Follow TV Tropes

Following

History Horrible / VideoGameGenerationsFifthToSixth

Go To

OR

Is there an issue? Send a MessageReason:
None


* The first rule of '''''Film/FightClub''''' is you don't '''''play''''' ''Fight Club'', a soulless cash grab of a fighting game based on [[TheProblemWithLicensedGames a film]] with a message about toxic masculinity and criticisms of capitalist society. The game's presentation is lackluster, which does little justice to the game's roster of characters, most of whom are based on side characters from the film that you may not even remember (save for hidden character [[Music/LimpBizkit Fred Durst]]). Not helping matters is the lack of variety among the roster in terms of gameplay, with only three fighting styles shared among cast. The game introduces a novel feature wherein certain attacks show an X-ray of the victim's bones breaking, predating the X-Ray Attacks and Fatal Blows of later ''Franchise/MortalKombat'' games, but they only really matter in one mode where such injuries can disable certain moves, and lack the visual flair used in ''MK''. The game features a full story campaign of its own that tries to tie in with the movie, but it's painfully boring with cutscenes that consist of nothing else than still images. [[https://www.ign.com/articles/2006/02/03/fight-club-3d IGN]] and [[https://www.gamespot.com/reviews/fight-club-review/1900-6112987/ Gamespot]] proceeded to savage the game in their reviews.

to:

* The first rule of '''''Film/FightClub''''' is you don't '''''play''''' ''Fight Club'', a soulless cash grab of a fighting game based on [[TheProblemWithLicensedGames a film]] with a message about toxic masculinity and criticisms of capitalist society. The game's presentation is lackluster, which does little justice to the game's roster of characters, most of whom are based on side characters from the film that you may not even remember (save for hidden character [[Music/LimpBizkit Fred Durst]]). Not helping matters is the lack of variety among the roster in terms of gameplay, with only three fighting styles shared among cast.between the cast members. The game introduces a novel feature wherein certain attacks show an X-ray of the victim's bones breaking, predating the X-Ray Attacks and Fatal Blows of later ''Franchise/MortalKombat'' games, but they only really matter in one mode where such injuries can disable certain moves, and lack the visual flair used in ''MK''. The game features a full story campaign of its own that tries to tie in with the movie, but it's painfully boring with cutscenes that consist of nothing else than still images. [[https://www.ign.com/articles/2006/02/03/fight-club-3d IGN]] and [[https://www.gamespot.com/reviews/fight-club-review/1900-6112987/ Gamespot]] proceeded to savage the game in their reviews.
Is there an issue? Send a MessageReason:
None


* '''''Pool of Radiance: Ruins of Myth Drannor''''', released around 2001 during the craze and fever of ''Dungeons & Dragons''-based [=CRPGs=] of TheNineties Gold Box series (this is an InNameOnly sequel to the CultClassic ''Pool of Radiance'', in fact) and early 2000s such as ''Icewind Dale'' and ''Baldur's Gate'', but not only does ''Ruins of Myth Drannor'' have a poor, cliched story and atrocious gameplay as if the DM is really sadistic (and not in a good way), there are {{Game Breaking Bug}}s such as corrupted save files seemingly at random and a ''system-breaking bug'' where the uninstaller can and will '''wipe important Windows files seemingly at random during uninstallation''' if it's not patched. Yes, the game isn't just horrible and smears the name of one of the most memorable CultClassic adaptations of ''TabletopGame/DungeonsAndDragons'', it doubles as a paid-for Trojan horse virus. [[https://web.archive.org/web/20011126120955/http://www.arstechnica.com/reviews/01q4/pool_of_radiance/pool-1.html Here's an archived review.]]

to:

* '''''Pool of Radiance: Ruins of Myth Drannor''''', released around 2001 during the craze and then-ongoing fever of around ''Dungeons & Dragons''-based [=CRPGs=] of TheNineties Gold Box series (this is an InNameOnly sequel to the CultClassic ''Pool of Radiance'', in fact) and early 2000s such as ''Icewind Dale'' and ''Baldur's Gate'', but not only does ''Ruins of Myth Drannor'' have a poor, cliched story and atrocious gameplay as if the DM is really sadistic (and not in a good way), there are {{Game Breaking Bug}}s such as corrupted save files seemingly at random and a ''system-breaking bug'' where the uninstaller can and will '''wipe important Windows files seemingly at random during uninstallation''' if it's not patched. Yes, the game isn't just horrible and smears the name of one of the most memorable CultClassic adaptations of ''TabletopGame/DungeonsAndDragons'', it doubles as a paid-for Trojan horse virus. [[https://web.archive.org/web/20011126120955/http://www.arstechnica.com/reviews/01q4/pool_of_radiance/pool-1.html Here's an archived review.]]
Is there an issue? Send a MessageReason:
None


* '''''Hidden Invasion''''' for the UsefulNotes/PlayStation2 was rushed out of the gate by (the now-defunct) Toka corporation (notorious for a number of awful console stinkers in the late 90s), and ''it shows'' in the final product. Actually, it's easily the ''worst'' of their lot; the game itself is marred by janky, awkward controls, fixed camera angles that repeatedly send your characters running aimlessly in and out of a new area, an awful aiming system that ensures your firearms will miss half their shots, and randomly-placed {{Invisible Wall}}s you'll inevitably spend 60% of the game bumping into. The premise of a hidden alien entity manipulating mankind - hence the titular Hidden Invasion - ''could'' have been interesting, but the game squandered that premise by having the characters [[ShowDontTell verbally narrate every major plot point and twists during cutscenes rather than actually showing them]]. The fact that the voice acting is stiff and seemingly recorded in separate sessions and awkwardly stitched together doesn't help either, as is the game's tendency of [[TheComputerIsACheatingBastard allowing enemies to shoot at you from behind walls, before you can even see them]], and that most of the game's objectives are just pointless fetch quests that get boring after less than 15 minutes of gameplay (something that is ''not'' encouraged in a BeatEmUp game). IGN sarcastically jokes that the best thing ''Hidden Invasion'' has to offer is the price (20 bucks cheaper than other titles at the time, [[https://www.ign.com/articles/2002/08/06/hidden-invasion and that's when said game is still new]]), while [=GameFAQs=] have a bunch of old articles that pokes fun at the game, like [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/38640 this one which said the game feels like an unfinished product]] (the reviewer isn't wrong) and [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/39667 another]] comparing the graphics to the then 9-year-old ''Virtua Fighter''. Toka have not made another game ever since, to the utter surprise of ''nobody''.

to:

* '''''Hidden Invasion''''' for the UsefulNotes/PlayStation2 was rushed out of the gate by (the now-defunct) Toka corporation (notorious for a number of awful console stinkers in the late 90s), and ''it shows'' in the final product. Actually, it's easily the ''worst'' of their lot; the game itself is marred by janky, awkward controls, fixed camera angles that repeatedly send your characters running aimlessly in and out of a new area, an awful aiming system that ensures your firearms will miss half their shots, and randomly-placed {{Invisible Wall}}s you'll inevitably spend 60% of the game bumping into. The premise of a hidden alien entity manipulating mankind - hence the titular Hidden Invasion - ''could'' have been interesting, but the game squandered that premise by having the characters [[ShowDontTell verbally narrate every major plot point and twists during cutscenes rather than actually showing them]]. The fact that the voice acting is stiff and seemingly recorded in separate sessions and awkwardly stitched together doesn't help either, as is and the game's game has a tendency of to [[TheComputerIsACheatingBastard allowing allow enemies to shoot at you from behind walls, before you can even see them]], and that most of the game's objectives are just pointless fetch quests that get boring after less than 15 minutes of gameplay (something that is ''not'' encouraged in a BeatEmUp game). IGN sarcastically jokes that the best thing ''Hidden Invasion'' has to offer is the price (20 bucks cheaper than other titles at the time, [[https://www.ign.com/articles/2002/08/06/hidden-invasion and that's when said game is still new]]), while [=GameFAQs=] have a bunch of old articles that pokes fun at the game, like [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/38640 this one which said the game feels like an unfinished product]] (the reviewer isn't wrong) and [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/39667 another]] comparing the graphics to the then 9-year-old ''Virtua Fighter''. Toka have not made another game ever since, to the utter surprise of ''nobody''.
Is there an issue? Send a MessageReason:
None


* '' VideoGame/CrazyFrogRacer'' was a group of tie-in racing games based on [[Music/CrazyFrog the infamous ringtone series]]. The console versions were, for the most part, [[TheProblemWithLicensedGames mediocre]] due to their confusing controls and banal tracks, but were at least playable and had some redeeming qualities. '''''[[PortingDisaster The GBA version]]''''', on the other hand, was wretched beyond belief. The original characters besides the titular "Annoying Thing" are completely uninspired with [[FlatCharacter no personalities or connection to the music videos]], don't actually handle any differently from each other despite what the stats tell you, and generally reek of being rejected ringtone mascots themselves,[[note]]For example; Rasta Dog, Mafia Hen, Punk Girl, and Big Elk, which are exactly what you'd expect.[[/note]] when you can even make out what they are among the blotchy (and predominantly pukish grey/brown) pre-rendered graphics that ''don't even show the karts' wheels turning''. The controls are slow and clunky regardless of stats, and handle about as well as a tank on ice.[[note]]Adding insult to injury, there is in fact a power-up that temporarily makes the controls ''a little'' more tolerable, which makes you wonder why they didn't just have those as the default.[[/note]] The courses are all ugly, overly-narrow and often [[MarathonLevel excruciatingly-long]] wiggles of grey unimpeded road (with no jumps, obstacles or the like whatsoever) that simply aren't designed to accommodate the aforementioned dreadful controls at all. It's scored with the same tinny droning engine noise and bland Muzak throughout. There's very little variation in the modes; only a basic "Tournament",[[note]]Complete with a pointless High Score table that ranks the time taken to complete any of the cups/difficulties at once as opposed to individually, meaning you can immediately fill it up just by playing the easiest cups repeatedly; regardless of your score from the races.[[/note]] a "Checkpoint Rallye/Madness" mode [[{{Padding}} that's just repeated twice with little-to-no variation between each]], and a "Last Man Standing" mode that's monotonous and close-to impossible to lose.[[note]]It tries to do the ''[[VideoGame/FZero F-Zero X]]'' "Death Race" formula, but on one of the aforementioned badly-designed racetracks and no goal beyond "take as long as you need to kill everyone else", and one go can often take '''''fifteen minutes or more''''' due to the infrequency of useful weapons, and trying to simply ''find'' your opponents as you whittle down their long, MercyInvincibility-backed health bars while [[ArtificialStupidity they seldom attack you back]].[[/note]] There aren't even so much as basic kart-racing things; no multiplayer, no time trials, [[NoSidepathsNoExplorationNoFreedom no secrets or unlockables, no shortcuts]], [[AWinnerIsYou no satisfaction or payoff to winning any of the modes]], and no replay value. Overall? Drab, ugly, unpolished, near-uncontrollable, [[ShoddyKnockoffProduct a shameless copy of better GBA racers]][[note]]Most notably ''VideoGame/MarioKartSuperCircuit'' and ''VideoGame/KonamiKrazyRacers''[[/note]] without any trace of what made those great, and a pathetic cash-grab with absolutely no effort put into it; even for [[InsultToRocks licensed game standards]]. Nintendo Official Magazine UK ripped it to shreds in their final issue, describing it as "Worst Ringtone Ever becomes Worst Game Ever. Not Crazy, just Crap" and that "If the Crazy Frog threw up on a grey pavement, it'd still look better than this". Ultimately, they [[MedalOfDishonor gave it their lowest-ever review score]] ('''05%''', or "Not Worth Stealing"), justifiably capping it off with "Avoid at all costs".

