God Hand Articles RSS Feed | GameSkinny.com God Hand RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network 7 Forgotten Video Games in Desperate Need of a Sequel https://www.gameskinny.com/ngvl5/7-forgotten-video-games-in-desperate-need-of-a-sequel https://www.gameskinny.com/ngvl5/7-forgotten-video-games-in-desperate-need-of-a-sequel Wed, 27 Jun 2018 10:27:43 -0400 Edgar Wulf

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Skies of Arcadia

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Known in Japan as Eternal Arcadia and widely regarded as one of the best RPG's of all time, Skies of Arcadia tells a unique tale about a group of air pirates and their struggle against an oppressive empire. It's a story underlined by a strong political motif.

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The game features a diverse cast of memorable characters, both heroes and villains, as well as a vast 3D world which is open to exploration in a fully customizable airship.

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Engaging in ship-to-ship combat acts as one of the game's main highlights.

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The game was launched exclusively on the Dreamcast and later ported to the GameCube as Skies of Arcadia: Legends which included additional exclusive content.

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There are no official news on a potential sequel, but considering the recent revival of the Shenmue saga, this gem of an RPG may yet see the light of day.

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---

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That concludes the list. Is there a game you love which has a long overdue sequel? Let us know in the comments below, and for news on sequels as and when they are released stay tuned to GameSkinny!

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Mini Ninjas

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A surprisingly great game published by Eidos Interactive in 2009, Mini Ninjas is a charming title bursting with a palette of color and animation.

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Its engrossing world and complete lack of violence make it appropriate to players of any age -- including young children -- yet it's not a childish to be ignored by adults, either.

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Its story focuses on five distinctly unique little ninjas who are tasked with an arduous mission of thwarting the plans of the evil Samurai Warlord. There are many exciting activities to partake in along the way, collectables to discover, and funny bosses to defeat.

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There's currently zero information on a sequel, but the game has received numerous ports and spin-offs and will likely be included in Square Enix's future plans, who is now owner of this title.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/m/a/image-2018-45dc3.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/i/m/a/image-2018-45dc3.jpg","type":"slide","id":"185335","description":"

Haunting Ground

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Another great, off-the-radar title by Capcom.

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Despite being a spiritual successor to Clock Tower 3, Haunting Ground can very well stand on its own. Largely thanks to its gripping plot, eerie atmosphere, and its in-your-face "Peeping Tom" nature.

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It tells a story about Fiona, an 18-year-old girl who finds herself imprisoned in a castle, with barely any memories on how she got there. She is subsequently chased by various terrifying inhabitants of the castle and befriends a dog named Hewie, who aids her in the quest of a successful escape.

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Much like God Hand, this title did not sell too well and was met with a diverse range of critical responses.

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Nevertheless, the game's positive aspects were highly praised and it has since developed a loyal fanbase which no doubt hopes for a sequel in the not-too-distant future.

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God Hand

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Unfortunately for God Hand, it was a game released late into the sixth console generation. This amazing brawler hit the store shelves in the U.S. during October 2006 -- a mere month before the launch of the PlayStation 3.

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God Hand is all about over-the-top action and humor, mind-boggling, thumb-twitching combos, and a complete disregard for the laws of physics. It helps the game has a wide assortment of incredible boss battles -- almost all of which Western players should have the privilege of experiencing.

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Its "mediocrity" was met with little critical acclaim, at least initially. Since its release, however, the game has garnered a lot of positive attention and is included in many noteworthy compilations (such as this one ^_^).

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Given the poor sales, a sequel is unlikely. But perhaps Capcom will provide Gene -- the game's main protagonist -- another chance. The original is available for download on PSN.

"},{"image":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/m/a/x/maxresdefault-b5ee7.jpg","thumb":"https://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/m/a/x/maxresdefault-b5ee7.jpg","type":"slide","id":"185223","description":"

Extermination

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There's more than horror games on this list, I promise.

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This title went widely unnoticed by the general gaming community and was received by the critics with lukewarm fanfare. Nonetheless, it provided a more than decent survival-horror experience on the PlayStation 2.

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The player controls Dennis Riley, a U.S. Marine who, together with his partner Roger, must infiltrate a secret research base in Antarctica after receiving a distress signal. Extermination plays out similarly to other games in the genre, such as Dino Crisis and Resident Evil.

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The game features a predictable storyline and a glut of cheesy dialogue, but it's redeemed by great sound design and atmosphere, heavily resembling John Carpenter's movie The Thing.

