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As much as we love video games, it's easy to end up feeling disappointed when developers

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let us down in some ways, and with the Cyberpunk 2077 fiasco fresh in everyone's mind, let's

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have a look back at some other times when game devs infamously got egg on their faces.

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Starting out, Duke Nukem Forever. If you think Cyberpunk had an absurdly long development

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cycle, Duke Nukem Forever took 15 years, or practically forever, to get to the market.

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So what the heck happened there? Although the original plan was to get the game out in mid-1998,

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about a year after development started, it quickly started running into delays.

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The developer, 3D Realms, licensed the Quake 2 engine, because the

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build engine used for the 1996 success Duke Nukem 3D was dated by this point.

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But after about a year of development, they switched to the Unreal engine,

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since the studio was unsatisfied with the Quake engine's rendering performance,

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meaning a huge amount of work they did, based around the Quake engine, was nuked.

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But this was only the start of the drama. The lead developer, George Broussard,

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kept wanting to make changes to the game to make it more similar to other hot titles of the day.

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And to be fair, it looked like this strategy might have paid off, as people were impressed with

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the trailer that was shown at E3 in 2001. However, with such a small development team,

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progress was still slow, and Broussard continued to ask for more changes to keep up with the rest

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of the gaming industry, which of course just set things back further. It took so long to finish

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that the studio ran out of money in 2009 and laid off its staff, leading to a different developer

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picking up the game and finally releasing it in 2011, after some of the original dev team

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had worked to complete the game on their own time at home. Unfortunately, the final game was

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disappointing in large part because ironically, despite Broussard's efforts to keep placing

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modern features into the title, the game felt dated by the time it was released.

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Let's move on to a different sort of game that was arguably just as infamous.

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Sonic the Hedgehog for the PS3 and Xbox 360, or as fans typically call it, Sonic 06.

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By the time 2006 rolled around, Sonic's foray into the world of 3D gaming had been marked

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by disappointment. But Sega was hoping the technological advances built into the much

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ballyhooed PS3 and Xbox 360 could help turn their fortunes around. The idea was relatively simple.

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Put Sonic in a more realistic setting, complete with actual human beings,

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and use cutting-edge graphics to produce a hit. Although Sonic Team used a new game

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engine that did look much better than older titles thanks to the console's more powerful hardware,

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the studio ultimately put out a game that had a now familiar problem. It was visually pleasing,

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but not very fun to play. During development, Yuji Naka, head of Sonic Team and one of the key

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forces behind the original 2D Sonic games, left Sega altogether, reportedly unhappy with his

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managerial responsibilities, which suddenly left the dev team a rudderless ship. After Naka left,

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Sega split the dev team in two so that they could push out a separate title for the Nintendo Wii.

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So now, a much smaller team, without the programmer responsible for much of Sonic's

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greatness in the first place, had to rush out a game in time to hit store shelves by,

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you guessed it, the Christmas season, and the result was an unminigated disaster.

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There seemed to be a consensus that Sonic was just dropped into a role-playing game

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that didn't suit the play style gamers were used to, and the sequences that did feel more

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like classic Sonic games were hopelessly broken and unfairly difficult. Combined with a convoluted

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storyline and an incredibly uncomfortable human on hedgehog kiss, the game went down as probably

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the worst in Sonic's history. Oops. Let's wrap this episode up by talking about admittedly a

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piece of low-hanging fruit. 2017's Star Wars Battlefront 2. Like the aforementioned Sonic 06,

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the developers set out to make a good looking game, and that's exactly what they did. And the

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multiplayer was received as being actually pretty fun too. Gamers might have been able to forgive

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a short and disjointed single-player campaign as the focus was mostly on multiplayer, but what

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they couldn't forgive was the horrendous progression system that required an absolutely

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insane amount of gameplay in order to unlock playable characters like Luke Skywalker and

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Darth Vader that EA had heavily marketed. In fact, it would take 40 whole hours of grinding

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just to unlock one underpowered hero if you saved your credits, or over 100 times that amount to

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unlock everything in the game. Unsurprisingly, players were also given the option of buying

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loot boxes with real money in order to unlock characters and items more quickly. But EA asking

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players to sink large amounts of money into an already expensive game did not sit well with the

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community, leading to the now notorious post from an EA employee about how the system was designed

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to give players a sense of pride and accomplishment that became the most downvoted comment in the

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history of Reddit. At the time we shot this video, that record still stands without a close

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second at all. The situation became so egregious that it attracted mainstream attention outside

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of the gaming world and led to government efforts to restrict loot boxes as a form of gambling.

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Ultimately, EA admitted that they botched the situation, but Battlefront 2 was left for the

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ignominious title of possibly having the worst launch of any game of all time. But do you think

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there's an even worse example of developers making us mad? Let us know down in the comments if you'd

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like to see another episode in this series and which games we should feature. So thanks for

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watching guys, if you liked this video give it a like, hit subscribe, and hit us up in the comments

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sections with your suggestions for topics that we should cover in the future.
