34.240 --> 0:16:37.920
<v Speaker 1>follows a character named Afro Samurai, and he's out for revenge.

0:16:38.720 --> 0:16:42.600
<v Speaker 1>His father was killed in the series, so he's out

0:16:42.640 --> 0:16:47.120
<v Speaker 1>to revenge his his father's death. To avenge his father's death,

0:16:47.120 --> 0:16:49.800
<v Speaker 1>I guess I should say, and an earlier video game

0:16:49.840 --> 0:16:53.760
<v Speaker 1>adaptation of this story in two thousand nine had received

0:16:53.880 --> 0:16:58.040
<v Speaker 1>average to decent reviews. It wasn't considered a blockbuster, but

0:16:58.280 --> 0:17:00.840
<v Speaker 1>it was people said, now, so, hey, you know, it's

0:17:00.840 --> 0:17:04.480
<v Speaker 1>not not a terrible game. It featured cell shaded animation

0:17:04.680 --> 0:17:07.400
<v Speaker 1>as uh kind of a beat him up in a way,

0:17:07.480 --> 0:17:10.600
<v Speaker 1>and the player controlled the titular character in his quest

0:17:10.600 --> 0:17:13.679
<v Speaker 1>for revenge. So this this is the sequel to that game,

0:17:13.880 --> 0:17:16.560
<v Speaker 1>and the sequel was supposed to be the first episode

0:17:17.200 --> 0:17:20.760
<v Speaker 1>in a series. So the idea was to release the

0:17:20.960 --> 0:17:24.240
<v Speaker 1>sequel in episodic format, and it put the player in

0:17:24.280 --> 0:17:27.359
<v Speaker 1>control of a different character named Kuma, and Kuma wears

0:17:27.359 --> 0:17:30.879
<v Speaker 1>a big mascot style bear head. The word Kuma is

0:17:30.960 --> 0:17:34.680
<v Speaker 1>Japanese for bear, and Kuma is seeking out Afro Samurai

0:17:34.720 --> 0:17:40.800
<v Speaker 1>to seek revenge for Kuma's sisters death, and like some

0:17:40.840 --> 0:17:44.760
<v Speaker 1>Facebook relationship status is, it's complicated. So this game did

0:17:44.800 --> 0:17:46.680
<v Speaker 1>come out for the PC and for the PS four.

0:17:47.040 --> 0:17:49.800
<v Speaker 1>It was going to come out later for the Xbox One,

0:17:50.400 --> 0:17:54.600
<v Speaker 1>but the PCMPS four versions got such bad reviews that

0:17:54.720 --> 0:17:58.480
<v Speaker 1>not only was the Xbox One version canceled, ultimately the

0:17:58.480 --> 0:18:02.840
<v Speaker 1>publisher actually withdrew through Afro Samurai too, from the Steam

0:18:02.960 --> 0:18:08.000
<v Speaker 1>Store and from the PS store. So after getting really

0:18:08.200 --> 0:18:11.000
<v Speaker 1>raked over the coals, by critics. The developer said, you

0:18:11.040 --> 0:18:14.600
<v Speaker 1>know what we're going to just we're gonna take this down.

0:18:14.720 --> 0:18:18.440
<v Speaker 1>So now no more copies are ever going to be sold. Uh.

0:18:18.640 --> 0:18:21.919
<v Speaker 1>It was pretty negative reaction to warrant that kind of

0:18:21.960 --> 0:18:25.719
<v Speaker 1>a response. Also, I think it makes the fact that

0:18:25.760 --> 0:18:31.200
<v Speaker 1>the developer's name was redacted studios somewhat tragically comedic. The

0:18:31.280 --> 0:18:34.840
<v Speaker 1>planned episodic sequels also got scrapped. So what made this

0:18:35.040 --> 0:18:37.399
<v Speaker 1>such a bad game? Well, the answer to that question

0:18:37.480 --> 0:18:41.119
<v Speaker 1>is a kind of everything. So critics were saying the

0:18:41.240 --> 0:18:45.000
<v Speaker 1>voice acting for the game was over the top and cringeworthy,

0:18:45.040 --> 0:18:47.480
<v Speaker 1>as the kids used to say, and at times the

0:18:47.560 --> 0:18:50.520
<v Speaker 1>sound levels in the game made it really difficult to

0:18:50.560 --> 0:18:54.560
<v Speaker 1>hear what was being said because sound effects or music

0:18:55.400 --> 0:18:58.040
<v Speaker 1>was drowning out everything else, and so you're missing out

0:18:58.160 --> 0:19:02.400
<v Speaker 1>on valuable and formation, although apparently it was valuable information

0:19:02.440 --> 0:19:04.640
<v Speaker 1>that was delivered in this over the top kind of way,

0:19:04.680 --> 0:19:06.840
<v Speaker 1>so maybe you were better off in the long run.

0:19:07.400 --> 0:19:09.679
<v Speaker 1>The game style was that of a classic beat him up,

0:19:09.760 --> 0:19:11.760
<v Speaker 1>kind of like the old side scrolling games of the

0:19:11.760 --> 0:19:14.080
<v Speaker 1>early nineties, but this one was with sort of three

0:19:14.080 --> 0:19:17.239
<v Speaker 1>dimensional levels, and it also had that cell shaded art

0:19:17.320 --> 0:19:20.720
<v Speaker 1>style of its predecessor. The game had frame rate problems

0:19:20.720 --> 0:19:22.800
<v Speaker 1>in which frames would drop and that would result in

0:19:22.800 --> 0:19:25.480
<v Speaker 1>a type of skipping effect that made playing the game

0:19:25.520 --> 0:19:28.800
<v Speaker 1>really hard and not much fun at all. It's difficult

0:19:28.840 --> 0:19:31.840
<v Speaker 1>to time a counter attack if the action is skipping

0:19:31.880 --> 0:19:34.600
<v Speaker 1>forward in spurts. You can't really time when you need

0:19:34.640 --> 0:19:37.920
<v Speaker 1>to hit a button in order to avoid an oncoming

0:19:37.920 --> 0:19:41.240
<v Speaker 1>attack and counter it. So, according to reviews, the animations

0:19:41.240 --> 0:19:43.679
<v Speaker 1>of the character didn't always reflect the commands that they

0:19:43.680 --> 0:19:47.520
<v Speaker 1>were sending through the controls. And then there was the camera.

