List of commercial failures in video games: Difference between revisions

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The '''[[computer and video games]] [[Computer and video game industry|industry]]''' has seen several '''[[List of commercial failures|commercial failures]]''' since its birth in the late 1970s, some of which have drastically changed the video game market. For example, the flops of ''[[E.T. (Atari 2600)|E.T.]]'' and ''[[Pac-Man]]'' for the [[Atari 2600]] were high profile games of low quality, contributing to the [[video game crash of 1983]].
As a hit-driven business, the great majority of the [[video game industry]]'s software releases have been [[failure#In business|commercial disappointments]]. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue;<ref>[http://publish.uwo.ca/~ncdyerwi/Mapping-Queens.pdf Mapping the Canadian Video and Computer Game Industry] {{webarchive |url=https://web.archive.org/web/20160316095149/http://publish.uwo.ca/~ncdyerwi/Mapping-Queens.pdf |date=March 16, 2016 }} from The Canadian Video Game Industry with data from the ([[Portable Document Format|PDF]])</ref> that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable;<ref>{{cite book|url=https://books.google.com/books?id=VFHOSRrMH5kC&q=video+game+%22hit-driven%22&pg=PA43|title=Secrets of the Game Business|first=Francois Dominic|last=Laramee|date=8 January 2018|publisher=Charles River Media|isbn=978-1-58450-282-1|via=Google Books}}</ref> and that about 20% of games make any profit.<ref>[https://www.nytimes.com/2004/08/22/business/news-and-analysis-video-game-makers-go-hollywood-uh-oh.html Video Game Makers Go Hollywood. Uh-Oh.] {{webarchive |url=https://web.archive.org/web/20150528044335/http://www.nytimes.com/2004/08/22/business/news-and-analysis-video-game-makers-go-hollywood-uh-oh.html |date=May 28, 2015 }} from The New York Times</ref> Within years after [[Steam (service)|Steam]] relaxed limits on which games could be digitally distributed on its service, they reported that around 80% of games failed to reach $5000 in revenue in their first two weeks of sales.<ref>{{Cite web |last=Orland |first=Kyle |date=April 7, 2020 |title=Ars analysis: ~80% of Steam games earn under $5K in first two weeks |url=https://arstechnica.com/gaming/2020/04/ars-analysis-80-of-steam-games-earn-under-5k-in-first-two-weeks/}}</ref>
Some games, despite being commercial failures, are well received by certain group of [[video game player|gamers]] and are considered [[cult computer and video games|cult games]]. Many of these games live on through [[emulation]].
 
Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failure of ''[[E.T. the Extra-Terrestrial (video game)|E.T.]]'' contributed to the [[video game crash of 1983]]. Some games, though commercial failures, are well received by certain groups of [[gamer]]s and are considered [[Cult video game|cult games]].
 
The following list includes any video game software on any platform, and any video game console hardware where the commercial failure has been documented as such by the manufacture or published, or affirmed through industry sales trackers. (In alphabetical order)
 
== Video game hardware failures ==
{{split section|List of video game hardware failures|date=March 2025}}
For the sake of scope, a commercial failure for a video game hardware platform is generally defined as a system that either fails to become adopted by a significant portion of the gaming market place, or fails to win significant mindshare of the target audience. This definition should be applied internationally, and not based strictly on the success or failure of a platform in any one given market.
 
=== 32X ===
{{Main|32X}}
[[File:Sega-Genesis-Model2-32X.jpg|right|thumb|Sega 32X]]
Unveiled by [[Sega]] at June 1994's [[Consumer Electronics Show]], the 32X was later described as the "poor man's entry into 'next generation' games".<ref name="Kent_493_496" /> The product was originally conceived as an entirely new console by Sega Enterprises and positioned as an inexpensive alternative for gamers into [[History of video game consoles (fifth generation)|the 32-bit era]]. However, at the suggestion of Sega of America [[research and development]] head Joe Miller, the console was converted into an add-on to the existing Mega Drive/Genesis and made more powerful, with two 32-bit [[central processing unit]] chips and a 3D&nbsp;graphics processor.<ref name="Kent_493_496" /> Nevertheless, the console failed to attract either developers or consumers as the [[Sega Saturn]] had already been announced for release the next year.<ref name="Kent_493_496" /> In part because of this, and also to rush the 32X to market before the [[Christmas and holiday season|holiday season]] in 1994, the 32X suffered from a poor library of titles, including Mega Drive/Genesis [[Porting|ports]] with improvements to the number of colors that appeared on screen.<ref name="32XIGN">{{cite web|author=Buchanan, Levi |website=IGN |date=2008-10-24 |url=https://www.ign.com/articles/2008/10/24/32x-follies |title=32X Follies |access-date=2013-08-13}}</ref> Originally released at {{US$|159|1994|round=-1}}, Sega dropped the price to $99 in only a few months and ultimately cleared the remaining inventory at $19.95.<ref name="Kent_493_496">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=[[The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World]] |year=2001 |publisher=Prima Publishing |___location=Roseville, California |isbn=0-7615-3643-4 |chapter=The "Next" Generation (Part 1)}}</ref> About 665,000&nbsp;units were sold.<ref name="Man!ac">{{cite news |title=Videospiel-Algebra|publisher=Man!ac Magazine |date=May 1995}}</ref>
 
=== 3DO (Interactive Multiplayer) ===
{{Main|3DO}}
[[File:3DO-GDO-101M-Console-Set.jpg|right|thumb|The Goldstar 3DO Interactive Multiplayer]]
Co-designed by [[RJ Mical]] and the team behind the [[Amiga]], and marketed by [[Electronic Arts]] founder [[Trip Hawkins]] as a format, this "multimedia machine" released in 1993 was marketed as a family entertainment device and not just a video game console. Though it supported a vast library of games including many exceptional third party releases,<ref name=gamespy>{{cite web |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=38&game=12index.shtml |title=3DO – 1993–1996 – Classic Gaming |publisher=Classicgaming.gamespy.com |access-date=2011-10-21 |url-status=dead |archive-url=https://web.archive.org/web/20120415095434/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=38&game=12 |archive-date=2012-04-15 }}</ref> a refusal to reduce its price of {{US$|699.95|1993|round=-1}} until almost the end of the product's life hampered sales. The success of subsequent next-generation systems led to the platform's demise and the company's exit from the hardware market.<ref>{{cite news| last = Slagle| first = Matt| title = ''How much is too much for a game console?''| agency = Associated Press|date=2006-05-10| url = https://www.nbcnews.com/id/12724639| access-date = 2007-04-01 }}{{dead link|date=August 2024|bot=medic}}{{cbignore|bot=medic}}</ref> This exit also included [[The 3DO Company]]'s sale of the platform's successor, the [[Panasonic M2|M2]], to its investor Matsushita.<ref>[https://web.archive.org/web/20110604002349/http://www.findarticles.com/p/articles/mi_m3169/is_n9_v38/ai_20456875/ Matsushita to apply M2 tech to video editing] Television Digest with Consumer Electronics, March 2, 1998</ref>
 
=== Amstrad GX4000 and Amstrad CPC+ range ===
{{Main|Amstrad GX4000|Amstrad CPC#The plus range}}
[[File:Amstrad-GX4000-Console-Set.jpg|right|thumb|Amstrad GX4000 console]]
In 1990, [[Amstrad]] attempted to enter the console video game market with hardware based on its successful [[Amstrad CPC]] range but also capable of playing cartridge-based games with improved graphics and sound. This comprised the Amstrad CPC+ computers, including the same features as the existing CPCs, and the dedicated GX4000 console. However, only a few months later, the [[Mega Drive]], a much-anticipated 16-bit console, was released in Europe, and the GX4000's aging 8-bit technology proved uncompetitive. Many of the games are direct ports of existing CPC games (available more cheaply on tape or disc) with few if any graphical improvements. Fewer than thirty games were released on cartridge, and the GX4000's failure ended Amstrad's involvement in the video game industry. The CPC+ range fared little better, as 8-bit computers had been all but superseded by similarly priced 16-bit machines such as the [[Amiga]], though software hacks now make the advanced console graphics and sound accessible to users.<ref>{{cite web|url=http://www.whatconsole.co.uk/gx4000.php|title=What Console|access-date=2009-03-15|archive-url=https://web.archive.org/web/20090107204858/http://www.whatconsole.co.uk/gx4000.php|archive-date=2009-01-07|url-status=dead}}</ref>
 
=== Apple Bandai Pippin ===
{{Main|Apple Bandai Pippin}}
[[File:Pippin-Atmark-Console-Set.jpg|right|thumb|The Bandai Pippin (Atmark Player) and wireless controller]]
The Pippin is a game console designed by [[Apple Inc.|Apple Computer]] and produced by [[Bandai]] (now [[Bandai Namco Games|Bandai Namco]]) in the mid-1990s based around a [[PowerPC]] 603e processor and [[Classic Mac OS]]. It featured a 4x [[CD-ROM]] drive and a [[video]] output that could connect to a standard [[television]] monitor. Apple intended to license the technology to third parties; however, only two companies signed on, Bandai and Katz Media,<ref>{{cite magazine|last=Edwards |first=Benj |url=http://www.pcworld.com/article/168348/worst_game_consoles.html |title=The 10 Worst Video Game Systems of All Time – Slide 2. Apple Pippin |magazine=PCWorld |date=2009-07-14 |access-date=2011-07-31}}</ref> while the only Pippin license to release a product to market was Bandai's. By the time the Bandai Pippin was released ([[1995 in video gaming|1995]] in [[Japan]], [[1996 in video gaming|1996]] in the [[United States]]), the market was already dominated by the [[Nintendo 64]] and [[PlayStation (console)|PlayStation]]. The Bandai Pippin also cost {{US$|599|1996|round=-1}} on launch, more expensive than the competition. Total sales were only around 42,000 units.<ref>[http://www.pcworld.com/article/125772-6/the_25_worst_tech_products_of_all_time.html#pippin 25 worst Tech Products of All Time] {{webarchive |url=https://web.archive.org/web/20120907213924/http://www.pcworld.com/article/125772-6/the_25_worst_tech_products_of_all_time.html#pippin |date=September 7, 2012 }} PC World, May 26, 2006</ref> In 2019, Apple returned to the video game industry with its game subscription service, [[Apple Arcade]], which has proven to be successful.<ref name=":4">{{Cite thesis|title=A Netflix experience : reimagining the direct-to-consumer platform|url=https://dspace.mit.edu/handle/1721.1/126900|publisher=Massachusetts Institute of Technology|date=2020|degree=Thesis|first=Gerardo|last=Guadiana|hdl=1721.1/126900}}</ref>
 
=== Atari 5200 ===
{{Main|Atari 5200}}
[[File:Atari-5200-4-Port-wController-L.jpg|right|thumb|Atari 5200 and The Atari 5200 controller]]
The Atari 5200 was created as the successor to the highly successful [[Atari 2600]]. Reasons for the console's poor reception include that most of the games were simply enhanced versions of those played on its predecessor<ref name="nytgtek">{{Cite book
| last = Staff
| first = New York Times
| title = The New York Times Guide To Essential Knowledge: A Desk Reference for the Curious Mind
| publisher = [[Macmillan Publishers]]
| year = 2007
| ___location = New York
| page = 472
| url = https://books.google.com/books?id=-BIGv9vIoqcC&q=atari+5200+failed&pg=PA472
| isbn = 978-0-312-37659-8}}</ref> and the awkward design of the controllers, which themselves were also prone to breaking down. The console sold only a little over a million units.<ref name="schrage1984">{{Cite news | last=Schrage | first=Michael | newspaper=Washington Post | title=Atari Introduces Game In Attempt for Survival | page=C3 | date=May 22, 1984 | quote=The company has stopped producing its 5200 SuperSystem games player, more than 1&nbsp;million of which were sold. }}</ref> When it was discontinued, its predecessor was marketed for several more years, as was its successor, the [[Atari 7800]], which was marketed more carefully to avoid a similar debacle. Nonetheless, the failure of the Atari 5200 marked the beginning of Atari's fall in the console business.
 
=== Atari Jaguar ===
{{Main|Atari Jaguar}}
[[File:Atari-Jaguar-CD-wPro-Controller.jpg|right|thumb|The Atari Jaguar CD with the Pro Controller]]
 
Released by [[Atari Corporation]] in 1993, this 64-bit system was more powerful than its contemporaries, the [[Sega Genesis|Genesis]] and the [[Super Nintendo Entertainment System|Super NES]], with support for 3D graphics. Its sales were hurt by a lack of quality games and a number of crippling business practices on the part of Atari senior management. The controller was widely criticized as unwieldy with a baffling number of buttons, and the pack-in game, ''[[Cybermorph]]'', was considered disappointing. The system never attained critical mass in the market before the release of the [[Sega Saturn|Saturn]] and [[PlayStation (console)|PlayStation]], and its failure brought the company down with it.<ref>[http://www.atariage.com/Jaguar/history.html Atari Jaguar History] {{webarchive |url=https://web.archive.org/web/20160513071033/http://www.atariage.com/Jaguar/history.html |date=May 13, 2016 }}, AtariAge.com.</ref><ref>{{cite web|url=http://www.thocp.net/software/games/modern_age.htm|title= History of Computing: Videogames – Modern Age|first=Ted|last=Stahl|work=thocp.net|date=October 4, 2005}}</ref> Rob Bricken of ''Topless Robot'' described the Jaguar as "an unfortunate system, beleaguered by software droughts, rushed releases, and a lot of terrible, terrible games."<ref>{{cite web|url=http://www.therobotsvoice.com/2009/06/the_11_worst_mortal_kombat_rip-offs.php|title=The 11 Worst Mortal Kombat Rip-Offs|first=Rob|last=Bricken|work=Topless Robot|publisher=[[Village Voice Media]]|date=June 22, 2009|access-date=September 1, 2016}}</ref> It would be the last video game console to be produced by an American company until Microsoft's [[Xbox (console)|Xbox]] in 2001.
 
=== Atari Lynx ===
{{Main|Atari Lynx}}
[[File:Atari-Lynx-I-Handheld.jpg|right|thumb|Atari Lynx handheld console]]
 
Released in 1989 in North America and Europe, and in Japan in 1990, by [[Atari Corporation]], the Atari Lynx is a [[handheld game console]]. It was the first [[handheld electronic game]] system with a color [[LCD]] display. The system was originally developed by [[Epyx]] as the Handy Game.<ref name="Wired">{{cite magazine |last=Jacobs |first=Steven |title=Third Time's a Charm (They Hope) |url=http://archive.wired.com/wired/archive/2.01/3do_pr.html |magazine=Wired |___location=United States |publisher=Conde Nast |access-date=June 17, 2014 }}</ref> Forward-looking features include 16-bit graphics hardware with a [[blitter]] that can scale and distort images, a backlit display, and an [[ambidextrous]] controller layout.<ref name="Dragon155">{{cite journal
|title=The Role of Computers
|last1=Lesser|last2=Lesser|last3=Lesser|first1=Hartley|first2=Patricia|first3=Kirk
|journal=Dragon
|issue=155
|date=March 1990
|pages=95–101}}</ref> In late 1991, it was reported that Atari sales estimates were about 800,000, which Atari claimed was within their expected projections.<ref name="Raze Magazine, issue 11">{{ cite web | url=https://archive.org/details/raze-magazine-11 | title=Raze Magazine | issue=11 | date=September 1991 | page=6 }}</ref>{{failed verification|date=October 2022|reason=No such claim found in the given reference}} In comparison, the Game Boy sold 16&nbsp;million units by later that year.<ref name=seattle>{{cite news|url=https://archive.seattletimes.com/archive/19950105/2097913/virtual-fun----nintendo-adds-a-new-dimension-to-games |title=Virtual Fun – Nintendo Adds A New Dimension To Games |access-date=November 7, 2013 |newspaper=Seattle Times| date =January 5, 1995|author=Steven Kent}}</ref> Overall lifetime sales were confirmed as being in the region of 3&nbsp;million, a commercial failure despite positive critical reviews.
 
=== Atari VCS (2021) ===
{{Main|Atari VCS (2021 console)}}
[[File:Atari Vcs Oynx.jpg|right|thumb|Atari VCS with "Modern Controller" and "Classic Joystick"]]
The Atari VCS was developed by Atari Inc. to be a microconsole that would support numerous Atari games from its console library as well as other Linux-compatible games. Though announced in 2017 and supported by crowdfunding, publicly available units did not ship until June 2021. The console received lukewarm reception, seen as too costly compared to other consoles on the market without providing similar value. Atari reported a drop of about 90% in hardware revenue between 2021 and 2022, leading them to discontinue production of the unit and evaluating other options.<ref>{{Cite news |date=2022-12-21 |title=Atari says it may need extra funding to continue following VCS retro console flop and blockchain struggles |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/atari-says-it-may-need-extra-funding-to-continue-following-vcs-retro-console-flop-and-blockchain-struggles |access-date=2023-01-23}}</ref>
 
=== CD-i ===
{{Main|CD-i}}
[[File:Philips-CDi-400-Console-Set.jpg|right|thumb|The CD-i received heavy criticism for its lackluster games.]]
In the 1980s, electronics company [[Philips]] together with [[Sony]] developed a new [[CD]]-based format called CD-i (''Compact Disc Interactive'') for various multimedia software. The first consumer-oriented player from Philips launched in 1991 with a launch price of $700 ({{Inflation|US|700|1991|fmt=eq|r=-1}}).<ref>{{cite news|title=COMPANY NEWS; New Philips CD|url=https://www.nytimes.com/1992/04/02/business/company-news-new-philips-cd.html?n=Top/Reference/Times%20Topics/Subjects/N/New%20Models,%20Design%20and%20Products|date= 1992-04-02|access-date= 2010-01-03 | work=The New York Times}}</ref> Although not technically a game console, Philips increasingly marketed the format as a video game platform from 1994 onwards.<ref>{{Cite news|url=https://www.wsj.com/articles/SB835915768416880000|title = Philips Suffered a U.S. Flop with CD-Interactive Product|newspaper = Wall Street Journal|date = 28 June 1996}}</ref> The CD-i has its origins in the [[Super NES CD-ROM]], a project that never came to fruition. Nintendo, however, did give Philips the rights and permission to use five Nintendo characters for the CD-i games. In 1993, Philips released two [[The Legend of Zelda|Zelda]] games, ''[[Link: The Faces of Evil and Zelda: The Wand of Gamelon|Link: The Faces of Evil]]'' and ''[[Link: The Faces of Evil and Zelda: The Wand of Gamelon|Zelda: The Wand of Gamelon]]''. A year later, Philips released another Zelda game, ''[[Zelda's Adventure]]'', and a few months later, a [[Mario (franchise)|Mario]] game titled ''[[Hotel Mario]]''. All four of these Nintendo-themed games are commonly cited by critics as being among [[List of video games notable for negative reception|the worst ever made]]. Much criticism was also aimed at the CD-i's controller.<ref>{{cite web|title=Top 10 Tuesday: Worst Game Controllers |url=http://xbox360.ign.com/articles/690/690449p1.html |website=IGN |access-date=2009-08-07 |date=2006-02-21 |url-status=dead |archive-url=https://web.archive.org/web/20070114141120/http://xbox360.ign.com/articles/690/690449p1.html |archive-date=2007-01-14 }}</ref> Although the Philips CD-i was extensively marketed by Philips, consumer interest remained low. Sales began to slow down by 1994, and in 1998, Philips announced that the product had been discontinued. In all, roughly 570,000 units were sold,<ref>{{cite web |url=http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |title=The 10 Worst-Selling Consoles of All Time |access-date=2007-11-25 |author=Blake Snow |publisher=[[GamePro]].com |date=2007-05-04|archive-url=https://web.archive.org/web/20080905175411/http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/|archive-date=2008-09-05}}</ref> with 133 games released.
 
=== Commodore 64 Games System ===
{{Main|Commodore 64 Games System}}
[[File:C64GS-Console-Set.jpg|right|thumb|Commodore 64 console]]
Released only in Europe in 1990, the C64GS was basically a [[Commodore 64]] redesigned as a cartridge-based console. Aside from some hardware issues, the console did not get much attention from the public, who preferred to buy the cheaper original computer that had far more possibilities. Also, the console appeared just as the [[History of video game consoles (fourth generation)|16-bit era]] was starting, which left no chance for it to succeed as it was unable to compete with consoles like the [[Super Nintendo Entertainment System]] and [[Sega Genesis|Mega Drive]].<ref>{{cite web |url=http://www.zimmers.net/cbmpics/c64gs.html |title=Bo Zimmerman's Commodore Gallery |archive-url=https://web.archive.org/web/20071220025114/http://www.zimmers.net/cbmpics/c64gs.html |archive-date=2007-12-20}}</ref>
 
=== Commodore CDTV ===
{{Main|Commodore CDTV}}
The CDTV was launched by Commodore in 1991. In common with the Philips CD-i and the 3DO, the CDTV was intended as an all-in-one home multimedia appliance that would play games, music, movies, and other interactive content. The name was short for "Commodore Dynamic Total Vision". The hardware was based on the [[Amiga 500]] computer with a single-speed [[CD-ROM]] drive rather than a [[floppy disk]] drive, in a case that was designed to integrate unobtrusively with a [[Entertainment center|home entertainment center]]. However, the expected market for home multimedia appliances did not materialize, and the CDTV was discontinued in 1993,<ref>{{cite web|url=http://www.cdtv.org.uk/1254.html |archive-url=https://web.archive.org/web/20090412154630/http://www.cdtv.org.uk/1254.html |archive-date=2009-04-12 |title=CDTV.org: History |date=2009-04-12 |access-date=2011-10-21}}</ref> having sold only 30,000 units.<ref>{{cite web |last=Miller |first=Skyler |url=http://www.allgame.com/platform.php?id=33596 |title=CDTV |publisher=Allgame |date=2010-10-03 |access-date=2011-10-21 |archive-date=2011-04-24 |archive-url=https://web.archive.org/web/20110424132125/http://allgame.com/platform.php?id=33596 |url-status=dead }}</ref> Commodore's next attempt at a CD-based console, the [[Amiga CD32]], was considerably more successful.
 
=== Dreamcast ===
{{Main|Dreamcast}}
[[File:Dreamcast-Console-Set.jpg|right|thumb|Sega Dreamcast and controller. The Dreamcast served as Sega's final console.]]
The Dreamcast, released globally in 1999, was Sega's final console before the company focused entirely on software. Although the console was initially successful and management in the company improved significantly after harsh lessons were learned from the [[Sega Saturn]] fiasco, the console also faced stiff competition, especially from the technically superior [[PlayStation 2]] despite being in the market over a year ahead. The Dreamcast sold less than the Saturn, coming in at 9.13&nbsp;million units compared to the Saturn's 9.5&nbsp;million.<ref>{{cite book|last1=Zackariasson|first1=Peter|last2=Wilson|first2=Timothy L.|last3=Ernkvist|first3=Mirko|title=The Video Game Industry: Formation, Present State, and Future|chapter=Console Hardware: The Development of Nintendo Wii|publisher=Routledge|year=2012|isbn=978-1-138-80383-1|page=158}}</ref> The console's development was subject to further stress by an economic recession that struck Japan shortly after the console's release, forcing Sega, among other companies, to cut costs in order to survive, thus Sega refocused itself solely around software.<ref>{{cite web | url = https://www.telegraph.co.uk/technology/video-games/6162696/Dreamcast-What-Sega-did-next.html | title = Dreamcast: What Sega did next | work = [[The Daily Telegraph|The Telegraph]] | first = Tom | last = Higgens | date = September 10, 2009 | access-date = September 27, 2015 }}</ref><ref>{{cite web | url = http://herocomplex.latimes.com/games/xbox-one-vs-playstation-4-charting-the-video-game-console-evolution/#/2 | title = Xbox One vs. PlayStation 4: Charting the video game console evolution | first1 = Noelene | last1 = Clark | first2 = William | last2 = Lu | work = [[Los Angeles Times]] | date = June 9, 2014 | access-date = October 5, 2015 | quote = Although the Dreamcast was Sega's last console and a commercial failure, it left a major mark on the industry. The Dreamcast was the first console with a built-in modem for online play — technology used in "Phantasy Star Online," the first console massively multiplayer online role-playing game. The Dreamcast lost to the PlayStation 2, which could play DVDs. The console was discontinued in 2001, and Sega refashioned itself as a third-party game company. }}</ref><ref name=Dreamcast>{{cite web | url = http://www.eurogamer.net/articles/2012-02-22-the-rise-and-fall-of-sega-enterprises | title = The Rise and Fall of Sega Enterprises | first = Damien |last = McFarren | date = February 22, 2012 | access-date= October 5, 2015 | work = [[Eurogamer]] }}</ref>
 
=== Fairchild Channel F ===
{{Main|Fairchild Channel F}}
The Fairchild Channel F was a second-generation console released in 1976, and the first home console unit to use interchangeable [[video game cartridge]]s. It had respectable sales within its first year on the market, but soon faced competition from the [[Atari 2600]], another cartridge-based system that was released in September 1977. Whereas the Channel F's games were generally based on intellectual and educational concepts, Atari had crafted games that were conversions of their action-based arcade video game hits, and were more popular, making the Atari 2600 the more popular system.<ref name="fc history" /> By the end of 1977, the Atari 2600 sold about 400,000 total units compared to the 250,000 units of the Channel F.<ref name="jones123">{{cite book|title=Strategic management: an integrated approach|year=2007|publisher=Houghton Mifflin|___location=Boston|isbn=978-0-618-73166-4|url=https://books.google.com/books?id=P8q5AAAAIAAJ&q=%22By+this+point,+second-place+Fairchild+sold+around+250000+units%22|author=Gareth R. Jones|edition=7th|author2=Charles W.L. Hill|access-date=25 February 2012|page=C-123}}</ref> Fairchild's attempts to make more action-oriented games in 1978 failed to draw consumers to the system, and the console was completely overshadowed.<ref>{{cite web
|url=https://www.gamesradar.com/chasing-phantoms-history-failed-consoles/
|title=Chasing Phantoms – The history of failed consoles
|date=July 15, 2013
|access-date=2016-11-21
|author=Jeff Dunn
|publisher=Games Radar
|page=2
}}</ref> By the time Fairchild sold the console technology to Zircon International in 1979, only 350,000 Channel F units had been sold in its lifetime.<ref name="fc history">{{ cite web | url = https://www.fastcompany.com/3040889/the-untold-story-of-the-invention-of-the-game-cartridge | title = The Untold Story Of The Invention Of The Game Cartridge | first = Benj | last = Edwards | date = January 22, 2015 | access-date = July 29, 2020 | work = [[Fast Company]] }}</ref>
 
=== FM Towns Marty ===
{{Main|FM Towns Marty|}}
The FM Towns Marty was a fourth-generation console manufactured by [[Fujitsu]]. Throughout its few years in the market, the console sold an underwhelming 45,000 units.
 
=== Game Boy Micro ===
{{Main|Game Boy Micro}}
[[File:Game-Boy-Micro.png|right|thumb|Game Boy Micro handheld console.]]
 
The Game Boy Micro is a 32-bit [[handheld game console]] made by Nintendo and was the last in the [[Game Boy family]]. It was released in Japan on September 13, 2005, and to international markets later that year. It is a miniaturized version of the [[Game Boy Advance]]. It sold only 2.42 million units<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2007/070426e.pdf |title=Consolidated sales units, number of new titles, and sales unit forecast |date=April 26, 2007 |access-date=April 12, 2016 |publisher=Nintendo |archive-date=May 12, 2007 |archive-url=https://web.archive.org/web/20070512022627/http://www.nintendo.co.jp/ir/pdf/2007/070426e.pdf |url-status=live }}</ref> and was discontinued in 2008.<ref name="look-back">{{Cite web |last=Vega |first=Nick |title=A look back at the Game Boy Micro, the Nintendo console that time forgot |url=https://www.businessinsider.com/game-boy-micro-nintendo-console-time-forgot-photos-2017-3 |access-date=2024-12-13 |website=Business Insider |language=en-US}}</ref> [[Satoru Iwata]] stated that the marketing of the [[Nintendo DS]] may have hurt the Micro in the marketplace and admitted that Game Boy Micro sales did not meet Nintendo's expectations.<ref>{{cite web|url=https://www.nintendo.co.jp/kessan/060607qa_e/03.html|title=Nintendo Co., Ltd. – Corporate Management Policy Briefing – Q&A|publisher=[[Nintendo]] Co., Ltd.|page=3|access-date=2008-12-06|quote=The sales of Micro did not meet our expectations ... However, toward the end of 2005, Nintendo had to focus almost all of our energies on the marketing of DS, which must have deprived the Micro of its momentum.|archive-date=December 20, 2008|archive-url=https://web.archive.org/web/20081220021407/http://www.nintendo.co.jp/kessan/060607qa_e/03.html|url-status=live}}</ref>
 
=== Genesis Nomad ===
{{Main|Genesis Nomad}}
[[File:Sega-Nomad-Front.jpg|right|thumb|Sega Nomad handheld console]]
The Nomad, a [[handheld game console]] by [[Sega]] released in North America in October 1995, is a portable variation of Sega's home console, the [[Sega Genesis|Genesis]] (known as the Mega Drive outside of [[North America]]). Designed from the '''Mega Jet''', a portable version of the home console designed for use on airline flights in Japan, Nomad served to succeed the [[Game Gear]] and was the last handheld console released by Sega. Released late in the Genesis era, the Nomad had a short lifespan. Sold exclusively in [[North America]], the Nomad was never officially released worldwide, and employs [[regional lockout]]. The handheld itself was incompatible with several Genesis peripherals, including the Power Base Converter, the [[Sega CD]], and the [[Sega 32X]]. The release was five years into the market span of the Genesis, with an existing library of more than 500 Genesis games.<ref name="KSL">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |___location=Roseville, California |isbn=0-7615-3643-4 |pages=508, 531}}</ref> With the Nomad's late release several months after the launch of the Saturn, this handheld is said to have suffered from its poorly timed launch. Sega decided to stop focusing on the Genesis in 1999, several months before the release of the Dreamcast, by which time the Nomad was being sold at less than a third of its original price.<ref name="RetroNomad">{{cite journal|author=''[[Retro Gamer]]'' staff|title=Retroinspection: Sega Nomad|journal=[[Retro Gamer]]|publisher=Imagine Publishing|issue=69|pages=46–53}}</ref> Reception for the Nomad is mixed between its uniqueness and its poor timing into the market. Blake Snow of ''[[GamePro]]'' listed the Nomad as fifth on his list of the "10 Worst-Selling Handhelds of All Time", criticizing its poor timing into the market, inadequate advertising, and poor battery life.<ref name="gamepro">{{cite magazine|url=http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|title=The 10 Worst-Selling Consoles of All Time| access-date=2007-10-28|author=Snow, Blake|magazine=GamePro|date=2007-05-04|archive-url=https://web.archive.org/web/20080905175406/http://www.gamepro.com/article/features/111822/the-10-worst-selling-consoles-of-all-time/|archive-date=2008-09-05}}</ref>
 
=== Gizmondo ===
{{Main|Gizmondo}}
[[File:Gizmondo.jpg|right|thumb|Gizmondo handheld console]]
The Gizmondo, a handheld video game device featuring [[GPS]] and a [[digital camera]], was released by [[Tiger Telematics]] in the UK, Sweden and the U.S. starting in March 2005. With poor promotion, few games (only fourteen were ever released), short battery life, a small screen, competition from the cheaper and more reputable [[Nintendo DS]] and [[PlayStation Portable|PSP]], and controversy surrounding the company, the system was a commercial failure. Several high-ranking Tiger executives were subsequently arrested for fraud and other illegal activities related to the Gizmondo.<ref>{{cite web |url=http://www.gamerevolution.com/static/index.php?section=feature&sub=gizmondo&page=index |title=Gizmondo Bizzaro! |archive-url=https://web.archive.org/web/20060323035052/http://www.gamerevolution.com/static/index.php?section=feature&sub=gizmondo&page=index |archive-date=2006-03-23}} gamerevolution.com</ref> It is so far the world's worst selling handheld console in history, and due to its failure in the European and American video game markets, it was released neither in Australia nor in Japan. Tiger Telematics went bankrupt when it was discontinued in February 2006, just 11 months after it was released.
 
