(logo dinging) - [Falcon] Triple-A is one
of those nebulous terms that means something different
to everybody who says it. But the agreed upon stuff is that it's a major publisher game with a high development cost,
and a huge marketing budget. With all that in place, you'd think it'd be easy
to make a good game, but often it isn't. In fact, what we're interested in today is what are the duds? Hi folks, it's Falcon,
and today on Gameranx, 10 of the worst triple-A
games of all time. Now a quick di
sclaimer going forward. There's of course room for
debate here if a game counts as triple-A or not, and that's fine, that's what the comment section is for. We love seeing the discussions. Without any further ado,
starting off at number 10, it's "Harry Potter and the
Deathly Hallows: Part 1". This game has a 4.5 user score and a 38 on Metacritic. It's bizarre, it's "Harry
Potter," but "Gears of War," or is "Gears of War," but
"Harry Potter," I don't know. You would definitely call it
one of thos
e things though. - [Grandpa] That's what
the kids want, right? The "Gear War," but with "Harry Poplar." - [Falcon] Okay, President, and Chief Operating Officer Grandpa. But the thing is, it's not
even a good cover shooter. It's awkward, it's stiff to control. It's way too heavily scripted/automated. So there's very, very
little room for strategy. There's a few spells to choose from that are basically just different guns, but it's kind of just easier to use Stupify and blitz
through everything. T
he cover mechanics are terrible. Often you'll find yourself
taking cover behind thin air, or your cover just won't do anything. At least it doesn't
actually matter a whole lot 'cause the game is so easy that taking cover is kind of pointless. - [Harry] Stupify!
(wand whooshing) - [Hagrid] Be careful! - [Harry] Stupify! - [Speaker 1] You won't escape this time! - [Harry] Hagrid, after them! - [Hagrid] I know, you keep casting, and I'll get us over there!
- [Harry] Stupify! - [Falcon] There's a
ha
lf-baked RPG mechanic where you can put points into
stats and unlock new spells, but it's like I said,
not baked all the way. The game is so easy, you
can just ignore all of that and it really doesn't
seem to make a difference. There's also stealth missions. Yes, and they're as bad
as you would imagine. Enemies are at the same
time, too dumb to live while having x-ray vision and can spot you through walls. These parts of the game are the worst kinds of trial and error. And if you really wanna to
rture yourself, there are some exclusive
game play modes too, really a smorgasbord of all
the worst parts of 2010 games. Harry Potter as a cover
shooter, killing machine is a funny concept, but it doesn't work. As number nine is "Alone
in the Dark" from 2008, sitting at a 58 on Metacritic
with a 4.6 user score. It was meant to be Atari
Interactive's big step into the AAA market. It was gonna be the next big franchise right beside "Resident Evil," and they marketed this game hard. Big cover stori
es in gaming
magazines, flashy commercials, a trailer that barely
shows any actual gameplay, they did it all. It did not help that the game was immediately torn apart by critics for its numerous bugs and
bizarre gameplay decisions. One thing I'll say is that usually people
criticize the triple-A space for its lack of innovation, but if anything "Alone in the Dark" went too far in the other direction, nothing about this game is what
you would call traditional. It's got a weird inventory system, t
he Melee combat is strange, and honestly, it's got surprisingly
in-depth physics simulations. There's a lot of ambition for this game. But as they say, the road to hell is paved
with good intentions and oh, ho ho, the Road to
Hell is a dark and lonely one, so to speak, "Alone in the Dark 2008" is a janky mess that feels
like it could collapse in on itself at any moment. Most of the ambition
feels pretty misplaced, like the healing system. You can spray different parts
of your body that are injur
ed. It's supposed to make the
game feel more immersive, but all you can really do is
laugh at the skin textures that are clearly just
sitting on top of the jacket. Very, very, very goofy. (creature grunting)
(tense dramatic music) (sword whooshing) (creature growling) (sword whooshing)
(blood squelching) The game takes itself very seriously. But it's funny, honestly, every time I boot it up I can't help but laugh that Max Payne
himself, James McCaffrey, spouts some of the worst
dialogue you've e
ver heard. While this actually pretty
great orchestral score that makes no sense as to why it's there. It has no place in this
mess, doesn't fit the feel, doesn't sound anything like
this looks, sounds very good, but it doesn't make sense, and I'm listing like the positives. in terms of the gameplay
(chuckles), oh it's miserable. Like the best I could call
it is a miserable failure. Like it's saying like, "Ah,
there was so much ambition." It's just like putting a gold star on, and like you tried
, old meme from the era this
game came from, you tried. And number eight is "APB" with a Metascore that matches "Alone in the Dark," 58. But a user score that's worse, 4.4. "APB" was a game that got a lot of hype. I remember people just being