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It was among the first titles on PlayStation 2 and was used to showcase the console's capabilities, therefore selling reasonably well for the time. Alas, a sequel is highly unlikely, though one can dream.

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Eternal Darkness: Sanity's Requiem

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An unusual title released exclusively on the GameCube was made even more unusual when taking Nintendo's generally family-friendly ecosystem into context. Eternal Darkness: Sanity's Requiem is an M-rated horror game and, more importantly, pretty darn good at that.

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At its core, it's very much like any classic Resident Evil title, especially given its third-person perspective and "tank controls". The concept is kept fresh by an intriguing story, featuring multiple playable characters across numerous historical periods and a unique Sanity mechanic.

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The sanity meter, upon reaching a certain threshold, would not only affect a character's composure but sometimes also simulate a lifelike failure of the console's hardware: in a very Kojima-esque manner.

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A canceled sequel was in development and a spiritual successor titled Shadow of the Eternals is, allegedly, still in the works.

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Nintendo owns the rights to the original name, so it's anyone's guess if it will officially return. But with the Switch seemingly embracing some aspects of the Mature genre in titles like Doom, there is hope. 

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Alan Wake

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One of the strongest exclusives on the Xbox 360, even though it was later released for Microsoft Windows, Alan Wake masterfully combines ideas from series like Silent Hill and the vibe of TV shows such as Twin Peaks into a terrifying whole.

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It follows the story of an acclaimed writer who is going through a creative crisis and decides to take a break by going on a vacation with his loving wife. A potentially romantic getaway quickly turns south as grisly events from a mysterious book written by Alan -- unbeknown to himself -- begin to unfold.

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A sequel was in development but got canceled due to the first game's slightly underwhelming commercial performance, which was partially attributed to a high rate of piracy.

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That said, the game has amassed a devout following and Alan Wake 2 is not necessarily out of the question.

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(Please note: Alan Wake's American Nightmare is not regarded as a sequel. It is instead a DLC.)

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While many publishers often don't have second thoughts about flooding the market with annual revisions of their most commercially viable franchise, not every publisher takes that path. Some games are forgotten and their legacy, however big or small, neglected and swept under the metaphorical rug.

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However, some fans are persistent and vocal enough to bring old IPs -- or even whole series -- back to life; Shenmue I & II HD serves as an excellent example of such dedication. Other, less fortunate titles are forever ignored, without merely a hint of a potential resurrection.

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These unfortunate outcasts are mostly kept alive by loyal fans who express their appreciation of a particular video game or franchise via cosplay, music, and original artworks, for example.

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There is a valid argument to be made that some stories should remain singular; developing a sequel would just complicate things. However, if certain titles receive the privilege of being released annually, then even a one-off follow-up to any of these entries wouldn't hurt, especially given their prolonged absence.

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This compilation is comprised of games which have to date had only one official main entry and not released for at least five years.

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Click "Next" on the bottom-right to view these games in alphabetical order.

"}]]]>
5 PlayStation Collections the Vita Needs and You Want https://www.gameskinny.com/er2mz/5-playstation-collections-the-vita-needs-and-you-want https://www.gameskinny.com/er2mz/5-playstation-collections-the-vita-needs-and-you-want Fri, 07 Apr 2017 12:00:01 -0400 GeorgieBoysAXE

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The odds of a major title landing on the little handheld in 2017 is slim, but that doesn’t mean that the Vita should be ignored.

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There are so many games with collections, like God of War, and Ratchet and Clank that can have plenty of games to arrange into a budget-minded package made to rekindle the same magic that they did when they first came out. The Vita can do so much more, but for now, I’d be happy with the idea of taking some of these potential collections with me on my next flight or road trip on a portable system that doesn’t get enough credit for how awesome it is.

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The Yū-Nama collection

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I find it strange that Nintendo is the first brand that people think of whenever the topic of weird games come up, especially when Sony has been open to the idea of a game about surviving in a post-apocalyptic Tokyo as a Pomeranian.

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The What Did I Do To Deserve This, My Lord? series (part of the The Yū-Nama series) is a prime example, as they focused on the premise role-reversing the traditional fantasy setup where players take the action of a villain who is trying to defend the safety of his lair from the onslaught of adventure heroes who line up in droves to challenge your domain. The strategical nuance is reminiscent of a tower-defense style of game, only you’re given way more liberty in you arsenal to defend the Demon Lord from the defeat of a noble champion with charming tools and traps made to specifically counter distinctive hero-types and powers.