=== HyperScan ===
{{Main|HyperScan}}
[[File:Mattel-HyperScan-wController-FL.jpg|right|thumb|Mattel HyperScan console]]
Released in late 2006 by [[Mattel]], the HyperScan was the company's first video game console since the [[Intellivision]]. It used [[Radio-frequency identification|radio frequency identification]] (RFID)<ref>{{cite web |url=http://boardgames.about.com/od/news/a/hyperscan.htm |title=HyperScan – RFID Game System from Mattel |publisher=[[About.com]] |access-date=January 10, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20150111061503/http://boardgames.about.com/od/news/a/hyperscan.htm |archive-date=January 11, 2015 }}</ref> along with traditional [[video game]] technology. The console used [[Universal Disk Format|UDF]] format CD-ROMs. Games retailed for $19.99 and the console itself for $69.99 at launch, but at the end of its very short lifespan, prices of the system were down to $9.99, the games $1.99, and booster packs $0.99. The system was sold in two varieties, a cube, and a 2-player value pack. The cube box version was the version sold in stores. It included the system, controller, an [[X-Men]] game disc, and 6 X-Men cards. Two player value packs were sold online (but may have been liquidated in stores) and included an extra controller and 12 additional X-Men cards.<ref>{{cite web|url=http://service.mattel.com/us/results.aspx?Ntt=hyperscan&image1.x=0&image1.y=0 |title=Mattel and Fisher-Price Customer Service |publisher=Service.mattel.com |access-date=2013-05-13}}</ref><ref>{{cite web|url=http://www.innovision-group.com/press_view.php?newsID=55 |title=Mattel Makes Contactless RFID Connection with Innovision R&T for Innovative HyperScan™ Games Platform |publisher=Innovision-Group |date=October 18, 2006 |access-date=January 10, 2015 |url-status=dead |archive-url=https://web.archive.org/web/20071010002708/http://www.innovision-group.com/press_view.php?newsID=55 |archive-date=October 10, 2007 }} - ''Site archived by [[Wayback Machine]]''</ref> The system was discontinued in 2007 due to poor console, game, and card pack sales.<ref>{{cite web|url=http://service.mattel.com/us/product_detail.asp?id=K4386&Ntt=K4386&Pn=1&Brand=Radica&Cat=Radica+Electronic+Games |title=Mattel Consumer Relations Answer Center – Product Detail >> Radica >> Radica Electronic Games |publisher=Service.mattel.com |access-date=2011-07-31}}</ref> It is featured as one of the ten worst systems ever by ''[[PC World]]'' magazine.<ref>{{cite magazine|last=Edwards |first=Benj |url=http://www.pcworld.com/article/168348/worst_game_consoles.html |title=The 10 Worst Video Game Systems of All Time – Slide 5:7. Mattel Hyperscan |magazine=PCWorld |date=2009-07-14 |access-date=2011-07-31}}</ref>
 
=== LaserActive ===
{{Main|LaserActive}}
Made by [[Pioneer Corporation]] in 1993 (a clone was produced by [[NEC]] as well), the LaserActive employed the trademark [[LaserDisc]]s as a medium for presenting games and also played the original LaserDisc movies. The LD-ROMs, as they were called, could hold 540&nbsp;MB of data and up to 60 minutes of analog audio and video. In addition, expansion modules could be bought which allowed the LaserActive to play [[Sega Genesis|Genesis]] and/or [[TurboGrafx-16]] games, among other things. Poor marketing combined with a high price tag for both the console itself at {{US$|969|1993|round=-1}} and the various modules (e.g., $599 for the Genesis module compared to $89 for the base console and $229 for [[Sega CD]] add-on to play CD-ROM based games) caused it to be quickly ignored by both the gaming public and the video game press.<ref>{{cite web|url=http://www.allgame.com/platform.php?id%3D17669 |title=Pioneer LaserActive – Overview – allgame |access-date=2013-07-02 |url-status=dead |archive-url=https://web.archive.org/web/20121019073408/http://www.allgame.com/platform.php?id=17669 |archive-date=2012-10-19 }} allgame</ref> Fewer than 40 games were produced in all (at about $120 each),<ref>[https://web.archive.org/web/20080207061955/http://www.pinkgodzillagames.com/retro_reviews/laser_active_review.php Pink Godzilla – Pioneer LaserActive]></ref> almost all of which required the purchase of one of the modules, and games built for one module could not be used with another. The LaserActive was quietly discontinued one year later after total sales of roughly 10,000 units.
 
=== Neo Geo CD ===
{{Main|Neo Geo CD}}
Released in Japan and Europe in 1994 and a year later in North America, the Neo Geo CD was first unveiled at the 1994 Tokyo Toy Show.<ref name="EGM61">{{cite magazine|title=Neo Geo CD Brings Arcade Home|magazine=[[Electronic Gaming Monthly]]|issue=61|publisher=[[Ziff Davis]]|date=August 1994|page=60}}</ref><ref name="GPro69">{{cite magazine|title=The Neo Geo CD: An Arcade in Your Home|magazine=[[GamePro]]|issue=79 |publisher=[[International Data Group|IDG]]|date=April 1995|page=16}}</ref> Three versions of the Neo Geo CD were released: a front-loading version only distributed in Japan, a top-loading version marketed worldwide, and the Neo Geo CDZ, an upgraded, faster-loading version released in Japan only. The front-loading version was the original console design, with the top-loading version developed shortly before the Neo Geo CD launch as a scaled-down, cheaper alternative model.<ref>{{cite magazine|title=SNK CD for Spring|magazine=[[Electronic Gaming Monthly]]|issue=63|publisher=[[Ziff Davis]]|date=October 1994|page=62}}</ref> The CDZ was released on December 29, 1995<ref>{{cite web|url=http://www.neogeocdworld.info/html/fiche/fichetechniqueneogeo.htm |title=Neo Geo CD World |access-date=2015-12-11 |url-status=bot: unknown |archive-url=https://web.archive.org/web/20101217052443/http://www.neogeocdworld.info/html/fiche/fichetechniqueneogeo.htm |archive-date=December 17, 2010 |language=fr}}</ref><ref>http://www.obsolete-tears.com/snk-neogeo-cd-machine-226.html {{in lang|fr}}</ref> as the Japanese market replacement for [[SNK]]'s previous efforts (the ''"front loader"'' and the ''"top loader"''). The Neo Geo CD had met with limited success due to it being plagued with slow loading times that could vary from 30 to 60 seconds between loads, depending on the game. Although SNK's American home entertainment division quickly acknowledged that the system simply was unable to compete with the 3D-able powerhouse systems of the day like [[Nintendo]]'s [[Nintendo 64|64]], [[Sega]]'s [[Sega Saturn|Saturn]] and [[Sony]]'s [[PlayStation (console)|PlayStation]], SNK corporate of Japan felt they could continue to maintain profitable sales in the Japanese home market by shortening the previous system's load-times.<ref>{{cite web|url=http://www.gamefaqs.com/neogeocd/916662-neo-geo-cd/reviews/70664 |title=Neo-Geo CD Review for Neo Geo CD: Neo-Geo CD: Cheap, but at a cost of loading times. - GameFAQs |access-date=2015-12-11 |url-status=live |archive-url=https://web.archive.org/web/20160304202234/http://www.gamefaqs.com/neogeocd/916662-neo-geo-cd/reviews/70664 |archive-date=2016-03-04 }}</ref> Their Japanese division had produced an excess number of single speed units and found that modifying these units to double speed was more expensive than they had initially thought, so SNK opted to sell them as they were, postponing production of a double speed model until they had sold off the stock of single speed units.<ref>{{cite magazine|title=Neo CD to Be Single Speed |magazine=[[Electronic Gaming Monthly]]|issue=79|publisher=[[Ziff Davis]]|date=February 1996|page=20}}</ref> As of March 1997, the Neo Geo CD had sold 570,000 units worldwide.<ref>''[[:fr:Consoles +|Consoles +]]'', [http://i.imgur.com/wQPBhdL.jpg issue 73] {{webarchive |url=https://web.archive.org/web/20160423190900/http://i.imgur.com/wQPBhdL.jpg |date=April 23, 2016 }}</ref> Although this was the last known home console released under SNK's Neo Geo line, the newly reincarnated SNK Playmore relaunched the Neo Geo line with the release of the [[Neo Geo X]] in 2012.<ref name="Neo Geo X" /> In April 2019, SNK announced at a conference in Seoul that they plan to release a Neo Geo 2 console and later a Neo Geo 3. They plan for the Neo Geo 2 to be a semi open platform console, where they will be built in games, as well as additional games that can be purchased separately. These are planned to be spiritual successors to the original Neo Geo arcade and home systems.<ref name="dualshockers">{{Cite web|date=April 16, 2019|title=SNK Reveals Plans for NeoGeo 2 and NeoGeo 3, A New Metal Slug and How King Of Fighters XV Will Run on Unreal Engine 4|url=https://www.dualshockers.com/snk-new-neogeo-metal-slug-king-fighters-xv-unreal-engine/|url-status=live|archive-url=https://web.archive.org/web/20210810123914/https://www.dualshockers.com/snk-new-neogeo-metal-slug-king-fighters-xv-unreal-engine/|archive-date=10 August 2021|access-date=April 20, 2019|work=DualSHOCKERS|publisher=Iyane Agossah}}</ref>
 
=== Neo Geo Pocket and Pocket Color ===
{{Main|Neo Geo Pocket|Neo Geo Pocket Color}}
[[File:Neo-Geo-Pocket-Anthra-Left.jpg|right|thumb|Neo Geo Pocket handheld]]
[[File:Neo-Geo-Pocket-Color-Anthra-Left.jpg|right|thumb|Neo Geo Pocket color handheld]]
The two handheld video game consoles, created by [[SNK]], were released between 1998–99 through markets dominated by Nintendo. The Neo Geo Pocket is considered to be an unsuccessful console, as it was immediately succeeded by the Color, a full color device allowing the system to compete more easily with the dominant [[Game Boy Color]] handheld, and which also saw a western release. Though the system enjoyed only a short life, there were some significant games released on the system. After a good sales start in both the U.S. and Japan with 14 [[launch title]]s (a record at the time)<ref>{{cite web |url=http://www.neogeopocket.co.uk/home.html|title=Neo Geo Pocket Color|url-status=usurped|archive-url=https://web.archive.org/web/20000229033155/http://www.neogeopocket.co.uk/home.html|archive-date=February 29, 2000}}</ref> subsequent low retail support in the U.S.,<ref name="kontek">{{cite web |url=http://archive.kontek.net/sngp.classicgaming.gamespy.com/editorials/end_of_an_era_part2.htm|title=The end of an era: a cruel look at what we missed: Part 2|date=June 2000}}</ref> lack of communication with third-party developers by SNK's American management,<ref name="captwilliams">{{cite web |url=http://www.captainwilliams.co.uk/gaming/ngpc/ngpc.php|title=NeoGeo Pocket Color Feature |access-date=October 9, 2010}}</ref> the craze about Nintendo's ''[[Pokémon]]'' franchise,<ref name="racketboy">{{cite web |url=http://www.racketboy.com/retro/snkneo-geo/neogeo-pocket-color-101-beginners-guide|title=Neo Geo Pocket Color 101, A beginner's guide|date=4 January 2012}}</ref> anticipation of the 32-bit [[Game Boy Advance]],<ref name="racketboy" /> as well as strong competition from [[Bandai]]'s [[WonderSwan]] in Japan, led to a sales decline in both regions.<ref name="gamespot">{{cite web |url=http://www.gamespot.com/articles/the-history-of-snk/1100-6089278/|title=The History of SNK}}</ref> Meanwhile, SNK had been in financial trouble for at least a year&nbsp;– the company soon collapsed, and was purchased by American [[pachinko]] manufacturer [[Aruze]] in January 2000.<ref name="gamespot" /><ref>{{cite web|url=http://www.mobygames.com/company/snk-corporation/history |title=History for SNK Corporation |access-date=2015-02-09 |url-status=live |archive-url=https://web.archive.org/web/20160320134442/http://www.mobygames.com/company/snk-corporation/history |archive-date=2016-03-20 }} History for SNK Corporation</ref> Eventually on June 13, 2000, Aruze decided to quit the North American and European markets, marking the end of SNK's worldwide operations and the discontinuation of Neo Geo hardware and software there.<ref name="gamespot" /> The Neo Geo Pocket Color (and other SNK/Neo Geo products) did however, last until 2001 in Japan. It was SNK's last video game console, as the company filed for bankruptcy on October 22, 2001.<ref name="gamespot" /><ref>{{cite web |url=https://uk.ign.com/articles/2001/11/03/a-sign-of-the-times-game-over-for-snk|title=A Sign Of The Times: Game Over For SNK|publisher=IGN UK|date=November 2, 2001}}</ref> Though commercially failed, the Neo Geo Pocket and Pocket Color had been regarded as influential systems.<ref name="racketboy" /><ref name="usgamer">{{cite web|url=http://www.usgamer.net/articles/neo-geo-pocket-color-the-portable-that-changed-everything|title=Neo Geo Pocket Color: The Portable That Changed Everything|date=28 October 2014|access-date=11 December 2015|archive-date=9 February 2015|archive-url=https://web.archive.org/web/20150209032237/http://www.usgamer.net/articles/neo-geo-pocket-color-the-portable-that-changed-everything|url-status=dead}}</ref><ref>{{cite web|url=https://www.denofgeek.com/games/12257/the-life-and-times-of-the-neo-geo-pocket-color |title=The life and times of the Neo Geo Pocket Color |date=25 January 2012 |access-date=2016-08-02 |url-status=live |archive-url=https://web.archive.org/web/20160829223532/http://www.denofgeek.com/games/12257/the-life-and-times-of-the-neo-geo-pocket-color |archive-date=2016-08-29 }} The life and times of the Neo Geo Pocket Color</ref> It also featured an arcade-style microswitched 'clicky stick' joystick, which was praised for its accuracy and being well-suited for fighting games.<ref name="nintendolife">{{cite web |url=http://www.nintendolife.com/news/2014/03/hardware_classics_snk_neo_geo_pocket_color|title=Hardware Classics: SNK Neo Geo Pocket Color|date=26 March 2014}}</ref> The Pocket Color system's display and 40-hour battery life were also well received.<ref name="racketboy" /> Although these were the last known systems released under SNK's Neo Geo line, the newly reincarnated SNK Playmore relaunched the Neo Geo line with the release of the [[Neo Geo X]] in 2012.<ref name="Neo Geo X">{{cite web|title=NEOGEO X – Witness the rebirth of the Neo Geo|publisher=SNK Playmore|url=http://neogeox.com/|access-date=2015-12-10|url-status=dead|archive-url=https://web.archive.org/web/20151128001021/http://www.neogeox.com/|archive-date=2015-11-28}}</ref> In April 2019, SNK announced at a conference in Seoul that they plan to release a Neo Geo 2 console and later a Neo Geo 3. They plan for the Neo Geo 2 to be a semi open platform console, where they will be built in games, as well as additional games that can be purchased separately. These are planned to be spiritual successors to the original Neo Geo arcade and home systems.<ref name="dualshockers" />
 
=== N-Gage ===
{{Main|N-Gage (device)}}
[[File:Nokia-NGage-LL.jpg|thumb|The N-Gage was a [[smartphone]] combining features of a [[mobile phone]] and a [[handheld game system]].]]
Made by the Finnish mobile phone manufacturer [[Nokia]], and released in 2003, the N-Gage is a small handheld console, designed to combine a feature-packed mobile/cellular phone with a handheld games console. The system was mocked for its [[taco]]-like design, and sales were so poor that the system's price dropped by $100 within a week of its release. Common complaints included the difficulty of swapping games (the cartridge slot was located beneath the battery slot, requiring its removal) and the fact that its [[Mobile phone|cellphone]] feature required users to hold the device "sideways" (i.e. the long edge of the system) against their cheek.<ref>[https://money.cnn.com/2003/10/06/commentary/game_over/column_gaming/ Nokia's Folly] {{webarchive |url=https://web.archive.org/web/20161106062614/http://money.cnn.com/2003/10/06/commentary/game_over/column_gaming/ |date=November 6, 2016 }} CNN Money, October 6, 2003</ref> A redesigned version, the [[N-Gage QD]], was released to eliminate these complaints. However, the N-Gage brand still suffered from a poor reputation and the QD did not address the popular complaint that the control layout was "too cluttered". The N-Gage failed to reach the popularity of the [[Game Boy Advance]], [[Nintendo DS]], or the [[PlayStation Portable|Sony PSP]]. In November 2005, Nokia announced the failure of its product, in light of poor sales (fewer than three million units sold during the platform's three-year run, against projections of six million). Nokia ceased to consider gaming a corporate priority until 2007, when it expected improved screen sizes and quality to increase demand.<ref>[https://web.archive.org/web/20080112091157/http://www.vnunet.com/vnunet/news/2146487/nokia-holds-fire-mobile-gaming Nokia holds fire on mobile gaming] vuunet.com, Nov 23, 2005</ref> However, Nokia's presence in the cell phone market was soon eclipsed by the [[iPhone]] and later [[Android (operating system)|Android]] phones, causing development to gravitate to them and sealing the fate of the N-Gage brand. In 2012, Nokia abandoned development on the [[Symbian]] OS which was the base for N-Gage and transitioned to [[Windows Phone]].
 
=== Nintendo 64DD ===
{{Main|64DD}}
[[File:64DD-Attached.jpg|thumbnail|The [[Nintendo 64]] (top) connected to 64DD (bottom)]]
A disk drive add-on and Internet appliance for the [[Nintendo 64]], it was first announced at 1995's [[Nintendo]] Shoshinkai game show event (now called [[Nintendo Space World|Nintendo World]]). The 64DD was repeatedly and notoriously delayed until its release in [[Japan]] on December 1, 1999. Nintendo, anticipating poor sales, sold the 64DD through mail order and bundled with its Randnet dialup subscription service instead of directly to retailers or consumers. As a result, the 64DD was supported by Nintendo for only a short period of time and only nine games were released for it. It was never released outside Japan. Most 64DD games were either cancelled entirely, released as normal Nintendo 64 cartridges or ported to other systems such as Nintendo's next-generation [[GameCube]]. Upon announcement of the cancellation of Randnet in 2001, Nintendo reported a total of 15,000 current 64DD users on Randnet.<ref name="64Dream Feb 2001">{{cite magazine | title=The 64 Dream | magazine=The 64 Dream | date=February 2001}}</ref>
 
=== Nuon ===
{{Main|Nuon (DVD technology)}}
The Nuon is a DVD decoding chip from [[VM Labs]] that is also a fully programmable CPU with graphics and sound capabilities. The idea was that a manufacturer could use the chip instead of an existing MPEG-2 decoder, thus turning a DVD player into a game console. A year after launch, only eight games were available.<ref name="ars-nuon">{{cite web|last1=Moss|first1=Richard|title=Remembering Nuon, the gaming chip that nearly changed the world—but didn't|url=https://arstechnica.com/gaming/2015/06/before-the-ps2-nuon-famously-tried-and-failed-to-combine-dvd-and-game-consoles/|website=arstechnica|date=June 28, 2015}}</ref> One game, ''[[Iron Soldier 3]]'', was recalled for not being compatible with all systems.<ref name="RG165">{{cite magazine|last=Charnock|first=Tom|title=The History Of: Iron Soldier|magazine=[[Retro Gamer]]|issue=165|publisher=[[Future plc|Future Publishing]]|date=March 2017|pages=76–81}}</ref>
 
=== Ouya ===
{{Main|Ouya}}
The Ouya is an [[Android (operating system)|Android]]-based [[microconsole]] released in 2013 by Ouya, Inc. Even though the Ouya was a success on [[Kickstarter]], the product was plagued by problems from the beginning.<ref>{{cite web|url=https://www.theguardian.com/business/2015/may/17/ouya-video-startups-kickstarter-failures-champions-crowdfunding |title=What happens to video startups that make millions on Kickstarter |website=[[TheGuardian.com]] |date=17 May 2015 |access-date=2016-06-30 |url-status=live |archive-url=https://web.archive.org/web/20161120000235/https://www.theguardian.com/business/2015/may/17/ouya-video-startups-kickstarter-failures-champions-crowdfunding |archive-date=2016-11-20 }}</ref> The console was very slow to ship and suffered hardware issues.<ref>{{cite web|url=http://www.androidpolice.com/2013/06/25/ouya-official-launch-version-review-no |title=Ouya Official Launch Version Review: No |date=25 June 2013 |access-date=2016-06-30 |url-status=live |archive-url=https://web.archive.org/web/20160909001713/http://www.androidpolice.com/2013/06/25/ouya-official-launch-version-review-no/ |archive-date=2016-09-09 }}</ref> On top of this, the console had a very limited library of games.<ref>{{cite web|url=http://www.tomsguide.com/us/ways-ouya-console-failed,review-1881.html |title=Gaming Articles |access-date=2016-06-30 |url-status=live |archive-url=https://web.archive.org/web/20160512012623/http://www.tomsguide.com/us/ways-ouya-console-failed%2Creview-1881.html |archive-date=2016-05-12 }}</ref> The critical reception ranged from lukewarm to outright calling the console a scam.<ref>{{cite news |last=Segan |first=Sascha |url=https://www.pcmag.com/article2/0,2817,2407046,00.asp |title=Why Kickstarter's Ouya Looks Like a Scam |publisher=Pcmag.com |date=July 12, 2012 |access-date=May 4, 2021 |archive-url=https://web.archive.org/web/20130406082819/http://www.pcmag.com/article2/0,2817,2407046,00.asp |archive-date=April 6, 2013 |url-status=live }}</ref> Just two years after its release, Ouya was in a dire financial situation and negotiated a buyout with [[Razer Inc.|Razer]].<ref>{{cite web|url=http://www.extremetech.com/gaming/208242-the-gaming-revolution-that-wasnt-razer-acquires-console-maker-ouya |title=The gaming revolution that wasn't: Razer acquires console maker Ouya – ExtremeTech |date=15 June 2015 |access-date=2016-06-30 |url-status=live |archive-url=https://web.archive.org/web/20160518004818/http://www.extremetech.com/gaming/208242-the-gaming-revolution-that-wasnt-razer-acquires-console-maker-ouya |archive-date=2016-05-18 }}</ref> Razer continued to run software services for Ouya until June 2019, after which the company deactivated all accounts and online services, rendering most apps unusable.<ref>{{cite web | url = https://www.theverge.com/2019/5/22/18635800/razer-ouya-kickstarter-gaming-service-shutting-down-june-25 | title= Ouya will be shut down for good on June 25th | first = Chris | last = Welch | date = May 22, 2019 | access-date = May 22, 2019 | work = [[The Verge]] }}</ref>
 
=== PC-FX ===
{{Main|PC-FX}}
The PC-FX is the successor to the [[PC Engine]] (''aka'' [[TurboGrafx-16]]), released by [[NEC]] in late 1994. Originally intended to compete with the [[Super Nintendo Entertainment System|Super Famicom]] and the [[Sega Genesis|Mega Drive]], it instead wound up competing with the [[PlayStation (console)|PlayStation]], [[Sega Saturn]], and [[Nintendo 64]]. The console's 32-bit architecture was created in 1992, and by 1994 it was outdated, largely due to the fact that it was unable to create 3D images, instead utilizing an architecture that relied on JPEG video. The PC-FX was severely underpowered compared to other fifth-generation consoles and had a very low budget marketing campaign, with the system never managing to gain a foothold against its competition or a significant part of the marketshare. The PC-FX was discontinued in early 1998 so that NEC could focus on providing graphics processing units for the upcoming [[Sega Dreamcast]]. Around this time, NEC announced that they had only sold 100,000 units with a library of only 62 titles, most of which were [[dating sims]]. It was never released outside Japan.
 
=== PlayStation Classic ===
{{Main|PlayStation Classic}}
[[File:PlayStation Classic Konsole + Controller (weißer Hintergrund).jpg|right|thumb|PlayStation Classic and controller]]
Following the release of Nintendo's [[NES Classic Edition]] and [[SNES Classic Edition]], [[microconsole]]s that included over 20 preloaded classic games from those respective systems, Sony followed suit with the PlayStation Classic. Like the Nintendo systems, the PlayStation Classic was presented as a smaller form factor of the original [[PlayStation (console)|PlayStation]] preloaded with 20 games. It was launched in early December 2018 with a suggested retail price of {{USD|99}}. The system was heavily criticized at launch. For nine of the games, it used [[PAL]] versions (favored primarily in European market) rather than [[NTSC]] (favored primarily in North American market and Japan), meaning they ran at a slower 50&nbsp;Hz clock compared to the 60&nbsp;Hz, which caused notable [[frame rate]] problems and impacted the gameplay style for some of the more highly-interactive titles.{{Clarify|reason:If the frame rate issues were due to development mistakes or saving costs on portability, it should not be pinned on PAL.|date=July 2023}} The emulation also lacked the feature set that Nintendo had set with its microconsoles.<ref>{{cite web | url = https://www.polygon.com/2018/12/3/18123851/playstation-classic-pal-games-emulation | title =The PlayStation Classic's emulation is even worse than we thought | first = Ben | last = Kuchera | date = December 3, 2018 | access-date = April 29, 2019 | work = [[Polygon (website)|Polygon]] }}</ref> The included game list, while varied by region, also was noted to lack many of the titles that had made the original PlayStation successful, and had a heavy focus on the early games on the console. Some of these absences were attributed to intellectual rights (for example, [[Activision]] holding the rights to ''[[Crash Bandicoot]]'', ''[[Spyro the Dragon]]'', and ''[[Tony Hawk's (series)|Tony Hawk's]]''), but other omissions were considered odd and disappointing.<ref>{{cite web | url = https://arstechnica.com/gaming/2018/10/playstation-classics-full-game-list-is-missing-at-least-one-of-your-faves/ | title= PlayStation Classic's full game list announced, and it might annoy you | first = Sam | last = Machkovech | date = October 29, 2018 |access-date = April 29, 2019 | work = [[Ars Technica]] }}</ref> The system sold poorly and within the month, its suggested retail price had dropped to {{USD|59}}.<ref>{{cite web | url = https://www.polygon.com/deals/2018/12/26/18156255/playstation-classic-sale-price-discount-holidays-chrismas | title= PlayStation Classic is now only $59.99 | first =Ben | last = Kuchera | date = December 26, 2018 | access-date = April 29, 2019 | work = [[Polygon (website)|Polygon]] }}</ref> By April 2019, the price had dropped to {{USD|30}}, and ''[[CNET]]'' described the PlayStation classic as "arguably one of the top flops of 2018".<ref>{{cite web |last1=Broida |first1=Rick |title=The Sony PlayStation Classic hits a new low: Just $30 |url=https://www.cnet.com/news/the-sony-playstation-classic-deal-new-low-30/ |website=[[CNET]] |access-date=May 13, 2019 |date=April 11, 2019}}</ref>
 
=== PlayStation Vita ===
{{Main|PlayStation Vita}}
[[File:PlayStation-Vita-1101-FL.jpg|right|thumb|PS Vita]]
Sony's second major [[handheld game console]], the PlayStation Vita, was released in Japan in 2011 and in the West the following year.<ref>{{cite web|url=https://www.ign.com/articles/2011/09/14/tgs-sony-reveals-vitas-release-date|title=TGS: Sony Reveals Vita's Release Date|author=Colin Moriarty|date=September 14, 2011|work=[[IGN]]|access-date=April 29, 2019}}</ref><ref name="FEBRelease">{{cite web | url= http://blog.us.playstation.com/2011/10/27/get-your-hands-on-ps-vita-early-with-the-first-edition-bundle/ |title= Get Your Hands on PS Vita Early with the First Edition Bundle | type = blog | date =October 27, 2011|access-date = October 27, 2011|publisher=[[Sony]]|work = [[PlayStation Blog]]}}</ref> The successor to the [[PlayStation Portable]], Sony's intent with the system was to blend the experience of big budget, dedicated video game platforms with the trend of [[mobile gaming]].<ref>{{cite web |last1=Tach |first1=Dave |title=PlayStation Vita may die childless, but it changed Sony in time for PS4 |url=https://www.polygon.com/features/2015/10/29/9409697/playstation-vita-successor-changed-sony-shahid-ahmad-ps4 |website=[[Polygon (website)|Polygon]] |date=29 October 2015 |access-date=April 29, 2019}}</ref> With a relatively low price, a robust [[launch title]] assortment, and a strong debut, analysts predicted the Vita would be a success.<ref name="IGNPSV">{{cite web |last1=Moriarty |first1=Colin |title=PlayStation Vita: Two Years Later |url=https://www.ign.com/articles/2013/12/17/playstation-vita-two-years-later |website=[[IGN]] |access-date=April 29, 2019 |date=December 17, 2013}}</ref> However, sales tanked shortly after release;<ref name="IGNPSV" /><ref>{{cite web |last1=Orland |first1=Kyle |title=Report: Wii U, Vita continue poor US sales performance in March |url=https://arstechnica.com/gaming/2013/04/report-wii-u-vita-continue-poor-us-sales-performance-in-march/ |website=[[Ars Technica]] |access-date=April 29, 2019 |date=April 19, 2013}}</ref><ref name="VBVita">{{cite web |last1=Fogel |first1=Stephanie |title=PlayStation Vita sales see 78% drop during Christmas week |url=https://venturebeat.com/2011/12/28/playstation-vita-sales-drop/ |website=[[VentureBeat]] |access-date=April 29, 2019 |date=December 28, 2011}}</ref> for instance, during Christmas 2011, sales saw a 78% drop in Japan.<ref name="VBVita" /> By 2018, when Sony announced it would end physical game production for the system, the Vita had sold fewer than 15&nbsp;million units.<ref name="GamesBizVita" /> Hardware production for the Vita ended entirely in March 2019,<ref>{{cite web |last1=Romano |first1=Sal |title=PS Vita production ended in Japan |url=https://gematsu.com/2019/03/ps-vita-production-ended-in-japan |website=Gematsu |access-date=May 13, 2019 |date=March 1, 2019}}</ref> and Sony does not plan to release a successor.<ref>{{cite web |last1=Kim |first1=Matt |title=PS Vita Production in Japan Will End in 2019, No Successor Planned |url=https://www.usgamer.net/articles/ps-vita-will-cease-production-in-japan-in-2019-no-successor-planned |website=[[USGamer]] |access-date=May 13, 2019 |date=September 20, 2018}}</ref> ''[[GamesIndustry.biz]]'' attributed the Vita's failure to a number of factors, including competition from smartphones and Nintendo's rival [[3DS]] platform, its design being too conceptually similar to the PSP, and a general lack of support from Sony and other developers.<ref name="GamesBizVita">{{cite web |last1=Fahey |first1=Rob |title=Reassessing the legacy of PlayStation Vita |url=https://www.gamesindustry.biz/articles/2018-05-17-reassessing-the-legacy-of-playstation-vita |website=[[GamesIndustry.biz]] |access-date=April 29, 2019 |date=May 18, 2018}}</ref>
 
