Is there any retro consoles that you never lived up to their potential? where the games fell short of the hardware?.
Personally I feel that the NDS was under-utilized, as it was a fully 3d capable console, that was used mostly for 2d pixel art games, and platformers. When it was able to support full 3d platformers and even a fan remake of portal.
My votes go for the Amiga and the PC Engine.
The Amiga was tricky to develop for, particularly if you wanted to use all its custom chips to their full potential. So many Amiga games are just questionable ports of Atari ST or even 8-bit home micro games.
The PC Engine was really ahead of its time, but it’s now kind of an obscure little thing, and a bit quaint when put up against the SNES and Mega Drive.
PC Engine was huge in Japan if I recall correctly
It was pretty big, and I believe it was Nintendo’s main competitor for a while. Just didn’t quite break out to the rest of the world, and it never got a proper followup
I feel like 3do never quite got the success that it deserved. At the time it was pretty advanced, one of my buddies had one but there weren’t a lot of games available
Lack of advertising and its business model of the hardware basically being produced by licensees tacked on to other electronics products of the time ended up crippling consumer awareness, and the price point was the big nail in the coffin, at roughly $700 in the early 90s you really had to commit to wanting one. Unlike most other console companies, 3DO couldn’t afford to sell the hardware at a loss because they didn’t have much, if anything, for first party games to make up for it. It had some games that look like they’d be decent, at least a better quality library overall than arguably the Jaguar and definitely the CDi, but it’s that tough cycle in gaming where you need good games to sell consoles (especially at $700, in any time) but third party devs won’t make good games for consoles that don’t sell.
This guy 3do’s
I’ve just seen a bunch of videos about it, haha.
The wonderswan
GoldenEye on the N64 was the only game I’m aware of to have a control layout where you could use the left and centre prongs to get a proto-dual-stick experience
The WiiU’s second screen is great for asymmetric multiplayer or an auxiliary screen for things like inventories, most games just duplicated what was on the main screen
Nintendo really had their thinking-caps on tight when they decided that a third of the N64 controller was always inaccessible
The n64 controller is a very cautious design.
they were not sure if people(players and devs) would utilize the analogstick and chose to design the controller in a way that it could be used in the same way established controllers were used, the n64 predates the dualshock by a whole year afterall.
Nintendo’s way is to get last-gen hardware and add some kind of tweak to it and then just have a solid game library. They are almost never cutting edge. Even the new Switch2 is not a cutting edge SOC.
Perfect Dark (spiritual successor to GoldenEye) iterated on that. You can use two N64 controllers, one in each hand, to get a true dual stick experience
GoldenEye has the dual controller schemes too. A bit awkward in that you still have to be able to access the A & B buttons from the center grip; “2.1 Plenty” and switch the camera control off of inverted, personally. Hold the right controller at a slight angle to reach A & B and it’s not horrible… 😅
Can you tell my family’s been getting back into N64 lately? Some are experiencing the turn-of-the-century gaming for the first time. Although I’m spoiled from playing the recompiled Perfect Dark on Steam Deck and having total “control of the controls” including gyro aim.
As far as hardware gimmicks go, I agree that the WiiU’s gamepad could’ve done so much more, I can think of so many different unique ways a game could’ve made use of it, like having two different perspectives or mini games like in GTA Chinatown wars.
I remember reading this comic back in the day, don’t remember playing anything like it other than Nintendo Land
The Wii U tried to bring the DS to console, but there was one major limitation that kept it from being used the way the DS was: human eyes cannot focus on screens at different distances from the eyes. The DS only worked because both screens were right next to each other.
The one thing the Gamepad could do that worked quite well and deserved to be explored more was asymmetric multiplayer. But at the same time, it felt like it was an era too late to be a big deal - giving players separate screens is something we can already do via online multiplayer.
The one notable time I can think of a game trying the dual perspective thing with the gamepad was Star Fox Zero at the end of its life cycle, and it was not received well at all because it made the control and aiming way too complicated since it was too much of a challenge to try to look at both screens at the same time. Can’t think of another game that tried something like that, but I did see a good number of games that used the gamepad for inventory, like the Zelda games and Monster Hunter.