absolutely rabid for this. It was meant to be huge,
made by Realtime Worlds, the guys who made
"Crackdown" of all games. It was made up of former
Rockstar Games guys, including the co-founder
of the studio, David Jones. This was a massively
multi-player cri
me game. It was meant to be the
ultimate GTA style playground, but it's hard to really nail
down a true style for it, it was barely a game. Looking back on it now , you'd assume it was some
small developer thing, and you might be a little
more forgiving based on that, but you shouldn't be. This had $100 million budget. Now, like I said in the intro,
we don't have a hard number, but that's the estimation, and it also had an EA publishing deal. To call it a small deal
would be a big mistake. It wa
s a big, big deal. Many people are saying, and everyone who jumped
into the pre-release beta, had the exact same question, "This is it?" Of course, the devs quickly responded that they were just showing a fraction of what the game would end up
being in the final release. But no, they weren't, that was it. (gunshots booming) (gun clicking) (gunshots booming) That interaction should have gone as such. "This is it, question mark. This is it, period." The game was lacking in
content from the start.
Barely just a selection of
random missions you'd get and replay endlessly in a few small zones. There really wasn't enough to keep people playing
for even an afternoon, and it was meant to be an MMO. The only universally
praised part of the game was its customization suite, which actually was really
impressive for the time, and it seriously actually holds up today. You go back to this in terms
of the customization suite, man, lots of cool stuff here. Everything else, half
baked and undercooked,
and it had a monthly fee. And number seven is
"Redfall," wowee, "Redfall." When this game came out, I said something about how I thought the developers were probably not excited to make a live services
game and this is the result. And ah-ha, there was
an article in Bloomberg not long after that
confirmed this exact thing. This was a game nobody wanted and the Arkane staff probably wanted it less than players did because I can remember a time thinking, "Oh, Arkane and Vampires,
yeah, I'm there."
You know why? 'Cause that's a sound concept. An open world co-op shooter
with the Arkane special sauce, but apparently by the time they were done developing this game, 75% of the Arkane Austin staff, the developers of this specific game, developers that had worked
on illustrious titles, such as "Dishonored," "Prey," et cetera, critically acclaimed brilliant people, about 70% of their staff up and left 'cause they didn't
wanna work on "Redfall." And I'm not making that
up, I'm quoting Bloomberg,
and it shows. Like Arkane was understaffed to make a Games as a
Service game as it was. They started off with 100 employees and losing that many out of 100 employees, even if you're hiring
people to compensate, there's just too much to do. Like there's a lot of areas in the game that look nice from far away,
but they're lacking in detail. The combat, which by the way is Arkane's bread and fricking butter, they are geniuses when it comes to making a certain kind of
combat that works so great, and
it's just, it's not there. (gunshots booming)
(vampire screeching) (tense electronic music) (heartbeat thudding) (flames whooshing) (vampire screeching) (gun clicking) It's neither satisfying or fun. And you can just see that
the people involved with this didn't want to be involved with this. It's not the kind of game anybody who wanted to work at Arkane, and had for years wanted
to make, and it shows. At number six is "Driver 3," or "Driv3r," "Driv3r," "Driv3r?" "Driver 3," 56 on
Metacritic, 3
.3 user score. May be hard to believe, but the PlayStation 1 era "Driver" series was actually a big deal. The first two driver games,
huge, sold millions of copies. They cemented the series as
one of the biggest franchises on the PlayStation. That all came crashing down with "Driv3r," one of the most disastrously
bad sequels of all time. The only reason why this
game has a 56 on Metacritic is 'cause triple-As are
just graded on a curve separate from everything else. We would never give "Driv3r"
a 56. We would never contribute
to that kind of an average. This game is so bad. Atari wanted it to be a GTA killer. So they marketed it like
crazy, but like it's "Driv3r." (tense dramatic music)
(gunshots booming) (John grunting) I bought this game because I
wanted more "Grand Theft Auto." Honestly, I couldn't get
enough of that kind of game. I love "GTA III," "Vice City"
was great that same year. "San Andreas" was awesome,
I was ready for more. This was a promising new genre and "Driver" had a
lways
been a great franchise. Sadly, it seems like it really went through a bad dev cycle too. So like it was a ton of hard
work and misery for nothing, 'cause "Driv3r" sucks. At number five is "Lair," a highly anticipated game meant to be a PS3 launch title, but it got pushed back over a year, and much like the world,