=== PSX (DVR) ===
{{Main|PSX (digital video recorder)}}
Built upon the [[PlayStation 2]], the PSX enhanced multimedia derivative was touted to bring convergence to the living room in 2003 by including non-gaming features such as a DVD recorder, TV tuner, and multi-use hard drive.<ref>[http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2003/05/29/BU43824.DTL&type=business "Sony adds Bells and Whistles to PlayStation 2"] {{webarchive|url=https://web.archive.org/web/20110525130844/http://www.sfgate.com/cgi-bin/article.cgi?file=%2Fchronicle%2Farchive%2F2003%2F05%2F29%2FBU43824.DTL&type=business |date=May 25, 2011 }}, ''San Francisco Gate'', May 29, 2003</ref> The device was considered a failure upon its Japanese release due to its high price and lack of consumer interest,<ref>[http://community.teamxbox.com/xbox/1177/Next-Gen-Console-Wars-Revenge-of-Kutaragi/p1/ "Next Gen Console Wars: Revenge of Kutaragi"] {{webarchive |url=https://web.archive.org/web/20130123023219/http://community.teamxbox.com/xbox/1177/Next-Gen-Console-Wars-Revenge-of-Kutaragi/p1/ |date=January 23, 2013 }}, ''TeamXbox'' website, June 13, 2005</ref> which resulted in the cancellation of plans to release it in the rest of the world. Not only was it an unsuccessful attempt by [[Sony Computer Entertainment]] head [[Ken Kutaragi]] to revive the ailing consumer electronics division,<ref>[https://www.pbs.org/cringely/pulpit/2005/pulpit_20050310_000845.html "Mr. Idei's Kurosawa Ending"] {{webarchive |url=https://web.archive.org/web/20160304115052/http://www.pbs.org/cringely/pulpit/2005/pulpit_20050310_000845.html |date=March 4, 2016 }}, Robert X. Cringely, March 10, 2005</ref> it also hurt Sony's media convergence plans.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/comment-psx-failure-is-a-blow-to-sonys-convergence-dreams |title=PSX Failure is a Blow to Sony's Convergence Dreams |date=10 September 2004 |archive-url=https://web.archive.org/web/20071213082242/http://www.gamesindustry.biz/content_page.php?aid=4375 |archive-date=2007-12-13}} Rob Fahey, October 9, 2004</ref>
 
=== Saturn ===
{{Main|Sega Saturn}}
[[File:Sega-Saturn-Console-Set-Mk1.png|right|thumb|The North American model of the Saturn console]]
The Sega Saturn was the successor to the [[Sega Genesis|Genesis]] as a [[32-bit]] [[History of video game consoles (fifth generation)|fifth-generation]] console, released in Japan in November 1994 and in Western markets mid-1995. The console was designed as a competitor to [[Sony]]'s [[PlayStation (console)|PlayStation]], released nearly at the same time. With the system selling well in Japan and Sega wanting to get a head start over the PlayStation in North America, the company decided to release the system in May instead of September 1995, which was the same time the PlayStation was going to be released in North America. This left little time to promote the product and limited quantities of the system available at retail. Sega's release strategy also backfired when, shortly after Sega's announcement, Sony announced the price of the PlayStation as being $100 less than the list price for the Saturn.<ref name="usgamer saturn">{{cite web | url = http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective | title = The Lost Child of a House Divided: A Sega Saturn Retrospective | publisher = [[US Gamer]] | date = November 18, 2014 | access-date = September 9, 2015 | first = Jeremy | last = Parish | archive-date = December 15, 2014 | archive-url = https://web.archive.org/web/20141215095100/http://www.usgamer.net/articles/the-lost-child-of-a-house-divided-a-sega-saturn-retrospective | url-status = dead }}</ref><ref name="Innovation and competition">{{cite journal|last1=Gallagher|first1=Scott|last2=Park|first2=Seung Ho|title=Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market|journal=IEEE Transactions on Engineering Management|volume=49|number=1|date=February 2002|pages=67–82|doi=10.1109/17.985749}}</ref> The console also suffered from behind the scenes management conflicts and a lack of coordination between the Japanese and North American branches of the company, leading to the Saturn to be released shortly after the release of the 32X, which created distribution and retail problems.<ref name="usgamer saturn" /> By the end of 1996, the PlayStation had sold 2.9&nbsp;million units in the U.S., with only 1.2&nbsp;million units sold by the Saturn.<ref name="Schilling">{{cite journal|last=Schilling|first=Mellissa A.|title=Technological Leapfrogging: Lessons From the U.S. Video Game Console Industry|journal=California Management Review|volume=45|number=3|date=Spring 2003|pages=12, 23|doi=10.2307/41166174|jstor=41166174|s2cid=114838931|quote=Lack of distribution may have contributed significantly to the failure of the Sega Saturn to gain an installed base. Sega had limited distribution for its Saturn launch, which may have slowed the building of its installed base both directly (because consumers had limited access to the product) and indirectly (because distributors that were initially denied product may have been reluctant to promote the product after the limitations were lifted). Nintendo, by contrast, had unlimited distribution for its Nintendo 64 launch, and Sony not only had unlimited distribution, but had extensive experience with negotiating with retailing giants such as Wal-Mart for its consumer electronics products.}}</ref> With the added competition from the subsequent release of the [[Nintendo 64]], the Saturn lost market share in North America and was discontinued by 1999. With lifetime sales estimated at 9.5&nbsp;million units worldwide, the Saturn is considered a commercial failure.<ref name="brandweek">{{cite journal|journal=Brandweek|title=Looking for a Sonic Boom|author=Lefton, Terry|volume=9|issue=39|year=1998|pages=26–29}}</ref> The cancellation of a game in the [[Sonic the Hedgehog|''Sonic the Hedgehog'' series]], known in development as ''[[Sonic X-treme]]'', has been considered a significant factor in the console's struggle to find an audience. The impact of the failure of the Saturn carried over into Sega's next console, the [[Dreamcast]]. However, the console gained interest in Japan and was not officially discontinued until December 7, 2000.{{citation needed|date=May 2016}}
 
=== Stadia ===
{{Main|Google Stadia}}
Google released Stadia, a [[cloud gaming]] platform using the power of its existing [[data center]]s, in November 2019. Players could access games through web browsers, [[Chromecast]] devices, or on mobile platforms. In addition to partnering with several developers to release titles on Stadia, Google created its own Stadia Games and Entertainment division with [[Jade Raymond]] as its lead, along with acquiring a handful of existing studios. Unlike prior streaming options where players had access to the full set of titles for a monthly subscription fee, Google opted to have players buy each game they wanted to play, in addition to offering a subscription tier that offered free games. This approach did not obtain significant traction with users, and by February 2021, the company closed down Stadia Games and shuttered the studios it had acquired, stating that it took too much significant investment to develop games, and instead would continue to focus on bringing other titles to the service. After another troubled year, Google stated in February 2022 they would be working to use Stadia's technology as a [[white-label product]] for corporate partners, such as delivering game demos over streaming technology.<ref name="gibiz stadia summary">{{cite web | url = https://www.gamesindustry.biz/the-rise-and-fall-of-stadia | title = The rise and fall of Stadia | first = James | last= Batchelor | date = October 6, 2022 | accessdate= October 8, 2022 | work = [[GamesIndustry.biz]] }}</ref> In September 2022, Google announced they were shuttering Stadia as a consumer product, with the service going offline in January 2023 and supplying refunds for those that purchased equipment, subscriptions and games. Google said "it hasn't gained the traction with users that we expected" as the reason for the shutdown, though intended to use the technology in its other business sectors.<ref>{{cite web | url = https://www.gamesindustry.biz/stadia-shutting-down | title = Stadia shutting down | first= Brendan | last = Sinclair | date = September 29, 2022 | accessdate = October 8, 2022 | work = [[GamesIndustry.biz]] }}</ref> Game journalists believed that Google did not make Stadia a unique offering with nearly no exclusives, escalated by the shutting down of its studios, and requiring players to repurchase games at full price to play them on the service.<ref>{{cite web | url = https://www.theguardian.com/games/2022/oct/04/google-stadia-is-going-offline-for-good | title = Pushing Buttons: Why did Google Stadia fail? | first= Keza | last= MacDonald | date = October 4, 2022 | accessdate = October 8, 2022 | work = [[The Guardian]] }}</ref><ref name="gibiz stadia summary" /> Stadia also failed to offer a latency advantage over other streaming services that was promised when announced, and Google had been slow to roll out Stadia internationally, remaining behind [[GeForce Now]] and [[Xbox Cloud Gaming]] as of February 2022.<ref>{{cite magazine | url = https://www.wired.com/story/google-should-kill-stadia/ | title = Google Stadia Is a Failure. The Company Should Kill It | first = Ron | last = Amadeo | date = February 18, 2022 | accessdate = October 8, 2022 | magazine = [[Wired (magazine)|Wired]] }}</ref>
 
=== uDraw GameTablet ===
{{Main|uDraw GameTablet}}
 
The uDraw GameTablet is a [[graphics tablet]] developed by [[THQ]] for use on seventh-generation video game consoles, which was initially released for the Wii in late 2010. Versions for the PlayStation 3 and Xbox 360 were released in late 2011. THQ also invested in several games that would uniquely use the tablet, such as ''[[uDraw Pictionary]]''. The Wii version had positive sales, with more than 1.7&nbsp;million units sold, prompting the introduction of the unit for the other console systems.<ref>{{cite web | url = http://www.eurogamer.net/articles/2011-05-03-thq-announces-udraw-for-ps3-360 | title = THQ announces uDraw for PS3/360 | date = 2011-05-03 | access-date = 2012-04-10 | first = Fred | last = Dutton | website = [[Eurogamer]] }}</ref> These units did not share the same popularity; 2011 [[Christmas and holiday season#USA and Canada|holiday]] sales in North America fell $100&nbsp;million below company targets with more than 1.4&nbsp;million units left unsold by February 2012.<ref name="eurogamer udraw">{{cite web | url = http://www.eurogamer.net/articles/2012-02-02-thq-details-full-extent-of-udraw-disaster | title = THQ details full extent of uDraw disaster | date = 2012-02-02 | access-date = 2012-04-10 | first = Fred | last = Dutton | website = [[Eurogamer]]}}</ref> THQ commented that if they had not attempted to sell these versions of uDraw, the company would have been profitable that respective quarter, but instead suffered an overall $56&nbsp;million loss.<ref name="eurogamer udraw" /> Because of this failure, THQ was forced to shelve some of its less-successful franchises, such as the ''[[Red Faction]]'' series.<ref>{{cite web | url = https://online.wsj.com/article/BT-CO-20120202-720600.html | title = UPDATE: THQ Attempts To Remake Business After UDraw Failure | publisher = [[Dow Jones Newswires]] | date = 2012-02-02 | access-date = 2012-04-10 | first = Ian | last = Sherr }}</ref><ref>{{cite web | url = http://www.strategyinformer.com/news/22355/thqs-udraw-failure-invalidated-saints-row-the-thirds-success | title = THQ's UDraw failure "invalidated" Saints Row: The Third's success | first = Simon | last = Priest | date = 2013-03-22 | access-date = 2013-06-25 | publisher = [[Strategy Informer]] | url-status = dead | archive-url = https://web.archive.org/web/20130709094433/http://www.strategyinformer.com/news/22355/thqs-udraw-failure-invalidated-saints-row-the-thirds-success | archive-date = 2013-07-09 }}</ref> THQ would eventually file for bankruptcy and sell off its assets in early 2013.<ref>{{cite magazine | url = https://www.wired.com/gamelife/2013/01/thq-bankrupt/ | title= THQ Is Dead. Here's Where Its Games Are Going | first = Chris | last =Kohler | date = 2013-01-23 | access-date = 2013-06-25 | magazine = [[Wired (magazine)|Wired]] }}</ref><ref>{{cite web | url = https://variety.com/2018/gaming/features/thq-jason-rubin-telltale-games-1203088560/ | title = What THQ's Demise Can Teach About Telltale Games and Other Company Closures | first = Michael | last= Futter | date = December 18, 2018 | access-date = December 18, 2018 | work = [[Variety (magazine)|Variety]] }}</ref>
 
=== Vectrex ===
{{Main|Vectrex}}
Though its independent monitor could display only monochrome visuals, the console's vector-based graphics and arcade-style controller with analog joystick{{citation needed|date=April 2016}} allowed developers to create a strong games library with faithful conversions of arcade hits and critically praised exclusives.<ref name="Vectrex" /> However, its release shortly before the [[video game crash of 1983]] doomed it to an early grave.<ref name="Vectrex">Barton, Matt and Loguidice, Bill. (2007). [https://www.gamedeveloper.com/design/a-history-of-gaming-platforms-the-vectrex A History of Gaming Platforms: The Vectrex] , Gamasutra.</ref>
 
=== Virtual Boy ===
{{Main|Virtual Boy}}
[[File:Mario's Tennis screenshot.png|thumb|left|''[[Mario's Tennis]]'' as displayed on a [[Virtual Boy]] emulator. The [[Anaglyph image#Viewing|red/blue]] format simulates the Virtual Boy's 3D display.{{3d glasses}}]] This red monochromatic [[3D computer graphics|3-D]] "[[virtual reality]]" system was widely panned by critics and failed due to issues related to players getting eye strain, stiff necks, nausea, and headaches when playing it, along with the console's price and lack of portability. It came out in 1995 and was Nintendo's first failed console release. [[Gunpei Yokoi]], the designer of the platform and the person largely credited for the success of the original [[Game Boy]] handheld and the ''[[Metroid]]'' series of games, resigned from the company shortly after the Virtual Boy ceased sales in order to start his own company, although for reasons unrelated to the console's success.<ref>{{cite web |url=http://www.n-sider.com/contentview.php?contentid=222 |title=n-sider profile, Gunpei Yokoi |archive-url=https://web.archive.org/web/20040404130954/http://n-sider.com/articleview.php?articleid=270 |archive-date=2004-04-04}}</ref> The Virtual Boy was included in a ''[[Time (magazine)|Time]]'' "50 Worst Inventions" list published in May 2010.<ref>{{cite magazine | url = http://www.time.com/time/specials/packages/article/0,28804,1991915_1991909_1991900,00.html | archive-url = https://web.archive.org/web/20100530052259/http://www.time.com/time/specials/packages/article/0,28804,1991915_1991909_1991900,00.html | url-status = dead | archive-date = May 30, 2010 | title = The 50 Worst Inventions – Nintendo Virtual Boy | first = Dan | last = Fletcher | date = 2010-05-27 | access-date = 2010-05-29 | magazine = [[Time (magazine)|Time]] }}</ref>
 
=== Wii U ===
<!--Please do not remove the Wii U from this page as the platform's failure is backed up by multiple sources. -->
{{Main|Wii U}}
[[File:Wii U Console and Gamepad.png|thumb|The Wii U with the main console hardware and the GamePad with an embedded touchscreen]]
Nintendo's Wii U was released in November 2012. It was designed as a successor to the [[Wii]] to provide a more sophisticated experience and draw back "core" gamers that had dismissed the Wii, which they found was aimed for [[casual game]]play.<ref name=IwataAsksWiiU2>{{cite web|url=http://e3.nintendo.com/iwataasks/|archive-url=https://web.archive.org/web/20110929205152/http://e3.nintendo.com/iwataasks/|archive-date=September 29, 2011|url-status=dead|title=Iwata Asks: E3 2011 Special Edition|page=7|access-date=June 9, 2011|quote='''Iwata''': The other things is, shortly after the Wii console was released, people in the gaming media and game enthusiasts started recognizing the Wii as a casual machine aimed toward families, and placed game consoles by Microsoft and Sony in a very similar light with each other, saying these are machines aimed towards those who passionately play games. [...] It was a categorization between games that were aimed towards core, and casual.}}</ref><ref name=IwataAsksWiiU3>{{cite web|url=http://e3.nintendo.com/iwataasks/|archive-url=https://web.archive.org/web/20110929205152/http://e3.nintendo.com/iwataasks/|archive-date=September 29, 2011|url-status=dead|title=Iwata Asks: E3 2011 Special Edition|page=7|access-date=June 9, 2011|quote='''Iwata''': On the other hand, I certainly do not think that Wii was able to cater to every gamer's needs, so that's also something I wanted to resolve. [...] The keyword for our presentation at this year's E3 is "Deeper and Wider". With Wii U, I would like to offer this proposal with that idea}}</ref> The Wii U features the [[Wii U GamePad|GamePad]], the unit's primary controller with a touchscreen allowing for dual-screen play similar to the [[Nintendo DS]] line, or can be used for [[Off-TV Play|off-TV play]].<ref name=gamasutra-gamepad>{{cite web|title=Nintendo Unveils Wii U, Controller With Built-In 6.2" Touchscreen | url=https://www.gamedeveloper.com/business/nintendo-reveals-wii-u-s-miiverse-new-hardware-specifics |website=Gamasutra| date=3 June 2012 |access-date=June 4, 2012}}</ref> Though the Wii U received positive coverage, it had low sales of fewer than 14&nbsp;million units by the end of 2016 compared to the Wii's lifetime of 101&nbsp;million units.<ref>{{cite magazine | url = https://www.wired.com/2016/12/goodbye-wii-u/ | title = A Farewell to Wii U, the Game System for Nobody | first = Chris | last= Kohler | date= December 22, 2016 | access-date = January 18, 2017 | magazine = [[Wired (magazine)|Wired]] }}</ref> Nintendo executives attributed the poor sales of the Wii U to a combination of factors. They admitted their messaging of the Wii U's abilities had not been clear, leading to a general perception that the unit was primarily a tablet system or an add-on to the original Wii rather than a new home console.<ref name="fils-aime usatoday">{{cite web | url = https://www.usatoday.com/story/tech/columnist/baig/2017/01/14/nintendos-reggie-fils-aime-why-switch-different-wii-u/96582926/ | title = Nintendo's Reggie Fils-Aime: Why Switch is different from Wii U | first = Edward | last =Baig | date = January 14, 2017 | access-date = January 18, 2017 | work = [[USA Today]] }}</ref> They also recognized a failure to manage their game release schedule, and to garner significant support from third-party publishers and developers, leaving the Wii U library with gaps in software releases.<ref name="fils-aime gamespot">{{Cite web | url = http://www.gamespot.com/articles/nintendo-exec-on-the-two-reasons-why-switch-wont-s/1100-6446987/ | title = Nintendo Exec on the Two Reasons Why Switch Won't Struggle Like Wii U Did | first = Eddie | last = Makuch | date = January 17, 2017 | access-date = January 17, 2017 | work = [[GameSpot]] }}</ref><ref>{{cite web | url = https://www.theguardian.com/technology/2017/feb/03/rip-wii-u-nintendos-glorious-quirky-failure | title = RIP Wii U: Nintendo's glorious, quirky failure | first = Keith | last = Stewart | date = February 3, 2017 | access-date = February 5, 2017 | work = [[The Guardian]]}}</ref> Nintendo stated an expectation to sell 100&nbsp;million Wii U units,<ref>{{cite web | url = http://www.gamesindustry.biz/articles/2016-07-07-wii-u-was-expected-to-sell-100-million-units | title = Wii U was expected to sell 100 million units | first = James | last = Brightman | date = July 7, 2016 | access-date = July 7, 2016 | work = [[GamesIndustry.biz]] }}</ref> and this over-estimation of sales contributed to several financial quarters of losses through 2016.<ref>{{cite web| url = https://www.theverge.com/2016/7/27/12294482/nintendo-earnings-q1-2016 | title = Nintendo records $49 million operating loss as Wii U sales crumble | first = Sam | last = Byford | date = July 27, 2016 | access-date = January 18, 2017 | work = [[The Verge]] }}</ref><ref>{{cite web | url = https://www.bbc.com/news/technology-42885803 | title = Nintendo Switch overtakes the Wii U | date = January 31, 2018 | access-date = January 31, 2018 | work = [[BBC]] }}</ref> Nintendo's next console, the [[Nintendo Switch]], became a "make or break" product for the company due to the Wii U's failure, according to [[Reggie Fils-Aimé]],<ref>{{cite web | url = https://www.vg247.com/2021/01/30/reggie-switch-switch-wii-u/ | title = Reggie: Switch was a "make or break product" for Nintendo that "luckily was a hit" | date = January 30, 2021 | accessdate= January 30, 2021 | work = [[VG247]] }}</ref> and its development and marketing avoided several of the pitfalls that occurred for the Wii U;<ref name="fils-aime usatoday" /><ref name="fils-aime gamespot" /><ref>{{cite web | url = https://money.cnn.com/2017/11/09/technology/nintendo-switch-wii-u/index.html | title = Nintendo exec: Failed Wii U is responsible for Switch's success | first = Kaya | last = Yuriff | date = November 9, 2017 | access-date =November 10, 2017 | work = [[CNN]] }}</ref><ref>{{cite web | url =https://www.nytimes.com/2017/12/29/technology/nintendo-switch.html| title = Nintendo's Switch Brings Some Magic Back | first = Simon | last = Parkin | date = December 29, 2017 | access-date = January 1, 2018 | work = [[The New York Times]] }}</ref> The Switch proved successful quickly, outselling the lifetime sales of the Wii U within nine months of its release.<ref name="bbc q3 2017">{{cite web | url = https://www.bbc.com/news/technology-42885803 | title = Nintendo Switch overtakes the Wii U | date = January 31, 2018 | access-date = January 31, 2018 | work = [[BBC News]] }}</ref> The Wii U was discontinued worldwide on January 31, 2017, a month before the Nintendo Switch was released.<ref>{{cite web|url=http://kotaku.com/wii-u-production-has-officially-ended-for-japan-1791813878|title=Wii U Production Has Officially Ended For Japan [Update]|first=Brian|last=Ashcraft|date=31 January 2017 }}</ref>
 
== Video game software failures ==
{{split section|portions=this section and the [[#Arcade game failures|next one below]]|List of video game software and arcade failures|date=March 2025}}
{{See also|List of video games notable for negative reception}}
 
The following is an incomplete list of software that have been deemed commercial failures by industry sources.
 
{{Incomplete List|date=May 2025}}
 
===''Afro Samurai 2: Revenge of Kuma''===
{{Main|Afro Samurai 2}}
''[[Afro Samurai 2|Afro Samurai 2: Revenge of Kuma]]'' is a [[Third-person (video games)|third-person]] [[Action-adventure game|action-adventure]] [[video game]] published by [[Versus Evil]] and developed by [[Redacted Studios]]. The game was released for [[PlayStation 4]] via [[PlayStation Network]] and [[Windows]] in September 2015, with an [[Xbox One]] version planned for October. The sequel to 2009's ''[[Afro Samurai (video game)|Afro Samurai]]'', originally a [[Afro Samurai|manga series]] by [[Takashi Okazaki]], the player controls Kuma, a swordsman who seeks revenge on Afro.
 
The game received widely negative reviews from critics. Originally planned to be released in three volumes, [[Versus Evil]] pulled ''Revenge of Kuma'' from all platforms, issued refunds, and canceled the other two volumes. The [[Xbox One]] version was also never released, while the [[PlayStation 4]] version is one of the few titles from that platform to not be [[PlayStation 5#Backward compatibility|backward compatible with]] the [[PlayStation 5]].
 
[[Polygon (website)|Polygon]] called it one of the worst games of 2015.<ref>{{cite web|url=http://www.polygon.com/2015/12/30/10689844/the-worst-video-games-of-2015 |title=The worst video games of 2015 |last=Frank |first=Allegra |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |date=December 30, 2015 |access-date=December 31, 2015 |archive-url=https://web.archive.org/web/20151231200730/http://www.polygon.com/2015/12/30/10689844/the-worst-video-games-of-2015 |archive-date=December 31, 2015 |url-status=live}}</ref> [[Giant Bomb]] called it the worst game of the year.<ref>{{cite web | url=http://www.giantbomb.com/articles/giant-bombs-2015-game-of-the-year-awards-day-four-/1100-5319/ | title=Giant Bomb's 2015 Game of the Year Awards: Day Four Text Recap | work=[[Giant Bomb]] | publisher=[[CBS Interactive]] | date=December 31, 2015 | access-date=January 24, 2016}}</ref> It was the second worst-reviewed game of 2015 according to aggregate review website [[Metacritic]].<ref>{{cite web | url=http://www.metacritic.com/pictures/worst-videogames-of-2015 | title=The 10 Worst Video Games of 2015 | work=[[Metacritic]] | publisher=[[CBS Interactive]] | first=Jason | last=Dietz | date=December 21, 2015 | access-date=January 24, 2016}}</ref> In November 2015, ''Afro Samurai 2'' was pulled from the [[PSN]] and [[Steam (service)|Steam]]. In an interview with CGMagazine on the game's withdrawal, Versus Evil's Steve Escalante called the game "a failure" and announced the cancellation of the other two volumes and refunds for customers.<ref>{{Cite web|title=Versus Evil Explains the Disappearance of Afro Samurai 2|date=19 November 2015|url=https://www.cgmagonline.com/news/versus-evil-exafro-samurai-2/|access-date=2021-11-18|language=en-CA}}</ref><ref>{{cite web|url=http://www.polygon.com/2015/11/20/9770612/afro-samurai-2-pulled-steam-ps4-failure|title=Afro Samurai 2 pulled from retail, deemed 'a failure'|last=Frank|first=Allegra|work=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|date=November 20, 2015|access-date=December 17, 2015|archive-url=https://web.archive.org/web/20151122165430/http://www.polygon.com/2015/11/20/9770612/afro-samurai-2-pulled-steam-ps4-failure|archive-date=November 22, 2015|url-status=live}}</ref> Escalante later expanded on the decision in an interview with [[Gamasutra]], saying, "Given the game quality was not what people were expecting, it didn't sell like hot cakes, let's just put it like that."<ref>{{cite web|url=http://www.gamasutra.com/view/news/260138/Indepth_The_decision_to_unpublish_Afro_Samurai_2_and_refund_buyers.php |title=In-depth: The decision to un-publish Afro Samurai 2 and refund buyers |last=Graft |first=Kris |work=[[Gamasutra]] |publisher=[[UBM plc]] |date=November 23, 2015 |access-date=December 14, 2015 |archive-url=https://web.archive.org/web/20151231215237/http://www.gamasutra.com/view/news/260138/Indepth_The_decision_to_unpublish_Afro_Samurai_2_and_refund_buyers.php |archive-date=December 31, 2015 |url-status=dead}}</ref>
 
=== ''Anthem'' ===
{{Main|Anthem (video game)}}
''Anthem'' is an action role-playing game developed by [[BioWare]] and published by [[Electronic Arts]] in 2019. Its seven-year-long development period started after release of ''[[Mass Effect 3]]'', and was envisioned by BioWare to move away from the typical role-playing formats of ''Mass Effect'' and ''[[Dragon Age]]'', and become a type of [[live-service game]]. The game had a difficult development cycle due to shifting staff, technological difficulties in switching to the [[Frostbite Engine]], and demands from EA's management on the direction of the game. Other BioWare projects from its other studios were put on hold to complete ''Anthem'' for release, and according to one BioWare developer, it was only the work of the last fifteen months of development that made it into the game.<ref>{{cite web | url = https://kotaku.com/how-biowares-anthem-went-wrong-1833731964 | title = How BioWare's Anthem Went Wrong | date = April 2, 2019 | accessdate = November 1, 2024 | work = [[Kotaku]] | first = Jason | last = Schreier }}</ref> Due to this rush near the end of the development cycle, the game was considered to be lacking content at release, contained numerous software bugs that plagued gameplay, and was found too similar to other live-service games like ''[[Destiny (video game)|Destiny]]'' and ''[[World of Warcraft]]''. BioWare and EA had stated their intent to revamp the game to meet expectations, but the game struggled to maintain a playbase. Though the game ultimately sold over 5 million copies in its lifetime, EA had anticipated sales to be much higher and comparable to the ''Battlefield'' series, and in 2021, EA opted to terminate further development work on ''Anthem'', with closure of the game servers planned for January 12, 2026.
 