0:19:48.080 --> 0:19:50.159
<v Speaker 1>This would be the point of view for the player,

0:19:51.000 --> 0:19:53.720
<v Speaker 1>and the camera would shift around and the player could

0:19:53.720 --> 0:19:57.320
<v Speaker 1>not control it, so you would be stuck with whatever

0:19:57.359 --> 0:19:59.760
<v Speaker 1>the camera angle happened to be, and that would sometimes

0:19:59.800 --> 0:20:03.520
<v Speaker 1>call as the perspective to put the player at a disadvantage. So,

0:20:03.600 --> 0:20:05.960
<v Speaker 1>for example, you might be moving through a level, but

0:20:06.040 --> 0:20:08.480
<v Speaker 1>the camera angle makes it impossible for you to see

0:20:08.520 --> 0:20:11.080
<v Speaker 1>what is directly ahead of you as a character. So

0:20:11.119 --> 0:20:13.679
<v Speaker 1>as you're continuing through the level, you suddenly encounter a

0:20:13.720 --> 0:20:16.600
<v Speaker 1>pet and fall right into it because you couldn't see

0:20:16.600 --> 0:20:19.199
<v Speaker 1>it as a player. But if you were actually the character,

0:20:19.280 --> 0:20:22.000
<v Speaker 1>if you were Kuma, you would have seen that pet

0:20:22.040 --> 0:20:24.520
<v Speaker 1>coming from a mile away. So you think about that,

0:20:24.760 --> 0:20:29.159
<v Speaker 1>an objective observer would just see someone running toward a

0:20:29.200 --> 0:20:31.680
<v Speaker 1>pit for a really long time and then fall in

0:20:31.720 --> 0:20:35.280
<v Speaker 1>the pit, and they would think that person couldn't see

0:20:35.560 --> 0:20:38.200
<v Speaker 1>or they wanted to go in the pit. I can't

0:20:38.200 --> 0:20:41.879
<v Speaker 1>imagine any other outcome. But in fact, the problem was

0:20:41.920 --> 0:20:43.600
<v Speaker 1>that as a player, you couldn't see the pit at all,

0:20:43.720 --> 0:20:46.159
<v Speaker 1>just because the perspective. So there are a lot of

0:20:46.200 --> 0:20:49.879
<v Speaker 1>problems in this game that ultimately convinced the publisher to

0:20:50.840 --> 0:20:56.320
<v Speaker 1>bring it back to cancel it. Number six was Infestation

0:20:56.560 --> 0:20:59.879
<v Speaker 1>Survivor Stories, which released in October two thousand twelve for

0:21:00.080 --> 0:21:03.199
<v Speaker 1>the PC. Metacritic gave it a score of twenties, so

0:21:03.320 --> 0:21:08.520
<v Speaker 1>now we're hitting that threshold of overwhelming dislike. Uh. The

0:21:08.560 --> 0:21:12.240
<v Speaker 1>studio that developed it was Hammer Point Interactive. The man

0:21:12.280 --> 0:21:15.440
<v Speaker 1>most frequently associated with this game as a guy named

0:21:15.480 --> 0:21:20.200
<v Speaker 1>Saragei Titov, who was one of the developers behind this game,

0:21:20.880 --> 0:21:24.000
<v Speaker 1>And it was actually released under a different title originally,

0:21:24.040 --> 0:21:26.760
<v Speaker 1>which was The war Z And if you think that

0:21:26.760 --> 0:21:29.760
<v Speaker 1>sounds like a zombie game, you win a prize. The

0:21:29.800 --> 0:21:33.200
<v Speaker 1>war Z was following on the success of a mod

0:21:33.480 --> 0:21:37.760
<v Speaker 1>called day Zy and This mod was for a tactical

0:21:37.760 --> 0:21:41.400
<v Speaker 1>shooter called Arma Too, and both Daisy and The war

0:21:41.520 --> 0:21:46.399
<v Speaker 1>Z had very similar features. They would put players in

0:21:46.440 --> 0:21:49.760
<v Speaker 1>a world dealing with a zombie outbreak, and in both

0:21:49.800 --> 0:21:52.640
<v Speaker 1>games players would be in multiplayer maps, meaning you could

0:21:52.760 --> 0:21:56.080
<v Speaker 1>encounter other humans as you played, and in both games

0:21:56.080 --> 0:21:58.439
<v Speaker 1>you would scavenge for items and weapons and see how

0:21:58.520 --> 0:22:02.399
<v Speaker 1>long you could survive. Steam removed the game from the

0:22:02.480 --> 0:22:05.679
<v Speaker 1>store not too long after it was released, and Valves

0:22:05.720 --> 0:22:07.840
<v Speaker 1>said that adding the game to the store was quote

0:22:07.960 --> 0:22:12.840
<v Speaker 1>a mistake end quote. Some gamers probably agreed. Valvo releast

0:22:12.880 --> 0:22:15.240
<v Speaker 1>the statement that said it was working with Titov to

0:22:15.280 --> 0:22:18.320
<v Speaker 1>get the build of the game right so that it

0:22:18.359 --> 0:22:21.680
<v Speaker 1>would meet expectations. So The war Z was a collaborative

0:22:21.720 --> 0:22:25.640
<v Speaker 1>multiplayers survival game, and the game's listing on Steam mentioned

0:22:25.680 --> 0:22:28.399
<v Speaker 1>features like the ability to create a friends list to

0:22:28.480 --> 0:22:30.720
<v Speaker 1>rent a private server so that you and your friends

0:22:30.720 --> 0:22:34.679
<v Speaker 1>could play without fearing the interference of griefers. Um there

0:22:34.680 --> 0:22:36.640
<v Speaker 1>were supposed to be a skill system that would allow

0:22:36.640 --> 0:22:40.320
<v Speaker 1>the players to progress in their capabilities. They were supposed

0:22:40.359 --> 0:22:42.560
<v Speaker 1>to be up to a hundred people allowed to play

0:22:42.600 --> 0:22:44.679
<v Speaker 1>on the same server at the same time, and there

0:22:44.720 --> 0:22:46.400
<v Speaker 1>were supposed to be maps that were as big as

0:22:46.400 --> 0:22:50.160
<v Speaker 1>four hundred square kilometers, but in actuality, the game didn't

0:22:50.200 --> 0:22:53.640
<v Speaker 1>support those features, and that was the the root of

0:22:53.680 --> 0:22:56.560
<v Speaker 1>some of the most harsh criticisms. They were saying, the

0:22:56.600 --> 0:22:59.800
<v Speaker 1>game is promising us one thing but delivering something else.