that year was not enough. (Falcon humming) I don't know why I brought that up. Developed by Factor 5,
and published by Sony, this game was meant to demonstrate the power of the PS
S3 console, but instead it just revealed
the many limitations of the hardware. Yeah, we've all heard about
the forced Motion controls, but it can't be understated
how misguided this was, and it's not that it was
that hard to control, it's actually about the movements
that called for precision. Everyone calls out these
Motion controls specifically, but the real issue is just the dull and outdated game design. You know that old chestnut, there's just not much
here that's interesting. The campaign'
s either
dull or actively terrible on an alternating basis. And yeah, some of the
backgrounds look nice for a PS3 game, but the frame rate is, it's
up and down, let's say. It's a half baked game from a developer people rightfully
expected much better from. Factor 5 made the "Star
Wars Rogue Squadron" games. So they clearly knew how
to make a flying game, but "Lair" is, it ain't "Rogue
Squadron," let's just say. That's a very nice way of saying it too. It's much, much worse
than "Rogue Squadron."
If this game had come
out as a launch title, it probably would've gotten bad reviews, but at least it would've
gotten swallowed up in the whole PS3 launch hype cycle. But delaying it, and being like, "You know, we're gonna make
sure that this one's good," and then not have anything to show for it. Oof, it got eviscerated in the press. Yeah, we all can remember it. I don't think we would have if they just launched at launched, and it would've been terrible to be fair, but it was terrible anyway.
(slow relaxing music)
(wings whooshing) (dragon grunting) At number four is "Medal
of Honor: Warfighter." Remember EA's desperate attempt to capture the "Call of Duty" audience. The original "Medal of Honor" games up to "Allied Assault" are the classics. But when the team moved over to Activision to make the first "Call of Duty," the series was just never quite the same. EA tried to revive the series in 2010 with the moderately
successful "Medal of Honor," but whatever gains they
made with that
game, they've just completely ruined
with 2012's "Warfighter." It was a bug riddled mess, it was hopelessly uninspired, it was dull. The story mode is mostly
remembered for its grotesque, Uncanny Valley crap. It can be best described as unremarkable. It felt quite sloppy. It was not finished to say the very least. Didn't hold up to the middle of the road "Call of Dutys" even. And then there were a big
string of random controversies that don't make sense to go into here. 'cause it took too long.
It was just bad and it didn't do well. (gunshots booming)
(explosion booming) - [Speaker 2] This won't end
up well for you, come out now! - [Speaker 3] Look left, top deck! - [Speaker 4] Low right. - [Falcon] At number
three is "Umbrella Corps" with a 38 on Metacritic
and a 2.4 user score. For a while, Capcom was
in kind of a dark place before "Resident Evil VII"
revitalized the franchise. We were getting crap
like "Umbrella Corps", a team-based shooter set in
the "Resident Evil" universe. I me
an, it's not like they're not making bad multiplayer spinoffs to this day, but they're making really
good games at the same time. So yeah, seriously, how many fans of the "Resi" franchise are just dying to play a first person multiplayer shooter that vaguely resembles
something from the series? You know, a series that's primarily a single player horror experience. I mean, I guess it makes at
least a little bit more sense than the "Metal Gear Solid" version. Why? These companies have made
some pr
etty weird decisions over the years, but honestly, like it's a generic military shooter, a lot of the time you
really wouldn't be able to tell this is supposed to
be a "Resident Evil" game, but that's hardly the
worst thing about it. If it was incorrectly labeled, but a hell of a lot of fun, I don't know if it would've
received the savaging that it did, but yeah,
that's not how this went. Balance was a mess from the start. Melee weapons were really overpowered and a team that relied on them woul
d pretty much win every time. (zombie screaming)
(tense electronic music) - [Speaker 5] This one's mine. (zombie grunting) - [Falcon] There was only two modes. The weirdly hardcore One Life match, which is a three on three where
if you died, you were out. And then the Multi-mission mode, which is a lot like
Capcom's recent "Exoprimal," where you run through a
series of short missions with different objectives, usually racing the enemy team to complete the objective first. There was single player
content, but it was pretty weak. It's basically a collection
of multiplayer maps and an extended tutorial
for the multiplayer stuff. The controls are not terrible, and there are some interesting
ideas like a zombie jammer that can take out and cause
zombies to swarm the enemy team, but it's otherwise a pretty lame shooter and does not have a lot
of content, not enough. After "Resident Evil 6," the