=== ''APB: All Points Bulletin'' ===
{{Main|APB: All Points Bulletin}}
''APB: All Points Bulletin'' was a [[multiplayer online game]] developed by [[Realtime Worlds]] in 2010. The game, incorporating concepts from their previous game ''[[Crackdown (video game)|Crackdown]]'' and past work by its lead developer [[David Jones (video game developer)|David Jones]], who had helped create the ''[[Grand Theft Auto]]'' series, was set around the idea of a large-scale urban battle between Enforcers and Criminals; players would be able to partake in large-scale on-going missions between the two sides. The game was originally set as both a Microsoft Windows and Xbox 360 title and as Realtime Worlds' flagship title for release in 2008, but instead the company set about developing ''Crackdown'' first, and later focused ''APB'' as a Windows-only title, potentially porting the game to the Xbox 360 later. Upon launch in June 2010, the game received lukewarm reviews, hampered by the existence of a week-long review embargo, and did not attract the expected number of subscribers to maintain its business model.<ref>{{cite web | url = http://www.gamesindustry.biz/articles/2010-08-17-realtime-worlds-enters-administration-article | title = Realtime Worlds enters administration | publisher = [[Gamesindustry.biz]] | first = Phil | last= Elliot | date =2010-08-17 | access-date = 2010-10-10 }}</ref> Realtime Worlds, suffering from the commercial failure of the game, sold off a second project, [[Project MyWorld]], and subsequently reduced its operations to administration and a skeleton crew to manage the ''APB'' servers while they attempted to find a buyer, including possibly [[Epic Games]] who had expressed interest in the title. However, without any acceptable offers, the company was forced to shut down ''APB'' in September 2010.<ref>{{cite web | url = http://www.eurogamer.net/articles/2010-09-16-apb-plug-to-be-pulled | title = APB "plug to be pulled" within 24 hours | first = Johnny | last =Minkley | date =2010-09-16 | access-date = 2010-10-10 | website =[[Eurogamer]] }}</ref> Eventually, the game was sold to [[K2 Network]], a company that has brought other Asian massive-multiplayer online games to the Western markets as free-to-play titles, and similar changes occurred to ''APB'' when it was relaunched by K2.<ref>{{cite web | url = http://www.1up.com/news/apb-bought-free-to-play-company-k2 | title = APB Bought by Free-to-Play Company K2 Network | first = Steve | last = Watts | date = 2010-11-11 | access-date = 2010-11-29 | website = [[1UP.com]] | url-status = dead | archive-url = https://web.archive.org/web/20111127233121/http://www.1up.com/news/apb-bought-free-to-play-company-k2 | archive-date = 2011-11-27 }}</ref>
 
=== ''Artifact'' ===
{{main|Artifact (video game)}}
''Artifact'' is a 2018 [[digital collectible card game]] (CCG), designed by [[Richard Garfield]], the creator of ''[[Magic: The Gathering]]'', and developed by [[Valve Corporation]]. It was designed as a spinoff from ''[[Dota 2]]'', and while playing out encounters with cards worked similar to other CCGs like ''[[Hearthstone]]'', the game used the concept of multiple lanes from ''Dota 2'', with three different playfields involved at all times. Instead of a [[free to play]] model, ''Artifact'' was released at a premium cost, and encouraged players to buy new booster packs and trade and sell individual cards on the Steam Marketplace.<ref name="pcgamer five failures">{{cite web |last=Wilde |first=Tyler |date=October 30, 2024 |title=Is Concord the biggest live service failure of all time? Here's how it stacks up next to other major flops |url=https://www.pcgamer.com/games/is-concord-the-biggest-live-service-failure-of-all-time-heres-how-it-stacks-up-next-to-other-major-flops/ |accessdate=November 1, 2024 |work=[[PC Gamer]]}}</ref> Valve envisioned ''Artifact'' to draw competitive players and lead to [[esports]] tournaments.<ref>{{cite web | url = https://arstechnica.com/gaming/2018/03/valves-making-games-again-hands-on-with-artifact-digital-trading-cards/#gsc.tab=0 | title = Valve's making games again: Hands-on with Artifact's digital trading cards | first = Sam | last = Machkovech | date = March 9, 2018 | accessdate = November 3, 2024 | work = [[Ars Technica]] }}</ref> At launch, the game was found to be overly complex and relied too much on [[random number generation]] mechanics in gameplay, and the monetization approach was considered as "pay to win", requiring players to invest in new cards as to be able to compete. Within half a year from release, its player base has significantly dropped;<ref>{{cite web | url =https://www.polygon.com/2019/3/29/18287570/valve-artifact-statement-updates | title = Valve puts Artifact updates on hold to reexamine game's design, economy | first = Michael | last =McWhertor | date = March 29, 2019 | accessdate = November 3, 2024 | work = [[Polygon (website)|Polygon]] }}</ref> some users on [[Twitch (service)|Twitch]] began using channels labeled for ''Artifact'' to stream inappropriate content on the basis of such streams having low viewerships by that point, forcing Twitch to take moderation actions.<ref>{{cite web | url = https://www.polygon.com/2019/5/28/18643198/twitch-artifact-section-stream-suspended | title = Twitch suspends streaming for new users as it fights off Artifact trolls | first = Cass | last = Marshall | date = May 29, 2019 | accessdate = November 3, 2024 | work = [[Polygon (website)|Polygon]] }}</ref> Valve stated in around this time that they were planned to reevaluate and redesign the game to meet complaints from players.<ref>{{cite web | url = https://www.eurogamer.net/how-artifact-became-valves-biggest-failure | title = How Artifact became Valve's biggest failure | first = Mike | last = Stubbs | date = July 3, 2019 | accessdate = November 3, 2024 | work = [[Eurogamer]] }}</ref> ''Artifact 2.0'' was put into beta testing in March 2020, with one of the largest changes being the removal of the monetization options for obtaining cards.<ref>{{cite web | url = https://www.ign.com/articles/artifact-20-beta-gameplay-changes-detailed-valve-will-no-longer-sell-cards | title = Artifact 2.0 Beta Gameplay Changes Detailed, Valve Will No Longer Sell Cards | first = Matt | last = Kim | date = March 30, 2020 | accessdate = November 3, 2024 | work = [[IGN]] }}</ref> By March 2021, Valve decided to end development of ''Artifact'', and released two free versions of the game in its current state, ''Artifact Classic'', which incorporated the gameplay of the original release, and ''Artifact Foundry'', which included the changes envisioned for the v2.0 release. Both versions completely removed monetization options.<ref>{{cite web | url = https://www.theverge.com/2021/3/4/22314103/valve-ending-development-artifact-tcg-dota-2 | title = Valve has ended development on Artifact | first = Cameron | last = Faulkner | date = March 4, 2021 | accessdate = November 3, 2024 | work = [[The Verge]] }}</ref> Valve's CEO [[Gabe Newell]] called ''Artifact'' a "giant disappointment" though considered its failure a learning experience.<ref>{{cite web | url = https://www.ign.com/articles/gabe-newell-artifact-giant-disappointment-valve | title = Gabe Newell: Artifact Was a 'Giant Disappointment' | first = Joe | last = Skrebels | date = March 18, 2020 | accessdate = November 3, 2024 | work = [[IGN]] }}</ref>
 
=== ''Babylon's Fall'' ===
{{Main|Babylon's Fall}}
''Babylon's Fall'' was an online [[action role-playing game]] developed by [[PlatinumGames]] and published by [[Square Enix]] for the [[PlayStation 4]], [[PlayStation 5]] and [[Microsoft Windows|PC]]. The game was PlatinumGames' first attempt at a [[Games as a service|live service game]], and was described as an attempt to combine the combat system featured on ''[[Nier: Automata]]'' with multiplayer, although the game could also be played solo.<ref>{{Cite news |last=Smith |first=Graham |date=2021-06-13 |title=Babylon's Fall aims to be a Nier Automata that never ends |language=en |work=Rock, Paper, Shotgun |url=https://www.rockpapershotgun.com/babylons-fall-aims-to-be-a-nier-automata-that-never-ends |access-date=2022-09-30}}</ref> Originally teased at [[E3 2018]],<ref>{{Cite web |last=Farokhmanesh |first=Megan |date=2018-06-11 |title=Babylon's Fall is a new game coming from the creator of Bayonetta |url=https://www.theverge.com/2018/6/11/17449562/babylons-fall-platinumgames-e3-2018-square-enix |access-date=2022-09-30 |website=The Verge |language=en-US}}</ref> ''Babylon's Fall'' would suffer a multitude of delays away from its initial planned 2019 release date, with the game being further delayed by the [[COVID-19 pandemic]].<ref>{{Cite web |last=Tony |date=2022-02-24 |title=Interview with: Kenji Saito and Takahisa Sugiyama on Babylon's Fall from PlatinumGames • JPGAMES.DE |url=https://jpgames.de/2022/02/interview-with-kenji-saito-and-takahisa-sugiyama-on-babylons-fall-from-platinumgames/ |access-date=2022-09-30 |website=JPGAMES.DE |language=de-DE}}</ref><ref>{{Cite web |last=Bosso |first=Axel Nicolás |date=2022-02-28 |title=Babylon's Fall Interview: "There Will Be Lots Of Differing Opinions About It" |url=https://www.thegamer.com/babylons-fall-kenji-saito-takahisa-sugiyama-interview/ |access-date=2022-09-30 |website=TheGamer |language=en-US}}</ref>
 
Upon its eventual release on March 3, 2022, ''Babylon's Fall'' was met with little fanfare and received generally negative reviews from critics and players, many who criticised the game's lackluster mechanics and combat, with several critics calling the game overpriced.<ref>{{Cite web |title=Babylon's Fall |url=https://www.metacritic.com/game/babylons-fall/critic-reviews/?platform=pc |access-date=2022-09-30 |website=Metacritic |language=en}}</ref><ref>{{Cite web |last=King |first=Jade |date=2022-09-13 |title=Babylon's Fall Was A Waste Of Time, Money, And Effort We Need To Learn From |url=https://www.thegamer.com/babylons-fall-square-enix-platinum-games-failure-live-service/ |access-date=2022-09-30 |website=TheGamer |language=en-US}}</ref><ref>{{Cite web |last=Bowen |first=Tom |date=2023-01-21 |title=5 Live Service Games that Died Before Their Time |url=https://gamerant.com/live-service-games-support-ended-shutdown-failed/ |access-date=2023-01-29 |website=Game Rant |language=en}}</ref> The concurrent player count for ''Babylon's Fall'' only peaked at 1,179 on release day,<ref>{{Cite web |last=Shutler |first=Ali |date=2022-03-04 |title='Babylon's Fall' peaks at just 1,179 concurrent PC players on release day |url=https://www.nme.com/news/gaming-news/babylons-fall-peaks-at-just-1179-concurrent-pc-players-on-release-day-3175912 |access-date=2022-09-30 |website=NME |language=en-GB}}</ref> and player numbers declined rapidly afterwards; by April 13, 2022, it was reported that the game's player count had fallen to below 10 concurrent players, and on May 4, 2022, the player count reportedly dropped to a single player.<ref>{{Cite news |date=2022-05-08 |title=Babylon's Fall's concurrent PC player count fell to just one this week |language=en-gb |work=Eurogamer.net |url=https://www.eurogamer.net/babylons-falls-concurrent-pc-player-count-fell-to-just-one-this-week |access-date=2022-09-30}}</ref> On September 13, 2022, Square Enix announced that they would be ending support for ''Babylon's Fall'' on February 27, 2023, and suspended digital sales of the game and in-game currency, despite initially promising that they were intending to support the game in the long-term.<ref>{{Cite web |last=Mazanko |first=Vlad |date=2022-09-13 |title=Babylon's Fall Is Shutting Down |url=https://www.thegamer.com/babylons-fall-is-shutting-down/ |access-date=2022-09-30 |website=TheGamer |language=en-US}}</ref><ref>{{Cite web |last=Grimshaw |first=Jack |date=2022-03-20 |title='Babylon's Fall' developers say the game isn't in danger |url=https://www.nme.com/news/gaming-news/babylons-fall-developers-say-the-game-isnt-in-danger-3186008 |access-date=2022-09-30 |website=NME |language=en-GB}}</ref><ref>{{Cite web |last=Square |first=Push |date=2022-09-13 |title=Square Enix Sends Babylon's Fall to the Grave in February 2023 |url=https://www.pushsquare.com/news/2022/09/square-enix-sends-babylons-fall-to-the-grave-in-february-2023 |access-date=2022-09-30 |website=Push Square |language=en-GB}}</ref> ''Babylon's Fall''<nowiki/>'s commercial failure was described by ''[[Forbes]]'' as "one of the biggest mainstream misses we’ve seen in recent memories",<ref>{{Cite web |last=Tassi |first=Paul |title=Babylon's Fall, Square Enix's Mega-Failure, Is Now Shutting Down Completely |url=https://www.forbes.com/sites/paultassi/2022/09/13/babylons-fall-square-enixs-mega-failure-is-now-shutting-down-completely/ |access-date=2022-09-30 |website=Forbes |language=en}}</ref> with [[TechRadar]] also naming the game {{Nowrap|"[Square Enix]'s}} biggest disaster of the year".<ref>{{Cite web |author1=Callum Bains |date=2022-09-13 |title=Square Enix is finally shutting down its biggest disaster of the year |url=https://www.techradar.com/news/square-enix-is-finally-shutting-down-its-biggest-disaster-of-the-year |access-date=2022-09-30 |website=TechRadar |language=en}}</ref> Despite this, PlatinumGames CEO [[Atsushi Inaba]] later said that the failure of ''Babylon's Fall'' did not affect any of the company's plans to continue expanding into live service games, and also attributed some of ''Babylon's Fall''<nowiki/>'s faults to the separate developments of the core game and the live service elements between PlatinumGames and Square Enix, respectively.<ref>{{Cite web |date=2022-10-06 |title=Platinum CEO breaks silence on Babylon's Fall closure: 'We're extremely sorry' |url=https://www.videogameschronicle.com/news/platinum-breaks-silence-on-babylons-fall-closure-were-extremely-sorry/ |access-date=2022-10-09 |website=VGC |language=en-GB}}</ref>
=== [[3DO Interactive Multiplayer]] ===
Co-Designed by [[RJ Mical]] and the team behind the [[Amiga]], and marketed by [[Electronic Arts]] founder [[Trip Hawkins]], this "multimedia machine" was marketed as a family entertainment device and not just a video game console. Few titles utilized the console's full potential, which, along with its high price (699.95 USD at release) and the inability of the console market to sustain multiple platforms, put it in an early grave. The final nail in the coffin was the scuttling of the project after the expensive development of the successor console, the [[Panasonic M2|M2]].
 
=== [[Amiga''Battlecruiser CD32]]3000AD'' ===
{{Main|Battlecruiser 3000AD}}
Released in 1993, the decline of the Amiga product line and [[Commodore International|Commodore]]'s poor marketing and lack of product support prevented any kind of serious traction for this product. While it was initially billed as all the power of an Amiga computer in a console, it was not priced competitively to the Amiga 500/1200 lines. Additionally, the lack of original titles meant that few gamers wanted it when they could buy the more feature-intensive A1200.
 
One of the most notorious PC video game failures, ''Battlecruiser 3000AD'' (shortened ''BC3K'') was hyped for almost a decade before its disastrous release in the U.S. and Europe. The game was the brainchild of [[Derek Smart]], an independent game developer renowned for lengthy and aggressive online responses to perceived criticism. The concept behind ''BC3K'' was ambitious, giving the player the command of a large starship with all the requisite duties, including navigation, combat, resource management, and commanding crew members. Advertisements appeared in the video game press in the mid-1990s hyping the game as, "The Last Thing You'll Ever Desire."<ref name="archive.gamespy.com">{{cite web | title=The 25 Dumbest Moments in Gaming | publisher=GameSpy | url=http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index2.shtml | access-date=2007-06-04 | url-status=dead | archive-url=https://web.archive.org/web/20060703160929/http://archive.gamespy.com/articles/june03/dumbestmoments/readers/index2.shtml | archive-date=2006-07-03 }}</ref> Computer bulletin boards and Usenet groups were abuzz with discussion about the game. As time wore on and numerous delays were announced, excitement turned to frustration in the online community. Smart exacerbated the negative air by posting liberally on Usenet.<ref name="archive.gamespy.com" /> The posts ignited one of the largest [[flaming (Internet)|flame wars]] in Usenet history.<ref>{{cite web | title=Battlecriuser Flamer War Follies | publisher=Bill Huffman | url=http://www.werewolves.org/~follies/ | archive-url=https://archive.today/20050403091530/http://www.werewolves.org/~follies/ | url-status=dead | archive-date=2005-04-03 | access-date=2007-06-04}}</ref> During the development cycle, Smart refused to let other programmers have full access to his code and continued to change directions as new technology became available, causing the game to be in development for over seven years.
=== [[Apple Pippin]] ===
A game console designed by Apple Computer in the mid-1990s based around a PowerPC 603e processor and the Mac OS. It featured a 4x CD-ROM drive and a video output that could connect to a standard television monitor. Apple intended to license the technology to third parties. However the only Pippin licensee to release a product to market was Bandai. By the time the Bandai Pippin was released, (1995 for Japan, 1996 for the United States) the market was already dominated by the Nintendo 64, Sony PlayStation, and Sega Saturn. The Bandai Pippin cost US$599 on launch, far more expensive than a PlayStation.
 
In November 1996, [[Take-Two Interactive]] finally released the game, reportedly over protests from Smart.<ref name="archive.gamespy.com" /> The game was buggy and only partially finished, with outdated graphics, [[Musical Instrument Digital Interface|MIDI]] music, a cryptic interface, and almost no documentation. Critics and the video game community reacted poorly to the release. Eventually, a stable, playable version of the game was released as ''Battlecruiser 3000AD v2.0''.{{citation needed|date=June 2017}} Smart eventually released ''BC3K'' as freeware and went on to create several sequels under the ''Battlecruiser'' and ''[[Universal Combat]]'' titles. {{citation needed|date=June 2017}}
=== [[Atari 7800]] ===
The succesor of the [[Atari 5200]], initially planned to be released in 1984, it was later released in 1986. However, most of the video game market was then already dominated by the [[Nintendo Entertainment System]], which drastically reduced the 7800's possibilities to succeed. In addition to its competitors, there were few companies supporting the console and most of the games were enhancements of old [[Atari 2600]] games, or failed to impress gamers. By 1990, Atari quietly dropped support for the 7800.
 
=== [[Atari''Beyond Jaguar]]Good console& Evil'' ===
{{Main|Beyond Good & Evil (video game)}}
Released in 1993, this 64-bit system was (in theory) much more powerful than its contemporaries, the [[Sega Genesis]] and the [[Super Nintendo Entertainment System|SNES]]. However, a number of crippling business practices on the part of Atari senior management, a hard to hold/manipulate controller design and lack of quality software hurt sales. The system never attained critical mass in the market before the release of the Sony PlayStation and Sega Saturn and without strong leadership to drive it, it failed alongside the company.
 
Although critically acclaimed and planned as the first part of a trilogy, ''Beyond Good & Evil'' (released in 2003) flopped commercially. Former [[Ubisoft]] employee Owen Hughes stated that it was felt that the simultaneous releases of internationally competing titles ''[[Tom Clancy's Splinter Cell]]'' and ''[[Prince of Persia: The Sands of Time]]'' and in Europe, ''[[XIII (video game)|XIII]]'' (all three published by Ubisoft and all of which had strong brand identity in their markets), made an impact on ''Beyond Good & Evil''{{'}}s ability to achieve interest with the public. The game's commercial failure led [[Ubisoft]] to postpone plans for any subsequent titles in the series.<ref>{{cite web | title=Jaded Beauty | publisher=Jump Button magazine | url=http://jumpbuttonmag.com/?p=25 | access-date=2007-01-10 | archive-url=https://web.archive.org/web/20070730065439/http://jumpbuttonmag.com/?p=25 | archive-date=2007-07-30 | url-status=dead }}</ref><ref>{{cite web | title=It would be 'good to finish' BG&E – Michel Ancel | website=EuroGamer | date=23 August 2005 | url=http://www.eurogamer.net/articles/news230805bgne | archive-url=https://web.archive.org/web/20070927202704/http://www.eurogamer.net/article.php?article_id=60626 | archive-date=2007-09-27 | access-date=2007-01-10}}</ref> A [[Beyond Good and Evil 2|sequel]] was announced at the end of the Ubidays [[2008 in video gaming|2008]] opening conference,<ref>{{cite web|title=Beyond Good & Evil 2 revealed at Ubidays 2008 |publisher=Joystiq |url=http://www.joystiq.com/2008/05/28/beyond-good-and-evil-2-revealed-at-ubidays-2008/ |access-date=2007-01-10 |url-status=dead |archive-url=https://web.archive.org/web/20080529043932/http://www.joystiq.com/2008/05/28/beyond-good-and-evil-2-revealed-at-ubidays-2008/ |archive-date=2008-05-29 }}</ref> and an HD version of the original was released for the [[Xbox 360]] and [[PlayStation 3]] via download in 2011. Alain Corre, Ubisoft's Executive Director of EMEA Territories, commented that the Xbox 360 release "did extremely well", but considered this success "too late" to make a difference in the game's poor sales.<ref>{{cite news | url = https://www.gameinformer.com/b/features/archive/2011/12/06/ubi-uncensored.aspx | archive-url = https://web.archive.org/web/20120107151029/http://www.gameinformer.com/b/features/archive/2011/12/06/ubi-uncensored.aspx | url-status = live | archive-date = January 7, 2012 | title = Ubi Uncensored | first = Matt | last = Bertz | date = 2011-12-06 | access-date = 2012-06-26 | volume = 223 | pages = 40–49 }}</ref> ''[[Beyond Good and Evil 2|Beyond Good & Evil 2]]'' was announced at Ubisoft's press conference at [[E3 2017]], fourteen years after the release of the original game.
=== [[Atari Lynx]] [[handheld video game|handheld]] ===
Only months after the release of the [[Game Boy]] in 1989, Atari launched their first color hand-held system co-Designed by [[R.J. Mical]]. Featuring a large, backlit display, and significantly higher powered hardware compared to the Game Boy. However, due to a bulky design and an extremely low battery life, the system failed to garner any significant sales. Eventually Atari released a smaller more manageable version branded the Lynx II, but the differences were only cosmetic and it proved too little too late, appealing mostly to owners of the original system. The similar [[Sega Game Gear]] fared somewhat better due to a stronger marketing campaign and better titles but it still suffered from similar flaws that plagued the Lynx.
 
=== ''Brütal Legend'' ===
=== [[Commodore C64 Games System]] console ===
{{Main|Brütal Legend}}
Released only in Europe and being [[Commodore International]]'s first venture in the video game market, the C64GS was basically a [[Commodore 64]] redesigned as a cartdrige-based console. Aside from some hardware issues, the console did not get much attention from the public, who preferred to buy the cheaper original computer, which was far more complete. Also, the console appeared during the apogee of the 16-bit era, which left no chance for it to succeed.
 
''Brütal Legend'' is [[Double Fine Productions]]' second major game. The game is set in a world based on [[heavy metal music]], includes a hundred-song soundtrack across numerous metal subgenres, and incorporates a celebrity voice cast including [[Jack Black]], [[Lemmy Kilmister]], [[Rob Halford]], [[Ozzy Osbourne]], [[Lita Ford]], and [[Tim Curry]]. The game was originally to be published by [[Vivendi Games]] via [[Sierra Entertainment]] prior to its merger with [[Activision]]. Following the merger, Activision declined to publish ''Brütal Legend'', and Double Fine turned to [[Electronic Arts]] as their publishing partner, delaying the game's release. Activision and Double Fine counter-sued each other for breach of contract, ultimately settling out of court. The game was designed as an [[action adventure game|action adventure]]/[[real-time strategy game]] similar to ''[[Herzog Zwei]]''; as games in the real-time strategy genre generally do not perform well on consoles, Double Fine was told by both Vivendi and Electronic Arts to avoid stating this fact and emphasize other elements of the game.<ref>{{cite web| url = http://www.gamasutra.com/view/feature/4308/postmortem_double_fines_brutal_.php | archive-url = https://web.archive.org/web/20100327005851/http://www.gamasutra.com/view/feature/4308/postmortem_double_fines_brutal_.php | url-status = dead | archive-date = March 27, 2010 | title = Postmortem: Double Fine's Brutal Legend | website = [[Gamasutra]] | date = 2009-03-25 | access-date= 2010-05-25 | first = Caroline | last = Esmurdoc }}</ref> With some positive reviews from critics, the game got criticized for its real-time strategy elements that were not mentioned within the pre-release marketing, making it a difficult game to sell to players.<ref>{{cite web | url = http://www.g4tv.com/thefeed/blog/post/700714/brutal-legend-and-dj-hero-fail-to-crack-top-ten-in-sales/ | title = Brutal Legend And DJ Hero Fail To Crack Top Ten In Sales | first = Stephan | last = Johnson | date = 2009-11-13 | access-date = 2009-11-19 | publisher = [[G4 (U.S. TV channel)|G4TV]] | archive-date = 2013-01-12 | archive-url = https://web.archive.org/web/20130112094052/http://www.g4tv.com/thefeed/blog/post/700714/brutal-legend-and-dj-hero-fail-to-crack-top-ten-in-sales/ | url-status = dead }}</ref> Furthermore, its late-year release in October 2009 buried the title among many top-tier games, including ''[[Uncharted 2|Uncharted 2: Among Thieves]]'', ''[[Batman: Arkham Asylum]]'' and ''[[Call of Duty: Modern Warfare 2]]''. It only sold about 215,000 units within the first month, making it a "retail failure", and though Double Fine had begun work on a sequel, Electronic Arts cancelled further development.<ref name="computerandvideogames1">{{cite web | url = http://www.computerandvideogames.com/326287/features5-great-games-that-got-trampled-in-the-christmas-rush/ | title = 5 great games that got trampled in the Christmas rush | work = [[Computer and Video Games]] | date = 2011-11-18 | access-date = 2011-11-18 | first = Jake | last = Denton }}</ref> According to Tim Schafer, president and lead developer of Double Fine, 1.4&nbsp;million copies of the game had been sold by February 2011.<ref>{{cite web | url = https://www.gamedeveloper.com/business/schafer-admits-fantasy-of-flatulence-on-youth | title = Schafer Admits Fantasy Of Flatulence On Youth | first = Christian | last = Nutt | date = 2011-02-11 | access-date = 2011-02-11 | website = [[Gamasutra]] }}</ref>
=== [[Gizmondo]] ===
A handheld gaming device including [[GPS]] and a [[digital camera]] was released by [[Tiger Telematics]] in the [[United Kingdom]] on [[19 March]] [[2005]]. The console sold poorly, due to a lack of games, and being unable to compete with the cheaper [[Nintendo DS]] and [[PlayStation Portable]]. On [[23 January]] [[2006]] the UK arm of Tiger Telematics went into administration.
 
=== [[Microvision]] ''Concord'handheld''' ===
{{main|Concord (video game)}}
The first attempt at a handheld game console with interchangeable cartridges. To reduce the price of the console itself, the CPU was put in the cartridges; causing manufacturing prices of the game titles to increase. Futhermore, it was plagued by other problems such as [[LCD]] screens prone to leaking, and "flimsy" buttons. The problems of the Microvision lead to discontinuation circa 1981.
''Concord'' was a [[hero shooter]] game developed by Firewalk Studios and released for the PlayStation 5 and Windows in August 2024. The game was reported to have eight years of development work, estimated to have cost at least {{USD|200 million}} to develop and was further funded when Firewalk was acquired by [[Sony Interactive Entertainment]] in 2023, where it was purportedly called "the future of PlayStation".<ref>{{cite web | url = https://www.videogameschronicle.com/news/sonys-concord-reportedly-cost-400m-to-develop/ | title = Sony's Concord reportedly cost $400M to develop | first = Jordan | last = Middler | date = September 20, 2024 | accessdate = September 20, 2024 | work = [[Video Games Chronicle]] }}</ref><ref>{{cite web | url = https://kotaku.com/firewalk-studios-concord-ps5-sony-live-service-shutdown-1851684290 | title = Sony Shuts Down Studio Behind Concord Less Than Two Years After Buying It | first= Ethan | last = Gach | date= October 29, 2024 | accessdate = October 29, 2024 | work = [[Kotaku]] }}</ref> The game was to be a [[Games as a service|live service]] title, supported by cosmetic [[microtransactions]], but also was shipped as a premium title rather than [[free-to-play]].<ref>{{cite web | url = https://www.vg247.com/concord-is-going-offline-on-september-6-full-refunds | title = Concord is going offline on September 6, PS5 and PC players who bought the game to receive full refunds | first = Connor | last = Makar | date = September 3, 2024 | accessdate = September 5, 2024 | work = [[VG247]] }}</ref> Initial critical impressions of the game considered that it had lackluster character designs and offered few innovations on existing online shooters already on the market.<ref>{{cite news |url=https://www.theguardian.com/games/article/2024/sep/11/sonys-hero-shooter-concord-failed-spectacularly-heres-where-it-went-wrong |title=Sony's big-budget hero shooter Concord failed spectacularly – here's where it went wrong |first=Keza |last=MacDonald |date=September 11, 2024 |accessdate=May 21, 2025 |work=[[The Guardian]]}}</ref> At launch, the game saw fewer than 700 concurrent players through Steam and around 1,300 on PlayStation, and estimates of sales based on player counts were fewer than 25,000, according to [[Simon Carless]]. Carless cited the lack of marketing, the high price point for a live service game, and the saturation of hero shooters already on the market as reasons for the poor sales.<ref>{{cite web | url = https://www.ign.com/articles/concord-is-estimated-to-have-sold-only-25000-units-heres-why-analysts-think-its-failing | title = Concord Is Estimated to Have Sold Only 25,000 Units. Here's Why Analysts Think It Failed | first = Rebekah | last = Valentine | date = September 3, 2024 | accessdate = September 5, 2024 | work = [[IGN]] }}</ref> With the poor sales during the first two weeks of release, Firewalk announced they would pull the game from sale, offer full refunds to all buyers, terminate the servers on September 6, 2024, and then would determine what direction to take the game, if any, while offline.<ref>{{cite web | url = https://arstechnica.com/gaming/2024/09/two-weeks-after-launch-sony-shooter-concord-goes-offline-and-offers-refunds/ | title = Sony is shutting down Concord, refunding players after just two weeks | first = Kyle | last = Orland | date = September 3, 2024 | accessdate = September 5, 2024 | work = [[Ars Technica]] }}</ref> Sony closed Firewalk in October 2024, and permanently shut down ''Concord''.<ref>{{cite web | url = https://www.theverge.com/2024/10/29/24282900/sony-shutting-down-concord-firewalk-studios | title = Sony closes Concord studio and permanently shuts down the game | first = Tom | last = Warren | date = October 29, 2024 | accessdate = October 29, 2024 | work = [[The Verge]] }}</ref> Sony's COO/CFO Hiroki Totoki said in an investor call following the closure of ''Concord'' that "with regards to new IP, of course, you don’t know the result until you actually try it", and that "we probably need to have a lot of gates, including user testing or internal evaluation, and the timing of such gates. And then we need to bring them forward, and we should have done those gates much earlier than we did."<ref>{{cite web | url = https://www.videogameschronicle.com/news/sony-president-reflects-on-why-concord-failed/ | title = Sony president reflects on why Concord failed | first = Chris | last = Scullion | date = November 8, 2024 | accessdate = November 8, 2024 | work = [[Video Games Chronicle]] }}</ref>
 
=== ''Conker's Bad Fur Day'' ===
=== [[Neo Geo Pocket]] and [[Neo Geo Pocket Color]] handhelds ===
{{Main|Conker's Bad Fur Day}}
[[SNK|SNK's]] [[cult classic]] pocket system, discontinued after 2 years when SNK decided to pull out of the home video game market which was then followed by the company closing operations in 2001. The system quickly disappeared from the market at that time as SNK recalled all outstanding unsold product in order to avoid costly long-term support issues. In recent years, remaining color systems have been repackaged into clamshells and sold at budget prices with a set of six relatively popular, mostly first-party titles. However, the console has recently gained a cult following.
 