0:23:00.760 --> 0:23:04.080
<v Speaker 1>Te Top would say that players had quote unquote misread

0:23:04.240 --> 0:23:09.600
<v Speaker 1>those features, implying that there whether uh, these were planned features.

0:23:09.640 --> 0:23:11.119
<v Speaker 1>They were going to be in the game, they just

0:23:11.119 --> 0:23:13.840
<v Speaker 1>weren't the game yet. They would be released later on

0:23:13.880 --> 0:23:16.320
<v Speaker 1>the game's life. In addition, the game featured what some

0:23:16.359 --> 0:23:20.280
<v Speaker 1>critics felt were predatory micro transactions that were intended to

0:23:20.320 --> 0:23:23.840
<v Speaker 1>coax more money from players. So, for example, if your

0:23:23.880 --> 0:23:26.919
<v Speaker 1>character died in the game, you'd get hit with a

0:23:26.960 --> 0:23:31.320
<v Speaker 1>four hour cool down period before you could respawn unless

0:23:31.760 --> 0:23:34.679
<v Speaker 1>you bought in game currency with real money, and then

0:23:34.720 --> 0:23:37.720
<v Speaker 1>you could purchase an instant respawn. So in order to

0:23:37.720 --> 0:23:39.600
<v Speaker 1>play the game, you would have to pay again. And

0:23:39.760 --> 0:23:42.119
<v Speaker 1>keep in mind, this was already a game where you

0:23:42.160 --> 0:23:44.560
<v Speaker 1>were buying it, it wasn't free to play. By a

0:23:46.000 --> 0:23:50.400
<v Speaker 1>The game died an inglorious death, and the publisher said

0:23:50.480 --> 0:23:55.399
<v Speaker 1>that the servers running the online game had been taken offline,

0:23:55.880 --> 0:23:57.840
<v Speaker 1>and the reason given was that the servers had been

0:23:57.880 --> 0:24:00.960
<v Speaker 1>hacked and the hackers had stolen cust more information from

0:24:00.960 --> 0:24:06.400
<v Speaker 1>the databases, apparently not payment information, but other account information,

0:24:06.400 --> 0:24:08.719
<v Speaker 1>including the user names, of passwords and that kind of stuff.

0:24:08.960 --> 0:24:11.560
<v Speaker 1>They had also taken it into their own hands to

0:24:11.640 --> 0:24:16.000
<v Speaker 1>ban certain players from the game on their own, and

0:24:16.800 --> 0:24:19.800
<v Speaker 1>that was it. That was that for that game. Number

0:24:19.800 --> 0:24:22.800
<v Speaker 1>five is Alone in the Dark Illumination, which came out

0:24:22.880 --> 0:24:27.160
<v Speaker 1>June two thoft for the PC. The Metacritic score is nineteen.

0:24:27.960 --> 0:24:30.520
<v Speaker 1>The Alone in the Dark series was fostered by Atari,

0:24:30.960 --> 0:24:33.680
<v Speaker 1>and it falls in the category of survival horror. In fact,

0:24:33.720 --> 0:24:36.840
<v Speaker 1>Alone in the Dark is often cited as the first

0:24:37.160 --> 0:24:42.360
<v Speaker 1>title in modern survival horror games. Illumination was the sixth

0:24:42.760 --> 0:24:46.640
<v Speaker 1>entry in that series. The developer for that particular game

0:24:46.880 --> 0:24:50.600
<v Speaker 1>was Pure FPS, and unlike earlier games, which were single

0:24:50.680 --> 0:24:54.520
<v Speaker 1>player experiences, this one featured online and cooperative play. Up

0:24:54.560 --> 0:24:58.280
<v Speaker 1>to four people could play cooperatively at a time, and

0:24:58.280 --> 0:25:02.600
<v Speaker 1>it would also become the lowest added game of up

0:25:02.640 --> 0:25:06.520
<v Speaker 1>to four would play. But gameplay featured no puzzles. There

0:25:06.600 --> 0:25:09.920
<v Speaker 1>was no real story involved. This was mostly done as

0:25:09.920 --> 0:25:13.480
<v Speaker 1>a third person shooter survival horror game. Players could only

0:25:13.520 --> 0:25:17.000
<v Speaker 1>inflict damage on enemies if those enemies were exposed to light.

0:25:17.480 --> 0:25:21.239
<v Speaker 1>The light would make them vulnerable to damage. So your

0:25:21.280 --> 0:25:23.880
<v Speaker 1>strategy for every level was exactly the same. You would

0:25:23.960 --> 0:25:26.560
<v Speaker 1>run around the levels creating as many light sources as

0:25:26.560 --> 0:25:29.320
<v Speaker 1>you could, then you would try to lure enemies into

0:25:29.359 --> 0:25:32.000
<v Speaker 1>the light, and then you try to inflict enough damage

0:25:32.000 --> 0:25:35.640
<v Speaker 1>to take those enemies down. And level layouts were different,

0:25:35.840 --> 0:25:39.040
<v Speaker 1>but they all had the exact same sequence of events involved,

0:25:39.040 --> 0:25:42.479
<v Speaker 1>and the enemies were apparently just kind of mindlessly throwing

0:25:42.520 --> 0:25:45.680
<v Speaker 1>themselves in harm's way. They didn't try to avoid the light,

0:25:45.680 --> 0:25:48.000
<v Speaker 1>they would just keep coming at you. On top of that,

0:25:48.480 --> 0:25:51.880
<v Speaker 1>the game's sound was criticized as being unfinished and barely

0:25:52.160 --> 0:25:55.240
<v Speaker 1>even present. There were times where sound effects and music

0:25:55.240 --> 0:25:57.760
<v Speaker 1>seemed to be completely absent in the game. There were

0:25:57.760 --> 0:26:00.600
<v Speaker 1>a ton of bugs that were affecting gameplay, including ones

0:26:00.600 --> 0:26:03.360
<v Speaker 1>that would let enemies attack players through a solid surface

0:26:03.440 --> 0:26:06.159
<v Speaker 1>like a wall. Overall, critics said the game was just

0:26:06.359 --> 0:26:10.359
<v Speaker 1>unfinished and boring, and so it did not score well.