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The games never really got a fair break, as they were release late in the PSP’s life cycle with some potential legal conflicts over their original names that they projected to release with, and a rushed port of the third entry hastily dropped on the PlayStation Network with little to no fanfare. Hell, don’t even get me started on the silent treatment the upcoming VR spinoff of the series is getting.

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The initial two "Badman" games and No Heroes Allowed, with some of the Yu-Nama puzzle mobile games sprinkled in what could be the niche RPG equivalent of Super Mario All Stars that we never knew that we wanted, yet still deserve to have, and there’s no better system to accommodate the wacky collection that the PlayStation Vita.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-3ce2e.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-3ce2e.jpg","type":"slide","id":"154999","description":"

The Parasite Eve Collection

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It’s strange that the world we live is one where we’re being treated to RPGs that are starting to get a sequel count in the double digits (Persona is HALF-way there!) and yet there are plenty of other properties that only have a handful of titles to their name.

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The Parasite Eve series is such a franchise, and while it hasn’t exactly been ignored  by Square, the publisher has done a crap-job at reviving the series by shoveling the originals over to PSOne Classics on the PlayStation Network as a shallow attempt to generate excitement for the release of the third entry at the time, The 3rd Birthday.

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The science-fiction horror story of Aya Brea is one that deserves to be told again with an upscaled production effort that would fit right at home on the PS Vita. The mechanics of the game’s combat mechanics and stage design are ideal for a “pick up ‘n play anytime” setup that can be alternated between each other like epic chapters to a grand story. Complete the arrangement with additional content, and some behind-the-scenes access to the development of the three titles, and you’ve got a prospect that’s already exciting in concept alone!

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It’s a surprise that Square hasn’t already released a collection like this after continued support of the platform with releases like Dragon Quest Builders and World of Final Fantasy, a Parasite Eve collection could be just the thing to push owners to charge the sleek Sony handheld once again.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-1fed6.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-1fed6.jpg","type":"slide","id":"154998","description":"

The Ape Escape Collection

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I don’t know if you guys heard, but 3D platformers are back in style -- like, gamers are straight HOT for these free-roaming scavenger hunt experiences right now. In all the excitement for this nostalgic renaissance though, one particular gem seems to be glossed over by the fact that it wasn’t on the Nintendo 64; Japan Studio’s Ape Escape had you scrambling through dozens of worlds to nab the eponymous simians themselves in a weird, but enjoyable series of collectathon games.

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When Ape Escape: On the Loose was first release at the PSP’s launch, critics found the revival to be too ambitious, as it suffered from the limitations that it had with the PlayStation Portable’s button layout and single-stick control, which doomed any possibility for the underrated sequels to get another revision themselves on the new handheld system. The Vita is the new opportunity that franchise needs to return from obscurity; I mean do you guys remember what the last Ape Escape game was that released? Ape Escape Move…a party game focused around the troubled motion-control peripheral, it didn’t even get a physical release in the states.

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All Sony needs to do is to get Vita remaster of Ape Escape: On the Loose, and Ape Escape 2-3 from the PlayStation 2 onto one loaded cartridge, and they’ll be able to cash in on the platformer fever with a series that rightfully deserves the prestige that the genre is currently enjoying from the public.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-184e7.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-184e7.jpg","type":"slide","id":"154997","description":"

The Clover Collection

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Before they were known for their games about sexy, violent Witches, or pulpy action, pen-and-ink brawlers, Platinum went by another name, one that wasn’t simply just another rose, but a Clover instead.

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The original Capcom-owned studio helped usher in modern day classics that’re still cherished to this day; classics like Viewtiful Joe, Okami, and God Hand were titles that truly embodied the creative spirit that the team went on to brand themselves with. As acclaimed as the lineup of software is however, they’re admittedly still niche games that are arguably considered to be sleeper-hits than runaway ones, making them all the more ripe for re-releases on an interface that they’re already familiar with.

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It’s no secret that the Vita’s touch control options aren’t the most popular among its features, but the potential they hold for the unique dynamics of the Clover trio is something shouldn’t be ignored. Think back to the Wii port of Okami; the transition it made to motion-controls was subtle enough to be fresh without overpowering the purity of the gameplay, it was a move that influenced many to consider the Wii version of the game to be the definitive one.