to:

* '' VideoGame/CrazyFrogRacer'' was a group of tie-in racing games based on [[Music/CrazyFrog the infamous ringtone series]]. The console versions were, for the most part, [[TheProblemWithLicensedGames mediocre]] due to their confusing controls and banal tracks, but were at least playable and had some redeeming qualities. '''''[[PortingDisaster The GBA version]]''''', on the other hand, was wretched beyond belief. The original characters besides the titular "Annoying Thing" are completely uninspired with [[FlatCharacter no personalities or connection to the music videos]], don't actually handle any differently from each other despite what the stats tell you, and generally reek of being rejected ringtone mascots themselves,[[note]]For example; Rasta Dog, Mafia Hen, Punk Girl, and Big Elk, which are exactly what you'd expect.[[/note]] when you can even make out what they are among the blotchy (and predominantly pukish grey/brown) pre-rendered graphics that ''don't even show the karts' wheels turning''. The controls are slow and clunky regardless of stats, and handle about as well as a tank on ice.[[note]]Adding insult to injury, there is in fact a power-up that temporarily makes the controls ''a little'' more tolerable, which makes you wonder why they didn't just have those as the default.[[/note]] The courses are all ugly, overly-narrow and often [[MarathonLevel excruciatingly-long]] wiggles of grey unimpeded road (with no jumps, obstacles or the like whatsoever) that simply aren't designed to accommodate the aforementioned dreadful controls at all. It's scored with the same tinny droning engine noise and bland Muzak throughout. There's very little variation in the modes; only a basic "Tournament",[[note]]Complete with a pointless High Score table that ranks the time taken to complete any of the cups/difficulties at once as opposed to individually, meaning you can immediately fill it up just by playing the easiest cups repeatedly; regardless of your score from the races.[[/note]] a "Checkpoint Rallye/Madness" mode [[{{Padding}} that's just repeated twice with little-to-no variation between each]], and a "Last Man Standing" mode that's monotonous and close-to impossible to lose.[[note]]It tries to do the ''[[VideoGame/FZero F-Zero X]]'' ''VideoGame/FZeroX'' "Death Race" formula, but on one of the aforementioned badly-designed racetracks and no goal beyond "take as long as you need to kill everyone else", and one go can often take '''''fifteen minutes or more''''' due to the infrequency of useful weapons, and trying to simply ''find'' your opponents as you whittle down their long, MercyInvincibility-backed health bars while [[ArtificialStupidity they seldom attack you back]].[[/note]] There aren't even so much as basic kart-racing things; no multiplayer, no time trials, [[NoSidepathsNoExplorationNoFreedom no secrets or unlockables, no shortcuts]], [[AWinnerIsYou no satisfaction or payoff to winning any of the modes]], and no replay value. Overall? Drab, ugly, unpolished, near-uncontrollable, [[ShoddyKnockoffProduct a shameless copy of better GBA racers]][[note]]Most notably ''VideoGame/MarioKartSuperCircuit'' and ''VideoGame/KonamiKrazyRacers''[[/note]] without any trace of what made those great, and a pathetic cash-grab with absolutely no effort put into it; even for [[InsultToRocks licensed game standards]]. Nintendo Official Magazine UK ripped it to shreds in their final issue, describing it as "Worst Ringtone Ever becomes Worst Game Ever. Not Crazy, just Crap" and that "If the Crazy Frog threw up on a grey pavement, it'd still look better than this". Ultimately, they [[MedalOfDishonor gave it their lowest-ever review score]] ('''05%''', or "Not Worth Stealing"), justifiably capping it off with "Avoid at all costs".
Is there an issue? Send a MessageReason:
None


* '''''Anime/DragonBallZ Sagas''''' took the idea of a game in a similar vein to the future hit ''VideoGame/DragonBallZKakarot'' -- to adapt the DBZ series (up through the Cell Saga, in this case) into an action-adventure game -- and completely botched it. The controls and camera are unintuitive, the environments are bland and uninteresting, and the combat has little appeal with its overall lack of depth that devolves fights into mindless button-mashing. WebVideo/MattMcMuscles called it [[https://www.youtube.com/watch?v=GpnQjzJRySA one of the worst DBZ games ever made]], and IGN's review [[https://www.ign.com/articles/2005/03/25/dragon-ball-z-sagas warns players to maintain a vast distance from this dumpster fire]]. Its one redeeming value is [[https://www.youtube.com/watch?v=MMzmH9Yih_I a nicely animated intro FMV that shows Goku's childhood adventures]].

to:

* '''''Anime/DragonBallZ Sagas''''' took the an idea of a game in a similar vein to that would later be picked up by the future hit ''VideoGame/DragonBallZKakarot'' -- to adapt the DBZ series (up through the Cell Saga, in this case) into an action-adventure game -- and completely botched it. The controls and camera are unintuitive, the environments are bland and uninteresting, and the combat has little appeal with its overall lack of depth that devolves fights into mindless button-mashing. WebVideo/MattMcMuscles called it [[https://www.youtube.com/watch?v=GpnQjzJRySA one of the worst DBZ games ever made]], and IGN's review [[https://www.ign.com/articles/2005/03/25/dragon-ball-z-sagas warns players to maintain a vast distance from this dumpster fire]]. Its one redeeming value is [[https://www.youtube.com/watch?v=MMzmH9Yih_I a nicely animated intro FMV that shows Goku's childhood adventures]].



* '''''VideoGame/TheSimpsonsSkateboarding''''' was clearly an attempt to ride through the coattails of the ''VideoGame/TonyHawksProSkater'' series, and replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.

to:

* '''''VideoGame/TheSimpsonsSkateboarding''''' was clearly an attempt to ride through on the coattails of the ''VideoGame/TonyHawksProSkater'' series, and replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.
Is there an issue? Send a MessageReason:
Curse of Strahd is from the 2010s.


* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascent days as developers, have them set about making their first fighting game as an homage to ''DND'' for a system (the M2) that they'll have to [[{{Vaporware}} port away from later]], mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knocks down anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequate training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

to:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascent days as developers, have them set about making their first fighting game as an homage to ''DND'' for a system (the M2) that they'll have to [[{{Vaporware}} port away from later]], mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' ''TabletopGame/{{Ravenloft}}'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', it, but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knocks down anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequate training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.
Is there an issue? Send a MessageReason:
None


* '''''LEGO Stunt Rally''''' for the UsefulNotes/GameBoyColor. The original game wasn't that well regarded to begin with, but the GBC version took the already easy difficulty and toned it down even more - ''entire courses'' can be won by doing nothing but holding down the A button. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics.

to:

* '''''LEGO Stunt Rally''''' for the UsefulNotes/GameBoyColor. The original game wasn't that well regarded to begin with, but the GBC version took the already easy difficulty and toned it down even more - ''entire courses'' can be won by doing nothing but holding down the A button. The only time this ever changes is when there are obstacles that require a lane switch, like a road block. The sound is also extremely lacking, as are the graphics. WebVideo/{{Caddicarus}} takes a look at it [[https://youtu.be/ywkwq1KF1Ps?si=G5nq83Q_zqf-IeuO&t=1849 here]], who has no kind words for it.
Is there an issue? Send a MessageReason:
None


* '''''Anime/DragonBallGT: Final Bout''''' is one of the rarest [=PlayStation=] titles released outside of Japan, having come out before ''Anime/DragonBallZ'' became popular overseas and thus only getting a limited print run. Once ''DBZ'' aired on Toonami and took the West by storm, demand for the game increased to such a degree that online sellers could command prices of a few hundred dollars for a copy, and by the time ''GT'' began airing in the States demand got so high that it was given an official re-release in 2004, a full decade after the console's release in Japan. Sadly, the game was hardly worth the MSRP: it was plagued with unresponsive controls, spastic character animations, an uncooperative camera, an overall lack of moves and variety among the playable characters, and such horrendous dubbed voice acting that, even with a cast of established West Coast-based voice actors, not even Creator/SteveBlum's portrayal as Goku is salvageable ([[OldShame and he'll be the first to admit as much]]). [[LetsPlay/SuperGamingBros The Super Gaming Bros]] try to suffer through it [[https://www.youtube.com/watch?v=cFPHLAnm8bg here.]]

to:

* '''''Anime/DragonBallGT: Final Bout''''' is one of the rarest [=PlayStation=] titles released outside of Japan, having come out before ''Anime/DragonBallZ'' became popular overseas and thus only getting a limited print run. Once ''DBZ'' aired on Toonami and took the West by storm, demand for the game increased to such a degree that online sellers could command prices of a few hundred dollars for a copy, and by the time ''GT'' began airing in the States demand got so high that it was given an official re-release in 2004, a full decade after the console's release in Japan. Sadly, the game was hardly worth the MSRP: it was plagued with unresponsive controls, spastic character animations, an uncooperative camera, an overall lack of moves and variety among the playable characters, and such horrendous dubbed voice acting that, even with a cast of established West Coast-based voice actors, not even Creator/SteveBlum's portrayal as Goku is salvageable ([[OldShame ([[CreatorBacklash and he'll be the first to admit as much]]). [[LetsPlay/SuperGamingBros The Super Gaming Bros]] try to suffer through it [[https://www.youtube.com/watch?v=cFPHLAnm8bg here.]]
Is there an issue? Send a MessageReason:
Red link


* '''''VideoGame/HiddenInvasion''''' for the UsefulNotes/PlayStation2 was rushed out of the gate by (the now-defunct) Toka corporation (notorious for a number of awful console stinkers in the late 90s), and ''it shows'' in the final product. Actually, it's easily the ''worst'' of their lot; the game itself is marred by janky, awkward controls, fixed camera angles that repeatedly send your characters running aimlessly in and out of a new area, an awful aiming system that ensures your firearms will miss half their shots, and randomly-placed {{Invisible Wall}}s you'll inevitably spend 60% of the game bumping into. The premise of a hidden alien entity manipulating mankind - hence the titular Hidden Invasion - ''could'' have been interesting, but the game squandered that premise by having the characters [[ShowDontTell verbally narrate every major plot point and twists during cutscenes rather than actually showing them]]. The fact that the voice acting is stiff and seemingly recorded in separate sessions and awkwardly stitched together doesn't help either, as is the game's tendency of [[TheComputerIsACheatingBastard allowing enemies to shoot at you from behind walls, before you can even see them]], and that most of the game's objectives are just pointless fetch quests that get boring after less than 15 minutes of gameplay (something that is ''not'' encouraged in a BeatEmUp game). IGN sarcastically jokes that the best thing ''Hidden Invasion'' has to offer is the price (20 bucks cheaper than other titles at the time, [[https://www.ign.com/articles/2002/08/06/hidden-invasion and that's when said game is still new]]), while [=GameFAQs=] have a bunch of old articles that pokes fun at the game, like [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/38640 this one which said the game feels like an unfinished product]] (the reviewer isn't wrong) and [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/39667 another]] comparing the graphics to the then 9-year-old ''Virtua Fighter''. Toka have not made another game ever since, to the utter surprise of ''nobody''.