0:26:11.080 --> 0:26:14.080
<v Speaker 1>Where We've got four more games to talk about, and

0:26:14.160 --> 0:26:16.560
<v Speaker 1>before I jump into those, let's take another quick break

0:26:16.600 --> 0:26:27.240
<v Speaker 1>to thank our sponsor number four is Double Dragon to

0:26:27.640 --> 0:26:32.359
<v Speaker 1>Wander of the Dragons, which sounds like a really weird

0:26:32.480 --> 0:26:35.159
<v Speaker 1>title to me. Came out in April tween for the

0:26:35.280 --> 0:26:38.480
<v Speaker 1>Xbox three sixty. This was an Xbox Live arcade game

0:26:38.800 --> 0:26:42.119
<v Speaker 1>and probably the lowest rated one of all time. It

0:26:42.200 --> 0:26:46.119
<v Speaker 1>got a Metacritics score of seventeen. The Double Dragon games

0:26:46.480 --> 0:26:50.280
<v Speaker 1>in general feature two protagonists who punch and kick their

0:26:50.320 --> 0:26:55.000
<v Speaker 1>way through swarms of enemies as they progress through levels. Typically,

0:26:55.320 --> 0:26:59.159
<v Speaker 1>each level ends with some sort of boss battle, and

0:26:59.200 --> 0:27:02.679
<v Speaker 1>there are numeras injuries in this series. I actually remember

0:27:02.720 --> 0:27:06.119
<v Speaker 1>playing the original Double Dragon in arcades, but this particular

0:27:06.280 --> 0:27:10.879
<v Speaker 1>entry came from a Korean developer called Gravity Games. Critics

0:27:10.920 --> 0:27:14.000
<v Speaker 1>said that the developer, which was mostly known for making

0:27:14.119 --> 0:27:16.640
<v Speaker 1>m m O RPG style games not beat them ups,

0:27:17.160 --> 0:27:21.200
<v Speaker 1>got the fundamental elements of Double Dragon games all wrong.

0:27:22.359 --> 0:27:25.320
<v Speaker 1>Moving the character was awkward, It was slow. It made

0:27:25.320 --> 0:27:28.320
<v Speaker 1>it unreasonably difficult to face off against opponents who would

0:27:28.320 --> 0:27:32.640
<v Speaker 1>swarm around the player. Reversing a direction was not natural.

0:27:33.080 --> 0:27:36.160
<v Speaker 1>You couldn't just quickly turn around and confront someone who's

0:27:36.200 --> 0:27:39.240
<v Speaker 1>coming up behind you. You would actually scoop backwards first

0:27:39.280 --> 0:27:42.159
<v Speaker 1>before turning around. So in other words, if someone was

0:27:42.200 --> 0:27:44.880
<v Speaker 1>coming up behind you, you would actually move into their

0:27:45.000 --> 0:27:48.000
<v Speaker 1>range before you would turn around to face them. The

0:27:48.200 --> 0:27:51.560
<v Speaker 1>quasi three D design made it really hard to direct

0:27:51.600 --> 0:27:55.440
<v Speaker 1>attacks to specific targets, particularly if you were trying something

0:27:55.480 --> 0:27:59.120
<v Speaker 1>beyond just the basic kick or punch moves. So, for example,

0:28:00.040 --> 0:28:01.960
<v Speaker 1>there's an attack in a lot of Double Dragon games

0:28:01.960 --> 0:28:05.000
<v Speaker 1>which involves an elbow attack, and it was really important

0:28:05.000 --> 0:28:07.399
<v Speaker 1>because it was an attack that you could unleash against

0:28:07.400 --> 0:28:10.320
<v Speaker 1>someone who was coming up behind you. So if someone's

0:28:10.359 --> 0:28:12.000
<v Speaker 1>coming up behind you really fast and you don't have

0:28:12.000 --> 0:28:13.720
<v Speaker 1>time to turn around, you could use this attack to

0:28:13.720 --> 0:28:17.359
<v Speaker 1>fend them off. But in this game, the elbow attack

0:28:17.480 --> 0:28:20.760
<v Speaker 1>was much harder to direct. So there might be someone

0:28:20.800 --> 0:28:23.000
<v Speaker 1>come up behind you and you're fighting someone in ahead

0:28:23.040 --> 0:28:24.840
<v Speaker 1>of you, and you try and do this elbow attack,

0:28:25.040 --> 0:28:28.280
<v Speaker 1>but the elbow attack just swings wild with making you know,

0:28:28.359 --> 0:28:31.920
<v Speaker 1>no contact. The developers also added in some other new

0:28:32.000 --> 0:28:34.600
<v Speaker 1>elements that gamers were not crazy about. There was a

0:28:34.640 --> 0:28:37.879
<v Speaker 1>stamina bar that also served more or less as your health,

0:28:38.200 --> 0:28:40.560
<v Speaker 1>so if you got attacked, your stamina would take a hit,

0:28:40.960 --> 0:28:42.640
<v Speaker 1>but that would mean you would actually slow down a

0:28:42.720 --> 0:28:44.800
<v Speaker 1>little bit, which meant that it was even easier for

0:28:44.920 --> 0:28:47.920
<v Speaker 1>enemies to hit you again, so you were getting punished

0:28:48.320 --> 0:28:51.040
<v Speaker 1>for being hit. You get hit now it's easier for

0:28:51.080 --> 0:28:54.240
<v Speaker 1>you to get hit. Also, if you got knocked down,

0:28:55.040 --> 0:28:57.520
<v Speaker 1>then enemies could hit you as you were standing up,

0:28:57.560 --> 0:28:59.960
<v Speaker 1>and standing up was an animation. You couldn't do anything

0:29:00.080 --> 0:29:02.680
<v Speaker 1>about it. You couldn't block or dodge or anything. It

0:29:02.840 --> 0:29:07.040
<v Speaker 1>was a sequence that would happen automatically, so there's nothing

0:29:07.080 --> 0:29:08.920
<v Speaker 1>you can do. There's no way for you to intervene.