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Speculation aside though, these experiences are one that rightfully deserve another release on hardware that can do them justice, and I can’t think of a better way to do it then to include them all in a budget assortment.

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The Patapon Collection

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The one issue that the Vita inherited from the PSP was its lack of exclusive properties that made carrying one around worth the investment. Not to say that Sony’s pocket systems never had any killer apps of their own, and a prime example of that was Japan Studio’s Patapon, a rhythm-based real-time strategy game that had you time your beats for some beat-downs.

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Timing different combinations to the tune of a jungle drum, players would guide a growing tribe of savages to victory as they would challenge rival tribes for land and posterity in order to regain the honor they once had for their Patapon heritage. Patapon became popular enough to spawn two more sequels with its surprisingly deep and quirky gameplay, and it wasn’t long before the trilogy was considered to be a cult-classic among PlayStation fans, and voyeurs alike.

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Strangely enough, two of the three games never saw a Vita port, which was a shame considering how brilliant the touch-screen interface could be for a reimagined control scheme. Then there’s the upcoming remaster of the collection that’s slated to release for the PS4 later this year; a Vita version of that collection with a Cross-Save feature for its console counterpart would make all the sense in the world for Sony to follow through with -- like, an absolute no-brainer even.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-banner-6d4a3.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/p/l/a/playstation-vita-collection-banner-6d4a3.jpg","type":"slide","id":"154994","description":"

Not since the original Wii, has there been a platform that was so “undead” like the PlayStation Vita; a system that was in this weird purgatory where it was considered a critical success among the masses, and yet was still regarded as a commercial failure. Still, we can only hope that the handheld can host a couple more game collections that could use the portable treatment, poetically giving them, and the Vita, a second chance at a new life.

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Here are some properties that could use the travel package treatment, considering the potential choice-cuts that’re available for a bundled release.

"}]]]>
5 games that are surprisingly popular in spite of sucking so bad https://www.gameskinny.com/35ls1/5-games-that-are-surprisingly-popular-in-spite-of-sucking-so-bad https://www.gameskinny.com/35ls1/5-games-that-are-surprisingly-popular-in-spite-of-sucking-so-bad Thu, 04 Aug 2016 09:19:08 -0400 RobotsFightingDinosaurs

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Superman 64

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Are you sitting down? Good. Because you'll need to brace yourself for this. Superman 64, one of the worst games of all time, led all N64 games in sales in June of 1999, and in July of that same year, was named the N64's 3rd best-selling game.

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One question arises when all this information is considered: How could this happen? How could one of the worst games ever, a game with terrible visuals and controls, one that took the world's most iconic superhero and forced him to fly through ring mazes... how could it have been so successful? 

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Revisiting the game does not help. The game is a complete joke. It controls terribly, the missions don't make any sense, and the difficulty spikes are awful. So why, then, was the game so successful?

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Well, for starters, back in those days, it wasn't so easy to find video game reviews. Not everyone had the Internet, and not everyone could afford Nintendo Power. A game based on a property like Superman would have the kind of name recognition that would make people take notice when they saw it on store shelves. But there's another reason Superman 64 did so well, and the answer is a surprising one

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The game was not for us.

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Titus, the game's developer, has said that the game was targeted at children aged between 9 and 11, and that the game scored highly on surveys of that demographic. This means that despite its flaws, the game offered them something of value. Playing a game where you could be Superman and fly around in a 3D world must have been massively exhilarating to them, regardless of the banal missions or terrible level design. There were few other games that based the core gameplay off of flying around in a 3d space, and for all its faults, Superman 64 filled that void.

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It may be one of the worst games ever made, but in its day, it was insanely popular.

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Can you think of any other bad games that sold surprisingly well, or any deeply flawed games that you love anyway? Let us know in the comments!

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Cooking Mama

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You might be surprised to see this title on this list. Cooking Mama was a sales behemoth for Majesco in the mid-2000s, and not many consider it to be a bad game. But revisiting the game today reveals a startling truth: the game truly does not hold up.

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Even Food Network addicts are likely to find the game's mechanics dull and repetitive, with little opportunity for creativity or finesse. At its core, the game is essentially a Warioware clone with the off-the-wall charm replaced with cooking themes. It's fun, yes, but critics, upon release, gave the game middling-to-bad review scores. They cited the fact that it's nice as a bite-sized treat from time to time, but if you really want to dig into the game, you'll be left wanting more.