''Conker's Bad Fur Day'' is a [[3D platformer]] by [[Rare (company)|Rare]] for the [[Nintendo 64]]. In it, the player controls [[Conker the Squirrel|Conker]], a greedy, hard-drinking squirrel, through [[Level (video gaming)|levels]].<ref name="IGN review">{{cite web |title=Conker's Bad Fur Day review |website=[[IGN]] |author=Matt Casamassina |date=March 2, 2001 |access-date=May 20, 2011 |url=http://uk.ign64.ign.com/articles/163/163960p1.html |archive-url=https://web.archive.org/web/20120316144325/http://uk.ign64.ign.com/articles/163/163960p1.html |archive-date=March 16, 2012 |url-status=dead}}</ref> While it is visually similar to Rare's previous games like ''[[Banjo-Kazooie (video game)|Banjo-Kazooie]]'' and ''[[Donkey Kong 64]]'', ''Conker's Bad Fur Day'' is aimed at mature audiences and features [[profanity]], [[graphic violence]], and [[off-color humor]].<ref name="GS update">{{cite web |title=Conker's Bad Fur Day Update |website=[[GameSpot]] |author=Jeff Gerstmann |authorlink=Jeff Gerstmann |date=February 3, 2000 |access-date=May 14, 2011 |url=http://www.gamespot.com/n64/action/conkersbadfurday/news.html?sid=2446441&mode=all |archive-url=https://web.archive.org/web/20110628225311/http://www.gamespot.com/n64/action/conkersbadfurday/news.html?sid=2446441&mode=all |archive-date=June 28, 2011 |url-status=live}}</ref> The game was originally designed to be family-friendly, but was retooled after prerelease versions of the game were criticized for their similarities to Rare's previous games.<ref name="New names">{{cite web |access-date=14 January 2014 |url=https://www.ign.com/articles/2000/01/14/conker-has-a-bad-day |title=Conker Has a Bad Day |website=[[IGN]] |date=13 January 2000 |archive-url=https://web.archive.org/web/20141222011734/http://www.ign.com/articles/2000/01/14/conker-has-a-bad-day |archive-date=22 December 2014 |url-status=live}}</ref> Though receiving critical acclaim,<ref name="Metacritic">{{cite web |title=Conker's Bad Fur Day |website=[[Metacritic]] |access-date=May 20, 2011 |url=https://www.metacritic.com/game/conkers-bad-fur-day/critic-reviews/?platform=nintendo-64 |archive-url=https://web.archive.org/web/20130202060750/http://www.metacritic.com/game/nintendo-64/conkers-bad-fur-day |archive-date=February 2, 2013 |url-status=live}}</ref> ''Conker's Bad Fur Day'' performed well below expectations, with only 55,000 copies sold by April 2001. Numerous reasons have been cited for the game's perceived failure to connect with audiences, such as its high cost, advertisements exclusive to the older audience, and its release towards the end of the Nintendo 64's life cycle.<ref name="Final N64 days">{{cite web |title=The Final Days of the N64 |website=[[IGN]] |author=Lucas M. Thomas |date=November 9, 2011 |access-date=November 10, 2011 |url=http://uk.wii.ign.com/articles/121/1211798p2.html |archive-url=https://web.archive.org/web/20120610183320/http://uk.wii.ign.com/articles/121/1211798p2.html |archive-date=June 10, 2012 |url-status=live}}</ref><ref name="sales">{{cite web |title=Conker a Certifiable Flop |website=[[IGN]] |date=April 6, 2001 |access-date=May 16, 2011 |url=http://uk.ign64.ign.com/articles/093/093211p1.html |archive-url=https://web.archive.org/web/20120316144303/http://uk.ign64.ign.com/articles/093/093211p1.html |archive-date=March 16, 2012 |url-status=dead}}</ref> [[Nintendo]], which held a minority stake in Rare at the time, also did not actively promote the game.<ref>{{cite web |last1=McLaughlin |first1=Rus |title=IGN Presents the History of Rare |url=http://uk.retro.ign.com/articles/894/894511p1.html |website=[[IGN]] |access-date=September 9, 2018 |date=July 29, 2008}}</ref> After [[Microsoft]] bought out Rare, it [[Video game remake|remade]] the game on the [[Xbox (console)|Xbox]] as ''[[Conker: Live and Reloaded]]'' which included an online multiplayer component based on part of the original game.
=== [[Nintendo Virtual Boy]] ===
The red monochromatic [[3-D computer graphics|3-D]] "[[virtual reality]]" system failed due to issues related to players getting eye strain and headaches when trying to play it along with the problem that the system required the player to be isolated during play thus killing any social interaction while playing. It was the first (and, so far, only) Nintendo console to flop and the fallout forced [[Gunpei Yokoi]] (who earlier developed the highly successful [[Game Boy]]) to resign from the company.
 
=== [[Nokia]] [[N-Gage]]''Daikatana'' ===
{{Main|Daikatana}}
Sales were poor and many video gamers mocked the system for its design. Common complaints included the difficulty of swapping games and the fact that its [[cellphone]] feature required the user to hold the device "sideways" against their cheek. A redesigned version, the '''N-Gage QD''', has since been released to eliminate these complaints. However, the N-Gage brand still suffered from a poor reputation and the QD did not address the popular complaint that the control layout was "too cluttered". The N-Gage has yet to reach the popularity of the [[Game Boy Advance]], [[Nintendo DS]] or the [[PlayStation Portable|Sony PSP]], although the N-Gage's pioneering of mobile online gaming likely influenced the DS and PSP to include that feature.
 
One of the more infamous failures in PC video games was ''Daikatana'', which was drastically hyped due to creator [[John Romero]]'s popular status as one of the key designers behind ''[[Doom (series)|Doom]]''. However, after being wrought with massive over-spending and serious delays, the game finally launched to poor critical reaction because of bugs, lackluster enemies, poor gameplay and production values, all of which were made worse by its heavy marketing campaign proclaiming it as the next "big thing" in first person shooters.<ref>{{cite web|url=http://www.gamerankings.com/pc/197031-john-romeros-daikatana/index.html |title=John Romero's Daikatana for PC |publisher=GameRankings |date=2000-04-14 |access-date=2011-10-21}}</ref><ref>{{cite magazine|url=http://www.gamepro.com/article/features/133908/the-10-biggest-flops-in-video-games-2-3/ |title=The 10 biggest flops in video games (2/3), page 2, Feature Story from |magazine=GamePro |access-date=2011-10-21|archive-url=https://web.archive.org/web/20110607063936/http://www.gamepro.com/article/features/133908/the-10-biggest-flops-in-video-games-2-3/|archive-date=2011-06-07}}</ref><ref>{{cite web|author=Morning Edition |url=https://www.npr.org/templates/story/story.php?storyId=4803167 |title=From 'Doom' to Gloom: The Story of a Video Game Flop |publisher=NPR |date=2005-08-17 |access-date=2011-10-21}}</ref>
=== [[Pelican VG Pocket]] ===
The sales were poor because this product had games which were basically clones of games which were available as [[Emulation]] [[ROM image]]s. And also, the unit was cramping to hold despite its abilities to connect to the TV and its backlit [[LCD]] display, and even with a low price of $29.99 [[US dollar|USD]], it had hardware problems since the games went twice as fast when connected to the TV.
 
=== [[PSX''Dominion: (DVR)]]Storm Over Gift 3'' ===
{{Main|Dominion: Storm Over Gift 3}}
Built upon the [[PlayStation 2]], the PSX enhanced multimedia derivative was touted to bring convergence to the living room[http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2003/05/29/BU43824.DTL&type=business]. However, it was a failure in Japan due to its high price and lack of consumer interest[http://community.teamxbox.com/xbox/1177/Next-Gen-Console-Wars-Revenge-of-Kutaragi/p1/] and that cancelled plans to release it in North America and the rest of the world. Not only was it an unsuccessful attempt by [[Sony Computer Entertainment]] head [[Ken Kutaragi]] to revive the ailing consumer electronics division[http://www.pbs.org/cringely/pulpit/pulpit20050310.html], it also hurt Sony's media convergence plans [http://www.gamesindustry.biz/content_page.php?aid=4375]. This device also lacked standard PlayStation controller ports.
 
The first title released by [[Ion Storm]], ''Dominion'' is a [[Real-time strategy|real time strategy]] title similar to ''[[Command & Conquer]]'' and ''[[Warcraft]]'', based as a spin-off to the ''[[G-Nome]]'' canon. The game was originally developed by [[7th Level]], but was purchased by Ion Storm for US$1.8&nbsp;million. The project originally had a budget of US$50,000 and was scheduled to be finished in three months with two staff members. Due to mismanagement and Ion Storm's inexperience, the project took over a year, costing hundreds of thousands of dollars.<ref>[http://archive.gamespy.com/articles/june03/dumbestmoments/index2.shtml '' The 25 Dumbest Moments in Video Game History''] {{webarchive |url=https://web.archive.org/web/20120612054257/http://archive.gamespy.com/articles/june03/dumbestmoments/index2.shtml |date=June 12, 2012 }}, [[GameSpy]], June 2003</ref> ''Dominion'' was released in July 1998. It received bad reviews and sold poorly, falling far short of recouping its purchase price, let alone the cost of finishing it. The game divided employees working on Ion's marquee title, ''[[Daikatana]]'', arguably leading to the walkout of several key development team members. It put a strain on Ion Storm's finances, leading the once well-funded startup to scramble for cash as ''Daikatana''{{'s}} development extended over several years.<ref>{{cite news | url = http://www.dallasobserver.com/issues/1999-01-14/news/feature2.html | archive-url = https://web.archive.org/web/20041113173448/http://www.dallasobserver.com/issues/1999-01-14/news/feature2.html | archive-date=2004-11-13 | title = Stormy Weather: Hot new computer game maker ION Storm appears to have all it needs for success -- top talent, plenty of money, and legions of anxious fans. So why is its future so cloudy? | last= Biederman|first=Christine | newspaper = [[Dallas Observer]] |date=January 14, 1999 }}</ref>
=== [[Sega Dreamcast]] ===
The Dreamcast was initially very successful, thanks to Sega's strong launch titles, not to mention that they had a jump on the previous generation [[Nintendo 64]] and [[PlayStation]]. Despite Sega's best efforts which including wooing developers and introducing online play, Sony countered by ''announcing'' the [[PlayStation 2]] far in advance, causing the Dreamcast to lose critical momentum as gamers decided to wait for the PS2[http://www.theregister.co.uk/2000/08/18/sega_dreamcast_sales_shrink/]. The Dreamcast's lack of DVD capability and the absence of [[Electronic Arts]] titles were laid bare when compared to the PS2. The Dreamcast was discontinued early in 2001, having been only in the market for under two years, although it had still sold a respectable 8-10 million units worldwide during its premature lifespan. Afterwards, Sega withdrew from the console hardware market[http://netscape.com.com/2009-1040-252689.html]. This system is often remembered by gamers as the last "gamer's system," targeted to "hardcore" rather than casual gamers. The system still shares a large cult following.
 
=== [[Sega''Epic Nomad]]Mickey 2: The Power of Two'' ===
{{Main|Epic Mickey 2: The Power of Two}}
Sega's second entry into the handheld market. At first known as Project Mercury (keeping with Sega's "planet theme" at the time), this system was much smaller than the company's previous attempt, but fans were soon disappointed to discover that the system was nothing more than a portable Genesis. Like the [[Game Gear]] it suffered from a low battery life and weak third party support as developers had already moving away from the cartridge format and had abandoned Genesis development years earlier, although it can be argued that the extensive back catalog of Genesis games available for the system gave it an extremely strong library regardless of the status of new games. Sales were limited partially due to Sega releasing the system only in the [[USA]], and exclusively to the [[Toys "R" Us]] chain of stores. Eventually, Sega sold the manufacturing rights to a third party company who had managed to make strong sales of both Sega handheld systems in [[Brazil]]. Because of their cartridges' alternate design, the Nomad is largely incompatible with Electronic Arts titles, as well as some of those produced by Accolade (such as ''[[Star Control]]'') and accessories such as the [[Sega 32X]].
 
A sequel to the successful [[Wii]]-exclusive platformer ''[[Epic Mickey]]'', ''Epic Mickey 2: The Power of Two'' was developed in 2012 by [[Junction Point Studios]] and published by [[Disney Interactive Studios]] for the Wii, [[Wii U]], [[Xbox 360]], [[PlayStation 3]], [[PlayStation Vita]], and [[Microsoft Windows]]. Though heavily advertised and being released on multiple consoles, only 270,000 copies of ''Epic Mickey 2'' were sold in North America, barely a quarter of the original's sales of 1.3&nbsp;million.<ref>{{cite web|last1=Matulef|first1=Jeffrey|title=Epic Mickey 2's sales were less than epic|url=http://www.eurogamer.net/articles/2013-01-17-epic-mickey-2s-sales-were-less-than-epic|archive-url=https://web.archive.org/web/20130118121921/http://www.eurogamer.net/articles/2013-01-17-epic-mickey-2s-sales-were-less-than-epic|url-status=dead|archive-date=18 January 2013|website=Eurogamer|access-date=24 February 2017}}</ref> The game's failure led to the shutdown of Junction Point<ref>{{cite web|last1=Sheridan|first1=Connor|title=Epic Mickey developer Junction Point shuts down|url=https://www.gamesradar.com/epic-mickey-developer-junction-point-shuts-down/|website=GamesRadar|date=29 January 2013|access-date=24 February 2017}}</ref> and the cancellation of future entries in the ''Epic Mickey'' series.<ref>{{cite web|title=Disney Cancelled An Epic Mickey Racing Spin-Off|url=https://mynintendonews.com/2016/08/21/disney-cancelled-an-epic-mickey-racing-spin-off/|website=My Nintendo News|date=21 August 2016|access-date=24 February 2017}}</ref>
=== [[Sega Saturn]] ===
While the [[Sega Genesis]] was a success and competed head-to-head against the [[Super NES]], the succeeding Saturn fell to a distant third place behind the [[Nintendo 64]] and [[PlayStation]]. Sega had harmed its reputation due to the unsuccessful [[Sega CD]] and [[Sega 32X]] upgrades for the aging Genesis, with the latter criticized as a stopgap product. The Saturn hardware itself was difficult to program 3D graphics for due to its dual CPUs. While more than able to hold its own against the PlayStation in Japan, many successful games were never imported to North America. In 1997, when the Saturn fell behind after its second holiday season, Sega's focus on the upcoming [[Dreamcast]] caused many developers (including Japanese) to abandon the system and this hastened the Saturn's demise.
 
=== {{anchor|''E.T. the Extra-Terrestrial (Atari 2600)''}}''E.T. the Extra-Terrestrial'' ===
=== [[Tiger Electronics|Tiger]] [[Game.com]] handheld ===
{{Main|E.T. the Extra-Terrestrial (video game)|Atari video game burial}}
Produced by Tiger Electronics, the Game.com handheld was a [[handheld game console]] that could double as a [[Personal digital assistant|PDA]]. The system was intended to compete with [[Nintendo]]'s [[Game Boy]], and was targeted at the economy market. The monochrome [[LCD]] screen, which featured low-resolution touchscreen functionality, had a tendency to blur that made high-speed games like ''[[Sonic the Hedgehog]]'' practically unplayable. Due to poor game quality and selection (only 20 games were ever released for it), the system was discontinued in 2000, only 3 years after its release, although the PDA touchscreen capabilites would be duplicated 5 years later with the release of the [[Nintendo DS]].
[[File:Atari E.T. Dig- Alamogordo, New Mexico (14036097792).jpg|right|thumb|Excavated copies of ''E.T.'', ''Centipede'', and other Atari games from the burial site in New Mexico]]
 
Based on [[Steven Spielberg]]'s popular 1982 [[E.T. the Extra-Terrestrial|movie of the same name]] and reportedly coded in just five weeks,<ref name="snopes">{{cite web|url=http://www.snopes.com/business/market/atari.asp|title=Five Million E.T. Pieces|date=2007-02-02|website=Snopes|access-date=2009-02-12}}</ref> this Atari 2600 game was rushed to the market for the [[1982 in video gaming|1982]] holiday season.<ref name="snopes" />
=== [[TurboGrafx-16]] ===
A console by [[NEC Corporation|NEC]], launched in 1989, an 8-bit system with 16-bit quality graphics and the first console with a CD add-on. In Japan, under the name [[PC Engine]], the console had outsold Nintendo's [[Famicom]] and was the [[Super Famicom]]'s main competition. However, in America it was released just a few months before the Sega Genesis. Aside from the timing, the system was not marketed properly and there was not a considerable number of key titles that showed the capabilities of the system by the time the Genesis and, later, the Super Nintendo appeared. The CD add-on (which was a key of the system's success in Japan) was very expensive and few games were released. Even with the introduction of the [[Turbo Duo]] (an integrated console which could play the CDs without an add-on,) the [[TurboExpress]] (a handheld version of the console which used the same games as its predecessor,) and some aggressive marketing from the new owner TTI, it was too late for the console to put a dent on the 16-bit market. The PC Engine has a rather sizeable cult following in Europe, especially the CD titles.
 
Even with 1.5&nbsp;million copies sold,<ref>{{cite web|url=http://www.edge-online.com/features/the-30-defining-moments-in-gaming|archive-url=https://web.archive.org/web/20071216163006/http://www.next-gen.biz/index.php?option=com_content&task=view&id=6818&Itemid=2|archive-date=2007-12-16|publisher=[[Next Generation Magazine|Next-Gen.biz]]|author=Matt Matthews| title=The 30 defining moments in gaming|access-date=2008-01-31|date=2007-08-13}}</ref> the sales figures came nowhere near Atari's expectations, as it had ordered production of five million copies,<ref name="snopes" /> with many of the sold games being returned to Atari for refunds by dissatisfied consumers.<ref name="snopes" /> It had become an [[urban legend]] that [[Atari video game burial|Atari had buried the unsold cartridges]] of ''E.T.'' and other games in a landfill in [[Alamogordo, New Mexico]], which was confirmed in 2014 when the site was allowed to be excavated, with former Atari personnel affirming they had dumped about 800,000 cartridges, including ''E.T.'' and other poorly-selling games. The financial figures and business tactics surrounding this product are emblematic of the [[North American video game crash of 1983|video game crash of 1983]] and contributed to [[Atari]]'s bankruptcy. Atari paid $25&nbsp;million for the license to produce the game, which further contributed to a debt of $536&nbsp;million (equivalent to ${{formatnum:{{Inflation|US|0.536|1982|r=2}}}} billion today). The company was divided and sold in 1984.<ref name="snopes" />
==Computer and video game accessory failures ==
=== Nintendo [[E-Reader|e-Reader]] ===
The e-Reader was a peripheral for the [[Game Boy Advance]] which would optically scan data printed on paper cards in the manner of a [[barcode reader]]. This functionality was implemented in several games (such as ''[[Animal Crossing]]'', ''[[Super Mario Brothers 3]]'' and ''[[Pokémon Ruby and Sapphire]]''), as well as the Pokemon [[collectible card game|CCG]] which included mini-games encoded on the cards. The system proved to be too cumbersome for most players and failed to gain much success. The physical design of the e-Reader eventually made it incompatible with later Nintendo handheld systems, although with some modifications can be played [http://www.caitsith2.com/ereader/ereader_ds/ereader_ds_mod.htm on a Nintendo DS].
 
=== [[Nintendo''Funko 64DD]]Fusion'' ===
{{Main|Funko Fusion}}
The "Dynamic Drive" expansion system for the [[Nintendo 64]] was announced at 1995's Nintendo Shoshinkai game show event (now called [[Spaceworld]]). Using rewritable magnetic discs, it was suppose to be Nintendo's answer to the [[CD-ROM]] based [[PlayStation]]. The N64DD was heavily hyped, and many high-profile games, such as ''[[Earthbound 64]]'' and ''[[Zelda 64]]'' were supposed to be compliant with it. In the end, however, the N64DD was only released in Japan on [[December 1]] [[1999]] - after being delayed for many years. Many of the titles originally planned for it were simply shelved, or released for the normal N64 due to impatience. Nintendo, anticipating that their long planned out disc drive peripheral would become a commercial failure, sold the systems through a subscription service called RANDnet rather than selling the system directly to consumers or to retail outlets. As a result the 64DD was only supported by Nintendo for a short period of time.
 
''Funko Fusion'' is a 2024 [[action-adventure game]] developed and published by [[10:10 Games]], based on the Funko Pop! line of collectible figurines and featuring characters from franchises including those of [[Universal Pictures]], as well as ''[[Mega Man]]'' and ''[[Five Nights at Freddy's]]''. The game received mixed reviews, and 10:10 Games later confirmed that ''Funko Fusion'' failed commercially, leading to layoffs at the studio.<ref>{{Cite web |date=2025-02-17 |title=Funko Fusion Is Deemed A "Complete Commercial And Critical Failure" |url=https://www.nintendolife.com/news/2025/02/funko-fusion-is-deemed-a-complete-commercial-and-critical-failure |access-date=2025-04-06 |website=Nintendo Life |language=en-GB}}</ref>
=== [[PlayStation 2 Expansion Bay|Sony PlayStation 2 HDD]] ===
In 2001, Sony announced that a hard drive add-on to the [[PlayStation 2]] was to be released to coincide with the PS2 release of [[Squaresoft]]'s popular ''[[Final Fantasy XI]]'' [[MMORPG]]. Although the hard drive was initally released in 2001 in Japan, problems with the high price of the add-on (the hard drive was first sold in Japan for $299 USD) caused Sony Of America to actually think about cancelling the American release of the hard drive. However, Sony retracted the statements and released the add-on in America in 2004, three years after the initial launch date in Japan. Despite many games in Japan supporting the hard drive's features, only six games supported them in America (the aformentioned Final Fantasy XI, [[SOCOM 2: US Navy Seals]], [[Electronic Arts|EA]]'s [[NHL]] and [[NFL]] [[2K5]] games and both ''[[Resident Evil: Outbreak|Resident Evil Outbreak]]'' games), basically turning the expensive peripheral into a glorified memory card to house save files. Sony later redesigned the PlayStation 2 to use a slimmer, smaller design that does not support the hard drive feature, providing the death knell to the add-on. It is currently unknown whether the hard drive for the forthcoming PS3 will allow for similar functionality with existing PS2 HDD-utilizing titles.
 
=== [[Sega''Grim 32X]]Fandango'' ===
{{Main|Grim Fandango}}
Designed as an upgrade for the aging [[Sega Genesis]], the 32X was criticized at the outset for reverting to the cartridge and not using the CD-ROM media like the earlier [[Sega CD]]; the cartridge would mean significantly restricted content despite the 32X's capabilities. Most of all, the 32X project was overshadowed by the true Genesis successor, the [[Sega Saturn]], which alienated much third-party support for the 32X. The 32x is often considered as the break point at which Sega started to go downhill.
 
Known for being the first adventure game by [[LucasArts]] to use [[3D computer graphics|three-dimensional graphics]], ''Grim Fandango'' received positive reviews and won numerous awards. It was originally thought that the game sold well during the [[1998 in video gaming|1998]] holiday season.<ref>{{cite web | url = http://www.smartmoney.com/spending/deals/tech-gifts-of-the-season-3828/ | archive-url = https://web.archive.org/web/20041221231835/http://www.smartmoney.com/consumer/index.cfm?story=199812082 | archive-date=2004-12-21 | title = Tech Gifts of the Season | first= Joshua | last = Albertson | publisher = Smart Money | date = 1998-12-08 | access-date = 2008-08-23 }}</ref> However, the game's sales appeared to be crowded out by other titles released during the late 1998 season, including ''[[Half-Life (video game)|Half-Life]]'', ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'' and ''[[The Legend of Zelda: Ocarina of Time]]''.<ref name="computerandvideogames1" /> Based on data provided by PC Data (now owned by [[NPD Group]]), the game sold about 95,000 copies up to 2003 in North America, excluding online sales.<ref>{{cite web | url = http://www.justadventure.com/articles/Not_Playing/Part_4.shtm | archive-url = https://web.archive.org/web/20071022075824/http://justadventure.com/articles/Not_Playing/Part_4.shtm | archive-date = 2007-10-22 | title = (Not) Playing the Game, Part 4 | first = Randy | last = Sluganski | publisher = Just Adventure | access-date = 2007-12-02 }}</ref> Worldwide sales are estimated between 100,000 and 500,000 units by 2012. Developer [[Tim Schafer]] along with others of the ''Grim Fandango'' development team would leave LucasArts after this project to begin a new studio ([[Double Fine Productions]]). ''Grim Fandango''{{'}}s relatively modest sales are often cited as a contributing factor to the decline of the adventure game genre in the late 1990s,<ref name="gamasutra lifecycle">{{cite web | url = https://www.gamedeveloper.com/design/the-circle-of-life-an-analysis-of-the-game-product-lifecycle | title = The Circle of Life: An Analysis of the Game Product Lifecycle | first = Daniel | last = Cook | date = 2007-05-07 | access-date = 2008-03-03 | website = [[Gamasutra]]}}</ref><ref name="salon future of gaming">{{cite news | url = http://www.salon.com/21st/feature/1998/10/cov_08feature.html | archive-url = https://web.archive.org/web/20110130000105/http://www.salon.com/21st/feature/1998/10/cov_08feature.html| archive-date=January 30, 2011| title = Myst And Riven Are A Dead End. The Future Of Computer Gaming Lies In Online, Multiplayer Worlds | work = Salon | first = Greg | last = Lindsay | date = 1998-10-08 | access-date = 2008-03-13}}</ref> though the title's reputation as a "flop" is to an extent a case of perception over reality, as Schafer has pointed out that the game turned a profit, with the royalty check he eventually received being proof.<ref name="Hero Complex Schafer">{{cite web | url = https://www.latimes.com/entertainment/la-et-hc-game-designer-tim-schafer-grim-adventure-sl-storylink.html | title = Game designer Tim Schafer's 'Grim' path tracks adventure genre's growth | publisher = Hero Complex | first = Todd | last = Martins | date = 2015-01-24 | access-date = 2023-05-25}}</ref> His perspective is that the adventure genre did not so much lose its audience as fail to grow it while production costs continued to rise. This made adventure games less attractive investment for publishers; in contrast, the success of first-person shooters caused the console market to boom. The emergence of new distribution channels which did not rely on the traditional retail model would ultimately re-empower the niche genre. Double Fine has since remastered the game for high definition graphics and re-released it through these channels.<ref name="Past Schafer">{{cite web | url = https://www.pastemagazine.com/articles/2014/02/a-new-age-for-tim-schafer-and-double-fine-producti.html | title = A New Age For Tim Schafer And Double Fine Productions | publisher = Past Magazine | first = Sean | last = Edgar | date = 2014-02-04 | access-date = 2015-05-25 | archive-date = 2015-05-25 | archive-url = https://web.archive.org/web/20150525224628/http://www.pastemagazine.com/articles/2014/02/a-new-age-for-tim-schafer-and-double-fine-producti.html | url-status = dead }}</ref>
=== [[Sega CD]]/Sega Mega CD ===
This was a [[CD-ROM]] drive built for [[Sega]]'s [[Sega Mega Drive/Sega Genesis|Mega Drive/Genesis]] system. Despite the add-on being the driving force behind what the industry would become years later, the high cost of the perceived system 'upgrade', combined with the lack of unique software for the platform prevented it from really taking off. Fearful of losing sales, Sega maintained a practice of simultaneous cartridge/CD-ROM releases of many games. Unfortunately the CD-ROM versions rarely featured more than improved audio. Another factor that impacted sales was the over reliance on [[FMV game|Full Motion Video]] style content over gameplay and originality in a significant number of titles.
 
=== ''Jazz Jackrabbit 2'' ===
== Computer and video game software failures ==
{{Main|Jazz Jackrabbit 2}}
=== ''[[The 11th Hour (computer game)|The 11th Hour]]'' ===
Although reviews for ''Jazz Jackrabbit 2'' were positive,<ref>{{cite web|url=http://www.mobygames.com/game/jazz-jackrabbit-2/mobyrank|title=Jazz Jackrabbit 2 for Macintosh (1999) MobyRank – MobyGames|website=MobyGames}}</ref> sales were insufficient and resulted in a loss for its publisher Gathering of Developers. This prevented the developers from finding a publisher for ''[[Jazz Jackrabbit 3]]'', thus leading to its cancellation.<ref>{{cite web|url=https://www.jazz2online.com/j3f/|title=Jazz Jackrabbit 3D|website=www.jazz2online.com|access-date=2017-06-18|archive-date=2020-06-27|archive-url=https://web.archive.org/web/20200627185005/https://www.jazz2online.com/j3f/|url-status=dead}}</ref>
The sequel to the hugely successful game ''[[The 7th Guest]]'', ''The 11th Hour'' spent two years in development. When [[Trilobyte]] finally brought it to market in 1995, over a year behind schedule, the technology it used was outdated. The designers created the game for [[DOS]], which by then had been replaced with [[Windows 95]], leaving many people unable to get the game working on their computers. Those who could get it working still had to deal with other technical issues, especially the touchy sound settings. Gamers also found the puzzles themselves disappointing; they were generally either direct lifts of T7G puzzles, or more difficult than those of ''The 7th Guest'', many utilizing an [[AI]] opponent in the form of Stauf (particularly noteworthy is the final puzzle, which is a game of [[Pente]] and would get substantially harder with each completion of the game) and most were not nearly as much fun to solve. In the end, despite huge numbers of preorders, ''The 11th Hour'' sold well below expectations, and a planned third installment in the series was never made.
 
=== ''[[Asheron'sKingdoms Callof 2Amalur: Fallen Kings]]Reckoning'' ===
{{Main|Kingdoms of Amalur: Reckoning}}
The sequel to one of the more popular [[MMORPG]]s on the market, AC2 was one of the first "next generation" MMOs. Originally published by [[Microsoft]], developer [[Turbine]] took the game over completely shortly after its release. Low server population caused a consolidation of shards within the first year. An unwieldy chat system and a rather short leveling cycle caused many to abandon the game. Although AC2 had a core group of proponents, it never saw subscription numbers sufficient to maintain it. After an expansion pack, ''Legions'', sold poorly and was only lukewarmly received by core players, the game was canceled at the end of 2005. AC2 was active for just over two years and did not outlive it's predecessor, ''[[Asheron's Call]]'', which remains an active MMORPG.
''Kingdoms of Amalur: Reckoning'' is an action RPG game released in 2012, developed by [[38 Studios]] and [[Big Huge Games]]. 38 Studios had been formed by [[Curt Schilling]] initially in [[Massachusetts]]. After acquiring Big Huge Games from the failing [[THQ]], the studio secured a {{USD|75 million}} loan guarantee from the economic development board of [[Rhode Island]] for establishing 38 Studios within the state and promoting job growth. ''Kingdoms'' was generally well-received by critics, and initial sales within the first three months were around 1.3&nbsp;million. Though impressive, Rhode Island recognized that the title was expected to have hit 3&nbsp;million units by this point for 38 Studios to pay back the loan.<ref name="Amalur sales 90 days">{{cite web | last = Yoon | first = Andrew | date = May 24, 2012 | title = Kingdoms of Amalur needed 3 million sales 'to break even,' RI governor says | url = http://www.shacknews.com/article/73968/kingdoms-of-amalur-needed-3-million-sales-to-break-even/ | publisher = [[Shacknews]]}}</ref> 38 Studios defaulted on one of the loan repayments, leading to a publisher to pull out of a {{USD|35 million}} investment in a sequel.<ref>{{cite web | last = Goldfarb | first = Andrew | date = May 29, 2012 | title = Kingdoms of Amalur: Reckoning 2 Nearly Happened | url = https://www.ign.com/articles/2012/05/29/kingdoms-of-amalur-reckoning-2-nearly-happened | website = IGN | access-date = November 28, 2016}}</ref> The studio managed to make the next payment, but could not make payroll or other expenses, and shortly later declared bankruptcy by May 2012.<ref name=Joystiq>{{cite news | last = Gilbert | first = Ben | date = May 24, 2012 | url = http://www.joystiq.com/2012/05/24/38-studios-and-big-huge-games-lay-off-entire-staffs/ | title = 38 Studios and Big Huge Games lay off entire staffs | publisher = Joystiq }}</ref> Resolving the unpaid loan became a civil lawsuit, and ultimately with the state settling with Schilling and other investors for a {{USD|61 million}} payment, leaving the state around {{USD|28 million}} short on its loan.<ref>{{Cite web|url=http://www.ri.gov/press/view/29536|title=Press Releases: Rhode Island Commerce Corporation Reaches $16 Million Dollar Settlement with First Southwest Company in 38 Studios Lawsuit|last=RI.gov|website=www.ri.gov|language=en|access-date=2017-05-30}}</ref> The rights to ''Kingdoms'' eventually fell to [[THQ Nordic AB]], the holding company that came to acquire many of the former THQ properties after their bankruptcy.
 