0:29:09.080 --> 0:29:12.080
<v Speaker 1>And meanwhile, and enemy just knocks you down again. So

0:29:12.160 --> 0:29:15.560
<v Speaker 1>it's kind of cheesing effect. You're you're in this constant

0:29:15.560 --> 0:29:19.360
<v Speaker 1>process of trying to stand up while enemies are hitting you. Uh,

0:29:19.400 --> 0:29:21.320
<v Speaker 1>and then your stamina is all gone. And maybe you

0:29:21.320 --> 0:29:23.360
<v Speaker 1>could argue that's realistic in a fight, but it's not

0:29:23.440 --> 0:29:26.720
<v Speaker 1>much fun for a video game. They also did something

0:29:26.760 --> 0:29:30.000
<v Speaker 1>that blows my mind. They built in a special supermove

0:29:30.080 --> 0:29:32.560
<v Speaker 1>ability as well. There were actually quite a few different

0:29:32.600 --> 0:29:35.960
<v Speaker 1>supermoves you could do, and the game mechanic was that

0:29:36.000 --> 0:29:39.000
<v Speaker 1>you would have a meter that was filling up as

0:29:39.040 --> 0:29:41.680
<v Speaker 1>you would build in combos. Let's say you have a

0:29:41.720 --> 0:29:46.360
<v Speaker 1>successful combination where you you land a sequence of attacks

0:29:46.400 --> 0:29:49.760
<v Speaker 1>with no gaps, no mistakes, you would start to fill

0:29:49.840 --> 0:29:51.840
<v Speaker 1>up this meter. That's not that unusual. A lot of

0:29:51.880 --> 0:29:54.200
<v Speaker 1>games have that. And when the meter was full, then

0:29:54.200 --> 0:29:56.040
<v Speaker 1>you would be able to unleash one of these special

0:29:56.040 --> 0:30:00.280
<v Speaker 1>attacks and potentially cause additional damage to your enemies. Again,

0:30:00.680 --> 0:30:04.720
<v Speaker 1>totally makes sense. But the meter did not build up properly.

0:30:05.280 --> 0:30:07.560
<v Speaker 1>Sometimes you would land these combos in the meter didn't

0:30:07.560 --> 0:30:10.440
<v Speaker 1>seem to reflect it at all. Sometimes you'll be playing

0:30:10.440 --> 0:30:12.320
<v Speaker 1>the game and the meter would just start to drain

0:30:12.440 --> 0:30:15.600
<v Speaker 1>for no apparent reason. And in addition, while the game

0:30:15.640 --> 0:30:20.240
<v Speaker 1>incorporated this mechanic, it would actually discourage you from using it.

0:30:20.320 --> 0:30:23.120
<v Speaker 1>So it gave you this ability. It had all these

0:30:23.160 --> 0:30:26.960
<v Speaker 1>different elements to it that were supposed to support this ability,

0:30:27.000 --> 0:30:29.200
<v Speaker 1>and it didn't do it very well. But if you

0:30:29.360 --> 0:30:34.080
<v Speaker 1>used a special move, even just one time, it would

0:30:34.080 --> 0:30:36.959
<v Speaker 1>mean you would get the quote unquote bad ending of

0:30:37.000 --> 0:30:38.720
<v Speaker 1>the game should you play it all the way through

0:30:38.720 --> 0:30:40.760
<v Speaker 1>it to the end. The only way to get the

0:30:40.880 --> 0:30:44.600
<v Speaker 1>good ending would be not to use these special moves.

0:30:45.560 --> 0:30:47.280
<v Speaker 1>So it's always fun when a game builds in a

0:30:47.320 --> 0:30:51.080
<v Speaker 1>mechanic and then punishes you for actually using it. Yuck.

0:30:51.520 --> 0:30:56.520
<v Speaker 1>Number three was Room in the Night Sky, might be

0:30:56.600 --> 0:30:59.480
<v Speaker 1>my favorite title among the ones that are on this list.

0:31:00.040 --> 0:31:02.400
<v Speaker 1>It came out in March two thousand seventeen, so it's

0:31:02.400 --> 0:31:04.720
<v Speaker 1>one of the most recent games. It came out for

0:31:04.760 --> 0:31:07.960
<v Speaker 1>the Nintendo Switch and was the lowest rated game on

0:31:08.000 --> 0:31:12.720
<v Speaker 1>the Nintendo Switch. Has a Metacritic score of seventeen. This

0:31:12.920 --> 0:31:15.880
<v Speaker 1>is the only Nintendo Switch title on our list. And

0:31:15.920 --> 0:31:19.120
<v Speaker 1>in the game, you controlled a protagonist, a girl who

0:31:19.160 --> 0:31:22.680
<v Speaker 1>would travel on a motorbike. She's magical, so she can

0:31:23.000 --> 0:31:24.920
<v Speaker 1>make the motorbike do all sorts of stuff like fly,

0:31:25.480 --> 0:31:28.960
<v Speaker 1>and she collects star dust as sort of almost like

0:31:28.960 --> 0:31:32.200
<v Speaker 1>an in game currency going through these different stages. Wonder

0:31:32.240 --> 0:31:34.920
<v Speaker 1>reviewer called it a racing game in which there are

0:31:34.960 --> 0:31:38.960
<v Speaker 1>no opponents, So you're just driving around these environments collecting

0:31:38.960 --> 0:31:42.320
<v Speaker 1>star dust until you move through these rings that were

0:31:42.320 --> 0:31:44.920
<v Speaker 1>called key stars, and you would unlock a gate that

0:31:44.920 --> 0:31:46.880
<v Speaker 1>would lead you to the next stage, and then you

0:31:46.880 --> 0:31:49.280
<v Speaker 1>would rinse and repeat. There was no way to die,

0:31:49.400 --> 0:31:52.200
<v Speaker 1>there was no way to fail out. You could take

0:31:52.240 --> 0:31:55.600
<v Speaker 1>some damage. There was a antagonist character who would occasionally

0:31:55.600 --> 0:31:58.480
<v Speaker 1>show up and you would lose star dust if you

0:31:58.760 --> 0:32:03.000
<v Speaker 1>took damage, but otherwise you would just keep on going.

0:32:03.560 --> 0:32:06.480
<v Speaker 1>You could use that stardust to buy upgrades or new

0:32:06.640 --> 0:32:09.760
<v Speaker 1>items in the game, but critics said the art style

0:32:09.920 --> 0:32:13.280
<v Speaker 1>was dated. The levels, while they were huge, didn't have

0:32:13.320 --> 0:32:15.840
<v Speaker 1>a whole lot to do in them, so they were big,

0:32:15.880 --> 0:32:18.720
<v Speaker 1>but there wasn't much there, and that this antagonist that

0:32:18.720 --> 0:32:22.200
<v Speaker 1>you would occasionally encounter would usually remain completely out of

0:32:22.240 --> 0:32:24.560
<v Speaker 1>sight during a level. The levels were so big and

0:32:24.600 --> 0:32:28.120
<v Speaker 1>the antagonist wasn't necessarily moving around very much that you

0:32:28.200 --> 0:32:31.360
<v Speaker 1>might not even notice her as you're moving around. And

0:32:31.440 --> 0:32:35.680
<v Speaker 1>also you would have a little sidekick on your motorbike

0:32:36.080 --> 0:32:38.720
<v Speaker 1>who would automatically attack the bad guy if you did

0:32:38.760 --> 0:32:41.880
<v Speaker 1>happen to wander too close, so the odds of you

0:32:41.920 --> 0:32:45.160
<v Speaker 1>getting hit were very low anyway. The English version of

0:32:45.200 --> 0:32:48.560
<v Speaker 1>the game also had a script that suffered from poor translation.