to:

* '''''VideoGame/HiddenInvasion''''' '''''Hidden Invasion''''' for the UsefulNotes/PlayStation2 was rushed out of the gate by (the now-defunct) Toka corporation (notorious for a number of awful console stinkers in the late 90s), and ''it shows'' in the final product. Actually, it's easily the ''worst'' of their lot; the game itself is marred by janky, awkward controls, fixed camera angles that repeatedly send your characters running aimlessly in and out of a new area, an awful aiming system that ensures your firearms will miss half their shots, and randomly-placed {{Invisible Wall}}s you'll inevitably spend 60% of the game bumping into. The premise of a hidden alien entity manipulating mankind - hence the titular Hidden Invasion - ''could'' have been interesting, but the game squandered that premise by having the characters [[ShowDontTell verbally narrate every major plot point and twists during cutscenes rather than actually showing them]]. The fact that the voice acting is stiff and seemingly recorded in separate sessions and awkwardly stitched together doesn't help either, as is the game's tendency of [[TheComputerIsACheatingBastard allowing enemies to shoot at you from behind walls, before you can even see them]], and that most of the game's objectives are just pointless fetch quests that get boring after less than 15 minutes of gameplay (something that is ''not'' encouraged in a BeatEmUp game). IGN sarcastically jokes that the best thing ''Hidden Invasion'' has to offer is the price (20 bucks cheaper than other titles at the time, [[https://www.ign.com/articles/2002/08/06/hidden-invasion and that's when said game is still new]]), while [=GameFAQs=] have a bunch of old articles that pokes fun at the game, like [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/38640 this one which said the game feels like an unfinished product]] (the reviewer isn't wrong) and [[https://gamefaqs.gamespot.com/ps2/454199-hidden-invasion/reviews/39667 another]] comparing the graphics to the then 9-year-old ''Virtua Fighter''. Toka have not made another game ever since, to the utter surprise of ''nobody''.
Is there an issue? Send a MessageReason:
None


* '''''VideoGame/TheSimpsonsSkateboarding:''''' In what was clearly an attempt to ride through the coattails of the ''VideoGame/TonyHawksProSkater'' series, the game replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.

to:

* '''''VideoGame/TheSimpsonsSkateboarding:''''' In what '''''VideoGame/TheSimpsonsSkateboarding''''' was clearly an attempt to ride through the coattails of the ''VideoGame/TonyHawksProSkater'' series, the game and replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.
Is there an issue? Send a MessageReason:
None


* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascent days as developers, have them set about making their first fighting game as an homage to ''DND'' for a system (the M2) that they'll have to [[{{Vaporware}} port away from later]], mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequate training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

to:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascent days as developers, have them set about making their first fighting game as an homage to ''DND'' for a system (the M2) that they'll have to [[{{Vaporware}} port away from later]], mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown knocks down anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequate training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

Added: 1458

Changed: 1588

Is there an issue? Send a MessageReason:
None


* ''WesternAnimation/TheLandBeforeTime'' is a beloved film; its [[{{Sequelitis}} numerous sequels]] less so, though they still have their fans. However, there's absolutely no one who would defend the three games released for the [=PlayStation=] quite late in its lifespan: '''''The Land Before Time: Return to the Great Valley''''', '''''Great Valley Racing Adventure''''', and '''''Big Water Adventure'''''.

to:

* ''WesternAnimation/TheLandBeforeTime'' is a beloved film; its [[{{Sequelitis}} numerous sequels]] less so, though they still have their fans. However, there's Bring in Sound Source Interactive / creator/TDKMediactive and then you have a reason why absolutely no one who would defend the three games released for the [=PlayStation=] quite late in its lifespan: '''''The Land Before Time: Return to the Great Valley''''', '''''Great Valley Racing Adventure''''', and '''''Big Water Adventure'''''.



** ''Big Water Adventure'' [[note]](developed by Creator/{{DICE}})[[/note]] was released a year after and is based off the plot of the ninth movie, where the main characters must lead their new friend Mo the [[https://en.wikipedia.org/wiki/Ophthalmosaurus Ophthalmosaurus]] back to the ocean. It is a side-scrolling platformer where you waste your time collecting tree stars across 14 stupidly easy levels to unlock simple, boring slider puzzles, with no enemies or deaths to get in your way (kinda like ''VideoGame/KirbysEpicYarn'' in the latter sense, minus the fun and charm Kirby had). You can play as all characters except Petrie (serving as Navi once again), and all play identically across all levels, though this time you can unlock something by beating the game with all of them. What is that, you may ask? It is but ''one'' boring top-down hoop-jumping game with Mo, after which the game ends anticlimactically with said character swimming out to sea.

to:

** ''Big Water Adventure'' [[note]](developed by Creator/{{DICE}})[[/note]] Creator/{{DICE}} Canada)[[/note]] was released a year after and is based off the plot of the ninth movie, where the main characters must lead their new friend Mo the [[https://en.wikipedia.org/wiki/Ophthalmosaurus Ophthalmosaurus]] back to the ocean. It is a side-scrolling platformer where you waste your time collecting tree stars across 14 stupidly easy levels to unlock simple, boring slider puzzles, with no enemies or deaths to get in your way (kinda like ''VideoGame/KirbysEpicYarn'' in the latter sense, minus the fun and charm Kirby had). You can play as all characters except Petrie (serving as Navi once again), and all play identically across all levels, though this time you can unlock something by beating the game with all of them. What is that, you may ask? It is but ''one'' boring top-down hoop-jumping game with Mo, after which the game ends anticlimactically with said character swimming out to sea.



* The GBA had a few surprisingly good {{First Person Shooter}}s, but the 2002 '''Game Boy Advance port of ''[[VideoGame/MedalOfHonor Medal of Honor: Underground]]''''' [[WellThisIsNotThatTrope isn't one of them]]. Pop the game in and you're immediately treated to muddy, pixelated graphics coupled with an excruciatingly slow framerate (that appears to run somewhat better on an emulator for whatever reason). Enemies are so blocky that they completely blend in with the background (much like the SNES port of ''VideoGame/Wolfenstein3D''), and the textures frequently warp and shift with movement as if you are experiencing a [[MushroomSamba bad acid trip]]. The UI simply consists of an ammo counter, a pixelated compass, and a confusing health bar surrounding it, with the game's logo right in the middle taking up space. There is an auto-aim feature to attempt to alleviate the issues with fighting enemies, but it creates the issue of making the game a bit ''too'' easy. There's a multiplayer mode for a 2nd player via Link Cable, but the levels are so large and barren - even lacking collectibles! - that it's practically useless. The music is also an ear-splitter, with random loud, low-fi samples and square waves just droning away. It's no wonder that when EA released the exclusive ''Medal of Honor: Infiltrator'' the following year, they took a more [[ReformulatedGame pragmatic approach]] [[https://www.youtube.com/watch?v=PqonzjeQlzs and made it a top-down third-person shooter]] to much better results. WebVideo/StopSkeletonsFromFighting takes a look at ''Underground'' and other GBA ports of [=FPSes=] [[https://www.youtube.com/watch?v=L9ngdYD31HQ here]].

to:

* The GBA had a few surprisingly good {{First Person Shooter}}s, but the 2002 '''Game Boy Advance port of ''[[VideoGame/MedalOfHonor Medal of Honor: Underground]]''''' [[WellThisIsNotThatTrope isn't one of them]]. It was one of many titles that Electronic Arts licensed over to Destination Software, a well-known infamous budget publisher of shovelware for the Game Boy Advance and Nintendo DS.
**
Pop the game in and you're immediately treated to muddy, pixelated graphics coupled with an excruciatingly slow framerate (that appears to run somewhat better on an emulator for whatever reason). Enemies are so blocky that they completely blend in with the background (much like the SNES port of ''VideoGame/Wolfenstein3D''), and the textures frequently warp and shift with movement as if you are experiencing a [[MushroomSamba bad acid trip]]. The UI simply consists of an ammo counter, a pixelated compass, and a confusing health bar surrounding it, with the game's logo right in the middle taking up space. There is an auto-aim feature to attempt to alleviate the issues with fighting enemies, but it creates the issue of making the game a bit ''too'' easy. There's a multiplayer mode for a 2nd player via Link Cable, but the levels are so large and barren - even lacking collectibles! - that it's practically useless. The music is also an ear-splitter, with random loud, low-fi samples and square waves just droning away. It's no wonder that when EA released the exclusive ''Medal of Honor: Infiltrator'' the following year, they took a more [[ReformulatedGame pragmatic approach]] [[https://www.youtube.com/watch?v=PqonzjeQlzs and made it a top-down third-person shooter]] to much better results. WebVideo/StopSkeletonsFromFighting takes a look at ''Underground'' and other GBA ports of [=FPSes=] [[https://www.youtube.com/watch?v=L9ngdYD31HQ here]].
Is there an issue? Send a MessageReason:
None


* '''''VideoGame/DrakeOfThe99Dragons''''' for the Xbox attempts to be a comic-book-style action shooter, but this is undermined rather quickly by horrid collision detection, an auto-targeting system that forces Drake to flail his arms about like a drowning swimmer, and controls that show nothing but scorn and contempt for the player's desire to move in a given direction. The game supposedly adopts a "comic book" feel complete with SFX bubbles whenever a gun is fired or a character jumps, but this has the unintended effect of making the already hideous graphics look even worse by highlighting the similarities they have to a Creator/RobLiefeld comic. Jumping is useless, as are any platforming elements, unless one could will collision detection into being from thin air, assuming one gets past the enemies by way of precognition first. There are [[GuideDangIt no hints of what to do at any point]], and only by pure chance can one figure out how to clear the levels. To simply call the game "bad" would be a gross understatement (although [[https://www.gamespot.com/reviews/drake-of-the-99-dragons-review/1900-6084786/ Gamespot]], [[https://archive.org/details/g4tv.com-video21086 X-Play]], [[https://www.youtube.com/watch?v=tHOhaqmrEKI ProJared]], and [[https://www.youtube.com/watch?v=jVybGgvGMlk the Angry Video Game Nerd]] have tried). Vinny of WebVideo/{{Vinesauce}} even streamed the game, and after several failed attempts [[https://youtu.be/988fE9DFARE?t=4998 destroyed the disc on camera for all the Internet to see]]. Matt [=McMuscles=] goes into better detail on what made Drake be the way that it is [[https://www.youtube.com/watch?v=ArW6Paq4CDI here.]]