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Despite all this, the game holds a well-deserved place in the hearts and minds of gamers everywhere as a fun, cute, and bright diversion.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_360,q_80,w_640/v1/gameskinnyc/s/n/e/snesbox-8db1a.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_85,q_80,w_97/v1/gameskinnyc/s/n/e/snesbox-8db1a.jpg","type":"slide","id":"128542","description":"

Shaq-Fu

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There are few games that have been more maligned than Shaq-Fu. Initially released to mixed reviews,the game has, over the past years, become regarded as one of the worst games of all time. 

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Featuring frustrating AI, almost-impossible-to-pull-off special moves, sluggish fighting, and an insane difficulty curve, Shaq-Fu deserves a lot of the criticism that it gets to this day. That said, the game was a commercial success, having been ported to a wide variety of platforms after its release. And if you happen to revisit the title, you may find that it's actually not that bad.

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Despite the odd pace of the fighting, the combat is smooth and the sprites are smoother. Perhaps it's because of this that Shaq-Fu fans raised almost $475,000 to crowdfund a sequel to the game.

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God Hand

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Not all of Clover Studio's games were hits. God Hand was a commercial failure, and garnered, well, let's say "mixed" reviews. IGN gave the game a meager 3 out of ten, and they had every reason to. The game is a mess.

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The level design is laughably linear, the combat, while deeply customizable and satisfying, is repetitive, and the difficulty of the game can be ridiculous at times. It's buggy, unpolished, and not particularly pleasant to look at. So why, then, is the game listed as one of the top 100 PS2 games of all time? Why is this bad game featured in the book 1001 Video Games You Must Play Before You Die? Why has it inspired such a cult following?

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In short, it oozes charisma. The main character's powers are so over-the-top that it's ridiculous, and the inanity of the combat eventually stops being frustrating and starts being charming. There's a minigame where you can bet on a rabid chihuahua race. You spank a certain class of enemies to death. When you defeat an enemy, they fly off into the sky with a Team Rocket-approved "ding!".

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It's not smart, it's not polished, and it is, at the end of the day, from an objective standpoint, a bad game -- but it is endlessly, overwhelmingly fun. 

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Shadow the Hedgehog

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Where did it all go wrong, Shadow? You were doing so well with Sonic Adventure 2. Sonic Heroes wasn't that bad either. And then they gave you guns.

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Shadow the Hedgehog, upon release, was almost universally pointed to as a warning of what can happen when edginess goes too far. Reviewers saw the game as a betrayal, as did older fans of Sonic games. It wasn't just seen as a bad game -- it turned into a laughingstock, a punchline, an Ed Hardy-shirt-wearing caricature of itself. 

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That said, despite the admittedly terrible gunplay mechanics, Shadow the Hedgehog was a solid 3D platformer for its time. Readers of Nintendo Power voted it the Best Platformer of 2005, and the game actually sold incredibly well. Sega reported that the game sold more than one and a half million units, if you can believe that.

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In addition, the game's branching paths mechanic and multiple endings were a pretty huge innovation at the time. There weren't many other games that had gone all-in on this type of storytelling style, and although much of Shadow the Hedgehog was reliant on ideas from older Sonic games, this element was a true innovation, giving the game a significant amount of replay value.

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So next time you want to make fun of Shadow the Hedgehog, pop the game in again. You'll be surprised that it's not nearly as bad as you might think.

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Bad games are everywhere. They hide in stores, online, and in our collections. But just because a game is bad doesn't mean it can't be good. Okay, I know that doesn't make any sense. Just bear with me.

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There are a few select games out there that were critical failures, featured repetitive gameplay, or were simply mechanically broken, but became popular despite (and in some cases because of) these quirks. Every gamer has at least one bad video game that they love for some reason. Perhaps it's the soundtrack, perhaps nostalgia, but for whatever reason, they hold a place in hearts and minds everywhere. So with that in mind, let's take a look at a select few bad games that are (and were) inexplicably popular.

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What We Can Learn From "Bad" Games https://www.gameskinny.com/mjky8/what-we-can-learn-from-bad-games https://www.gameskinny.com/mjky8/what-we-can-learn-from-bad-games Mon, 03 Jun 2013 07:00:31 -0400 Reilly C.

This thought was sparked by playing Deadly Premonition: Director's Cut recently for reviewing purposes as well as for the fact that I loved the original.  I started to realize that there is a lot we can learn from playing unsuccessful or broken games that then can be applied to games in the future so we can learn from these mistakes. 