0:32:48.920 --> 0:32:51.760
<v Speaker 1>There's a group called Legends of Localization that created a

0:32:51.880 --> 0:32:55.160
<v Speaker 1>video that detailed some of the more egregious examples with screenshots.

0:32:55.640 --> 0:32:59.440
<v Speaker 1>The very first one reads night Sky of the Lovely

0:33:00.000 --> 0:33:02.920
<v Speaker 1>It is a wonderful night sky where the moon is beautiful,

0:33:03.000 --> 0:33:06.360
<v Speaker 1>suitable for you for the first time to fly the sky.

0:33:06.520 --> 0:33:08.880
<v Speaker 1>A patch would try to address this issue with a

0:33:08.920 --> 0:33:13.400
<v Speaker 1>new translation, but really added just different bad translation to

0:33:13.400 --> 0:33:17.680
<v Speaker 1>the game including spelling errors. Number two is a game

0:33:17.720 --> 0:33:20.959
<v Speaker 1>called Ride to Hell. Retribution came out in June two

0:33:21.000 --> 0:33:24.120
<v Speaker 1>thirteen for the Xbox three, sixty, the PlayStation three, and

0:33:24.160 --> 0:33:29.320
<v Speaker 1>the PC. Metacritic gave it a sixteen. As destruct Oid

0:33:29.400 --> 0:33:32.320
<v Speaker 1>reported in their review, the first warning that the game

0:33:32.360 --> 0:33:35.400
<v Speaker 1>wasn't very good was when the publisher refused to send

0:33:35.400 --> 0:33:39.800
<v Speaker 1>out review copies to game critics. You see this in

0:33:39.840 --> 0:33:43.320
<v Speaker 1>movies to where film studios will choose not to have

0:33:43.360 --> 0:33:46.480
<v Speaker 1>a critic screening, and more frequently than not, this is

0:33:46.520 --> 0:33:50.440
<v Speaker 1>typically a sign that the studio behind a property doesn't

0:33:50.480 --> 0:33:52.400
<v Speaker 1>have a whole lot of faith that it's going to

0:33:52.480 --> 0:33:55.480
<v Speaker 1>do well in critics eyes, and they'd rather skip that

0:33:55.520 --> 0:33:58.160
<v Speaker 1>step to try and sell as many units or as

0:33:58.160 --> 0:34:02.320
<v Speaker 1>many tickets as possible. Be four bad reviews start to

0:34:02.480 --> 0:34:06.800
<v Speaker 1>cannibalize those sales. So that was the bad first sign.

0:34:07.200 --> 0:34:09.120
<v Speaker 1>Now in the game, you play as a biker who's

0:34:09.160 --> 0:34:12.520
<v Speaker 1>out for revenge common theme and video games. A bike

0:34:12.640 --> 0:34:14.840
<v Speaker 1>gang had killed his brother and now he's out to

0:34:14.840 --> 0:34:18.080
<v Speaker 1>get them. And the review that I read from Destructori

0:34:18.080 --> 0:34:21.040
<v Speaker 1>had stated that the game opened in a very confusing way.

0:34:21.080 --> 0:34:25.640
<v Speaker 1>You immediately start off and you are behind a turret.

0:34:25.880 --> 0:34:30.200
<v Speaker 1>You're you're controlling a gun turret. And he says that

0:34:30.280 --> 0:34:34.240
<v Speaker 1>he failed almost instantly upon spawning in in the game

0:34:34.280 --> 0:34:36.680
<v Speaker 1>and had no idea what was going on. Then on

0:34:36.719 --> 0:34:41.400
<v Speaker 1>his second attempt, he died almost instantly. Then on his

0:34:41.440 --> 0:34:44.000
<v Speaker 1>third attempt he survived, but he had no idea what

0:34:44.080 --> 0:34:47.280
<v Speaker 1>he had done differently that led to this new outcome.

0:34:47.360 --> 0:34:49.840
<v Speaker 1>So he didn't learn anything, he didn't get better at

0:34:49.880 --> 0:34:53.279
<v Speaker 1>the game. It just was different. What's more, then he

0:34:53.360 --> 0:34:58.319
<v Speaker 1>got transported into a desert environment and got into a

0:34:58.400 --> 0:35:01.480
<v Speaker 1>quick time event that is in the form of a brawl.

0:35:01.640 --> 0:35:05.640
<v Speaker 1>So quick time, of course, you're responding to button props

0:35:05.680 --> 0:35:08.479
<v Speaker 1>like hit X now or hit A now or move

0:35:09.040 --> 0:35:12.160
<v Speaker 1>thumbstick left, But there was no context as to what

0:35:12.200 --> 0:35:14.880
<v Speaker 1>was going on. There was no explanation why this was happening.

0:35:15.680 --> 0:35:19.280
<v Speaker 1>And then after that the game officially started. Now, apparently

0:35:19.520 --> 0:35:23.280
<v Speaker 1>the physics in the game are just playing broken. Sometimes

0:35:23.320 --> 0:35:26.479
<v Speaker 1>you'll phase through a surface, like you're riding your bike

0:35:26.560 --> 0:35:30.600
<v Speaker 1>and you'll just phase through the ground. UH textures pop

0:35:30.680 --> 0:35:33.560
<v Speaker 1>in and out in graphics, so you might look at

0:35:33.560 --> 0:35:37.719
<v Speaker 1>a featureless UH surface and then suddenly the images pop

0:35:37.760 --> 0:35:39.920
<v Speaker 1>in and you can see what the design is supposed

0:35:39.960 --> 0:35:41.560
<v Speaker 1>to be on there, and then they pop out again.

0:35:42.160 --> 0:35:44.799
<v Speaker 1>There were major problems with the visuals in general, and

0:35:44.840 --> 0:35:49.280
<v Speaker 1>the action sequences were repetitive and uninspired. The game's camera

0:35:49.400 --> 0:35:52.359
<v Speaker 1>made moving around environments really frustrating. You could easily get

0:35:52.400 --> 0:35:54.640
<v Speaker 1>caught on something and not be able to see what

0:35:54.680 --> 0:35:56.480
<v Speaker 1>it was that you were caught on, so you couldn't

0:35:57.200 --> 0:36:00.919
<v Speaker 1>fix it, and the control scheme and execution artificially made

0:36:00.920 --> 0:36:03.560
<v Speaker 1>the game more difficult, so that was hard to progress,

0:36:04.280 --> 0:36:06.040
<v Speaker 1>and it was hard to progress not because the game

0:36:06.080 --> 0:36:09.520
<v Speaker 1>was challenging, but because the mechanics of the game were broken.