to:

* '''''VideoGame/DrakeOfThe99Dragons''''' for the Xbox attempts to be a comic-book-style action shooter, but this is undermined rather quickly by horrid collision detection, an auto-targeting system that forces Drake to flail his arms about like a drowning swimmer, and controls that show nothing but scorn and contempt for the player's desire to move in a given direction. The game supposedly adopts a "comic book" feel complete with SFX bubbles whenever a gun is fired or a character jumps, but this has the unintended effect of making the already hideous graphics look even worse by highlighting the similarities they have to a Creator/RobLiefeld comic. Jumping is useless, as are any platforming elements, unless one could will collision detection into being from thin air, assuming one gets past the enemies by way of precognition first. There are [[GuideDangIt no hints of what to do at any point]], and only by pure chance can one figure out how to clear the levels. To simply call the game "bad" would be a gross understatement (although [[https://www.gamespot.com/reviews/drake-of-the-99-dragons-review/1900-6084786/ Gamespot]], [[https://archive.org/details/g4tv.com-video21086 X-Play]], [[https://www.youtube.com/watch?v=tHOhaqmrEKI ProJared]], and [[https://www.youtube.com/watch?v=jVybGgvGMlk the Angry Video Game Nerd]] have tried). Vinny of WebVideo/{{Vinesauce}} even streamed the game, and after several failed attempts [[https://youtu.be/988fE9DFARE?t=4998 destroyed the disc on camera for all the Internet to see]]. Matt [=McMuscles=] goes into better detail on what made Drake be how the game turned out the way that it is [[https://www.youtube.com/watch?v=ArW6Paq4CDI here.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* '''''Tunguska: Legend of Faith''''', originally a PC adventure game, received a PAL-exclusive UsefulNotes/PlayStation [[PortingDisaster port]] that most who've played can agree is one of the worst games on the system. Outside of the intro and ending, the story is non-existent, with the most you're given being meaningless religious symbolism. The solutions to its shoddy [[MoonLogicPuzzle puzzles tend to be nonsensical]]; it often takes very precise clicking to get the required items to interact with them. The combat system barely functions—fights often come down to you and the enemy spamming attacks at each other. There's no music; only repetitive sound effects. Camera angles and the game's own subpar graphics frequently team up to obscure key items. Worst of all are the traps, which, unlike in the PC original, are either completely unavoidable or inert. [[https://www.youtube.com/watch?v=-3evH-ftiys Sean Season]] called it a disaster, dreading having to play it for his series; [[https://www.youtube.com/watch?v=xCfdDMm0jKQ PSX Gaming Memories]] was more disappointed than anything, enjoying the idea but hating the execution
Is there an issue? Send a MessageReason:
None


* '''''WesternAnimation/InspectorGadget: MAD Robots Invasion''''' for the UsefulNotes/PlayStation2 , a European-exclusive side-scrolling platforming game, sounds simple on paper, but executed terribly. The graphics make the game look like an early UsefulNotes/Nintendo64 port; the cutscenes are horrible with extremely limited animation[[note]]Though it does lead to one of the game's few redeeming features; namely, the various derpy faces Gadget makes, and the [[AccidentalNightmareFuel bizarrely disturbing death sequences]][[/note]], and are capped off with a voice actor for Dr. Claw who sounds nothing like him. The music is just the same grating loop repeating over and over again, and the sound effects are weird; Gadget makes an extremely annoying "whee" sound whenever he jumps, they sometimes use the wrong sounds for the scenes, and Gadget says "By my gadgets!" whenever he picks up a health powerup. What really kills it, however, is the gameplay. The game is simultaneously very easy and very hard; easy because extra lives and health powerups respawn when you die, the enemies are very easy to kill (despite occasionally spawning out of nowhere), and there are almost no tricky jumps. However, [[FakeDifficulty it's still difficult because of the very awkward jumping and slippery controls]]. On top of all this, the plot makes no sense; Dr. Claw makes a bomb that neutralizes all of Gadget's gadgets, which is admittedly a good setup, but Gadget somehow still has two gadgets[[note]]An extending hammer arm for attacking, and a tennis racket to reflect projectiles[[/note]] and can get more for a limited time through "gadget batteries" conveniently found throughout the levels. This game was obviously intended for small children, but there's no excuse for giving them a shoddy product like this. ''[=TripleJump=]'' took a look at the game [[https://youtu.be/i2Cb7TT-6tQ here,]] and besides the aforementioned [[{{Narm}} unintentional humor]] they got from the aforementioned issues (and Gadget's context-less exclamation of [[MemeticMutation "And now, let's go to Paris!"]]), had no kind words for it.

to:

* '''''WesternAnimation/InspectorGadget: MAD Robots Invasion''''' for the UsefulNotes/PlayStation2 , a European-exclusive side-scrolling platforming game, sounds simple on paper, but executed terribly.the execution is terrible. The graphics make the game look like an early UsefulNotes/Nintendo64 port; the cutscenes are horrible with extremely limited animation[[note]]Though it does lead to one of the game's few redeeming features; namely, the various derpy faces Gadget makes, and the [[AccidentalNightmareFuel bizarrely disturbing death sequences]][[/note]], and are capped off with a voice actor for Dr. Claw who sounds nothing like him. The music is just the same grating loop repeating over and over again, and the sound effects are weird; Gadget makes an extremely annoying "whee" sound whenever he jumps, they sometimes use the wrong sounds for the scenes, and Gadget says "By my gadgets!" whenever he picks up a health powerup. What really kills it, however, is the gameplay. The game is simultaneously very easy and very hard; easy because extra lives and health powerups respawn when you die, the enemies are very easy to kill (despite occasionally spawning out of nowhere), and there are almost no tricky jumps. However, [[FakeDifficulty it's still difficult because of the very awkward jumping and slippery controls]]. On top of all this, the plot makes no sense; Dr. Claw makes a bomb that neutralizes all of Gadget's gadgets, which is admittedly a good setup, but Gadget somehow still has two gadgets[[note]]An extending hammer arm for attacking, and a tennis racket to reflect projectiles[[/note]] and can get more for a limited time through "gadget batteries" conveniently found throughout the levels. This game was obviously intended for small children, but there's no excuse for giving them a shoddy product like this. ''[=TripleJump=]'' took a look at the game [[https://youtu.be/i2Cb7TT-6tQ here,]] and besides the aforementioned [[{{Narm}} unintentional humor]] they got from the aforementioned issues (and Gadget's context-less exclamation of [[MemeticMutation "And now, let's go to Paris!"]]), had no kind words for it.
Is there an issue? Send a MessageReason:
None


* '''''VisualNovel/PlumbersDontWearTies''''' on the PC and [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] is a rare early Western example of a VisualNovel, but outside of the LiveActionCutscene intro explaining the plot[[note]]which only shows up in the 3DO version[[/note]] it had nothing but still images run through bad [[PhotoshopFilterOfEvil Photoshop filters]] with annoying narration. The game was no more interactive than a standard DVD menu, as the only way the player could affect the game's outcome was by selecting an option in a menu screen, but with the 3DO version's annoying addition of having to wait for the narrators to explain the options before selecting another one. The game [[{{Railroading}} railroads]] the player through a single specific sequence of choices, with all others leading to NonStandardGameOver clips. Most of those choices in the sequence cause the narrator to [[BlamedForBeingRailroaded scold the player, even though they're required to continue the story]]. One choice that you have to choose to win the game even includes [[HilariousOuttakes a random outtake they apparently thought was so hilarious, they had to leave it in for some reason]]. The founder of Website/GameFAQs [[http://web.archive.org/web/20080215000026/http://www.gamefaqsinfo.net/gamefaqs/media/cjaycinterview.txt called it the worst game he's ever played]], and ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=DyaF_gCKWsI had a similar opinion, though doubting if it even counts as a game at all.]] [[https://www.youtube.com/watch?v=dp7RBDJiH2o He even thought that it was one of his weakest episodes at first because he didn't know what to say about it due to how bizarre it all felt.]] All of the game's "interaction" can be, and [[https://www.youtube.com/watch?v=rjMAG5IDnek has been]], easily replicated with video annotations on Website/YouTube back when they had annotations, and was also [[https://www.youtube.com/watch?v=ZqO6X9FRIlc riffed]] by WebVideo/{{Retsupurae}}! The worst part? It could've been SoBadItsGood if it hadn't completely wasted the technical capabilities of the 3DO, or even if it were presented in a non-interactive medium altogether. There are genuinely funny BreakingTheFourthWall moments, as it gleefully calls you a pervert and/or an idiot depending on your decisions.

to:

* '''''VisualNovel/PlumbersDontWearTies''''' on the PC and [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] is a rare early Western example of a VisualNovel, but outside of the LiveActionCutscene intro explaining the plot[[note]]which only shows up in the 3DO version[[/note]] it had nothing but still images run through bad [[PhotoshopFilterOfEvil [[SensoryAbuse bad Photoshop filters]] with annoying narration. The game was no more interactive than a standard DVD menu, as the only way the player could affect the game's outcome was by selecting an option in a menu screen, but with the 3DO version's annoying addition of having to wait for the narrators to explain the options before selecting another one. The game [[{{Railroading}} railroads]] the player through a single specific sequence of choices, with all others leading to NonStandardGameOver clips. Most of those choices in the sequence cause the narrator to [[BlamedForBeingRailroaded scold the player, even though they're required to continue the story]]. One choice that you have to choose to win the game even includes [[HilariousOuttakes a random outtake they apparently thought was so hilarious, they had to leave it in for some reason]]. The founder of Website/GameFAQs [[http://web.archive.org/web/20080215000026/http://www.gamefaqsinfo.net/gamefaqs/media/cjaycinterview.txt called it the worst game he's ever played]], and ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=DyaF_gCKWsI had a similar opinion, though doubting if it even counts as a game at all.]] [[https://www.youtube.com/watch?v=dp7RBDJiH2o He even thought that it was one of his weakest episodes at first because he didn't know what to say about it due to how bizarre it all felt.]] All of the game's "interaction" can be, and [[https://www.youtube.com/watch?v=rjMAG5IDnek has been]], easily replicated with video annotations on Website/YouTube back when they had annotations, and was also [[https://www.youtube.com/watch?v=ZqO6X9FRIlc riffed]] by WebVideo/{{Retsupurae}}! The worst part? It could've been SoBadItsGood if it hadn't completely wasted the technical capabilities of the 3DO, or even if it were presented in a non-interactive medium altogether. There are genuinely funny BreakingTheFourthWall moments, as it gleefully calls you a pervert and/or an idiot depending on your decisions.
Is there an issue? Send a MessageReason:
None