series really needed a win, but "Umbrella Corps," wasn't it. Thankfully, Capcom came to their sens
es, and put out "Resident Evil
VII" a year after this. And honestly, they've been on
the right track ever since. Even if there are lame multi-player
add-ons to these games. Eh, it's kind of whatever. Maybe they'll eventually get
in a multi-player game right, and it'll come as a pack in with one of these great
single player games that people actually want from them. At number two is "Sonic
the Hedgehog 2006." Maybe you don't think of Sega as one of the major publishers, but if you spent any time
with this game, and beyond, if you lived it,
I don't know why you would, I certainly wouldn't go back to it, but Sega put a lot of
money into this thing. It was meant to be a
really massive adventure, a soft reboot of the
entire Sonic franchise, and a celebration of Sonic's
15-year history in a game. I've talked about some games
of bugs on this list before, but no matter how high the
expectations were for this game, or how low, I don't know, maybe some people realized
what it was ahead of time,
but regardless of the
expectations, they were not met. This was probably one
of the buggiest games that has ever been released to a mass audience in the
way that this game has. The controls are so, so bad, especially in the mock speed sections. Nothing about this is fun. The Havok Physics bug out constantly, and everything looks cheap as hell. I mean, probably the worst
thing is that the Sonic gameplay is the best thing in
the game, and it's bad, like there's areas of
it that are all right, but
it's generally pretty bad. It's "Sonic Adventure," but like worse. But Shadow and Silver, they're so much, so much, so much worse. Silver has a gameplay
gimmick of using telekinesis, and it ain't good. It's frankly shocking that this game was released in the state it was. It's very funny, like it's
provided a ton of very, very good content for the internet. What's interesting is that
there are people going back, and quote, unquote, fixing this game. Like there's a lot of fan remakes that make th
e game not horrifyingly bad, but the actual game itself is. It deserves the 46 Metacritic, and frankly, it deserves a
lower user score than 5.3. I think a lot of people
just enjoy how bad it is, and that's why. - [Sonic] It's no use.
(uptempo electronic music) - [Silver] Take this!
(coins dinging) - [Sonic] It's no use. - [Silver] This will end it. - [Sonic] No. - [Falcon] And at number
one, it's "Babylon's Fall," with a 41 Metacritic and a 2.1 user score. I think the user score
is a little more
accurate for this one. SquareEnix and Platinum
Games combined forces, and that sounds like it
would be a good thing, because they did that once before, and we got "NieR:Automata." "Babylon's Fall," who is not
a "NieR:Automata" level game. And a lot of the times
games get like a big debate, like, "Oh, here's the redeeming
qualities of this game. It's not that it should
be savaged in the way that all of you are savaging it." And this one did not. ""Babylon's Fall" came out, a bunch of people said
it was bad, and a bunch of other people went, "Yep." It sold really, really bad too. Only about a 1,000
players had it on steam, and only about 3000 copies
sold in Japan the first week. It was declared dead almost immediately, and it wasn't long
before it was shut down. It took less than a year. Came out in early access
February 28th, 2022. And the servers completely closed February 27th the following year. So not a full year, one day short. It was meant to be the first salvo in a big Games as
a
Service push from Square, but if that's the case, they
should have tried a lot harder, 'cause this game was pathetic. It was subpar in terms of graphics, environments were samey and dull, and the presentation was bad, the gameplay was repetitive and also bad., and that's a running theme
with Games as a Service. It seems like they're trying
to play a game of chicken with the consumer to see
what they can get away with. The idea is that they're gonna
constantly update the game to keep everybody
engaged and having fun, but it seems like devs forget about the engagement and the fun. These games are just bare bones, they're repetitive, and
usually really dull, but they do have a lot
of microtransactions. And then when everybody's like, I don't really like this game and I don't wanna buy any of
the anything that is in it, the whole constant update
part of the strategy just kind of goes away, and that's assuming that they
were even gonna update it in the first place, I don't know. I don't t
hink that it
really would've mattered with this game. The writing was on the wall, day one. Nobody bought it, fans didn't want it, and casual players just didn't care. And it wasn't just that it was
forgettable, it was terrible. It was filled with confusing systems, and repetitive, boring gameplay. Just a bad game all around. You have to wonder if Platinum Games kind of had a contractual obligation to it that put it in a same situation as Arkane Austin and "Redfall." And that's all for today. Le
ave us a comment, let
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right here on Gameranx.