I want to look at a few games in particular to see what made them endearing despite having issues and look at why I personally enjoyed them despite the negative marks against them.  

Let's lead off with something fresh in my mind:

Originally releasing on Xbox 360 version for a mere $20, this game caught a TON of attention from the internet.  With a combination of a lovably campy story, Twin Peaks inspired story and the many quarks that come with being a game canceled numerous times, it was instantly loved by Jim Sterling, played by Giantbomb in an endurance run.

Having played it myself, it did suffer from MANY issues.  It was a budget game that was trying to reach for the stars in it's scope and while failing to meet those expectations.

What we can learn:

Sometimes the weird and awkward things in a game will make them way more interesting then the over all product.  The characters made this game for me.  It really seemed like they tried to make a small American town with each character having their own demons and vices.  This stood out and kept me going even when stuff seemed ridiculous or out of place because it remained a constant.

Also, set an appropriate scale to the game you want to make.  Sometimes you need to step back and take a good look at what you are trying to accomplish.  The ability to grow a beard in real time is funny and novel but if that time to make that could have been used to make a better combat system, maybe you should just drop the beard growing till that more important aspect is hammered out.

Frivolous things can bog down the game you are trying to make.  While adding charm, they should be something added after the main game is functioning properly.

 

While the game did not do well in the journalistic reviews, many people found a hidden gold mine of depth below the surface of this game.  The "Make your own combo" system was something that people really seemed to find a great deal of fun to tinker with.  Also, the game could be blisteringly hard and sometimes one sided feeling in it's fights.  The humor was somewhat crass and really dry at times, so even that lead to some segregation in the marketplace.

This meant a pretty clear line being drawn on the ground.  Either you liked it or you didn't.

What we can learn:

Creating a game for a niche market is a perfectly fine just know what to expect.  Clover made mostly games they seemed to enjoy themselves.  If they enjoyed making and playing God Hand, couldn't there be others as well?

Demon's/ Dark Souls is the same way.  While more mechanically sound and properly built, it shared a common view of reaching for those people that enjoy a rough challenge and a good hidden depth to the mechanics in play.

 

After 3 years of development, this game came out with little to no fanfare and has been receiving some of the lowest scores of any game on the Xbox Live Marketplace.  

With its horrid gameplay--that was completely unresponsive and felt like you were controlling a brick--the fighting felt like a choir task unto itself just to even attempt to make it through a fight.  Not to mention the terrible graphics that look like they belong in an early low budget PS2 game.  Also, Double Dragon Neon did a better job at trying to breathe life into this genre and even that game felt flawed and took less time to make.

What we can learn:

Some things don't need a sequel or a retelling.  The nostalgia and fun you had with a former game(s) sometimes should stay that way.  There really is not much more to say about it.

 

Good Lord... Just, watch this trailer:

The game was not even out and it was already claiming to be the savior of the survival horror genre.  I remembered seeing this ad and just thinking about how it is going to be one of two things:

  1. It will be an engaging and fun experience with a good sense for survival horror.
  2. The hype train will ride this game straight into the sun.

Not surprisingly, it was the latter.  However, the surprising part was how absolutely AWFUL the final products reviews were.  It wasn't just bad, it was broken and just plain not entertaining.

What we can learn:

Don't get ahead of yourselves.

The fact that some websites and writers got excited about your games does not mean you should plaster their words all over a game that is going to be coming out the gate completely broken, not fun and mechanically awkward. You are lying to your market and this will not sit well with anyone next time you are making a game.  How can I trust a company when they need to sell me this piece of crap so badly that they will go so far as to more or less call their game the revival of survival horror?  

I know this is not uncommon for games to hype up a game that is not that good but when you try this hard to get people psyched for a game that is this awful, it should at least have SOME redeeming qualities.

Final Thoughts:

A common thread I have noticed through all the "good" bad games I have played is that if the game has personality, many of its faults can be forgiven.  

I personally am willing to put up with some wonky controls, terrible voice acting or terribly implemented mechanics if the game provides me with something that is wildly entertaining.  Whether it be outlandishly wild story, sporadic or out of place characters or even just an interesting world that has enough lore for you to continue exploring it.

Passion speaks louder then any budget amount, studio size or time in development.  Put your all into it and something good will come from it.  People can see that love through your work as long as they take the time to look for it.  

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