* '''''Fighting Force 2''''' shows what happens when you hand a sequel to a focus test group, and it may be the game that sealed Creator/CoreDesign's fate. Hawk Mason, the only returning character from the original game, moves and controls like a tank. While watching Hawk punch the often [[ArtificialStupidity brain-dead enemies into submission]] and making inanimate objects [[MadeOfExplodium explode]] with just his fists can be amusing at times, it quickly becomes tedious due to [[EventObscuringCamera camera-clipping problems]], extremely-long levels, lack of save points ([[SaveGameLimits you can only save after completing a level]]), repetitive CopyAndPasteEnvironments, and a GameBreakingBug during the last boss fight that can lock him in a room with no way to open the door, rendering the game UnintentionallyUnwinnable. The cherry on the cake is a level in Alcatraz (which is still open in the year 203X for some reason) where you are sent to kill a prisoner, who is in an endless (until you find the guy) corridor at the end of the level. The kicker is that the guy appears randomly, meaning you ''will loop through the corridor until he pops up'', which can take up to '''half an hour''' if the RandomNumberGod decides it hates you that day.

to:

* '''''Fighting Force 2''''' shows what happens when you hand a sequel to a focus test group, and it may be have been the game that sealed Creator/CoreDesign's fate. Hawk Mason, the only returning character from the original game, moves and controls like a tank. While watching Hawk punch the often [[ArtificialStupidity brain-dead enemies into submission]] and making inanimate objects [[MadeOfExplodium explode]] with just his fists can be amusing at times, it quickly becomes tedious due to [[EventObscuringCamera camera-clipping problems]], extremely-long levels, lack of save points ([[SaveGameLimits you can only save after completing a level]]), repetitive CopyAndPasteEnvironments, and a GameBreakingBug during the last boss fight that can lock him in a room with no way to open the door, rendering the game UnintentionallyUnwinnable. The cherry on the cake is a level in Alcatraz (which is still open in the year 203X for some reason) where you are sent to kill a prisoner, who is in an endless (until you find the guy) corridor at the end of the level. The kicker is that the guy appears randomly, meaning you ''will loop through the corridor until he pops up'', which can take up to '''half an hour''' if the RandomNumberGod decides it hates you that day.
Is there an issue? Send a MessageReason:
None


* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.
* '''''Iznogoud''''' for the UsefulNotes/PlayStation is a PAL exclusive licensed platformer of ComicBook/{{Iznogoud}} which few played and can confirm the title; it's no good. Messy graphics, obstacles indistinguisable from the background, poor CGI cutscenes that make no sense, jerky animation, and annoying stock sounds place randomly. A FakeDifficulty game design with JumpPhysics being too slippery or heavy plumenting Iznogoud, unreliable hitboxes with ladders not registering at times when grabbed and enemies with poor hit detection that can [[CycleOfHurting stun lock Iznogoud]], cheap level design that are long mazes, and bosses that barely do anything and easily killed. The worst sin is the combat, the means to fight enemies is throwing items like gold coins, however to end a level you need a certain amount of coins at the end which is the prime ammo, meaning a paradox of avoiding combat, but also needing to with some enemy placement, and items besides coins are limited. [[https://www.youtube.com/watch?v=C-e7vgHiERU&t=888s Sean Seanson]] check the game for Obscure [=PlayStation=] series, proclaiming it the worst platformers in the system, a soulless and frustrating experience.

to:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascient nascent days as developers, have them set about making their first fighting game as an homage to ''DND'', ''DND'' for a system (the M2) that they'll have to [[{{Vaporware}} port away from later]], mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet inadequate training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.
* '''''Iznogoud''''' for the UsefulNotes/PlayStation is a PAL exclusive licensed platformer of ComicBook/{{Iznogoud}} which few played and played, but can confirm the title; title: it's no good. Messy graphics, obstacles indistinguisable indistinguishable from the background, poor CGI cutscenes that make no sense, jerky animation, and annoying stock sounds place randomly. A FakeDifficulty game The game's design is lousy with FakeDifficulty: the JumpPhysics being too are both slippery or heavy plumenting Iznogoud, and overly-heavy, frequently causing you to plummet; unreliable hitboxes with cause ladders to sometimes not registering at times register when grabbed and enemies with combine poor hit detection that can with the ability to [[CycleOfHurting stun lock Iznogoud]], cheap level stun-lock Iznogoud]]. Level design that is subpar, with most amounting to poorly-laid out mazes; waiting at the end are long mazes, and bosses that barely do anything and easily killed. are trivial to defeat. The worst sin is the combat, the means to combat: you fight enemies is by throwing items like gold coins, however which are your primary ammunition--but to end a level clear levels, you need a certain amount of coins at gold coins. This leads to the end which is the prime ammo, meaning a paradox of avoiding combat, combat in order to preserve coins (as other items are in limited supply), but also needing ''having to'' fight certain enemies due to with some enemy placement, and items besides coins are limited.where they're placed. [[https://www.youtube.com/watch?v=C-e7vgHiERU&t=888s Sean Seanson]] check reviewed the game for Obscure [=PlayStation=] series, proclaiming it the worst platformers in platformer on the system, a soulless and frustrating experience.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* '''''Iznogoud''''' for the UsefulNotes/PlayStation is a PAL exclusive licensed platformer of ComicBook/{{Iznogoud}} which few played and can confirm the title; it's no good. Messy graphics, obstacles indistinguisable from the background, poor CGI cutscenes that make no sense, jerky animation, and annoying stock sounds place randomly. A FakeDifficulty game design with JumpPhysics being too slippery or heavy plumenting Iznogoud, unreliable hitboxes with ladders not registering at times when grabbed and enemies with poor hit detection that can [[CycleOfHurting stun lock Iznogoud]], cheap level design that are long mazes, and bosses that barely do anything and easily killed. The worst sin is the combat, the means to fight enemies is throwing items like gold coins, however to end a level you need a certain amount of coins at the end which is the prime ammo, meaning a paradox of avoiding combat, but also needing to with some enemy placement, and items besides coins are limited. [[https://www.youtube.com/watch?v=C-e7vgHiERU&t=888s Sean Seanson]] check the game for Obscure [=PlayStation=] series, proclaiming it the worst platformers in the system, a soulless and frustrating experience.
Is there an issue? Send a MessageReason:
None


* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

to:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoInteractive back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' setting and inform the team that their game is now a fighting game adaptation of ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.
Is there an issue? Send a MessageReason:
None


* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoEntertainment back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' and inform the team that their game is now a fighting game adaptation of ''Tabletop/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

to:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoEntertainment Creator/TakeTwoInteractive back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' and inform the team that their game is now a fighting game adaptation of ''Tabletop/CurseOfStrahd'', ''TabletopGame/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.

Added: 2126

Changed: 120

Is there an issue? Send a MessageReason:
None


* '''''Expect No Mercy''''' was released on Windows in 1996 (the developers opted not to go for a console release because even they knew it wouldn't pass muster for official release, for reasons that will soon become apparent) to limited fanfare or attention, and those who played it will likely curse the fact that they have knowledge of this wretched attempt to cash in on the popularity of ''Mortal Kombat''. The game is [[TheProblemWithLicensedGames based on a movie of the same name]], itself a straight-to-video shlockfest filled to the brim with budget visual effects, but development of the game began after filming concluded, so the developers couldn't even get the actors to reprise their roles for the game and had to go with vague look-a-likes. The graphics are mid at best, the character animations are stiff and unnatural, the characters themselves are laughably uninteresting, and the gameplay is as bare bones as can be: no special moves, no throws, just a bunch of normal attacks and some lame fatalities. A stamina meter forces you to ration attacks, which slows the game down unnecessarily. When combined with hit detection that barely works and no indication of whether your attacks actually land aside from a depleting health meter, the game becomes genuinely un-fun. Very few reviews of the game exist from the time of its release, so unknown as it was, but WebVideo/MattMcMuscles had the misfortune of playing the game when it came out and [[https://www.youtube.com/watch?v=kZyesDxMWAk believes it may well be the worst fighting game of all time]], worse still than ''Criticom''!

to:

* '''''Expect No Mercy''''' was released on Windows in 1996 (the developers opted not to go for a console release because even they knew it wouldn't pass muster for official release, for reasons that will soon become apparent) to limited fanfare or attention, and those who played it will likely curse the fact that they have knowledge of this wretched attempt to cash in on the popularity of ''Mortal Kombat''. The game is [[TheProblemWithLicensedGames based on a movie of the same name]], itself a straight-to-video shlockfest filled to the brim with budget visual effects, but development of the game began after filming concluded, so the developers couldn't even get the actors to reprise their roles for the game and had to go with vague look-a-likes. The graphics are mid at best, the character animations are stiff and unnatural, the characters themselves are laughably uninteresting, and the gameplay is as bare bones as can be: no special moves, no throws, just a bunch of normal attacks and some lame fatalities. A stamina meter forces you to ration attacks, which slows the game down unnecessarily. When combined with hit detection that barely works and no indication of whether your attacks actually land aside from a depleting health meter, the game becomes genuinely un-fun. Very few reviews of the game exist from the time of its release, so unknown as it was, but WebVideo/MattMcMuscles had the misfortune of playing the game when it came out and [[https://www.youtube.com/watch?v=kZyesDxMWAk believes it may well be the worst fighting game of all time]], worse still than ''Criticom''!''Criticom'', and held that throne for several months before ultimately being dethroned by ''Iron & Blood: Warriors of Ravenloft''.


Added DiffLines:

* '''''Iron & Blood: Warriors of Ravenloft''''' was the first attempt to bring ''TabletopGame/DungeonsAndDragons'' into the realm of fighting games, and to date, it is also the last. Take a relatively fresh-faced Creator/TakeTwoEntertainment back in their nascient days as developers, have them set about making their first fighting game as an homage to ''DND'', mix in an unscrupulous publisher -- Creator/{{Acclaim}} -- who manages to secure the rights to the ''Ravenloft'' and inform the team that their game is now a fighting game adaptation of ''Tabletop/CurseOfStrahd'', but '''do not''' grant them more development time or a budget to actually do the project justice and rush it out as soon as possible, and what do we get? A chaotic mishmash that is barely functional, as the camera struggles to keep up with the action, collision physics are subpar, attack animations are so fast and janky that it's damn near impossible to tell what's going on (while turning animations when characters have their back to the opponent, as well as animations for standing up after a knockdown, take forever), and the barrier surrounding arenas automatically knockdown anyone who touches them and disrupts what little pacing matches ''may'' have. The fights' UI also doesn't help, consisting of a lives counter and a torch that functions as a LifeMeter (which does a piss-poor job of providing a metric of your remanining vitality). Combine these with a limited pool of endings (only two, one for the heroes and one for the bad guys) and an inadequet training mode, and you have a game that, in spite of making a tidy profit from the brand name alone, was considered by review outlets like [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft IGN]] and [[https://www.ign.com/games/iron-blood-warriors-of-ravenloft Gamespot]] to be nothing more than a pitiful natural-1. WebVideo/MattMcMuscles also gave this game [[https://www.youtube.com/watch?v=zryQ7ywBXlc a thorough analysis]] and came to the conclusion that, against all odds, it '''dethroned''' ''Expect No Mercy'' (also listed in this folder) as the Worst Fighting Game.
Is there an issue? Send a MessageReason:
None