0:36:10.160 --> 0:36:14.120
<v Speaker 1>The story also didn't win any points, and several reviewers

0:36:14.160 --> 0:36:17.560
<v Speaker 1>I saw pointed out that there were some really misogynistic

0:36:17.600 --> 0:36:22.480
<v Speaker 1>elements in this game, where women exist for no reason

0:36:22.640 --> 0:36:25.799
<v Speaker 1>other than to be exploited by the main character, who

0:36:25.880 --> 0:36:29.080
<v Speaker 1>is not a nice guy, so didn't seem to have

0:36:29.239 --> 0:36:34.600
<v Speaker 1>any real redeeming qualities. Number one according to Metacritics Scores

0:36:35.520 --> 0:36:41.120
<v Speaker 1>is Family Party thirty Great Games Obstacle Arcade, which came

0:36:41.120 --> 0:36:44.920
<v Speaker 1>out on November two thousand twelve for the Wii U.

0:36:45.640 --> 0:36:50.360
<v Speaker 1>Out of the possible one points, it got an eleven,

0:36:51.000 --> 0:36:53.719
<v Speaker 1>and this is it the worst reviewed game. According to Metacritic,

0:36:54.160 --> 0:36:55.920
<v Speaker 1>it was meant to be a game you would play

0:36:55.960 --> 0:36:58.560
<v Speaker 1>with up to three other people on a single console

0:36:59.000 --> 0:37:01.840
<v Speaker 1>in the same space. So these sort of games for

0:37:01.840 --> 0:37:04.759
<v Speaker 1>the Wii and the Wei you were meant to bring

0:37:04.800 --> 0:37:07.200
<v Speaker 1>people together in the same physical location, kind of like

0:37:07.239 --> 0:37:09.520
<v Speaker 1>a board game and you have a game night, but

0:37:09.600 --> 0:37:12.799
<v Speaker 1>instead of pulling out a copy of Monopoly, you put

0:37:12.800 --> 0:37:15.160
<v Speaker 1>one of these inside the Wii or the Wu and

0:37:15.239 --> 0:37:17.960
<v Speaker 1>you have yourself a grand old time playing the series

0:37:18.000 --> 0:37:21.080
<v Speaker 1>of mini games. And there are tons of different examples

0:37:21.239 --> 0:37:25.200
<v Speaker 1>in this genre um and a lot of them belong

0:37:25.320 --> 0:37:30.160
<v Speaker 1>to Nintendo's game library. The mini games had no real

0:37:30.200 --> 0:37:34.120
<v Speaker 1>cohesive theme to them. Some of them were really uninspired games.

0:37:34.160 --> 0:37:38.399
<v Speaker 1>According to Nintendo Life, one of the games would show

0:37:38.440 --> 0:37:41.640
<v Speaker 1>a selection of balloons with numbers on it, and then

0:37:41.680 --> 0:37:44.040
<v Speaker 1>you'll be told to pick the balloon that has a

0:37:44.080 --> 0:37:49.160
<v Speaker 1>specific number, like the number two, which doesn't sound like

0:37:49.239 --> 0:37:51.840
<v Speaker 1>much of a game to me. Maybe it's kind of

0:37:51.880 --> 0:37:55.359
<v Speaker 1>like musical chairs, I guess, but it's kind of weird, right.

0:37:55.400 --> 0:37:58.240
<v Speaker 1>That doesn't seem like there's much satisfaction in that game style.

0:37:58.600 --> 0:38:00.759
<v Speaker 1>The game would force play is to use the we

0:38:01.000 --> 0:38:05.000
<v Speaker 1>use motion controls, so even though the WU controller has

0:38:05.040 --> 0:38:07.440
<v Speaker 1>a D pad on it, you couldn't use the dpad

0:38:08.000 --> 0:38:11.000
<v Speaker 1>and most of the mini games instead you were supposed

0:38:11.040 --> 0:38:14.680
<v Speaker 1>to jab the controller in whatever direction to get the

0:38:14.680 --> 0:38:16.960
<v Speaker 1>results you were supposed to get. So, for example, there

0:38:17.040 --> 0:38:21.200
<v Speaker 1>might be a level where you're supposed to guide a

0:38:21.280 --> 0:38:24.719
<v Speaker 1>character across a series of platforms through jumping, but the

0:38:24.719 --> 0:38:28.400
<v Speaker 1>way you would control jumping is by jabbing the controller

0:38:28.440 --> 0:38:31.399
<v Speaker 1>in whatever direction the platforms in forward, left, or right,

0:38:32.080 --> 0:38:37.200
<v Speaker 1>and the game mechanics weren't done very well, so you

0:38:37.200 --> 0:38:40.480
<v Speaker 1>could be waiving the controller like a crazy person and

0:38:40.600 --> 0:38:43.040
<v Speaker 1>nothing's happening, your character is not going anywhere, or you

0:38:43.120 --> 0:38:46.000
<v Speaker 1>might jab it to the left but your character jumps

0:38:46.000 --> 0:38:49.080
<v Speaker 1>to the right. Uh. It just didn't seem to have

0:38:49.120 --> 0:38:52.320
<v Speaker 1>any connection with what you did and what the character

0:38:52.400 --> 0:38:56.800
<v Speaker 1>was doing, so that was very frustrating. They also Critics

0:38:56.840 --> 0:38:59.640
<v Speaker 1>also said that the sound design was terrible, that the

0:38:59.719 --> 0:39:03.400
<v Speaker 1>carrecter design was not great, the host of the games

0:39:04.120 --> 0:39:07.640
<v Speaker 1>was a teddy Bear that from what the description I read,

0:39:07.920 --> 0:39:10.920
<v Speaker 1>sounded like it would fit better in Five Nights at Freddie's.