=== ''[[BattlecruiserThe 3000AD]]Lamplighters League'' ===
{{Main|The Lamplighters League}}
One of the most notorious PC gaming failures in history, ''Battlecruiser 3000AD'' (aka ''BC3K'') was hyped for almost a decade before its disastrous release in the US and Europe. The game was the brainchild of [[Derek Smart]], an independent game developer with a flair for self promotion and a penchant for licentious public excoriation of his critics. The concept behind ''BC3K'' was extremely ambitious - give the player the opportunity to captain a large starship with all the requisite duties, including navigation, combat, resource management, and commanding crew members. Advertisements appeared in the gaming press in the mid-1990s hyping the game as, "The Last Thing You'll Ever Desire." Computer bulletin boards and Usenet groups were abuzz with discussion about the game. As time wore on and numerous delays were announced, excitement turned to frustration in the online community. Smart exacerbated the negative air by posting liberally on Usenet. The posts ignited [http://www.werewolves.org/~follies/ one of the largest flame wars in Usenet history], as Smart and his critics launched scorching attacks over many months. During the development cycle, Smart refused to let other programmers have full access to his code and continued to change directions as new technology became available, causing the game to be in development for over seven years. Finally, in November, 1996, [[Take Two Interactive]] released ''Battlecruiser 3000AD'' in the United States (reportedly over protests from Smart). The game was buggy, even unfinished in many areas. It was written for a [[DOS]] environment, even though most gamers were running [[Windows 95]] by that time. It employed outdated graphics, [[MIDI]] music, a cryptic interface, and contained almost no documentation - a huge problem since the commands were far from intuitive (e.g. Alt-Ctrl-E to fire weapons). It was joked that the only thing that worked properly was the introductory movie. Critics and the gaming community were merciless, panning ''BC3K'' across the board and relentlessly taunting Smart online. Smart continued to publicly battle his detractors, but kept working on the game, even in the face of harsh criticism. Eventually, a stable, playable version of the game was released as ''Battlecruiser 3000AD v2.0''. Smart eventually released ''BC3K'' as freeware and went on to create several sequels under the ''Battlecruiser'' and ''[[Universal Combat]]'' titles, but was never able to shake the spectre of ''BC3K'''s incredible failure.
''The Lamplighters League'' is a [[turn-based tactics]] game developed by [[Harebrained Schemes]] and published by [[Paradox Interactive]] (the parent company of Harebrained Schemes) in 2023. The game was based on adventures published in [[pulp magazine]]s of the 1930s. While the game received positive reviews, it failed to achieve a commercial success. A week after its release, Paradox stated that they intended to write off the game at a cost of {{SEK|248 million}} ({{USD|22 million}}).<ref>{{cite web | url = https://www.gamedeveloper.com/business/paradox-writes-off-i-the-lamplighters-league-i-as-commercial-failure | title = Paradox writes off The Lamplighters League as a commercial failure | first = Justin | last = Carter | date = October 11, 2023 | accessdate = October 20, 2023 | work = [[Game Developer (website)|Game Developer]] }}</ref> This followed after Paradox had laid off 80% of Harebrained Schemes' employees.<ref>{{cite web | url = https://www.gamesindustry.biz/paradox-to-write-down-lamplighters-league-costs-confirms-layoffs-at-harebrained-schemes | title = Paradox to write down Lamplighters League costs, confirms layoffs at Harebrained Schemes | first = Marie | last = Dealessandri | date = October 12, 2023 | accessdate = October 20, 2023 | work = [[Gamesindustry.biz]] }}</ref> Harebrained Schemes, which had been bought by Paradox in 2018, announced that they agreed to end their partnership with Paradox, and reorganized as an independent company.<ref>{{cite web | url = https://www.ign.com/articles/paradox-and-harebrained-schemes-parting-ways-after-lamplighters-league | title = Paradox and Harebrained Schemes 'Parting Ways' After Lamplighters League | first = Rebekah | last= Valentine |date = October 18, 2023 | accessdate = October 20, 2023 | work = [[IGN]] }}</ref>
 
=== ''[[BeyondThe GoodLast & Evil (video game)|Beyond Good & Evil]]Express'' ===
{{Main|The Last Express}}
Although this game was critically acclaimed, it flopped commercially. It was commonly suggested that the release date, which conflicted with the release of the popular titles ''[[Tom Clancy's Splinter Cell]]'' and ''[[Prince of Persia: The Sands of Time]]'' (both coincidentally released by the same publisher as ''BG&E'', [[Ubisoft]]), was rather unfortunate. The game's commercial failure forced creator [[Michel Ancel]] and [[Ubisoft]] to place plans to continue the planned trilogy of ''BG&E'' on indefinite hold.
 
Released in 1997 after five years in development, this $6&nbsp;million<ref>{{cite web|title=The Last Express Interview – Archived from GamesDomain.com |publisher=gamesdomain.com |url=http://personal.markmoran.net/Programming/GamesDomainInterview.html |access-date=2006-08-19 |url-status=dead |archive-url=https://web.archive.org/web/20060604002242/http://personal.markmoran.net/Programming/GamesDomainInterview.html |archive-date=2006-06-04 }}</ref> [[adventure game]] was the brainchild of [[Jordan Mechner]], the creator of ''[[Prince of Persia]]''. The game was noted for taking place in almost complete [[Real time (media)|real-time]], using [[Art Nouveau]]-style characters that were [[Rotoscoping|rotoscoped]] from a 22-day live-action video shoot,<ref>{{cite web | title=Mark Moran – Programming – Resume | publisher=Mark Moran | url=http://personal.markmoran.net/Programming/ProgrammingResume.html | access-date=2006-08-19 | url-status=dead | archive-url=https://web.archive.org/web/20070225003008/http://personal.markmoran.net/Programming/ProgrammingResume.html | archive-date=2007-02-25 }}</ref> and featuring intelligent writing and levels of character depth that were not often seen in computer games. Even with rave reviews,<ref>{{cite web | title=The Last Express Review (from the Internet Archive)| publisher=Games Domain | url=http://www.gamesdomain.com/gdreview/zones/reviews/pc/apr97/tle.html | archive-url=https://web.archive.org/web/19970613224825/http://www.gamesdomain.com/gdreview/zones/reviews/pc/apr97/tle.html | archive-date=1997-06-13 | access-date=2006-08-19}}</ref><ref>{{cite web | title=The Last Express Review| publisher=Computer Games Online | url=http://www.cdmag.com/adventure_vault/the_last_express_review/article.html | access-date=2006-08-19 | archive-url=https://web.archive.org/web/19970607134935/http://www.cdmag.com/adventure_vault/the_last_express_review/article.html | archive-date=1997-06-07}}</ref> [[Broderbund]], the game's publisher, did little to promote the game, apart from a brief mention in a press release<ref>{{cite web | title=Broderbund Software – Press News| publisher=Coming Soon Magazine | url=http://www.csoon.com/issue26/p_redor1.htm | access-date=2006-08-19}}</ref> and enthusiastic statements by Broderbund executives,<ref>{{cite web | title=Conference Call, 03/27/97: Broderbund Q2 | publisher=The Motley Fool | url=http://www.fool.com/Calls/1997/Calls970327b.htm | access-date=2006-08-19 | url-status=dead | archive-url=https://web.archive.org/web/20071013170236/http://www.fool.com/calls/1997/calls970327b.htm | archive-date=2007-10-13 }}</ref> in part due to the entire Broderbund marketing team quitting in the weeks before its release.<ref>{{cite web |url=http://www.gamasutra.com/view/feature/3862/the_last_express_revisiting_an_.php?page=1 |title=The Last Express: Revisiting An Unsung Classic |access-date=2009-02-28 |author=Remo, Chris |date=2008-11-28 |website=Gamasutra}}</ref> Released in April, the game was not a success, selling only about 100,000 copies,<ref>{{cite web | title=Mark Moran – Programming – Interviews | publisher=Mark Moran | url=http://personal.markmoran.net/Programming/Interviews.html | access-date=2006-08-19 | url-status=dead | archive-url=https://web.archive.org/web/20070225002933/http://personal.markmoran.net/Programming/Interviews.html | archive-date=2007-02-25 }}</ref> a million copies short of breaking even.<ref>{{cite web|title=Mark Moran – Programming – The Last Express |publisher=Mark Moran |url=http://personal.markmoran.net/Programming/LastExpress.html |access-date=2006-08-19 |url-status=dead |archive-url=https://web.archive.org/web/20060604002501/http://personal.markmoran.net/Programming/LastExpress.html |archive-date=2006-06-04 }}</ref>
=== ''[[Conker: Live and Reloaded]]'' ===
The second (and, ultimately, final) game developed by [[Rareware]] for [[Microsoft]]'s [[Xbox]] system, ''Live and Reloaded'' was a remake of Rare's critically lauded and genre-breaking [[Nintendo 64]] hit, ''[[Conker's Bad Fur Day]]''. It was eagerly anticipated by fans of the original game; and "mature" gamers who had missed the game the first time around. However, even though reviews were generally positive, the game was not strongly marketed by the publisher ([[Microsoft Game Studios]]), and many saw the fact that Rare was remaking one of their past successes as an admission that the company was getting increasingly desperate for a return to their former position as a respected and successful games company (as their [[Game Boy Advance]] games were not selling very well, apart from arguably their ports of the ''[[Donkey Kong Country]]'' games; and Rare's recent Xbox game, ''[[Grabbed by the Ghoulies]]'', was the biggest flop in the company's history). Rare later vowed to make a fresh start when the [[Xbox 360]] launched.
 
After the release of the game, Mechner's company [[Smoking Car Productions]] quietly folded, and Brøderbund was acquired by [[The Learning Company]],<ref>{{cite web|title=The Learning Co. buys Broderbund |publisher=CNET News |url=http://news.cnet.com/The-Learning-Co.-buys-Broderbund/2100-1001_3-212529.html |archive-url=https://web.archive.org/web/20041126190952/http://news.com.com/The%2BLearning%2BCo.%2Bbuys%2BBroderbund/2100-1001_3-212529.html |archive-date=2004-11-26 |access-date=2006-08-19 |url-status=dead }}</ref> who were only interested in Broderbund's educational software, effectively putting the game [[Orphan work|out of print]] which also caused the [[PlayStation (console)|PlayStation]] port to be cancelled after almost being finished for a 1998 release. Mechner was later able to reacquire the rights to the game, and in 2012, worked with [[DotEmu]] to release an [[iOS]] port of the title, before making it to Android as well.<ref>{{cite web | url = http://www.joystiq.com/2012/03/16/all-aboard-the-last-express-on-ios-mechners-classic-adventure/ | title = All aboard The Last Express on iOS, Mechner's classic adventure revamped | publisher = Joystiq | first = Jessica | last = Conduit | date = 2012-03-16 | access-date =2013-02-15 }}</ref>
[[Image:bitchad.jpg|thumb|160px|left|The now infamous ''Daikatana'' "bitch" ad]]
=== ''[[Daikatana]]'' ===
 
=== ''MadWorld'' ===
This video game from [[John Romero]]'s company [[Ion Storm]] was intensely advertised early in development, including an infamous [[video game magazine|magazine]] advertisement captioned, ''John Romero's about to make you his bitch!'' followed by the phrase, ''Suck It Down.'' The ad was perceived by many as hubristic and the attitude of the gaming community started to turn against Romero and ''Daikatana''. This animosity was only exacerbated by the game's constant delays. ''Daikatana'' missed several announced deadlines and ended up taking four years to complete, including going through numerous engine upgrades/changes, as well as development team changes on a seemingly routine basis. Feeling insulted by the hype, some popular gamer websites (notably [[Old Man Murray]] and [[Ctrl+Alt+Del]]) subjected Daikatana and Romero to relentless mockery, making them the butts of jokes for several years.
{{Main|MadWorld}}
 
''MadWorld'' is a [[beat 'em up]] title for the [[Wii]] developed by [[PlatinumGames]] and distributed by [[Sega]] in March 2009. The game was purposely designed as an extremely violent video game.<ref name="cgw madworld">{{cite news | url = http://www.cgw.com/Publications/CGW/2009/Volume-32-Issue-6-June-2009-/Its-a-Mad-Mad-Mad-MadWorld.aspx | title = It's a Mad, Mad, Mad, MadWorld | publisher = [[Computer Graphics World]] | volume = 32 | issue = 6 |date = June 2009| first = Martin | last = McEachern }}</ref> The game features a distinctive black-and-white graphic style that borrows from both [[Frank Miller]]'s ''[[Sin City]]'' and other Japanese and Western comics.<ref name="cgw madworld" /><ref name="Gamersyde madworld">{{cite web | author=Driftwood | date=September 20, 2008 | title=Interview: Atsushi Inaba | url=http://www.gamersyde.com/news_7116_en.html | work=Gamersyde.com | access-date=2009-04-04}}</ref> This monotone coloring is only broken by blood that comes from attacking and killing foes in numerous, gruesome, and over-the-top manners. Though there had been violent games available for the Wii from the day it was launched (e.g. ''[[No More Heroes (video game)|No More Heroes]]'' and ''[[Manhunt 2]]''), many perceived ''MadWorld'' as one of the first mature titles for the system, causing some initial outrage from concerned consumers about the normally family-friendly system.<ref>{{cite web | url = http://www.nydailynews.com/lifestyle/2009/03/12/2009-03-12_parents_groups_protest_release_of_wiis_v.html | archive-url = https://web.archive.org/web/20090313232725/http://www.nydailynews.com/lifestyle/2009/03/12/2009-03-12_parents_groups_protest_release_of_wiis_v.html | archive-date = 2009-03-13 | title = Parents groups protest release of Wii's violent video game, 'Madworld' | first = Rosemary | last = Black | date = 2009-03-12 | access-date = 2010-03-18 | work = [[New York Daily News]] }}</ref> ''MadWorld'' was well received by critics, but this did not translate into commercial sales; only 123,000 units of the game sold in the United States during its first six months on the market.<ref>{{cite web | author=Matthews, Matt | date=September 14, 2009 | title=Analysis: Where Now For M-Rated Wii Games? | url=http://gamasutra.com/php-bin/news_index.php?story=25241 | work=Gamasutra.com | access-date=2009-09-14 | archive-date=2009-09-22 | archive-url=https://web.archive.org/web/20090922215550/http://www.gamasutra.com/php-bin/news_index.php?story=25241 | url-status=dead }}</ref> Sega considered these sales to be "disappointing".<ref>{{cite magazine | url = https://www.wired.com/gamelife/2009/08/mike-hayes-interview/ | title =Wii Audience a 'Mismatch' for MadWorld, says Sega West President | magazine = [[Wired (magazine)|Wired]] | date = 2009-08-12 | access-date = 2010-03-18 | first = Tracey | last = John }}</ref><ref>{{cite web | url = http://www.industrygamers.com/news/wii-audience-a-mismatch-for-madworld-says-sega-west-president/ | title = Wii Audience a 'Mismatch' for MadWorld, says Sega West President | first = David | last = Radd | date = 2010-03-18 | access-date = 2010-03-18 | publisher = Industry Gamers | url-status = dead | archive-url = https://web.archive.org/web/20100322203524/http://www.industrygamers.com/news/wii-audience-a-mismatch-for-madworld-says-sega-west-president | archive-date = 2010-03-22 }}</ref> Regardless, the game's critical success allowed a successor, ''[[Anarchy Reigns]]'' (2012), to be produced.
The negative press contributed a major role in the game's failure similar to that of the film ''[[Heaven's Gate (film)|Heaven's Gate]]''. The game was hated by critics and gamers alike when it was released. Several features had been cut significantly from the initial feature list that had been used for the game's promotion. The released version was so glitchy that it actually made the game impossible to complete. Despite all of this, ''Daikatana'' did sell over 200,000 copies worldwide. Normally this would be considered a financial success, but due to the high production costs the game didn't even break even and is still considered a commercial failure.
 
=== ''Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey'' ===
References to the game, or simply the word "Daikatana", remain as a sort of joke throughout the gamer community, and a catch-all metaphor for a spectacular failure by the video game industry.
{{Main|Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey}}
After the success of ''[[Mario & Luigi: Superstar Saga + Bowser's Minions]]'', a remake of the first game in the ''[[Mario & Luigi]]'' series in 2017, Nintendo announced a remake of ''Mario & Luigi: Bowser's Inside Story'' in March 2018 in a similar vein of the previous remake with improved visuals, a remastered soundtrack, and an additional story in ''Bowser Jr.'s Journey.''<ref>{{Cite magazine |last=Thurmond |first=Joey |title=Mario & Luigi: Bowser's Inside Story Remake Coming To 3DS |url=https://www.gameinformer.com/b/news/archive/2018/03/08/mario-amp-luigi-bowser-39-s-inside-story-remake-stomping-onto-3ds.aspx |archive-url=https://web.archive.org/web/20180312061806/http://www.gameinformer.com/b/news/archive/2018/03/08/mario-amp-luigi-bowser-39-s-inside-story-remake-stomping-onto-3ds.aspx |url-status=live |archive-date=March 12, 2018 |access-date=2024-05-28 |magazine=Game Informer |language=en}}</ref> Upon release in January 2019, the game was a critical success though it got slightly worse reviews than the original. However, the game was a commercial failure, selling under 9,500 copies in its first week in Japan. ''Famitsu'' reported that the game had a lifetime total of 34,523 copies, making it one of the worst-selling [[Mario (franchise)|''Mario'']] games since the [[Virtual Boy]].<ref name="gdl">{{Cite web |title=Game Data Library |url=https://sites.google.com/site/gamedatalibrary/game-search |access-date=2024-05-28 |website=sites.google.com |language=en-US}}</ref> The game's failure was attributed to being one of the last games on the [[Nintendo 3DS]], with the [[Nintendo Switch]] having already been out for nearly two years. The game has also been credited with resulting in the bankruptcy of series developer [[AlphaDream]].<ref>{{Cite web |date=2019-10-02 |title=Mario & Luigi RPG Dev AlphaDream Files For Bankruptcy |url=https://www.nintendolife.com/news/2019/10/mario_and_luigi_rpg_dev_alphadream_files_for_bankruptcy |access-date=2024-05-28 |website=Nintendo Life |language=en-GB}}</ref> The next installment, ''[[Mario & Luigi: Brothership]]'', was released in 2024, with some former AlphaDream employees having worked on the title.<ref>{{cite news |last=Doolan |first=Liam |title=Some Of The "Original Developers" Are Working On Mario & Luigi: Brothership |url=https://www.nintendolife.com/news/2024/06/some-of-the-original-developers-are-working-on-mario-and-luigi-brothership |access-date=April 9, 2025 |work=Nintendo Life |date=June 23, 2024}}</ref>
 
=== ''[[DarkMarvel Agevs. of Camelot|Dark Age of CamelotCapcom: Trials of Atlantis]]Infinite'' ===
{{Main|Marvel vs. Capcom: Infinite}}
Although not a commercial failure itself, this 2003 expansion divided the highly popular [[MMORPG]]'s player community, affected the fortunes of its parent game, ''[[Dark Age of Camelot]]'', and remains controversial. The adding of master levels (special powers obtained through the completion of lengthy, multi-part quests requiring large raid parties) and artifacts (powerful items activated through the acquisition of rare scrolls) introduced a high degree of "grinding" and "camping" to a game that had been remarkably casual-player friendly. The new powers and items also tipped the balance of the game's popular realm v. realm (RvR) feature by giving a sizable advantage to the hardcore gamer. Player criticism was harsh and a number left in protest, causing a decrease in subscriptions. [[Mythic Entertainment]] responded to the reproval by reducing the difficulty of some of the MLs and increasing the availability of some of the rare scrolls in an effort to give more players access to the ''TOA'' features. In 2005, three "classic" servers were brought online, each of which excluded the lands of Atlantis. They quickly became three of the most populous servers in the game. ''Trials of Atlantis'' has its proponents and detractors to this day, but most agree that it was a flop, particularly given the unqualified success of the game's five other expansions and Mythic's ongoing efforts to mitigate the effects of ''TOA''.
 
''Marvel vs. Capcom: Infinite'' is the sixth main installment in [[Capcom]]'s ''[[Marvel vs. Capcom (series)|Marvel vs. Capcom]]'' series of [[fighting games]] that pits Capcom and [[Marvel Comics|Marvel]]'s famous characters against each other. When the game was shown at [[E3 2017]], some of the character designs were poorly received, particularly [[Chun-Li]] from ''[[Street Fighter]]'' and [[Dante (Devil May Cry)|Dante]] from ''[[Devil May Cry]]''.<ref name="chunte1">{{cite web |last1=Ashcraft |first1=Brian |title=Chun-Li And Dante Look Weird Now, Capcom |url=https://kotaku.com/chun-li-and-dante-look-weird-now-capcom-1796124150 |website=[[Kotaku]] |date=15 June 2017 |access-date=2018-08-03}}</ref> The game was also criticized for its lack of [[X-Men]] or [[Fantastic Four]] characters.<ref name="xmenf4">{{cite web |last1=Lawson |first1=Aurich |title=Marvel vs. Capcom: Infinite isn't the same without arcade-era pixel art |url=https://arstechnica.com/gaming/2017/09/marvel-vs-capcom-infinite-isnt-the-same-without-arcade-era-pixel-art/ |website=[[Ars Technica]] |date=18 September 2017 |access-date=2018-08-03}}</ref> Capcom projected that the game would sell two million units by December 31, 2017, but the game launched with a poor showing thanks to the game having a low budget, which would cause ''Marvel vs. Capcom: Infinite'' to generate only half of the projected amount that Capcom gave.<ref name="euro mvciflop">{{cite web |last1=Yin-Poole |first1=Wesley |title=Marvel vs. Capcom Infinite flops |url=https://www.eurogamer.net/articles/2018-02-01-marvel-vs-capcom-infinite-flops |website=[[Eurogamer]] |date=February 2018 |access-date=2018-08-03}}</ref> ''Marvel vs. Capcom: Infinite''{{'}}s failing would lead to cancellation of DLC, and its exclusion from tournaments such as [[Evo 2018]], as well as Capcom being quiet surrounding the title.<ref name="dtoid mvcievo">{{cite web |last1=Moyse |first1=Chris |title=EVO 2018 organisers speak on Marvel vs Capcom: Infinite's exclusion |url=https://www.destructoid.com/evo-2018-organisers-speak-on-marvel-vs-capcom-infinite-s-exclusion-486796.phtml |website=[[Destructoid]] |date=8 February 2018 |access-date=2018-08-03}}</ref> The title's failure was also in part due to the competition it received from [[Bandai Namco Entertainment|Bandai Namco]]'s ''[[Dragon Ball FighterZ]]'' which along with its massive name recognition, took influence from Infinite's two predecessors, ''[[Marvel vs. Capcom 2: New Age of Heroes]]'' and ''[[Ultimate Marvel vs. Capcom 3]]''.<ref name="mvci vs dbfz">{{cite web |last1=Cabrera |first1=David |title=Why Marvel vs. Capcom: Infinite won't be at the biggest fighting game tournament of the year |url=https://www.polygon.com/2018/2/9/16995142/evo-2018-marvel-vs-capcom-infinite |website=[[Polygon (website)|Polygon]] |date=9 February 2018 |access-date=2019-03-21}}</ref>
=== ''[[E.T. (Atari 2600)|E.T.]]'' ([[Atari 2600]]) ===
Reputedly coded in just six weeks, this game was rushed to the market for the [[1982]] holiday season, and it was based (very loosely) on the popular [[E.T. the Extra-Terrestrial]] movie that was a box office hit. The game was hard to play, simplistic and took place mostly in pits that the player had to somehow levitate out of. It was expected to sell millions, and even [[Steven Spielberg]] seemed excited about the idea of having his hit movie made into a video game. Word of mouth spread fast and the video game sold extremely poorly during the holidays and beyond. Expectations were so high for this game by Atari, that warehouses were filled with cartridges for the would be rush of buyers running to get the game. It turned out that the game was such a huge disaster, that millions of unsold excess cartridges ended up buried in a [[landfill]] in a desert.[http://www.snopes.com/business/market/atari.asp] This game, along with just as rushed and ill-fated ''[[Pac-Man#Failed Atari port|Pac-Man]]'' for the [[Atari 2600]], is thought to be one of the main causes of the [[video game crash of 1983]] and contributed to how [[Atari]] went from the US's greatest games publisher to a laughing stock. Widely considered to be one of the first big video game flops ever, it was a real wake-up call to the companies who felt that people were so video game crazy they would buy anything that had a familar name on it. This proved that this was not the case and some companies (and, to an extent, the entire market) never recovered from the damage caused by such games. This game was also the first of a trend still lamented by gamers: bad video games based on successful movies.
 
=== ''MultiVersus'' ===
[http://archive.gamespy.com/articles/june03/dumbestmoments/index4.shtml '''gamespy.com write-up for E.T. (Atari 2600) in "Dumbest Moments in Video Game History"]'''
{{Main|MultiVersus}}
''MultiVersus'' is a [[free-to-play]] crossover [[platform fighter|platform]] [[fighting game]] featuring various [[Warner Bros.]] characters. The game was developed by Player First Games and published by [[Warner Bros. Games]] for [[PlayStation 4]], [[PlayStation 5]], [[Windows]], [[Xbox One]] and [[Xbox Series X and Series S|Xbox Series X/S]].
 
It was first released in early access and open beta versions from July 2022 to June 2023. The game was fully released in May 2024, prior to Warner Bros. Games' acquisition of Player First Games. In November 2024, the studio announced that ''MultiVersus'' underperformed commercially, leading to parent company [[Warner Bros. Discovery]] taking a $100 million impairment charge.<ref>{{cite web | url = https://www.ign.com/articles/warner-bros-admits-multiversus-underperformed-contributing-to-another-100-million-hit-to-revenue-in-its-games-business | title= Warner Bros. Admits MultiVersus Underperformed, Contributing to Another $100 Million Hit to Revenue in Its Games Business | first = Wesley | last = Yin-Poole | date = November 7, 2024 | accessdate = February 25, 2025 | work = [[IGN]]}}</ref> The game was delisted and all online functionality was discontinued in May 2025.<ref>{{cite web |last1=Scullion |first1=Chris |title=MultiVersus's fifth season will be its last, with the game being delisted at the end of May |url=https://www.videogameschronicle.com/news/multiversuss-fifth-season-will-be-its-last-with-the-game-going-offline-in-may/ |website=[[Video Games Chronicle]] |publisher=1981 Media |access-date=31 January 2025 |date=31 January 2025}}</ref> The game's failure led to the closure of Player First Games in February 2025 and also partially led to a restructuring of Warner Bros. Games to focus on four core properties: the [[DC Universe]], ''[[Harry Potter]]'', ''[[Game of Thrones]]'', and ''[[Mortal Kombat]]''.<ref>{{cite web | url = https://www.polygon.com/news/529310/warner-bros-games-monolith-productions-multiversus-studio-closure | title = Warner Bros. closes Monolith Productions and MultiVersus studio, cancels Wonder Woman game | first = Michael | last = McWhertor | date = February 25, 2025 | accessdate = February 25, 2025 | work =[[Polygon (website)|Polygon]] }}</ref><ref>{{cite web | url = https://deadline.com/2025/06/warner-bros-games-restructures-game-of-thrones-harry-potter-mortal-kombat-dc-universe-1236436062/ | title = Warner Bros Games Restructures To Focus On 'Game Of Thrones', Harry Potter, 'Mortal Kombat' And DC Universe | first = Dade | last =Hayes | date= June 17, 2025 | accessdate = June 17, 2025 | work = [[Deadline Hollywood]] }}</ref>
=== [[Football (soccer)|Soccer]] management games since 1999 ===
One of the most active genres during the 8 and 16-bit computer era (80s and early 90s), the genre had a massive decline after ''[[Championship Manager|Championship Manager 3]]'' started to monopolize the market. ''[[EuroLeague Football]]'' (follow-up to the 97-99 lineage of ''[[Premier Manager]]'' and English version of ''[[PC Fútbol|PC Fútbol 2000]]''), [[Bubball]]'s ''[[UEFA Manager 2000]]'' (and the follow-up ''[[442 Touchline Passion]]''), [[EA Sports]]' ''[[Premier League Manager]]'' and the [[ZOO Digital Group|ZOO Digital]]'s rebirth of ''Premier Manager'' all failed in the market (except in some circles) due to the monopoly of the [[Sports Interactive]] franchise. However, even ''Championship Manager'' was not flawless: the shipped version of CM4 was deemed incomplete, some of the yearly revisions received only a lukewarm welcome, and their latest version (while mostly unrelated to the previous games in the series), ''CM5'', was released late and bug-ridden, losing the battle to ''[[Football Manager]]'' and even ''[[Total Club Manager|TCM 2005]]''.
 