* '''''VideoGame/TheSimpsonsSkateboarding''''' for UsefulNotes/PlayStation2 isn't [[DamnedByFaintPraise quite as broken]] as the aforementioned ''Wrestling'', but has plenty of its own issues that make it just as bad. In what was clearly an attempt to ride through the coattails of the ''VideoGame/TonyHawksProSkater'' series, the game replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.

to:

* '''''VideoGame/TheSimpsonsSkateboarding''''' for UsefulNotes/PlayStation2 isn't [[DamnedByFaintPraise quite as broken]] as the aforementioned ''Wrestling'', but has plenty of its own issues that make it just as bad. '''''VideoGame/TheSimpsonsSkateboarding:''''' In what was clearly an attempt to ride through the coattails of the ''VideoGame/TonyHawksProSkater'' series, the game replicates everything except any of the fun factor that made the ''Pro Skater'' series great. What do you get instead? A convoluted storyline where the characters are competing in a skateboard contest for the grand prize of a meager ''$99'', with terrible graphics, mediocre gameplay, skateboarding tricks that are basic at best and downright impossible to perform correctly at worst, voice acting that's rather terrible (and annoyingly repetitive) by ''Simpsons'' standards (most prominent in the "Skillz School" mode, where narrator Kent Brockman [[WhatTheHellPlayer constantly mocks the player whenever they bail or fail to land a trick correctly]]), and bad controls. Even worse, characters are prone to bailing their boards easily when attempting to land a jump, [[FakeDifficulty unnecessarily adding to the frustration factor]]. Homer is a LowTierLetdown as his poor jumping stats make him ''unable to perform a normal kickflip without a high risk of bailing'', and even if the player racks up stat points for him at "Skillz School" mode there would never be enough points to greatly improve his abilities. The game boasts having five unlockable characters aside from the Simpsons themselves, but none of them add any value to the game as the stat points do not carry over to other characters, meaning that whenever the player wants to change characters they would have to go back to square one in Skillz School mode. ''The Simpsons Skateboarding'' came out just '''one month''' after ''Pro Skater 4''--you might as well have saved your money for that game instead of spending it on this stinker. IGN [[https://www.ign.com/articles/2002/11/19/simpsons-skateboarding gave it]] 2.5 out of 10 in their review, with their verdict being "Not fun, and not funny" and describing it as "game design by way of the marketing department". ''Game Informer'' was even less merciful, [[https://web.archive.org/web/20080112223749/http://gameinformer.com/Games/Review/200212/R03.0731.1138.03070.htm giving it]] a rock bottom 1.0 out of 10 and stating that the game gets "everything, even the simplest of things, completely wrong". tamango2474, who called it the worst game he had ever seen, reviews the game [[https://www.youtube.com/watch?v=RpOjjvsFlMc here]], and both WebVideo/{{Caddicarus}} and WebVideo/SuperMega respectively tackled the game [[https://www.youtube.com/watch?v=6ak2ssG56q0 here]] and [[https://www.youtube.com/watch?v=7dhsanCDedA here]], both to predictable results. [[WebVideo/WhatcultureWrestling [=WhatCulture=] Gaming]] also tackles the game [[https://www.youtube.com/watch?v=Q0puCOGBhqs here]] as part of their "Worst Games Ever" series. How it even got past Matt Groening's radar after his personal step-in after ''The Simpsons Wrestling'' is really anyone's guess.
Is there an issue? Send a MessageReason:
None


** '''''Arthur's Absolutely Fun Day!''''' is a [[MinigameGame Mini"game" "Game"]] with blocky pixel graphics, super annoying music and sound effects, and most of the mini"games" are either so easy they're boring, or so hard they're frustrating. Worse yet, you need to win 16 mini"games" when there is 10 in all, meaning you need to play some of these "games" ''again''.

to:

** '''''Arthur's Absolutely Fun Day!''''' is a [[MinigameGame Mini"game" "Game"]] with blocky pixel graphics, super annoying music and sound effects, and most of the mini"games" are either so easy they're boring, or so hard they're frustrating. Worse yet, you need to win 16 mini"games" when there is 10 in all, meaning you need to play some of these "games" ''again''. The worst part is when you do beat all "16" mini-games, you unlock a new area with more mini games, however they are just as bad as the regular mini-games, and you don't even get anything for beating them.
Is there an issue? Send a MessageReason:
None


** '''''The Great Beanstalk''''' was released in 1998 and was a supposedly UpdatedRerelease of a comparatively better-received PC game released two years earlier called ''Buster and the Beanstalk'', both of which were developed by Terraglyph. The plot of the game more or less amounts to a parody of Jack and the Beanstalk with Buster and Plucky in the role of Jack... except the American [=PlayStation=] version doesn't even include the opening cutscene, [[LostInMediasRes leaving players confused as to why Buster and Plucky are even climbing a beanstalk looking for key pieces in the first place]]. But that's only the beginning of this PortingDisaster's problems; despite the main characters being fairly well-animated for the most part, the gameplay itself is a complete trainwreck. Half the game is a 2D side-scroller where the player (playing as Plucky) must follow Buster as they climb up the beanstalk, something that is easier said than done thanks to the rampant input lag than makes maneuvering Plucky a chore and an overabundance of annoying enemies and obstacles that can either knock Plucky out or cause the player to lose progress by sending him falling backwards or downwards to previous rooms. The point-and-click portions of the game are only slightly better, though that's not saying much; much like the original PC version (which ''only'' consists of these sections), it's a [[PopUpVideoGames Pop-Up Video Game]] where you have to click on various objects and trigger an animation which hopefully matches what Babs Bunny wants you to find. However, whereas the animations in the PC version are hidden among many separate screens, and the challenge is trying to find the correct room and area to click on (with the added threat of Elmyra capturing you if you stay too long on a single screen), here, Buster flat-out leads you to the room that it's hiding in, making these item hunts [[ItsEasySoItSucks far too easy as a result]]. If it wasn't for the abysmal platforming segments that [[{{Padding}} drudge out the length of the game]], completing the game by finding all nine key pieces would only take players less than a half-hour, tops. Finally, while the show's sense of humor with puns, pop culture references, and [[BreakingTheFourthWall fourth wall breaks]] still hold over from the original PC version, it takes a backseat to questionably funny, mostly bizarre sight gags with an often clashing art style, as well as still-intact references to it being a CD-based computer game, despite it now being on a ''different game platform.''

to:

** '''''The Great Beanstalk''''' was released in 1998 and was a supposedly UpdatedRerelease of a comparatively better-received PC game released two years earlier called ''Buster and the Beanstalk'', both of which were developed by Terraglyph. The plot of the game more or less amounts to a parody of Jack and the Beanstalk with Buster and Plucky in the role of Jack... except the American [=PlayStation=] version doesn't even include the opening cutscene, [[LostInMediasRes leaving players confused as to why Buster and Plucky are even climbing a beanstalk looking for key pieces in the first place]]. But that's only the beginning of this PortingDisaster's problems; despite the main characters being fairly well-animated for the most part, the gameplay itself is a complete trainwreck. Half the game is a 2D side-scroller where the player (playing as Plucky) must follow Buster as they climb up the beanstalk, something that is easier said than done thanks to the rampant input lag than that makes maneuvering Plucky a chore and an overabundance of annoying enemies and obstacles that can either knock Plucky out or cause the player to lose progress by sending him falling backwards or downwards to previous rooms. The point-and-click portions of the game are only slightly better, though that's not saying much; much like the original PC version (which ''only'' consists of these sections), it's a [[PopUpVideoGames Pop-Up Video Game]] where you have to click on various objects and trigger an animation which hopefully matches what Babs Bunny wants you to find. However, whereas the animations in the PC version are hidden among many separate screens, and the challenge is trying to find the correct room and area to click on (with the added threat of Elmyra capturing you [[StalkedByTheBell if you stay too long on a single screen), screen]]), here, Buster flat-out leads you to the room that it's hiding in, making these item hunts [[ItsEasySoItSucks far too easy as a result]]. If it wasn't for the abysmal platforming segments that [[{{Padding}} drudge out the length of the game]], completing the game by finding all nine key pieces would only take players less than a half-hour, tops. Finally, while the show's sense of humor with puns, pop culture references, and [[BreakingTheFourthWall fourth wall breaks]] still hold over from the original PC version, it takes a backseat to questionably funny, mostly bizarre sight gags with an often clashing art style, as well as still-intact references to it being a CD-based computer game, despite it now being on a ''different game platform.''
Is there an issue? Send a MessageReason:
None


* '''''VisualNovel/PlumbersDontWearTies''''' on the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] is a rare early Western example of a VisualNovel, but outside of the LiveActionCutscene intro explaining the plot it had nothing but still images run through bad [[PhotoshopFilterOfEvil Photoshop filters]] with annoying narration. The game was no more interactive than a standard DVD menu, as the only way the player could affect the game's outcome was by selecting an option in a menu screen, but with the annoying addition of having to wait for the narrators to explain the options before selecting another one. The game [[{{Railroading}} railroads]] the player through a single specific sequence of choices, with all others leading to NonStandardGameOver clips. Most of those choices in the sequence cause the narrator to [[BlamedForBeingRailroaded scold the player, even though they're required to continue the story]]. One choice that you have to choose to win the game even includes [[HilariousOuttakes a random outtake they apparently thought was so hilarious, they had to leave it in for some reason]]. The founder of Website/GameFAQs [[http://web.archive.org/web/20080215000026/http://www.gamefaqsinfo.net/gamefaqs/media/cjaycinterview.txt called it the worst game he's ever played]], and ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=DyaF_gCKWsI had a similar opinion, though doubting if it even counts as a game at all.]] [[https://www.youtube.com/watch?v=dp7RBDJiH2o He even thought that it was one of his weakest episodes at first because he didn't know what to say about it due to how bizarre it all felt.]] All of the game's "interaction" can be, and [[https://www.youtube.com/watch?v=rjMAG5IDnek has been]], easily replicated with video annotations on Website/YouTube back when they had annotations, and was also [[https://www.youtube.com/watch?v=ZqO6X9FRIlc riffed]] by WebVideo/{{Retsupurae}}! The worst part? It could've been SoBadItsGood if it hadn't completely wasted the technical capabilities of the 3DO, or even if it were presented in a non-interactive medium altogether. There are genuinely funny BreakingTheFourthWall moments, as it gleefully calls you a pervert and/or an idiot depending on your decisions.

to:

* '''''VisualNovel/PlumbersDontWearTies''''' on the PC and [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] is a rare early Western example of a VisualNovel, but outside of the LiveActionCutscene intro explaining the plot plot[[note]]which only shows up in the 3DO version[[/note]] it had nothing but still images run through bad [[PhotoshopFilterOfEvil Photoshop filters]] with annoying narration. The game was no more interactive than a standard DVD menu, as the only way the player could affect the game's outcome was by selecting an option in a menu screen, but with the 3DO version's annoying addition of having to wait for the narrators to explain the options before selecting another one. The game [[{{Railroading}} railroads]] the player through a single specific sequence of choices, with all others leading to NonStandardGameOver clips. Most of those choices in the sequence cause the narrator to [[BlamedForBeingRailroaded scold the player, even though they're required to continue the story]]. One choice that you have to choose to win the game even includes [[HilariousOuttakes a random outtake they apparently thought was so hilarious, they had to leave it in for some reason]]. The founder of Website/GameFAQs [[http://web.archive.org/web/20080215000026/http://www.gamefaqsinfo.net/gamefaqs/media/cjaycinterview.txt called it the worst game he's ever played]], and ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=DyaF_gCKWsI had a similar opinion, though doubting if it even counts as a game at all.]] [[https://www.youtube.com/watch?v=dp7RBDJiH2o He even thought that it was one of his weakest episodes at first because he didn't know what to say about it due to how bizarre it all felt.]] All of the game's "interaction" can be, and [[https://www.youtube.com/watch?v=rjMAG5IDnek has been]], easily replicated with video annotations on Website/YouTube back when they had annotations, and was also [[https://www.youtube.com/watch?v=ZqO6X9FRIlc riffed]] by WebVideo/{{Retsupurae}}! The worst part? It could've been SoBadItsGood if it hadn't completely wasted the technical capabilities of the 3DO, or even if it were presented in a non-interactive medium altogether. There are genuinely funny BreakingTheFourthWall moments, as it gleefully calls you a pervert and/or an idiot depending on your decisions.
Is there an issue? Send a MessageReason:
None


* '''''Fugitive Hunter: War on Terror''''' (aka '''''America's 10 Most Wanted''''' outside the United States) is an unintentionally hilarious example of a game taking itself too seriously when it has absolutely no right to. The graphics would've looked dated on the original [=PlayStation=], the sound design is substandard, the gameplay is a boring trudge of lackluster FPS mechanics and wonky fighting game mechanics for boss fights, and the plot is a cynical ploy to exploit patriotic fervor following the 9/11 attacks by promising players that they would be able to capture Osama bin Laden with their bare hands. The game's original publisher, Creator/{{Infogrames}}, dropped out of publishing the title near its release, which would have been a sign that even they knew of the title's low quality. It was then picked up by Encore Software for North America, and System 3 in Europe, under their "Play It" budget label, another sign of the low quality.

to:

* '''''Fugitive Hunter: War on Terror''''' (aka '''''America's 10 Most Wanted''''' outside the United States) is an unintentionally hilarious example of a game taking itself too seriously when it has absolutely no right to. The graphics would've looked dated on the original [=PlayStation=], the sound design is substandard, the gameplay is a boring trudge of lackluster FPS mechanics and wonky fighting game mechanics for boss fights, and the plot is a cynical ploy to exploit patriotic fervor following the 9/11 attacks by promising players that they would be able to capture Osama bin Laden with their bare hands. The game's original publisher, Creator/{{Infogrames}}, dropped backed out of publishing the title near shortly before its scheduled release, which would have been a sign shows that even they knew of the title's low quality. It was then picked up by Encore Software for North America, and System 3 in Europe, under their "Play It" budget label, another sign of the low quality.
Is there an issue? Send a MessageReason:
None


* '''''Virus: The Game''''' is a strong example of a great concept falling victim to incompetent execution. The idea, on paper, sounds interesting: a ''VideoGame/{{Descent}}''-style labyrinth shooter game [[GenreBusting with real-time strategy elements never seen before]] where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game (without doing any real damage to your computer). Unfortunately, the [[{{Pun}} .exe]]cution leaves a lot to be desired. Even ignoring the fact that [[Horrible/{{Advertising}} one way they advertised the game revolved around scareware]][[note]](Its ad, "[[https://youtu.be/BGm8idw45as Russ.exe]]", fakes your entire system being deleted before shilling the game with its tagline "Thank god this is only a game...")[[/note]], the game isn't anything noteworthy; the visuals are fine and the music is okay (though repetitive), the gameplay itself is extremely confusing as you fend your system off against a virus [[TheComputerIsACheatingBastard that seems to cheat]][[note]](conceptually, [[FridgeBrilliance it is only fitting]] considering how actual computer viruses act, trying to take over the system files and modify them in such a way to cause major frustration to users, but from a gameplay perspective, it just creates massive FakeDifficulty)[[/note]], and the control scheme is absolutely atrocious. As a combination of both a RealTimeStrategy with a FirstPersonShooter, it's frequently unclear on exactly what you're supposed to do in order to win the missions provided in the game, as not only will you have to control ships around the maze of your computer, with the folders and sub-folders being represented as "floors" inside that your files are put in, you'll have to make sure you have enough Kilobytes ([=KBs=]) to build objects which do various tasks, like create new vehicles (all of which have specific jobs, like [=KBs=] collectors collect [=KBs=] from non-corrupted files, converters restore files to a non-corrupted state, attack crafts can attack the viruses, etc), ''and'' also have to make sure your files don't get corrupted by the virus... which, in later missions, performs various [[InterfaceScrew Interface Screws]] to make things even worse. Thankfully, the game provides a "map" of sorts which acts like the [[UsefulNotes/MicrosoftWindows Windows]] Navigation Pane (showcasing all the folders in your system and what's in them), and you can automate your ships to go into specific locations, but due to the awkward AI, they frequently just loosely guide themselves to the directed location, and there's a chance that they may just spaz out on a surface before returning on their path. And the control scheme... oh dear, where to begin. You have to pilot your ships throughout your computer, and this is easier said than done. The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate around your computer[[note]](and this isn't getting onto how [[DarthWiki/IdiotProgramming it fixes itself to the CPU clock speed without any upper limit]], [[GameBreakingBug making it unplayable by running stupidly fast on any modern computer or virtual machine]] unless it's severely underclocked)[[/note]], and even harder to aim at the viruses (which frequently [[DarthWiki/MostAnnoyingSound repeat the same one-liners over and over]]). Not helping matters is [[DemonicSpiders they have a crapton of health]], and your attack ships have limited ammo. They can't even ''defend themselves'' should you be doing something else, like controlling another ship, meaning you'll have to attack the enemies yourself (which is a real problem in a ''Real-Time Strategy game'') for any offense and/or defense on your side... ''if'' you can even damage them, since not only is aiming at them a chore to do (as said before but we can't stress it enough), some enemies, mainly the eyeball creatures, are so poorly-programmed that ''they actually can't be defeated'', instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. [[RuleOfThree (Did we mention that they can barely be aimed?)]] [[ArsonMurderAndJaywalking Finally, the game has a few instances of typos within the mission descriptions.]] As of 2016, [[https://www.youtube.com/playlist?list=PLi_KYBWS_E70Bd7HDhLz0a16FFrlCtOn4 there is only one walkthrough of the game on YouTube by]] [[https://www.youtube.com/@danooct1 computer virus guru danooct1]], and he gave up trying to finish it on mission 9.[[note]](Out of all 15 missions of the game, 5 of them are training, meaning he only got to the 4th real mission of the game before he called it quits.)[[/note]]

to:

* '''''Virus: The Game''''' is a strong example of a great concept falling victim to incompetent execution. The idea, on paper, sounds interesting: a ''VideoGame/{{Descent}}''-style labyrinth shooter game [[GenreBusting with real-time strategy elements never seen before]] where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game (without doing any real damage to your computer). Unfortunately, the [[{{Pun}} .exe]]cution leaves a lot to be desired. Even ignoring the fact that [[Horrible/{{Advertising}} one way they advertised the game revolved around scareware]][[note]](Its ad, "[[https://youtu.be/BGm8idw45as Russ.exe]]", fakes your entire system being deleted before shilling the game with its tagline "Thank god this is only a game...")[[/note]], the game isn't anything noteworthy; is rather subpar; the visuals are fine and the music is okay (though repetitive), but the gameplay itself is extremely confusing as you fend defend your system off against a virus [[TheComputerIsACheatingBastard that seems to cheat]][[note]](conceptually, [[FridgeBrilliance it is only fitting]] considering how actual computer viruses act, trying to take over the system files and modify them in such a way to cause major frustration to users, but from a gameplay perspective, it just creates massive FakeDifficulty)[[/note]], and the control scheme is absolutely atrocious. As a combination of both a RealTimeStrategy with a FirstPersonShooter, it's frequently unclear on exactly what you're supposed to do in order to win the missions provided in the game, as not only will you have to control ships around the maze of your computer, with the folders and sub-folders being represented as "floors" inside that your files are put in, you'll have to make sure you have enough Kilobytes ([=KBs=]) to build objects which do various tasks, like create new vehicles (all of which have specific jobs, like [=KBs=] collectors collect [=KBs=] from non-corrupted files, converters restore files to a non-corrupted state, attack crafts can attack the viruses, etc), ''and'' also have to make sure your files don't get corrupted by the virus... which, in later missions, performs various [[InterfaceScrew Interface Screws]] to make things even worse. Thankfully, the game provides a "map" of sorts which acts like the [[UsefulNotes/MicrosoftWindows Windows]] Navigation Pane (showcasing all the folders in your system and what's in them), and you can automate your ships to go into specific locations, but due to the awkward AI, they frequently just loosely guide themselves to the directed location, and there's a chance that they may just spaz out on a surface before returning on their path. And the control scheme... oh dear, where to begin. You have to pilot your ships throughout your computer, and this is easier said than done. The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate around your computer[[note]](and this isn't getting onto how [[DarthWiki/IdiotProgramming it fixes itself to the CPU clock speed without any upper limit]], [[GameBreakingBug making it unplayable by running stupidly fast on any modern computer or virtual machine]] unless it's severely underclocked)[[/note]], and even harder to aim at the viruses (which frequently [[DarthWiki/MostAnnoyingSound repeat the same one-liners over and over]]). Not helping matters is [[DemonicSpiders they have a crapton of health]], and your attack ships have limited ammo. They can't even ''defend themselves'' should you be doing something else, like controlling another ship, meaning you'll have to attack the enemies yourself (which is a real problem in a ''Real-Time Strategy game'') for any offense and/or defense on your side... ''if'' you can even damage them, since not only is aiming at them a chore to do (as said before but we can't stress it enough), some enemies, mainly the eyeball creatures, are so poorly-programmed that ''they actually can't be defeated'', instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. [[RuleOfThree (Did we mention that they can barely be aimed?)]] [[ArsonMurderAndJaywalking Finally, the game has a few instances of typos within the mission descriptions.]] As of 2016, [[https://www.youtube.com/playlist?list=PLi_KYBWS_E70Bd7HDhLz0a16FFrlCtOn4 there is only one walkthrough of the game on YouTube by]] [[https://www.youtube.com/@danooct1 computer virus guru danooct1]], and he gave up trying to finish it on mission 9.[[note]](Out of all 15 missions of the game, 5 of them are training, meaning he only got to the 4th real mission of the game before he called it quits.)[[/note]]
Is there an issue? Send a MessageReason:
None