Comments
I feel like this was inspired by Modern Warfare 3…
I grew up playing Driv3r. It was the first “open world” driving game I played. I have such fond memories of it because I definitely didn’t know any better.
I worked on A.P.B. and, OH BOY, it was doomed from inception. Reason was, the idea wasn't terrible, but the execution was guesswork. The tech of it was extremely confused, all the server side controlled functions were deeply confused, and worst of all, it never had a feasible monetisation strategy. Died pretty much on launch and the studio closed immediately after. A sad, but deeply educational moment in my career.
The reason the soundtrack for Alone in the Dark (2008) is so good is because it's composed by none other than Olivier Deriviere himself. He also did the scores for both A Plague Tale games, Remember Me, Vampyr, and more recently Dying Light 2.
Funny part of the "games as a service" push is like 90% of them seem to end up bad because of how developers just don't enjoy making them. Bioware with Anthem, Arkane with Redfall, Platinum with Babylon's Fall, and I am sure there are plenty more that devs never spoke up about. Half-hearted games with huge budgets and massive teams are usually worse than cheap games made by 3 dudes in a basement because those 3 dude are actually passionate about their project.
I remember playing Deathly Hallows 1 and 2. In Part 1, you could run through levels without stopping. In Part 2, you could finish the game almost as fast as watching the film.
Redfall makes me so sad. Not really because it's a bad game--you see bad games all the time--but because it destroyed that Arkane studio. Even if they go back to making the types of games they're known for and do amazingly, like was said in the video, 70% of the staff who made those amazing games in the past left! So I don't see much hope for future Arkane games either. It's infuriating that corporate executives turned this incredibly talented, popular and profitable studio into a husk of its former self that probably won't recover just to chase some stupid live service pipe dream.
In regards to Medal of Honor Warfighter, I honestly think that if they got that game right and it became popular to act as the go between for BF and COD with it's gameplay that EA/DICE wouldn't have messed up the BF games in the years after trying to catch up with COD again
Im genuinely surprised Anthem wasn't mentioned. But what else can be said about it that hasn't been told.
I used to be OBSESSED with Driv3r as a kid, I would spend hours driving around. Never played any of the missions, just used to drive around the whole time!
MOH: Warfighter. There were some rough edges but the idea of having a comrade with a mic being your wingman in combat was a good one. It could have led to friends being made and friends playing together for each other. That being the best hope for online gaming.
I had a friend who thought APB was the greatest thing since sliced bread. In fact, he paid for 3 years of subscription time up front within a week of it going live. Only for the game to be shut down within a month or two.
I remember having decent amount of fun in Driv3r, but I was also a little kid that didn't know a great game from a bad one. I have real good memories with it haha
I will say with MoH Warfighter, I did admire the graphics of the cutscenes. They were really good for that time.
I'm surprised Haze wasn't on this list. So sad what happened to Rare and the many gold standard games they came out with. I think (at that time) they modernized Timesplitters from Goldeneye and made a gem of a first person shooter. They are missed...
Medal of Honor Warfighter’s multiplayer was great, my friends and I sunk a lot of hours into it, the shooting mechanics were pretty good too
The thing that stuck with me about redfall was that you needed to have a stake on a gun to finish the vampires. You telling me no one thought, hey, why don’t we just have it be part of melee. Human, vampire, jam them in the chest. Nope, have to have a gun with a stake on it like it’s world war 2.
The music in Alone in the Dark, the car chase scene, and a couple of other moments were great. The rest, not so much, especially the combat. Still remember it fondly, though
APB was helluva fun to mess around for hour or two with two last friends after work. Going full on shoplifting on my packer with meshuggah out loud. Also I LOVED the "stickers" system where you could recreate almost any graphic piece on square canvas and sell it. I remember I got good sells on decepticon logo which was on each one of my obtained vehicles.
Despite sonic ‘06 being bad, I have extremely fond memories of this game as a child I loved every aspect of the game