=== ''Ōkami'' ===
''Note that [[Football Manager 2005]] onwards (the name revived from [[Football Manager (8-bit)|Football Manager]] on a variety of 8-bit consoles in the 1980s) is a product of [[Sports Interactive]], who surrendered the Championship Manager series' name after [[Championship Manager 03/04]], following a dispute with their then-publishers, [[Eidos Interactive]]. [[Championship Manager 5]] and [[Championship Manager 6]] have nothing to do with Sports Interactive, instead being developed by [[Beautiful Game Studios]] under the auspices of Eidos. SI took their expertise in creating the series (as well as their huge databases of football information) to [[Sega]] to release [[Football Manager 2005]]. Fans of Sports Interactive see the Football Manager as the inheritor of the Championship Manager tradition due to being made by the same development team. Judging by the respective sales figures, these fans are in the majority. A comparatively small number of early Championship Manager fans seem to have stuck by Eidos and the new studio who now own the name.
{{Main|Ōkami}}
''Ōkami'' was a product of [[Clover Studio]] with direction by [[Hideki Kamiya]], previously known for his work on the ''[[Resident Evil]]'' and ''[[Devil May Cry]]'' series. The game is favorably compared to a ''Zelda''-type adventure, and is based on the quest of the goddess-wolf [[Amaterasu]] using a "celestial brush" to draw in magical effects on screen and to restore the cursed land of ancient Nippon. Released first in 2006 on the PlayStation 2, it later received a port to the Wii system, where the brush controls were reworked for the motion controls of the Wii Remote. The game was well received by critics, with [[Metacritic]] aggregate scores of 93% and 90% for the PlayStation 2 and Wii versions, respectively,<ref>{{cite web | url = https://www.metacritic.com/game/okami/critic-reviews/?platform=playstation-2 | title = Ōkami Reviews | publisher = MetaCritic | access-date = 2007-08-09}}</ref><ref>{{cite web | url = https://www.metacritic.com/game/okami/critic-reviews/?platform=wii | title = Okami (wii: 2007) | website = [[Metacritic]] | access-date = 2008-04-12}}</ref> and was considered one of the best titles for 2006; [[IGN]] named it their Game of the Year.<ref name="ign goty">{{cite web | url = http://bestof.ign.com/2006/overall/39.html | archive-url = https://web.archive.org/web/20070117015255/http://bestof.ign.com/2006/overall/39.html | url-status = dead | archive-date = January 17, 2007 | title = IGN.com Presents the Best of 2006 – Overall Game of the Year | website = IGN | access-date = 2007-08-09 | last = Roper | first = Chris }}</ref> Though strongly praised by critics, fewer than 600,000 units were sold by March 2009.<ref name="okami sales" /> These factors have led for ''Ōkami'' to be called the "least commercially successful winner of a game of the year award" in the 2010 version of the ''[[Guinness World Records Gamer's Edition]]''.<ref name="okami sales">{{cite book | title = 2010 Guinness World Records Gamers Edition | isbn = 978-0-7440-1183-8 | year= 2010 | publisher = [[BradyGames]] }}</ref> Shortly after its release, Capcom disbanded Clover Studio, though many of its employees, including Kamiya, went on to form [[PlatinumGames]] and produce ''[[MadWorld]]'' and the more successful ''[[Bayonetta (video game)|Bayonetta]]''.<ref>{{cite web | url = http://www.errormacro.com/2006/10/capcom_dissolving_clover_studi.php | archive-url = https://web.archive.org/web/20070928120104/http://www.errormacro.com/2006/10/capcom_dissolving_clover_studi.php | archive-date = 2007-09-28 | title = Capcom Dissolving Clover Studios | date = 2006-10-12 | access-date = 2007-08-11 | author = Ermac | url-status = usurped | publisher = ErrorMacro }}</ref> Strong fan support of the game led to a spiritual successor, ''[[Ōkamiden]]'' (2010), on the Nintendo DS, followed by a high-definition remaster of ''Ōkami'' for the PlayStation 3, PlayStation 4, Xbox One, Nintendo Switch and Microsoft Windows released during the mid-to-late 2010s.
 
Kamiya had expressed interest in a sequel to ''Ōkami'' since moving to PlatinumGames, stating he had been in talks with Capcom on the idea. He left PlatinumGames in mid-2023, at the time stating he was going independent.<ref>{{cite web | url = https://www.pcgamer.com/gaming-industry/hideki-kamiya-asks-capcom-to-let-him-make-okami-2-and-viewtiful-joe-3-creators-have-the-duty-to-create-sequels-fans-want-to-see-i-still-feel-like-i-havent-fulfilled-my-duty/ | title = Hideki Kamiya asks Capcom to let him make Okami 2 and Viewtiful Joe 3: 'Creators have the duty to create sequels fans want to see… I still feel like I haven't fulfilled my duty' | first = Wes | last = Fenlon | date = July 19, 2024 | accessdate = December 14, 2024 | work = [[PC Gamer]] }}</ref> A sequel was announced at [[The Game Awards 2024]] in December 2024, with development being led by Kamiya at a new studio called Clovers that included several former members of Clover Studio.<ref>{{cite web | url = https://www.gamesindustry.biz/hideki-kamiya-returns-to-capcom-with-new-clovers-studio-working-on-okami-sequel | title = Hideki Kamiya returns to Capcom with new Clovers studio, working on Okami sequel | first = James | last = Batchelor | date = 13 December 2024 | accessdate = 13 December 2024 | work = [[GamesIndustry.biz]] }}</ref>
=== ''[[A Fork in the Tale]]'' ===
Funnyman [[Rob Schneider]] starred in this [[full motion video]] [[adventure_game|adventure]] from now defunct Any River Entertainment. Ads for the game contained the tagline, "Think FMV sucks? Think again." The game was heavily dependent on the video scenes and the star power of Schneider to carry it. Just before the game's February 1997 release, Any River closed its doors. The game did not fare well with critics and gamers passed it by. As one reviewer succinctly put it: "Think FMV sucks? You'll think it again."
 
=== The ''[[GrabbedOsu! byTatakae! the Ghoulies]]Ouendan'' series ===
{{Main|Osu! Tatakae! Ouendan (series)}}
The first game to be developed by [[Rareware]] for [[Microsoft]]'s [[Xbox]] system was eagerly anticipated for fans of the company and the game system alike. Rare had created several innovative smash hits on previous consoles, most notably ''[[Donkey Kong Country]]'' and ''[[GoldenEye 007]]'', and Microsoft had [[takeover|acquired]] Rare, paying US$377 million. Microsoft hyped the game as much as they could; and even pushed for the game to be released in time for [[Christmas]] (the most lucrative period for toys and video games alike). However, the game performed extremely poorly in terms of sales, due to mixed reviews from games magazines and journalists, a highly confusing storyline and content, and highly unorthodox controls. This remains, as of 2005, the biggest flop in Rare's history.
After developing the [[rhythm game]] ''Gitaroo Man'', [[iNiS Corporation]] began work on a more innovative one for the Nintendo DS which was based on an idea from founder [[Keiichi Yano (video game designer)|Keiichi Yano]], in which players would tap and drag on-screen targets in time with music to help an [[oendan]] cheer up people who are in trouble so that they can overcome their problems, which Nintendo released as ''[[Osu! Tatakae! Ouendan]]''. The game received positive reviews, leading to plans to develop a localized and upgraded reskin of the game titled ''[[Elite Beat Agents]]'', as well as a sequel, ''[[Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2]]''. Despite all three games being praised by critics, none of them were commercially successful,<ref>{{cite magazine |last1=Kohler |first1=Chris |title=NOA Disappointed with Elite Beat Agents Sales, Hints at Sequel |url=https://www.wired.com/2006/12/noa-disappointe/ |magazine=WIRED |access-date=16 November 2021 |date=5 December 2006}}</ref><ref>{{cite magazine |last1=Kohler |first1=Chris |title=Japan Sales: Ouendan 2 Rebounds |url=https://www.wired.com/2007/06/japan-sales-oue/ |magazine=WIRED |date=6 June 2007|access-date=16 November 2021 }}</ref><ref>{{cite web |last1=Jenkins |first1=David |title=Shining Wind Of Change In Japanese Sales Charts |url=https://www.gamedeveloper.com/console/-i-shining-wind-i-of-change-in-japanese-sales-charts |website=Game Developer |access-date=16 November 2021 |date=24 May 2007}}</ref> all selling fewer than a million copies each. Poor sales, as well as the uniqueness of their target platform, prevented Nintendo from considering further sequels.<ref>{{Cite web|url=https://gamingreinvented.com/news/new-video-shows-history-of-ouendan-and-elite-beat-agents/|title = New Video Shows History of Ouendan and Elite Beat Agents|date = 18 June 2019}}</ref><ref>{{Cite web | url = http://www.polygon.com/2016/5/9/11646280/elite-beat-agents-2-keiichi-yano-interview-osu-tatakae-ouendan-rhythm-game | title = Will we ever get an Elite Beat Agents sequel? We asked the creator | first = Nick | last = Robinson | date = May 9, 2016 | access-date = May 10, 2016 | work = [[Polygon (website)|Polygon]] }}</ref>
 
=== ''[[JackOverkill's theThe Giantkiller]]Walking Dead'' ===
{{Main|Overkill's The Walking Dead}}
In 1982, the President of [[Cinematronics]] arranged a one-time purchase of 5000 [[PCB]] boards from Japan. The boards were used in the manufacture of several games, but the majority of them were reserved for a new arcade game called ''Jack the Giantkiller'', based on the classic [[fairy tale]] ''[[Jack and the Beanstalk]]''. Between the purchase price of the boards and other expenses, Cinematronics invested almost two million dollars into ''Jack the Giantkiller''. It completely flopped in the arcade and many of the boards went unsold, costing the company a huge amount of money. Insiders sometimes refer to the game as "Jack the Company Killer" for the part it played in Cinematronics' eventual bankruptcy.
[[Starbreeze Studios]] had acquired a license in 2014 to develop a game set in ''[[The Walking Dead (franchise)|The Walking Dead]]'' franchise from [[Skybound Entertainment]], using the cooperative gameplay mechanics from ''[[Payday: The Heist]]'' developed by Starbreeze's subsidiary [[Overkill Software]]. The game fell into [[development hell]] namely due to demands from Starbreeze to switch game engines, first from the internally-developed Diesel Engine which had been used on the ''Payday'' games to the newly developed Valhalla Engine, which Starbreeze had acquired at a large cost, and later to the [[Unreal Engine]] after the Valhalla proved too difficult to work with. Having slipped its major release dates twice, the game was completed by November 2018, but which the developers felt was under extreme rush and without sufficient quality review and testing. ''Overkill's The Walking Dead'' had mediocre reviews on release to Microsoft Windows, and only 100,000 units were sold within the month. Starbreeze had placed a significant amount of sales expectations behind the game, and with poor sales, the company placed plans to release the game on consoles on hold, and in December 2018 announced that it was restructuring due to a lack of liquidatable assets from the underperformance of ''Overkill's The Walking Dead''.<ref>{{cite web | url = https://www.eurogamer.net/articles/2019-01-28-the-fall-of-swedish-game-wonder-starbreeze | title = The fall of Starbreeze |first =Wesley | last= Yin-Poole | date = January 28, 2019 | access-date = January 28, 2019 | work = [[Eurogamer]] }}</ref> In Starbreeze's financial report for the quarter ending December 31, 2018, which included ''Overkill's The Walking Dead''{{'}} release, the game brought in only about {{SEK|34.1 million}} (about {{USD|3.7 million}}), while ''[[Payday 2]]'', a title released in 2013, made {{SEK|20.4 million}} in the same quarter.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-02-20-overkills-the-walking-dead-earned-usd3-6m-from-sales-in-q4 | title = Overkill's The Walking Dead earned $3.7m from sales in Q4 | first= Matthew | last = Handrahan | date = February 20, 2019 | access-date = February 20, 2019 | work = [[GamesIndustry.biz]] }}</ref> By the end of February 2019, Skybound pulled its licensing agreement from Starbreeze as "ultimately 'Overkill's The Walking Dead' did not meet our standards nor is it the quality that we were promised". Starbreeze officially halted further development of the Windows version and cancelled the game's planned console ports, while Skybound later cancelled the game entirely and pulled the license from Starbreeze.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-02-27-overkills-the-walking-dead-officially-canceled | title = Overkill's The Walking Dead officially canceled | first= Rebekah | last= Valentine |date = February 26, 2019 | access-date = February 26, 2019 | work = [[GamesIndustry.biz]] }}</ref> The poor returns on ''OTWD'' led Starbreeze to undergo a corporate [[restructuring]] from December 2018 to December 2019, laying off staff, selling off publishing and intellectual property rights, and reimplemented paid downloadable content for ''Payday 2'', reneging on an early promise that all such future content would be free.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-12-06-starbreeze-completes-reconstruction-process-after-12-months | title = Starbreeze completes reconstruction process after 12 months | first= Haydn | last =Taylor | date = 6 December 2019 | access-date = 6 December 2019 | work = [[GamesIndustry.biz]] }}</ref>
 
=== ''[[Jurassic Park: Trespasser]]Psychonauts'' ===
{{Main|Psychonauts}}
[[Image:Jptscreen.JPG|thumb|200px|right|The cumbersome arm interface from ''Jurassic Park: Trespasser'']]
Though achieving notable critical success,<ref name="Psychonauts metacritic">{{cite web |url=https://www.metacritic.com/game/psychonauts/critic-reviews/?platform=pc |title=Psychonauts |work=Metacritic|date=June 6, 2017|access-date=June 6, 2017}}</ref> including [[GameSpot]]'s 2005 ''Best Game No One Played'' award,<ref>[http://www.gamespot.com/pages/features/bestof2005/index.php?day=2 "Gamespot: Best of 2005 Special Achievement"] {{webarchive |url=https://web.archive.org/web/20131007064825/http://www.gamespot.com/pages/features/bestof2005/index.php?day=2 |date=October 7, 2013 }}, ''GameSpot''</ref> ''Psychonauts'' sold fewer than 100,000 copies during its initial release.<ref name="Psychonauts sales">{{cite web |url=http://www.escapistmagazine.com/articles/view/issues/issue_123/2619-Life-After-Shelf-Death |title=Life After Shelf Death |work=The Escapist|date=12 November 2007 |archive-url=https://web.archive.org/web/20071115174409/http://www.escapistmagazine.com/articles/view/issues/issue_123/2619-Life-After-Shelf-Death |archive-date=2007-11-15}}, ''The Escapist'', 13 November 2007</ref> The game led to troubles at publisher [[Majesco Entertainment]], including the resignation of its [[Chief executive officer|CEO]] and the plummeting of the company's stock,<ref>[https://archive.today/20130123192000/http://www.gamespot.com/news/majesco-stock-plummets-as-ceo-quits-6128937 "Majesco stock plummets as CEO quits"], ''GameSpot Xbox'', July 12, 2005</ref> prompting a class-action lawsuit by the company's stockholders.<ref>[https://archive.today/20120731135756/http://www.gamespot.com/news/stockholders-sue-majesco-ien-masse-i-6129423 "Stockholders sue Majesco en masse"], ''GameSpot Xbox'', July 19, 2005</ref> At the time of its release in 2005, the game was considered the "[[poster child]]" for failures in innovative games.<ref>[http://www.gamespot.com/news/bitter-medicine-what-does-the-game-industry-have-against-innovation-6141519 "Bitter medicine: What does the game industry have against innovation?"] {{webarchive |url=https://web.archive.org/web/20131004213628/http://www.gamespot.com/news/bitter-medicine-what-does-the-game-industry-have-against-innovation-6141519 |date=October 4, 2013 }}, ''GameSpot Xbox'', December 20, 2005</ref> Its poor sales have also been blamed on a lack of marketing. However, today the game remains a popular title on various digital download services. The creator of ''Psychonauts'', Tim Schafer, has a [[cult following]] due to his unique and eccentric style.<ref name="arstechnica2007">{{cite web|last=Caron |first=Frank |url=https://arstechnica.com/gaming/news/2007/10/game-informer-details-new-tim-schafer-title.ars |title=Game Informer details new Tim Schafer title, starring Jack Black |publisher=Arstechnica.com |date=2007-10-12 |access-date=2011-12-05}}</ref> Eventually, Double Fine would go on to acquire the full rights to publishing the game, and, with funding from Dracogen, created a [[Mac OS X]] and [[Linux]] port of the game, which was sold as part of a [[Humble Bundle]] in 2012 with nearly 600,000 bundles sold; according to Schafer, "We made more on ''Psychonauts'' [in 2012] than we ever have before."<ref>{{cite web | url = http://www.polygon.com/features/2012/12/13/3726930/double-fine-double-feature-tim-schafer-dracogen-kickstarter | title = Double Fine Double Feature | date = 2012-12-13 | access-date = 2013-02-05 | website = [[Polygon (website)|Polygon]] }}</ref> In August 2015, [[Steam Spy]] estimated approximately 1,157,000 owners of the game on the digital distributor Steam.<ref>[http://steamspy.com/app/3830 Psychonauts] {{webarchive |url=https://web.archive.org/web/20160506045012/http://steamspy.com/app/3830 |date=May 6, 2016}} on Steamspy.com (2015-08-13)</ref> ''Psychonauts'' was re-released in 2019 for the PlayStation 4 as a Standard Edition and a Collector's Edition, both [[regional lockout|region free]], by publishing company [[Limited Run Games]].<ref>{{cite web | last = Araullo | first = Kenneth | url = https://www.player.one/original-psychonauts-returns-part-limited-run-games-ps4-release-127023 | title = Original Psychonauts Returns As Part Of Limited Run Games' PS4 Release | date = 2019-06-04 | access-date = 2019-11-02 | publisher = Player.One LLC }}</ref> A sequel, ''[[Psychonauts 2]]'', was partially crowdfunded prior to Double Fine's acquisition by Microsoft who provided additional funding support, and was released in August 2021.
A 1998 release from [[Steven Spielberg]]'s [[DreamWorks]] Games, ''Trespasser'' was billed as a sequel to the 1997 DreamWorks film ''[[The Lost World]]''. The story was that of a young woman named Anne (voiced by [[Minnie Driver]]) who found herself alone on InGen's Site B and was forced to fend for herself against the numerous prehistoric predators populating the island as she attempted to escape. Originally slated as a dark, horror-themed game, budget constraints and other factors caused the game to change to an action shooter late in development. The game employed a unique but unwieldy interface in which the player controlled Anne's right arm and had to look down at a tattoo on her breast to determine her health level (not very practical in a combat situation). ''PC Accelerator'' magazine referred to the main character as a, "freakish mammary robot," that was, "merely a pair of boobs with a broken mannequin arm on one side."<ref>"The Ass Olympics, An Epic Battle of Ineptitude", ''PC Accelerator'', Issue 20, [[May 2000]]</ref> Manipulating objects was a chore and simple tasks often required complex solutions. The highly anticipated game engine was considered by many to be revolutionary, but did not translate to good gameplay and was difficult to scale to the prevailing hardware of the time, leaving many of the nice graphics features unseen. Although a critical and commercial failure, ''Trespasser'' has a dedicated fan community which has generated mods and tools for the game and remains active almost a decade after the game's release.
 
=== [[Laserdisc''Puyo videoPuyo game]]sChronicle'' ===
{{Main|Puyo Puyo Chronicle}}
While ''[[Dragon's Lair]]'' was a tremendous success for [[Cinematronics]] when it came out in 1983, the fallout from its success was a disaster for the arcade industry. Because of its complex [[laserdisc]] technology, Cinematronics sold ''Dragon's Lair'' machines to operators for $4000 each, twice as much as a normal machine. The operators passed the extra expense on to gamers, charging 50 cents to play it instead of the normal 25 cents (setting a precedent that later became standard practice for all new arcade games). Although gamers flocked to it when it was new, the replay value turned out to be very low; between the high cost of playing and because it was possible to memorize the entire game, many gamers never came back once they beat it. As a result, the cash flow into ''Dragon's Lair'' machines quickly dried up and even with the 50 cent charge many operators never recovered the money they paid for it. Finally, it ushered in the short-lived "laserdisc era" in arcades, which featured many more games styled after ''Dragon's Lair'' that attempted to cash in on its success. The vast majority of these games were expensive to produce, poorly received by gamers, and ended up being money-losers for companies and operators alike.
''Puyo Puyo Chronicle'' is a 2016 [[puzzle video game]] developed and published by [[Sega]] for the [[Nintendo 3DS]]. Released in Japan, it was intended to celebrate the 25th anniversary of ''[[Puyo Puyo]]'',<ref>{{Cite web|url=https://www.famitsu.com/news/201608/19113640.html|title=シリーズ25周年記念作『ぷよぷよクロニクル』が12月8日に発売決定、公式リリース到着|last=|first=|date=19 August 2016|website=famitsu.com|language=ja|access-date=October 31, 2024}}</ref> similar to titles like ''[[Puyo Puyo! 15th Anniversary]]'' and ''[[Puyo Puyo!! 20th Anniversary]]''. The main game is an [[Role-playing video game|RPG]] that takes place in a storybook world, where the player progresses though the story by battling enemies and other characters in Puyo Puyo. While critics praised the change to 3D art style and multiplayer modes, the RPG mode was criticized for being repetitive and tedious.<ref>{{cite magazine |url=https://www.famitsu.com/games/t/33987/reviews/ |title=ぷよぷよクロニクル(3DS)のレビュー・評価・感想情報 |magazine=[[Famitsu]] |publisher=[[Kadokawa Shoten|Kadokawa]] | language=ja| accessdate=October 31, 2024}}</ref><ref>{{cite web |title=Review: Puyo Puyo Chronicles (3DS) |url=https://segabits.com/blog/2016/12/26/review-puyo-puyo-chronicles-3ds/ |website=SEGAbits | date=December 26, 2016 |access-date=October 31, 2024}}</ref> ''Puyo Puyo Chronicle'' sold less than 22,000 copies in its lifetime,<ref name="gdl" /><ref>{{cite web |url=https://teitengame.com/2016_01.html |title=2016年 ソフト売上ランキング |language=ja |accessdate=October 31, 2024}}</ref> and series producer Mizuki Hosoyamada confirmed that the game had poor sales in a 2021 interview with ''Red Bull''.<ref>{{cite web |url=https://www.redbull.com/jp-ja/puyo-puyo-30years |title=【『ぷよぷよ』30周年】eスポーツの名を掲げた国民的パズルゲームのこれから |work=Red Bull |language=ja|date=July 22, 2021 |accessdate=October 31, 2024}}</ref> This was the last dedicated ''Puyo Puyo'' game to coincide with an anniversary, with the series' 30th anniversary instead being commemorated with ''Super Puyo Quest Project'', a large update to ''[[Puyopuyo!! Quest]]'' that changed major parts of the game;<ref>{{cite web |url=https://game.watch.impress.co.jp/docs/news/1354215.html | date=September 28, 2021 | title=「ぷよぷよ!!クエスト」が大きく変わる!「スーパーぷよクエプロジェクト」10月より新要素を順次実装!!|website=Game Watch | publisher=Impress Watch| language=ja| accessdate=October 31, 2024}}</ref><ref>{{cite web |url=https://game.watch.impress.co.jp/docs/news/1342640.html | date=August 5, 2021 | title= 「Re:ゼロから始める異世界生活」×「ぷよぷよ!!クエスト」登場キャラクターなどコラボ詳細が明らかに |website=Game Watch | publisher=Impress Watch| language=ja| accessdate=October 31, 2024}}</ref> and content updates to ''[[Puyo Puyo Tetris 2]]''.<ref>{{cite web |url=https://blog.playstation.com/2021/02/04/sega-celebrates-puyo-day-and-puyo-puyos-30th-anniversary-with-new-content-for-puyo-puyo-tetris-2/ | date=February 4, 2021| title= Sega celebrates Puyo Day and Puyo Puyo's 30th Anniversary with new content for Puyo Puyo Tetris 2 |website=[[PlayStation#PlayStation Blog|Playstation Blog]] | publisher=[[Sony Interactive Entertainment]] | accessdate=October 31, 2024}}</ref>
 
=== ''[[TheShenmue'' Lastand Express]]''Shenmue II'' ===
{{Main|Shenmue (video game)|Shenmue II}}
This 1997 [[computer game]] by [[Jordan Mechner]], is a real-time [[adventure game]] and one of the most expensive and innovative ever made. The project took nearly four years to complete and included a month-long blue-screen filmshoot and a round-the-clock staff of up to 50 animators, artists, asset wranglers, and programmers. The game only remained in stores for a few months. [[Brøderbund]]'s marketing department quit just weeks before the game was released, resulting in virtually no advertising for it. [[Softbank]] pulled out of the game market, dissolving its subsidiary GameBank and canceling several dozen titles in development, including the nearly finished PlayStation port of Express. The Last Express was out of print long before its first Christmas season and nearly a million units shy of breaking even. By dropping their support of an already completed game, Broderbund and Softbank most likely increased their losses.
 
''Shenmue'' on the [[Dreamcast]] is more notorious for its overambitious budget than its poor sales figures. At the time of release in 1999, the game had the record for the most expensive production costs (over US$70&nbsp;million),<ref name="cost">{{cite web | date= October 9, 2006 | title=Most Expensive Video Game | website=[[YouTube]] | url=https://www.youtube.com/watch?v=mmXVco0Bkyk |archive-url=https://ghostarchive.org/varchive/youtube/20211213/mmXVco0Bkyk |archive-date=2021-12-13 |url-status=live| access-date=2007-04-14}}{{cbignore}}</ref> and its five-year production time. In comparison, the games' total sale was 1.2&nbsp;million copies.<ref>{{cite web |url=https://www.microsoft.com/presspass/press/2001/oct01/10-11segatopgamespr.mspx |date=2001-10-12 |access-date=2007-12-12 |publisher=[[Microsoft]] |title=Microsoft Announces Leading Sega Games for Xbox |archive-url=https://web.archive.org/web/20090319161134/http://www.microsoft.com/presspass/press/2001/oct01/10-11segatopgamespr.mspx |archive-date=2009-03-19}}</ref> ''Shenmue'', however, was a critical hit, earning an average review score of 89%.<ref>{{cite web |url=http://www.gamerankings.com/dreamcast/198621-shenmue/index.html |title=Shenmue – DC |archive-url=https://web.archive.org/web/20080118192213/http://www.gamerankings.com/htmlpages2/198621.asp?q=shenmue |archive-date=2008-01-18}} on [[GameRankings]]</ref> The game was supposed to be the initial installment of a trilogy. [[Shenmue II|The second installment]] was eventually released in 2001, but by this time the Dreamcast was floundering, so the game only saw a release in Japan and Europe. Sega eventually released it for North American players for the [[Xbox (console)|Xbox]], but the poor performance of both titles combined with restructuring have made Sega reluctant to complete the trilogy for fear of failure to return on the investment.<ref>{{cite web |url=http://www.destructoid.com/sega-says-they-ll-trade-exclusivity-for-shenmue-funding-162125.phtml |title=SEGA says they'll trade exclusivity for Shenmue funding|date=31 January 2010}}</ref> However, a [[Kickstarter]] campaign has received record support for a [[Shenmue III|third title]], with a release originally set for 2018,<ref>{{cite web|url=https://www.animenewsnetwork.com/news/2015-07-16/shenmue-iii-brings-back-ryo-japanese-english-voice-actors/.90523|title=Shenmue III Brings Back Ryo's Japanese, English Voice Actors|website=Anime News Network|date=2015-07-16|access-date=2015-07-16}}</ref> was eventually released on November 19, 2019.<ref>{{cite web|url=https://www.animenewsnetwork.com/daily-briefs/2018-05-16/shenmue-iii-ps4-pc-game-delayed-to-2019/.131623"|title=Shenmue III PS4/PC Game Delayed to 2019|website=Anime News Network|date=2018-05-16|access-date=2018-05-17}}</ref> [[Porting|Ports]] of the first two titles were released in 2018 for PC, Xbox One and PlayStation 4 to re-acclimate players in preparation for the third title's release.
=== ''[[Might and Magic IX: Writ of Fate]]'' ===
The last game in the ''[[Might and Magic]]'' series produced by [[New World Computing]] suffered from outdated graphics and poor gameplay; the game and several failed spin-offs of the series were among the nails in the coffin of [[The 3DO Company]].
 
=== ''Sonic Boom: Rise of Lyric'' and ''Sonic Boom: Shattered Crystal'' ===
=== ''[[Mortal Kombat#Ports|Mortal Kombat]]'' ([[Super Nintendo Entertainment System|SNES]] version) ===
{{Main|Sonic Boom: Rise of Lyric|Sonic Boom: Shattered Crystal}}
To comply with the "family friendly" policy enforced by Nintendo at the time, blood was recolored to resemble sweat and all fatalities that involved blood and dismemberment were toned down (burning-related fatalities, namely [[Scorpion (Mortal Kombat)|Scorpion's]] and [[Sonya Blade|Sonya's]], were left intact). While the Sega Genesis version was graphically inferior to the SNES version, the Sega version had blood effects and original arcade fatalities (the main reason the game become popular in the first place) intact and unlockable with a [[cheat code]]. This resulted in Sega's version outselling the SNES version exponentially, even giving the Sega console a temporary edge in console sales. The losses caused by the incident led Nintendo to loosen creative control over developers in the future, and [[Mortal Kombat II]] and its sequels would arrive fully uncensored on the SNES, outselling the Genesis versions.
 
''Sonic Boom: Rise of Lyric'' is a spin-off from the [[Sonic the Hedgehog|''Sonic the Hedgehog'' series]], released in 2014 and developed by Big Red Button Entertainment and IllFonic for [[Sega]] and [[Sonic Team]], along with its [[handheld gaming|handheld]] counterpart ''[[Sonic Boom: Shattered Crystal]]'', which was developed by [[Sanzaru Games]]. Although both games received a negative reception, ''Rise of Lyric'' for the [[Wii U]] is particularly considered [[List of video games notable for negative reception|one of the worst video games of all time]] due to many glitches, poor gameplay and weak writing. Both games failed commercially, selling only 490,000 copies as of February 2015, making them the lowest-selling games in the ''Sonic'' franchise.<ref>{{cite web|url=http://www.eurogamer.net/articles/2015-02-12-sonic-boom-games-shifted-just-490-000-copies?.html |title=Sonic Boom games shifted just 490,000 copies?|website=[[Eurogamer]]|date=12 February 2015}}</ref> Big Red Button had considered shuttering in the wake of ''Rise of Lyric''{{'s}} underperforming sales alongside its poor reception.<ref>{{cite web |last1=Hester |first1=Blake |title=Sonic the Hedgehog's long, great, rocky history |url=https://www.polygon.com/2016/2/8/10756318/sonic-the-hedgehog-great-rocky-history |website=[[Polygon (website)|Polygon]] |access-date=April 22, 2022 |date=February 8, 2016}}</ref>
=== ''[[Mourning (game)|Mourning]] ===
Mourning, an [[MMORPG]] that was developed in Romania for almost 3 1/2 years, "debuted" on [[February 25th]] [[2005]] and it was quickly discovered that the game had none of the features claimed in many previews of the game. When the preorder version arrived, fans say that they got only a white box containing a burned CD-RW with an old beta client and nothing else. Also discovered was that the game was hardly even considered "finished" to any extent. Also noted was the sheer number of bugs in the game, almost preventing any sort of enjoyment being had from it. Some bugs range from CTD to incredible lag to extremely long server downtimes. The game sold no more than 211 copies, and total lack of tech support from the developers prompted many to cancel their Mourning accounts. On average, no more than 10 players are online at a time, and even when the number touches 50, the server crashes due to the networking code of the game. Gamers complained of lack of animation for the characters, rather simplistic player vs. player combat, only 2 quests for the entire game, and many bugs that were apparently never fixed, though reported numerous times. Despite bad press and accusations that the developer was immoral, the developers of the game still continue development. (See full article for more information.)
 