* '''''Virus: The Game''''' is a quite apparent example of a great concept gone straight to the recycle bin. The idea, on paper, sounds interesting: a ''VideoGame/{{Descent}}''-style labyrinth shooter game [[GenreBusting with real-time strategy elements never seen before]] where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game (without doing any real damage to your computer). Unfortunately, the [[{{Pun}} .exe]]cution leaves a lot to be desired. Even ignoring the fact that [[Horrible/{{Advertising}} one way they advertised the game revolved around scareware]][[note]](Its ad, "[[https://youtu.be/BGm8idw45as Russ.exe]]", fakes your entire system being deleted before shilling the game with its tagline "Thank god this is only a game...")[[/note]], the game isn't anything noteworthy; the visuals are fine and the music is okay (though repetitive), the gameplay itself is extremely confusing as you fend your system off against a virus [[TheComputerIsACheatingBastard that seems to cheat]][[note]](conceptually, [[FridgeBrilliance it is only fitting]] considering how actual computer viruses act, trying to take over the system files and modify them in such a way to cause major frustration to users, but from a gameplay perspective, it just creates massive FakeDifficulty)[[/note]], and the control scheme is absolutely atrocious. As a combination of both a RealTimeStrategy with a FirstPersonShooter, it's frequently unclear on exactly what you're supposed to do in order to win the missions provided in the game, as not only will you have to control ships around the maze of your computer, with the folders and sub-folders being represented as "floors" inside that your files are put in, you'll have to make sure you have enough Kilobytes ([=KBs=]) to build objects which do various tasks, like create new vehicles (all of which have specific jobs, like [=KBs=] collectors collect [=KBs=] from non-corrupted files, converters restore files to a non-corrupted state, attack crafts can attack the viruses, etc), ''and'' also have to make sure your files don't get corrupted by the virus... which, in later missions, performs various [[InterfaceScrew Interface Screws]] to make things even worse. Thankfully, the game provides a "map" of sorts which acts like the [[UsefulNotes/MicrosoftWindows Windows]] Navigation Pane (showcasing all the folders in your system and what's in them), and you can automate your ships to go into specific locations, but due to the awkward AI, they frequently just loosely guide themselves to the directed location, and there's a chance that they may just spaz out on a surface before returning on their path. And the control scheme... oh dear, where to begin. You have to pilot your ships throughout your computer, and this is easier said than done. The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate around your computer[[note]](and this isn't getting onto how [[DarthWiki/IdiotProgramming it fixes itself to the CPU clock speed without any upper limit]], [[GameBreakingBug making it unplayable by running stupidly fast on any modern computer or virtual machine]] unless it's severely underclocked)[[/note]], and even harder to aim at the viruses (which frequently [[DarthWiki/MostAnnoyingSound repeat the same one-liners over and over]]). Not helping matters is [[DemonicSpiders they have a crapton of health]], and your attack ships have limited ammo. They can't even ''defend themselves'' should you be doing something else, like controlling another ship, meaning you'll have to attack the enemies yourself (which is a real problem in a ''Real-Time Strategy game'') for any offense and/or defense on your side... ''if'' you can even damage them, since not only is aiming at them a chore to do (as said before but we can't stress it enough), some enemies, mainly the eyeball creatures, are so poorly-programmed that ''they actually can't be defeated'', instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. [[RuleOfThree (Did we mention that they can barely be aimed?)]] [[ArsonMurderAndJaywalking Finally, the game has a few instances of typos within the mission descriptions.]] As of 2016, [[https://www.youtube.com/playlist?list=PLi_KYBWS_E70Bd7HDhLz0a16FFrlCtOn4 there is only one walkthrough of the game on YouTube by]] [[https://www.youtube.com/@danooct1 computer virus guru danooct1]], and he gave up trying to finish it on mission 9.[[note]](Out of all 15 missions of the game, 5 of them are training, meaning he only got to the 4th real mission of the game before he called it quits.)[[/note]]

to:

* '''''Virus: The Game''''' is a quite apparent strong example of a great concept gone straight falling victim to the recycle bin.incompetent execution. The idea, on paper, sounds interesting: a ''VideoGame/{{Descent}}''-style labyrinth shooter game [[GenreBusting with real-time strategy elements never seen before]] where you have to fight a virus within your computer, with the game even using some of your own files for the locations in the game (without doing any real damage to your computer). Unfortunately, the [[{{Pun}} .exe]]cution leaves a lot to be desired. Even ignoring the fact that [[Horrible/{{Advertising}} one way they advertised the game revolved around scareware]][[note]](Its ad, "[[https://youtu.be/BGm8idw45as Russ.exe]]", fakes your entire system being deleted before shilling the game with its tagline "Thank god this is only a game...")[[/note]], the game isn't anything noteworthy; the visuals are fine and the music is okay (though repetitive), the gameplay itself is extremely confusing as you fend your system off against a virus [[TheComputerIsACheatingBastard that seems to cheat]][[note]](conceptually, [[FridgeBrilliance it is only fitting]] considering how actual computer viruses act, trying to take over the system files and modify them in such a way to cause major frustration to users, but from a gameplay perspective, it just creates massive FakeDifficulty)[[/note]], and the control scheme is absolutely atrocious. As a combination of both a RealTimeStrategy with a FirstPersonShooter, it's frequently unclear on exactly what you're supposed to do in order to win the missions provided in the game, as not only will you have to control ships around the maze of your computer, with the folders and sub-folders being represented as "floors" inside that your files are put in, you'll have to make sure you have enough Kilobytes ([=KBs=]) to build objects which do various tasks, like create new vehicles (all of which have specific jobs, like [=KBs=] collectors collect [=KBs=] from non-corrupted files, converters restore files to a non-corrupted state, attack crafts can attack the viruses, etc), ''and'' also have to make sure your files don't get corrupted by the virus... which, in later missions, performs various [[InterfaceScrew Interface Screws]] to make things even worse. Thankfully, the game provides a "map" of sorts which acts like the [[UsefulNotes/MicrosoftWindows Windows]] Navigation Pane (showcasing all the folders in your system and what's in them), and you can automate your ships to go into specific locations, but due to the awkward AI, they frequently just loosely guide themselves to the directed location, and there's a chance that they may just spaz out on a surface before returning on their path. And the control scheme... oh dear, where to begin. You have to pilot your ships throughout your computer, and this is easier said than done. The controls are often unresponsive and floaty, which makes it incredibly difficult to navigate around your computer[[note]](and this isn't getting onto how [[DarthWiki/IdiotProgramming it fixes itself to the CPU clock speed without any upper limit]], [[GameBreakingBug making it unplayable by running stupidly fast on any modern computer or virtual machine]] unless it's severely underclocked)[[/note]], and even harder to aim at the viruses (which frequently [[DarthWiki/MostAnnoyingSound repeat the same one-liners over and over]]). Not helping matters is [[DemonicSpiders they have a crapton of health]], and your attack ships have limited ammo. They can't even ''defend themselves'' should you be doing something else, like controlling another ship, meaning you'll have to attack the enemies yourself (which is a real problem in a ''Real-Time Strategy game'') for any offense and/or defense on your side... ''if'' you can even damage them, since not only is aiming at them a chore to do (as said before but we can't stress it enough), some enemies, mainly the eyeball creatures, are so poorly-programmed that ''they actually can't be defeated'', instead causing you to sacrifice your precious attack ships in the missions where you have to navigate around them. [[RuleOfThree (Did we mention that they can barely be aimed?)]] [[ArsonMurderAndJaywalking Finally, the game has a few instances of typos within the mission descriptions.]] As of 2016, [[https://www.youtube.com/playlist?list=PLi_KYBWS_E70Bd7HDhLz0a16FFrlCtOn4 there is only one walkthrough of the game on YouTube by]] [[https://www.youtube.com/@danooct1 computer virus guru danooct1]], and he gave up trying to finish it on mission 9.[[note]](Out of all 15 missions of the game, 5 of them are training, meaning he only got to the 4th real mission of the game before he called it quits.)[[/note]]
Is there an issue? Send a MessageReason:
None


* '''''VideoGame/KangFu''''' is an Amiga platformer that would've remained lost in the deep and forsaken depths of video game history [[ColbertBump had it not been covered by]] ''WebVideo/TheAngryVideoGameNerd''. To even start the game is a convoluted task that is nearly impossible to solve [[AllThereInTheManual without consulting the enclosed instruction manual]]: because of a programming bug with the Amiga [=CD32=]'s boot sequence, the game [[LoadsAndLoadsOfLoading would endlessly load]] or display an "Out of Memory" message if started on an [=CD32=], unless the player starts the game after the [=CD32=] logo's music stops playing. The graphics could be best described as a mish-mash of random assets taken from random sources, with cartoony animals juxtaposed to realistic assets (i.e. skulls and Roman statues) on a photographic backdrop. There is no story to speak of, and the game [[NeverTrustATitle doesn't even live up to the title]], as the playable kangaroo character uses a gun instead of kung-fu to defeat enemies. Even then, it fails even as a RunAndGun, as the controls are erratic and stiff, while the level design is haphazard and nondescript. Upon getting a GameOver, the player is greeted by [[{{Plagiarism}} a picture cropped straight from the cover of]] Michael Asher's ''A Desert Dies''. The developers, [=GREat=] Effects Development (or GREED), boast that their game [[MetaphoricallyTrue "shows the full possibilities of the [=CD32=]"]]. Far from being the Amiga computer or [=CD32=]'s KillerApp, the game's release date of 1996, two years after the discontinuation of the console, along with the quality of the game itself, indicate that this game was more likely either an act of desperation or a pet project GoneHorriblyWrong.

to:

* '''''VideoGame/KangFu''''' is an Amiga platformer that would've remained lost in the deep and forsaken depths of video game history [[ColbertBump had it not been covered by]] ''WebVideo/TheAngryVideoGameNerd''. To even start the game is a convoluted task that is nearly impossible to solve [[AllThereInTheManual without consulting the enclosed instruction manual]]: because of a programming bug with the Amiga [=CD32=]'s boot sequence, the game [[LoadsAndLoadsOfLoading would endlessly load]] or display an "Out of Memory" message if started on an [=CD32=], unless the player starts the game after the [=CD32=] logo's music stops playing. The graphics could be best described as a mish-mash of random assets taken from random sources, with cartoony animals juxtaposed to realistic assets (i.e. skulls and Roman statues) on a photographic backdrop. There is no story to speak of, and the game [[NeverTrustATitle doesn't even live up to the title]], as the playable kangaroo character uses a gun instead of kung-fu to defeat enemies. Even then, it fails even as a RunAndGun, as the controls are erratic and stiff, while the level design is haphazard and nondescript. Upon getting a GameOver, the player is greeted by [[{{Plagiarism}} [[UsefulNotes/{{Plagiarism}} a picture cropped straight from the cover of]] Michael Asher's ''A Desert Dies''. The developers, [=GREat=] Effects Development (or GREED), boast that their game [[MetaphoricallyTrue "shows the full possibilities of the [=CD32=]"]]. Far from being the Amiga computer or [=CD32=]'s KillerApp, the game's release date of 1996, two years after the discontinuation of the console, along with the quality of the game itself, indicate that this game was more likely either an act of desperation or a pet project GoneHorriblyWrong.

Top