To be fair to the DS, playing 3D platformers with a d-pad isn’t great lol so I can see why developers mostly stuck to 2D games
Ouya
The Sega Mega CD and the 32x were genuinely great pieces of hardware…but nearly all the games were awful. I love the Mega CD in particular, and I say that as a Nintendo kid.
Lunar 1&2 were originally released on the Sega CD, as was shining force CD.
There were a few decent games on it, but agreed, not many.
Ha! I was a Mega Drive fan as a teen, and I got really angered by this… until I realized that you were speaking about the Mega CD and 32x specifically. Yep, there really weren’t many good games for either of them.
despite my love for the Saturn, there’s no denying that between it’s bizzaro architecture and short lifespan to make way for the Dreamcast, it ended up leaving a lot on the table. thankfully the homebrew community is picking up more and more speed
if you’ll stretch the definition of console to include computers, the MSX Turbo-R is another example. it was an 8-bitter but with a souped-up, faster z80 meant to at least give it a fighting chance against the onalaught of 16-bitters, but the few games it’s known for are all RPGs that look great but don’t exactly flex the speed of the new processor. and while the MSX homebrew scene is massive and still pumping out games by the dozen, the Turbo-R is a rare target for new games with it still commanding 1000+ USD prices. someday!
you would assume it wouldn’t have taken the industry so long to learn from consoles like this, but they repeated it again with the ps3, and probably other consoles im not aware of.
Atari Lynx. Remarkably powerful handheld for coming out two months after the Game Boy, but no truly memorable games that aren’t ports (which could be said about all of Atari’s non-2600 consoles tbf.)
Atari Jaguar just had Amiga/ST ports, hardly any used the GPU.
Also, most PS5 games are just reconfigured PS4 games.
Original PlayStation for not shipping with dual analog sticks from the start. Almost all games had to be playable with non-analog controllers. As a result, dual shock support was mostly an afterthought. Especially FPS games were awful to play.
Imagine the games that could’ve been possible if all games were designed with two analog sticks in mind. We would certainly have fewer games with tank controls.
I think this is also the main reason why it didn’t take until PlayStation 2 for developers to realize that the second analog stick is awesome for camera movement (instead of awkwardly mapping camera motion to the shoulder buttons).
This was actually a major gripe I had when playing Jersey Devil on my PS1, once I found out about emulators I created a custom controller config for it that made it much more playable though.
The Atari Lynx had the graphics to blow the Game Boy out of the water. Unfortunately most of the games sucked so it died quickly.
Also, the battery life was hideously short. It would suck down a set of 6 AAs in less than 3 hours. I suspect that the CCFL backlight on the LCD screen was the culprit. And the console was huge. I have the official belt pouch and as a teen it reached most of the way down to my knee. The redesign was a bit smaller, but not much.
A lot of the games sucked, but there were some pretty good ones too. Just not enough games overall, I think.
The DS 3D was pretty weak, though. Don’t get me wrong, great games like The Force Unleashed and Assassin’s Creed: Altaïr’s Chronicles are amazing games but the 3D in both was almost worse than PS1/Saturn 3D. Loved my NDS but I get why games tended to go for 2D.
As for my opinion on the subject matter, the aforementioned Sega Saturn is my pick. The potential that console had could have delivered truly incredible games and memories but Sega made one too many stupid business decisions.
I often wonder if mobile gaming wouldn’t be in the current freemium hellscape if the N-Gage had a better launch library. We knew even back then that everyone was going to have a phone, so it was a natural evolution. Unfortunately, the games weren’t very good, and they also weren’t again when Square Enix tried up-front pricing a little while later with Final Fantasy Dimensions and The After Years, for example.
Now I don’t know if single-price games are ever going to have a chance in the mobile market.
Possibly the Amiga CD32, the akiko chip wasn’t really used for anything graphics based that it could have done. Someone with a more technical mind would probably know how that could have been better used.
The PSVita but I’m a GenZ so I haven’t used any hardware before the PS2
The Vita’s first-party though are remarkable compared to other stuff releasing, it kinda felt like everyone wanted to port PS3 games and forgot to make games targeting the handheld itself, the community is making a great job though, you can run CUPHEAD AND HOLLOW KNIGHT on that tiny beast
I am old and agree with you. The touch backplate was a little gimmicky but over all an amazing handheld