0:39:11.160 --> 0:39:15.520
<v Speaker 1>It sounded like a true monstrosity, and the lackluster games

0:39:15.520 --> 0:39:18.640
<v Speaker 1>were really what doomed this went to last place. The

0:39:18.680 --> 0:39:22.960
<v Speaker 1>game was poorly designed, but worse than that reviewers, Essentially,

0:39:22.960 --> 0:39:26.000
<v Speaker 1>we're saying, even if the game were well designed, even

0:39:26.080 --> 0:39:29.440
<v Speaker 1>if these controls worked great, the actual mini games are

0:39:29.600 --> 0:39:33.040
<v Speaker 1>so boring that the game would still be terrible. So

0:39:34.040 --> 0:39:36.799
<v Speaker 1>that's not a great review. If you're saying this game

0:39:36.880 --> 0:39:38.919
<v Speaker 1>is broken, but even if it weren't broken, it would

0:39:38.960 --> 0:39:42.640
<v Speaker 1>still be terrible, that's a bad review, and that's it.

0:39:43.320 --> 0:39:47.120
<v Speaker 1>Those are the worst video games according to Metacritic. And

0:39:47.160 --> 0:39:49.680
<v Speaker 1>again that's just one source. If you were to ask

0:39:49.800 --> 0:39:53.200
<v Speaker 1>anybody who covered video games, they might say, hey, you

0:39:53.200 --> 0:39:56.759
<v Speaker 1>didn't talk about that Alien game that literally did not

0:39:56.920 --> 0:40:00.640
<v Speaker 1>work until someone went through the source code saw that

0:40:00.760 --> 0:40:03.560
<v Speaker 1>one of the settings was wrong, fix the setting, and

0:40:03.600 --> 0:40:07.359
<v Speaker 1>now the game works years after it came out. That's true.

0:40:07.400 --> 0:40:09.400
<v Speaker 1>I didn't talk about that one. There are a lot

0:40:09.480 --> 0:40:12.680
<v Speaker 1>of different examples since two thousand eleven that would probably

0:40:12.800 --> 0:40:16.239
<v Speaker 1>fall on a worst video games list. This was just

0:40:16.320 --> 0:40:19.719
<v Speaker 1>through the Metacritic approach. I am curious what you guys think,

0:40:20.000 --> 0:40:24.640
<v Speaker 1>and I will do another worst video Games episode that's

0:40:24.680 --> 0:40:29.200
<v Speaker 1>crowdsourced if you guys like so. If there are specific games,

0:40:29.600 --> 0:40:34.280
<v Speaker 1>whether it's for a console, computer, system, or a handheld

0:40:34.320 --> 0:40:37.160
<v Speaker 1>system or even a mobile game. If there's a game

0:40:37.200 --> 0:40:41.640
<v Speaker 1>you think warrants being put on a worst video game list,

0:40:42.200 --> 0:40:46.320
<v Speaker 1>right to me. Give me the subject worst video game

0:40:46.680 --> 0:40:50.560
<v Speaker 1>and send that email to text Stuff at how stuff

0:40:50.560 --> 0:40:53.839
<v Speaker 1>works dot com. I will gather those together and we'll

0:40:53.880 --> 0:40:58.280
<v Speaker 1>do a follow up episode where, once again as chosen

0:40:58.320 --> 0:41:00.399
<v Speaker 1>by the listeners of tech Stuff, we will talk about

0:41:00.400 --> 0:41:02.120
<v Speaker 1>some of the worst video games of all time. If

0:41:02.160 --> 0:41:04.560
<v Speaker 1>you want to also include why you think it's one

0:41:04.600 --> 0:41:07.520
<v Speaker 1>of the worst games you've ever played or has ever

0:41:07.560 --> 0:41:11.360
<v Speaker 1>been made, that would be great too. Um. Now, in general,

0:41:11.560 --> 0:41:14.800
<v Speaker 1>just as a quick rule of thumb, I'm gonna mostly

0:41:14.880 --> 0:41:19.719
<v Speaker 1>stick stay away from any games that are like sexual

0:41:19.800 --> 0:41:22.839
<v Speaker 1>in nature any of those, because I think a lot

0:41:22.840 --> 0:41:26.800
<v Speaker 1>of those are just hastily put together to uh, to

0:41:27.480 --> 0:41:31.960
<v Speaker 1>appeal to the more base instincts of certain players. And

0:41:33.960 --> 0:41:38.000
<v Speaker 1>we could go through on for hours about the countless

0:41:38.120 --> 0:41:41.759
<v Speaker 1>games in those genres that are just terrible. They're either

0:41:42.080 --> 0:41:46.879
<v Speaker 1>carbon copies of existing games but with nudity, or they're

0:41:46.920 --> 0:41:50.319
<v Speaker 1>just playing terrible excuses for games. So we know those

0:41:50.320 --> 0:41:53.399
<v Speaker 1>are terrible. Let's just all agree to that, and let's

0:41:53.400 --> 0:41:56.279
<v Speaker 1>look beyond those for the other terrible games. Also, if

0:41:56.280 --> 0:41:58.480
<v Speaker 1>you have any suggestions for other types of topics that

0:41:58.560 --> 0:42:00.919
<v Speaker 1>have nothing to do with video games, all feel free

0:42:01.000 --> 0:42:03.279
<v Speaker 1>to send me a message let me know what you

0:42:03.280 --> 0:42:05.440
<v Speaker 1>would like me to cover. Um, you can make that

0:42:05.480 --> 0:42:08.640
<v Speaker 1>subject whatever you like. And again, the addresses tech stuff

0:42:08.719 --> 0:42:10.919
<v Speaker 1>at how stuff works dot com or you can drop

0:42:10.920 --> 0:42:12.799
<v Speaker 1>me a line on Facebook or Twitter. The handle for

0:42:12.840 --> 0:42:16.720
<v Speaker 1>both of those is text stuff h s W. Don't forget.

0:42:16.760 --> 0:42:19.279
<v Speaker 1>You can head on over to t public dot com

0:42:19.320 --> 0:42:22.279
<v Speaker 1>slash tech stuff, pick yourself up some tech stuff merchandise.

0:42:22.320 --> 0:42:25.680
<v Speaker 1>Be a super cool person like I am, or more

0:42:25.719 --> 0:42:28.240
<v Speaker 1>cool because you probably already are. I mean, let's be honest,

0:42:28.320 --> 0:42:30.759
<v Speaker 1>and I accept that that's okay. I appreciate that you

0:42:31.040 --> 0:42:33.840
<v Speaker 1>a cool person are listening to me. Thank you, and

0:42:33.880 --> 0:42:36.080
<v Speaker 1>don't forget. Follow us over on Instagram and I'll talk

0:42:36.120 --> 0:42:44.840
<v Speaker 1>to you again really soon. For more on this and

0:42:44.920 --> 0:42:47.480
<v Speaker 1>bathands of other topics because at how stuff works dot

0:42:47.480 --> 0:42:57.600
<v Speaker 1>com