=== ''[[Planescape:Sonic Torment]]Runners'' ===
{{Main|Sonic Runners}}
This [[Bioware]]-released PC RPG, set in the [[Dungeons and Dragons]] [[Planescape]] universe, was a tremendous critical success among players and critics alike, receiving excellent reviews almost across the board, including a 93% score from [[PC Gamer]].
It must be said though that many people do consider it is to this day considered one of the greatest RPGs of all time, specifically for its incredibly deep and nuanced story line, approach to philosophical and intellectual questions and the concept of reality (a constant theme in the game is "What can change the nature of a man?"), bizarre characters, relatively innovative concept amidst a heavily-cliched and stereotypical genre, and the open-ended gameplay.
 
''Sonic Runners'' is a ''Sonic the Hedgehog'' game for [[Android (operating system)|Android]] and [[iOS]]. A [[side-scrolling video game|side-scrolling]] [[endless runner]], it was [[Sonic Team]]'s first ''Sonic'' game that was exclusive to [[smartphone]]s.<ref name="TAInterview">{{cite web |last1=Musgrave |first1=Shaun |title=An Interview With Sonic Team's Takashi Iizuka About 'Sonic Runners' |url=https://toucharcade.com/2015/06/30/an-interview-with-sonic-teams-takashi-iizuka-about-sonic-runners/ |website=[[TouchArcade]] |access-date=August 18, 2018 |date=June 30, 2015}}</ref> It was [[soft launch]]ed in select regions in February 2015<ref name="TASoft">{{cite web |last1=Musgrave |first1=Shaun |title=Sonic Team's 'Sonic Runners' Soft Launches In Japan And Canada |url=https://toucharcade.com/2015/02/26/sonic-teams-sonic-runners-soft-launches-in-japan-and-canada/ |website=[[TouchArcade]] |access-date=August 19, 2018 |date=February 26, 2015}}</ref> and officially released worldwide in June 2015<ref name="GZoneConfirms">{{cite web |last1=Cardoso |first1=Jose |title=SEGA confirms Sonic Runners' official worldwide launch next week |url=https://www.gamezone.com/news/sega-confirms-sonic-runners-official-worldwide-launch-next-week-3420171/ |website=GameZone |access-date=August 19, 2018 |date=June 20, 2015}}</ref> to mixed reviews.<ref name="MC">{{cite web |title=Sonic Runners for iPhone/iPad Reviews |url=https://www.metacritic.com/game/sonic-runners/critic-reviews/?platform=ios-iphoneipad |website=[[Metacritic]] |access-date=August 19, 2018}}</ref> Although it was downloaded over five million times,<ref>{{cite web |author1=[[Sega]] |title=Sonic Runners |url=https://play.google.com/store/apps/details?id=com.sega.sonicrunners |publisher=[[Google Play]] |access-date=August 21, 2018 |archive-url=https://web.archive.org/web/20160527183232/https://play.google.com/store/apps/details?id=com.sega.sonicrunners |archive-date=May 27, 2016 |date=March 8, 2016 |language=fr}}</ref> the game's publisher, Sega, considered it a commercial failure because it only made between [[¥]]30–50&nbsp;million a month.<ref name="SegaStrategic">{{cite web |title=Sega Networks Strategic Presentation |url=https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2016/20151218_sgn_presentation_e_.pdf |publisher=[[Sega]] |access-date=August 20, 2018 |page=11 |date=December 18, 2015 |archive-url=https://web.archive.org/web/20160601024325/https://www.segasammy.co.jp/english/ir/library/pdf/settlement/2016/20151218_sgn_presentation_e_.pdf |archive-date=June 1, 2016 |url-status=dead }}</ref> As a result, it was discontinued in July 2016. ''[[Nintendo Life]]'' wrote its failure as proof that the recognizability of a brand does not guarantee success.<ref name="NLifeShutdown">{{cite web |last1=Whitehead |first1=Thomas |title=Sonic Runners, SEGA's Mobile Release by the Sonic Team, is Getting Shut Down |url=http://www.nintendolife.com/news/2016/05/sonic_runners_segas_mobile_release_by_the_sonic_team_is_getting_shut_down |website=[[Nintendo Life]] |access-date=August 20, 2018 |date=May 28, 2016}}</ref>
Unfortunately, its appeal was limited for various reasons, such as the afformentioned amount of dialogue. Its lack of combat or system-based gameplay in proportion to such dialogue was also considered to be a weak point. A major complaint that has arisen over the dialogue is not just the amount of it, but that in order to obtain new clues, players must regularly ask in-game characters the same sets of questions, which often leads to the repetition of massive amounts of dialogue the player has already read through (and often multiple times, no less). This led many to feel the gameplay was frustrating, tedious and unbalanced.
 
=== ''Suicide Squad: Kill the Justice League'' ===
Many players cited problems with the slow [[leveling-up]] process. It can take days or even weeks for the player to level characters up to experience levels where they can be customized by the player. Players were irritated at this because of the tremendous amount of effort that had to be expended before they could get to the character-customization portion of the game.
{{main|Suicide Squad: Kill the Justice League}}
 
''Suicide Squad: Kill the Justice League'' was developed by Rocksteady Games who previously developed the highly successful ''Batman: Arkham'' series for Warner Bros. Games. A continuation of their work in the DC Comics universe, the game focused on the rogue's gallery of villains. The game received lukewarm reviews, with particular criticism aimed at the game's live service elements, and fell below Warner Bros.' sales expectations. In May 2024, Warner Bros. took a $200 million impairment charge, in part due to the game's poor sales,<ref>{{cite web | url=https://www.ign.com/articles/suicide-squad-kill-the-justice-league-flop-leads-to-200-million-impairment-charge-warner-bros-confirms | title=Warner Bros. Says the Failure of Suicide Squad Kill the Justice League Contributed to a $200 Million Hit to Revenue | date=9 May 2024 }}</ref><ref>{{cite news | url=https://www.bloomberg.com/news/articles/2024-06-06/-suicide-squad-warner-bros-s-200-million-flop-haunts-the-gaming-industry | title=Behind 'Suicide Squad,' the Year's Biggest Video-Game Flop | newspaper=Bloomberg | date=6 June 2024 }}</ref> and Rocksteady suffered layoffs in August 2024.<ref>{{cite web | url = https://www.eurogamer.net/rocksteady-hit-by-layoffs-after-suicide-squad-kill-the-justice-league-underperforms | title = Rocksteady hit by layoffs after Suicide Squad: Kill the Justice League underperforms | first= Tom | last =Phillips | date = September 2, 2024 | accessdate = September 2, 2024 | work = [[Eurogamer]] }}</ref> In a financial statement in May 2025, Warner Bros. reported a 48% drop in gaming revenue over its prior year attributed to the failure of ''Suicide Squad'' alongside player attrition in its ongoing live service games.<ref>{{cite web | last1=Randall | first1=Harvey | title=Ouch—Warner Bros throws Suicide Squad: Kill the Justice League under the bus in the most corporate way possible, side-eyes it for closed studios and cancelled games | work=PC Gamer | date=12 May 2025 | url=https://www.pcgamer.com/gaming-industry/ouch-warner-bros-throws-suicide-squad-kill-the-justice-league-under-the-bus-in-the-most-corporate-way-possible-side-eyes-it-for-closed-studios-and-cancelled-games/ }}</ref>
Despite the game's fan-following which hails Torment to be among the greatest games ever, the game has only sold about 75,000 copies and has found a place on this list.
 
=== ''[[Psychonauts]]Sunset'' ===
{{Main|Sunset (video game)}}
Despite being a critical success (It won several "special achievement awards" in GameSpot's Best of 2005[http://www.gamespot.com/pages/features/bestof2005/index.php?day=2]) and being highly innovative for a platformer, sales for the game were deplorable. The game sold less than 90,000 copies on the [[Personal computer|PC]], [[Xbox]], and [[PS2]] and has led to the recent demise of [[Majesco]], the publisher of the game (including the resignation of its [[CEO]] [http://www.gamespot.com/xbox/action/psychonauts/news.html?sid=6128937], which caused the company's stock to plummet and prompted a class-action lawsuit by Majesco's stockholders [http://www.gamespot.com/xbox/action/psychonauts/news.html?sid=6129423]). Many gaming experts believe that this game is the poster child for the recent failures in innovative games and symbolizes what is wrong with the state of video games today[http://www.gamespot.com/xbox/action/psychonauts/news.html?sid=6141519]. In fact, one of the awards it won in GameSpot's Best of 2005 was 'Best Game that No One Played.'
''Sunset'', a first-person exploration adventure game involving a housekeeper working for a dictator of a fictional country, was developed by two-person Belgian studio [[Tale of Tales (company)|Tale of Tales]], who previously had created several acclaimed arthouse style games and other audio-visual projects such as ''[[The Path (video game)|The Path]]''. They wanted to make ''Sunset'' a "game for gamers" while still retaining their arthouse-style approach, and in addition to planning on a commercial release, used [[Kickstarter]] to gain funding. ''Sunset'' only sold about 4000 copies on its release, including those to Kickstarter backers. Tale of Tales opted to close their studio after sinking the company's finances into the game, and believed that if they did release any new games in the future, they would likely shy away from commercial release.<ref>{{cite web | url = https://www.ign.com/articles/2015/06/22/sunset-dev-tale-of-tales-quits-commercial-game-development | title = SUNSET DEV TALE OF TALES QUITS COMMERCIAL GAME DEVELOPMENT | first = Vikki | last = Blake | date = 2015-06-22 | access-date= 2015-08-03 | website = [[IGN]] }}</ref>
 
=== ''[[RedSystem BaronShock II]]2'' ===
{{Main|System Shock 2}}
The [[sequel]] to ''[[Red Baron (game)|Red Baron]]'' was released with no support for 3D [[graphics card]]s, inaccurate flight models, and bugs. A free upgrade for those who purchased the full-priced game, ''[[Red Baron 3D]]'', was later released to solve most of these problems and, with a proliferation of unofficial patches, maintains a niche following amongst fans.
''System Shock 2'' is the 1999 sequel to the 1994 [[immersive sim]] ''[[System Shock]]''. The original game was made by [[Looking Glass Studios]] and published by [[Origin Systems]], a subsidiary of [[Electronic Arts]] at the time. ''System Shock'' was critically praised and had modest sales. [[Irrational Games]] was formed in 1997 by three former Looking Glass employees, and Looking Glass approached Irrational about co-developing a game like ''System Shock'', and after several iterations, came to the idea of a direct sequel. ''System Shock 2'' was similarly met with critical praise at release and was named as Game of the Year by several publications,<ref name="SS2 official awards">{{cite web|url=http://www.irrationalgames.com/shock2/|title=''System Shock 2'' official website|publisher=Irrational Games|year=2005|access-date=2008-02-18 |archive-url = https://web.archive.org/web/20080216161753/http://www.irrationalgames.com/shock2/ |archive-date = 2008-02-16}}</ref> but did not sell well, with only about 58,000 copies selling within eight months of release.<ref name="gamesThatSell">{{cite book | title = Games That Sell! | last = Walker | first = Mark | publisher = Wordware Publishing, Inc | year = 2003 | isbn = 978-1-55622-950-3 | page = 193}}</ref><ref>{{cite journal|title=PC Gamer Editors' Choice Winners: Does Quality Matter? |journal=[[PC Gamer]]|date=April 2000|page=33|publisher=[[Future US]]|___location=United States|issn=1080-4471|oclc=31776112}}</ref> For Looking Glass, ''System Shock 2'', similar to ''[[Thief: The Dark Project]]'', represent games that they had developed with multi-million dollar budgets that they could not recoup, and due to mounting debt, Looking Glass closed down in May 2000.<ref>{{cite web |url=https://www.polygon.com/2015/4/6/8285529/looking-glass-history |title=Ahead of its time: The history of Looking Glass |first=Mike |last=Mahardy |date=April 6, 2015 |website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|access-date=July 8, 2019}}</ref> Irrational wanted to continue to develop in the ''System Shock'' series, but Electronic Arts, which owned the intellectual property, felt sales of ''System Shock 2'' failed to meet expectations to justify a sequel. Instead, Irrational set out to develop a game as a [[spiritual successor]] to the gameplay concepts of ''System Shock'' but without using the property, resulting in their 2007 hit title ''[[BioShock]]''.<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-04-17-the-true-story-of-bioshock |title=Rapture leaked: The true story behind the making of BioShock |publisher=[[Eurogamer]] |date=April 17, 2014 |access-date=April 22, 2014 |first=Simon |last=Parkin |url-status=live |archive-url=https://web.archive.org/web/20140421234418/http://www.eurogamer.net/articles/2014-04-17-the-true-story-of-bioshock |archive-date=April 21, 2014 }}</ref>
 
=== ''[[RepublicUru: TheAges Revolution]]Beyond Myst'' ===
{{Main|Uru: Ages Beyond Myst}}
Initially highly anticipated, Republic proved to be too much of a step in a different direction for most gamers.
 
The fourth game in the popular [[Myst (series)|''Myst'' series]], released in 2003. It was developed by [[Cyan Worlds]] shortly after ''[[Riven]]'' was completed. The game took Cyan Worlds more than five years and $12&nbsp;million to complete<ref name="usatoday-preview">{{cite news|author=Gerianos, Nicholas|date=2003-11-23|url=https://www.usatoday.com/tech/news/2003-11-23-uru-debut_x.htm|title=Creator of 'Myst' launches new game|work=[[USA Today]]|access-date=2008-09-17}}</ref> and was codenamed DIRT ("D'ni in real time"), then MUDPIE (meaning "Multi-User DIRT, Persistent / Personal Interactive Entertainment / Experience / Exploration / Environment"). Though it had generally positive reception,<ref>{{cite web|url=https://www.metacritic.com/game/uru-ages-beyond-myst/critic-reviews/?platform=pc|title=Uru: Ages Beyond Myst (pc: 2003): Reviews|website=[[Metacritic]]|access-date=2008-10-18}}</ref><ref>{{cite web|url=http://www.gamerankings.com/pc/561642-uru-ages-beyond-myst/index.html|title=Uru: Ages Beyond Myst Reviews|publisher=[[GameRankings]]|access-date=2008-10-15}}</ref> the sales were disappointing.<ref name="time-secrets">{{cite magazine|author=Hamilton, Anita|date=2004-08-09|url=http://www.time.com/time/magazine/article/0,9171,994827,00.html|archive-url=https://web.archive.org/web/20080408163513/http://www.time.com/time/magazine/article/0,9171,994827,00.html|url-status=dead|archive-date=April 8, 2008|title=Secrets of The New Myst|magazine=[[Time (magazine)|Time]]|access-date=2008-11-17}}</ref> In comparison, the first three ''Myst'' games had sold more than 12&nbsp;million units collectively before ''Uru''{{'}}s release.<ref>{{cite press release|date=2003-05-07|url=http://www.highbeam.com/doc/1G1-101357734.html|title=New and Expanded Features Revealed for Highly-Anticipated Uru: Ages Beyond 'Myst'|publisher=[[Business Wire]]|access-date=2008-09-18}}{{dead link|date=February 2019|bot=medic}}{{cbignore|bot=medic}}</ref> ''Uru''{{'}}s poor sales were also considered a factor in financially burdening Cyan, contributing to the company's near closure in 2005.<ref name="adventure gamers-cyan">{{cite web|author=Allin, Jack|date=2005-09-04|url=http://www.adventuregamers.com/newsitem.php?id=1057|title=Sayonara to Cyan Worlds|publisher=[[Adventure Gamers]]|access-date=2008-11-01}}</ref>
=== ''[[Revelations: Persona]]'' ===
 
=== ''Warhammer Age of Sigmar: Realms of Ruin'' ===
[[Revelations: Persona]], the first title from the highly-popular Japanese [[Megami Tensei]] series to be released in English for the Playstation, did not receive a similar reception in the United States and Europe. While Persona received good-to-excellent reviews from critics and players alike, its lack of advertising and extremely low number of copies released by its parent company, Atlus, have resulted in it being an obscure cult game that few people are aware of, and even fewer are able to obtain.
{{Main|Warhammer Age of Sigmar: Realms of Ruin}}
 
The [[real-time strategy]] video game Realms of Ruin is based on [[Warhammer Age of Sigmar]]. It was developed by [[Frontier Developments]] and released on 17 November 2023. Despite the "mixed or average" reviews ([[Metacritic]]), RoR game sales were much lower than expected.<ref>{{cite web|url=https://www.metacritic.com/game/warhammer-age-of-sigmar-realms-of-ruin/|title=Warhammer Age of Sigmar: Realms of Ruin|work=[[Metacritic]]|accessdate=January 19, 2024}}</ref><ref name="ign1"/> The RoR concurrent players on Steam peaked at 1,572 with just 129 playing on Steam on 27 November 2023.<ref name="ign1">{{cite web|url=https://www.ign.com/articles/warhammer-age-of-sigmar-realms-of-ruin-flops-frontier-shares-tank-nearly-20|title=Warhammer Age of Sigmar: Realms of Ruin Flops, Frontier Shares Tank Nearly 20%|first=Wesley|last=Yin-Poole|work=[[IGN]]|date=November 28, 2023|accessdate=May 10, 2024 |archive-url=https://web.archive.org/web/20240525125543/https://www.ign.com/articles/warhammer-age-of-sigmar-realms-of-ruin-flops-frontier-shares-tank-nearly-20 |archive-date=25 May 2024}}</ref> Post-launch, Frontier adjusted their revenue expectations with an expected "loss of around £9 million".<ref name="pcgamer1"/> Gaming journalists generally consider Realms of Ruin a flop.<ref name="pcgamer1">{{cite web |title=David Braben says Frontier Developments has had a 'turbulent and difficult year' as Warhammer Age of Sigmar: Realms of Ruin flops |date=27 November 2023 |website=PC Gamer |author=Rick Lane |url=https://www.pcgamer.com/david-braben-says-frontier-developments-has-had-a-turbulent-and-difficult-year-as-warhammer-age-of-sigmar-realms-of-ruin-flops/ |archive-url=https://web.archive.org/web/20231130234937/https://www.pcgamer.com/david-braben-says-frontier-developments-has-had-a-turbulent-and-difficult-year-as-warhammer-age-of-sigmar-realms-of-ruin-flops/ |archive-date=November 30, 2023}}</ref> Stats on Video Game Insights show merely 69,330 units were sold via Steam with 36 active players (24h peak) and 54.1% positive reviews by 18 July 2024.<ref name="vgi">{{cite web |title=Warhammer Age of Sigmar: Realms of Ruin - Steam Stats |website=Video Game Insights |date=18 July 2024 |url=https://vginsights.com/game/1844380 |archive-url=https://web.archive.org/web/20240718121437/https://vginsights.com/game/1844380 |archive-date=18 July 2024}}</ref> This caused Frontier Developments' shares to decline nearly 20%.<ref name="ign1"/>
=== '' [[Sonic The Hedgehog]] Flops'' ===
''[[Sonic X-treme]]'' was a planned instalment in the ''Sonic The Hedgehog'' series, but was never able to make it to the market. ''Sonic X-treme'' was planned to be the first Sonic release for the [[Sega Saturn]], and the first 3D Sonic title. Sega gave it a release date of [[Christmas]] 1996, but disputes between Sega's American and Japanese divisions and the declining health of the game's producer sent it to [[development hell]] until [[Sega]] finally shelved it in 1997. There is at least one known copy of [[Sonic X-treme]], which was sold at an auction.
 
== Arcade game failures ==
=== ''[[Star Wars: Force Commander]]'' ===
=== ''I, Robot'' ===
The first RTS based in the ''[[Star Wars]]'' franchise, this game used a sub-par [[3D computer graphics|3D]] engine and its interface and game design were poorly-recieved. Of all ''[[Star Wars computer and video games|Star Wars]]'' games, ''Force Commander'' is often thought among the worse games in the area of excessive pre-release hype and poor game value.
{{Main|I, Robot (video game)}}
 
Released by [[Atari]] in 1983, ''I, Robot'' was the first video game to use 3-D polygon graphics,{{citation needed|date=September 2013}} and the first that allowed the player to change camera angles.<ref>{{cite web |url=http://www.ionpool.net/arcade/irobot/anderson/ |title=Jeff Anderson's ''I, Robot'' page |publisher=Ionpool.net |date=2004-02-18 |access-date=2011-10-21 |archive-date=2014-02-04 |archive-url=https://web.archive.org/web/20140204222117/http://www.ionpool.net/arcade/irobot/anderson/ |url-status=dead }}</ref> It also had gameplay that rewarded planning and [[stealth game|stealth]] as much as reflexes and trigger speed, and included a [[non-game]] mode called "Doodle City", where players could make artwork using the polygons. Production estimates vary, but consensus is that there were no more than 1500 units made.<ref>{{cite web|url=http://www.arcade-museum.com/I/I,_Robot.html |title=I, Robot |publisher=Arcade-museum.com |access-date=2011-10-21}}</ref>
=== ''[[Tomb Raider#Tomb Raider: The Angel of Darkness|Tomb Raider: The Angel of Darkness]]'' ===
Expected to revive the long-stagnant ''[[Tomb Raider]]'' series, it was repeatedly delayed. When it finally shipped in mid-2003, after major cutbacks from the developers original intentions made due to Eidos rushing for a February release date, it was not well received by video game critics due to multiple bugs and outdated game playing elements. The game was even criticised by [[Paramount Pictures]], who said that gamers' dissatisfaction with the game led to the poor commercial performance of their [[film|movie]] ''[[Lara Croft Tomb Raider: The Cradle of Life|Tomb Raider: The Cradle of Life]]''. [http://www.gamespot.com/ps2/adventure/tombraidertheangelod/news_6072539.html] This was the last ''Tomb Raider'' game to be developed by its creators, [[Core Design]]. [[Eidos Interactive|Eidos]] the publisher of the series, has assigned their other game studio [[Crystal Dynamics]] to develop the next ''Tomb Raider'' game (''Tomb Raider: Legend'') partly due to ''The Angel of Darkness''' low sales numbers.
 
=== ''[[UltimaJack IX|Ultimathe IX: Ascension]]Giantkiller'' ===
{{Main|Jack the Giantkiller}}
Was very badly received by fans due to a tremendous number of bugs in the software which created such an outcry that [[Origin Systems|Origin]] shut down an official online help page over so many negative posts. Ultimately, because of political struggles within Electronic Arts, [[Richard Garriott]] (the designer of the series) eventually left. While EA kept the rights to the ''Ultima'' name, the bad press, poor support and user animosity forced EA to terminate the series.
 
In 1982, the President of [[Cinematronics]] arranged a one-time purchase of 5000 [[printed circuit board]]s from Japan. The boards were used in the manufacture of several games, but the majority of them were reserved for the new arcade game ''Jack the Giantkiller'', based on the classic [[fairy tale]] ''[[Jack and the Beanstalk]]''. Between the purchase price of the boards and other expenses, Cinematronics invested almost two million dollars into ''Jack the Giantkiller''. It completely flopped in the arcade and many of the boards went unsold, costing the company a huge amount of money at a time when it was already having financial difficulties.<ref>{{cite web |url=http://zonn.com/Cinematronics/history.htm#Jack |title=History of Cinematronics Inc.|archive-url=https://web.archive.org/web/20080215003433/http://zonn.com/Cinematronics/history.htm#Jack |archive-date=2008-02-15}} Jack and the 'Company' Killer</ref>
=== ''[[Unity (computer game)|Unity]]'' ===
A collaborative affair between [[Jeff Minter]] and [[Lionhead Studios]], this game was planned exclusively for the [[Nintendo GameCube]]. However, it soon became apparent that Mr. Minter was having severe problems developing this game (as he was doing it basically single-handedly) and that he was constantly asking the publisher to delay the release so he could tinker with it some more. Soon realising that it would be a huge financial loss, Lionhead cancelled it (leaving them, and Mr. Minter, trying to recuperate their various losses in profit the game's development has caused them).
 
=== ''Radar Scope'' ===
=== ''[[Football World Cup video games#World Cup Carnival|World Cup Carnival]]'' ===
{{Main|Radar Scope}}
The official game of the [[Football World Cup 1986|Mexico '86 FIFA World Cup]] by [[US Gold]], which had several problems during development, forcing the company to acquire an older game and modify it to suit the license. Buyers and the complete industry alike frowned upon the attempt to distribute a mediocre two year old game as a new one.
 
''Radar Scope'' was one of the first arcade games released by [[Nintendo]]. It was released in [[Japan]] first, and a brief run of success there led Nintendo to order 3,000 units for the American market in 1980. American operators were unimpressed, however, and Nintendo of America was stuck with about 2,000 unsold ''Radar Scope'' machines sitting in the warehouse.<ref>{{cite web |url=http://www.everything2.com/index.pl?node_id=1359432 |title=Experience the invasion of the SONIC GAMMA RAIDERS with supernatural "Laser Sound." |archive-url=https://web.archive.org/web/20071214020552/http://www.everything2.com/index.pl?node_id=1359432 |archive-date=2007-12-14}} Radar Scope @ Everything2.com</ref>
=== ''[[Wizardry 8|Wizardry 8: Destination Dominus]]'' ===
 
Facing a potential financial disaster, Nintendo assigned the game's designer, [[Shigeru Miyamoto]], to revamp the game. Instead he designed a brand new game that could be run in the same cabinets and on the same hardware as ''Radar Scope''.<ref>{{cite web |url=http://www.gamespot.com/features/vgs/universal/hist_nintendo/3.html |title=Do the Donkey Kong (1980–1983)|work=GameSpot|archive-url=https://web.archive.org/web/20071014202335/http://www.gamespot.com/features/vgs/universal/hist_nintendo/3.html |archive-date=2007-10-14}} GameSpot: The History of Nintendo</ref> That new game was the smash hit ''[[Donkey Kong (arcade game)|Donkey Kong]]'', and Nintendo was able to recoup its investment in 1981 by converting the remaining unsold ''Radar Scope'' units to ''Donkey Kong'' and selling those.<ref>{{cite web |url=http://www.arcade-history.com/?n=radar-scope&page=detail&id=2155 |title=''Radar Scope'' at Arcade-History.com |archive-url=https://web.archive.org/web/20080212053155/http://www.arcade-history.com/index.php?page=detail&id=2155 |archive-date=2008-02-12}}</ref>
Wizardry 8 was the long-anticipated sequel to [[Wizardry 7|Wizardry 7: Crusaders of the Dark Savant]], one of the most highly-regarded and successful computer role-playing games in the history of the genre. Temporarily cancelled on more than one occasion as a result of Interplay (its parent company) suffering severe financial losses and eventually a complete bankruptcy, Wizardry 8 was released as what many players consider to be a rushed, heavily-glitched production. Many were disappointed with its visuals, which were significantly more blocky and polygonated than most games of the time, and felt they were inferior to even those of its decade-old predecessor. In addition, several advertisements appeared during gameplay (which made funding for its completion possible), which further displeased many. While Wizardry 8 has garnered some praise from a small cross-section of players, a majority of the series' long-standing fans found Wizardry 8 to be so unappealing, they wish the series had ended with Wizardry 7.
 
=== ''[[WWE WrestleMania 21]]Sundance'' ===
{{Main|Sundance (video game)}}
This is the third [[World Wrestling Entertainment|WWE]] game to be released for the [[Xbox]] console by [[THQ]] following its previous lackluster titles, ''[[WWE RAW (video game)|WWF RAW]]'' and ''[[WWE RAW 2]]''. Developer [[Studio Gigante]] promised that it would redefine the wrestling game genre with an all-new pro reversal system, motion-captured moves, and realistic graphics. Unfortunately, everything but the visuals and extensive voice acting failed to meet expectations, and the advertised online features of the game did not work until a patch was released some time later. Studio Gigante soon ceased operations.
 
''Sundance'' is an arcade [[vector game]] released in 1979. Producer [[Cinematronics]] planned to manufacture about 1000 ''Sundance'' units, but sales suffered from a combination of poor gameplay and an abnormally high rate of manufacturing defects. The fallout rate in production was about 50%, the vector monitor (made by an outside vendor) had a defective picture tube that would arc and burn out if the game was left in certain positions during shipping,<ref>{{cite web |url=http://www.arcade-history.com/?n=sundance&page=detail&id=2693 |title=Sundance at Arcade-History.com|archive-url=https://web.archive.org/web/20080212053200/http://www.arcade-history.com/index.php?page=detail&id=2693 |archive-date=2008-02-12}}</ref> and according to programmer Tim Skelly, the circuit boards required a lot of cut-and-jumpering between mother and daughter boards that also made for a very fragile setup.<ref>{{cite web|url=https://www.dadgum.com/giantlist/archive/cinematronics.html |title=Tim Skelly's history of Cinematronics |date=1999-06-01 |access-date=2011-10-21}}</ref> The units that survived to reach arcade floors were not a hit with gamers—Skelly himself reportedly felt that the gameplay lacked the "anxiety element" necessary in a good game and asked Cinematronics not to release it, and in an April 1983 interview with ''Video Games'' Magazine he referred to ''Sundance'' as "a total dog".<ref>[http://www.westnet.com/~chris/arcade/TimSkelly/ interview with Tim Skelly] {{webarchive |url=https://web.archive.org/web/20161127153133/http://www.westnet.com/~chris/arcade/TimSkelly/ |date=November 27, 2016 }} ''Video Games'' magazine</ref>
== Computer and video game service failures ==
=== [[Sega]]'s Online services ===
[[Sega Meganet]], [[Sega NetLink]] and [[SegaNet]] were online services for the [[Sega Genesis]], [[Sega Saturn]] and [[Dreamcast]], respectively. They allowed players to play against each other online, use email, and other services. Failure to attract substantial player bases and the demise of each console soon brought about the end of their respective services.
 
== See also ==
The [[Sega Channel]] was a unique online service for the Genesis, allowing users to download games through [[cable television]] service, and compare high scores with other users. Although it became reasonably popular, the eventual demise of the Genesis console led Sega to discontinue the service.
* [[List of video games notable for negative reception]]
* [[List of best-selling video games]]
* [[List of films considered the worst]]
* [[List of television shows notable for negative reception]]
* [[List of video games considered the best]]
* [[List of commercial failures in computing]]
 
== References ==
{{Reflist}}
<references/>
 
== External links ==
* [https://web.archive.org/web/20120625083611/http://archive.gamespy.com/articles/june03/dumbestmoments/ The Dumbest 25 moments in gaming] from [[GameSpy]]
* [https://web.archive.org/web/20100619061820/http://www.411mania.com/games/columns/142335 The Silicon Valley 10 & 1 06.16.10: Top 10 Console Failures!]
* [http://www.mobygames.com/stats/all_time_worst The all time worst games] from [[MobyGames]]
* [http://www.gamerankings.com/itemrankings/bestworst.asp Top and Bottom Games] from [[Game Rankings]]
* [http://www.seanbaby.com/nes/egm.htm EGM's Crapstravaganza: The 20 Worst Video Games of All Time] from Seanbaby.com
 
{{DEFAULTSORT:List Of Commercial Failures In Video Gaming}}
[[Category:History of computer and video games]]
[[Category:Business-related lists|Computer and video game flops|*gaming]]
[[Category:Commercial failure lists|Computer and video gamingFailure]]
[[Category:History of video games|Commercial failures in video gaming]]
[[Category:Lists of video games by reception or rating|Commercial failures in video gaming]]