Is there any retro consoles that you never lived up to their potential? where the games fell short of the hardware?.

Personally I feel that the NDS was under-utilized, as it was a fully 3d capable console, that was used mostly for 2d pixel art games, and platformers. When it was able to support full 3d platformers and even a fan remake of portal.

  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 @pawb.social
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    6 days ago

    The Dreamcast never really got given a chance. They killed it so fast, and even in its short lifespan it had a great library. It might have even been able to keep up with the PS2, at least for the first year or two with what I’ve seen of porting projects where people got shit like GTA3 running on it.

    • B0NK3RS@lemmy.world
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      6 days ago

      For such a short lifespan the Dreamcast had an abundance of peripherals too which were underutilized. Some of them were ahead of its time but you have to admire the passion!

      • Fighting controller
      • Arcade stick
      • Fishing controller
      • Karaoke add-on
      • Maracas
      • Light gun
      • Keyboard & mouse
      • Dream Eye
      • Microphone
    • Psythik@lemm.ee
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      5 days ago

      Personally I think it would have done better against the PS2 in its later life, once the DVD craze died down. One of the reasons why the PS2 did so well was because it was a killer deal in the era of $1000 DVD players being the norm. But prices fell quick, and near the end of its life just about every home could afford a dedicated player.

    • Redkey@programming.dev
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      5 days ago

      I think the DC had the technical strength to go up against the PS2, not just early on, but for quite a while. The PS2 is incredibly flexible in theory, but looking at its library it seems like most developers just used Sony’s default rendering setups. If you ignore the quickie PS1-to-DC ports and only compare titles which got equal effort from developers, it can be hard to tell the difference, and in some cases I’d even say the DC version looks a little nicer.

      In this alternate universe where the DC didn’t get killed off prematurely, what might’ve eventually turned the tide for the PS2 would be having between 1.5 and 2 times as much RAM (depending on how you account for different distribution), although that advantage may not have existed if it weren’t for the large gap between their release dates.

      But Sony could afford to delay for two years; consumers waited for them. Sega couldn’t sustain launch-pitch marketing for that long, especially with an actual console on store shelves that people could experience firsthand, as opposed to teaser videos of what the console “might” be capable of. Few publishers or consumers wanted to invest in a console before the clear winner of the previous generation had entered the market.

      All that being said, I don’t know that the DC was really under-utilized, in technical terms. I feel like a good proportion of the games in its library are using almost all of the power it had under the hood. Perhaps Sega’s management and engineers had learned their lesson from the Saturn, because the DC seems very straightforward from a programming perspective. It’s almost ironic that it lost to the PS2, which took flexibility and parallelism to heart at least as much as the Saturn did, if not more.

      • yarr@feddit.nl
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        5 days ago

        Sega was so drained after the very distracted years of juggling the SegaCD/32X/Saturn and people were sooo pissed how the Saturn went that even hardcore Sega fans were annoyed when the Dreamcast came out, wondering if it would have a short and frustrating lifetime like the Saturn did. Sega just had so much ADD in regards to their planning and strategy everyone was kind of doing a “wait and see”. Meanwhile, Sony threw the full might into the Playstation, had a great run there and then even the whispers of PS2 was enough to make everyone hyped. The other factor here is that the PS2 could also play DVDs and the Dreamcast could not. That doesn’t seem like a big deal now, but back then there was no online streaming and DVD players were really expensive. Some people bought the PS2 primarily because of the DVD support and the games were almost an afterthought.

        It’s all a shame, because the Dreamcast was actually really strong technically. In a vacuum it probably would have done better, but alas, it was not in a vacuum and Sony was able to easily grab up all the market share with the PS2.

  • lonesomeCat@lemmy.ml
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    4 days ago

    The PSVita but I’m a GenZ so I haven’t used any hardware before the PS2

    The Vita’s first-party though are remarkable compared to other stuff releasing, it kinda felt like everyone wanted to port PS3 games and forgot to make games targeting the handheld itself, the community is making a great job though, you can run CUPHEAD AND HOLLOW KNIGHT on that tiny beast

    • PacMan@sh.itjust.works
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      4 days ago

      I am old and agree with you. The touch backplate was a little gimmicky but over all an amazing handheld

  • Walican132@lemmy.today
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    6 days ago

    Honestly everything sega.

    The master system had a built in maze game which was incredible to me as a kid. The Genesis/Mega Drive was fantastic but its add ons sega Cd and 32x were barely utilized. Saturn and Dreamcast both abandoned far too quickly.

    I recently played my first Saturn game and honestly had my mind blown knowing what the competition was doing at the time.

    Gamegear was dope too when you compared it to its contemporary.

    • yarr@feddit.nl
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      5 days ago

      Gamegear was crippled by abysmal battery life. If you took the lithium battery technology of today and warped it back to where the Gamegear was, it would have made a huge difference. Gamegear fans loved to dunk on the Gameboy, but you could get a decent playtime out of it, whereas the Gamegear sucked down batteries like nobody’s business.

      • Walican132@lemmy.today
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        5 days ago

        I had the wall power adapters as a kid so battery life rarely kept me down. But yeah you’re right.

    • Jakob Fel@retrolemmy.com
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      6 days ago

      This. Aside from the Genesis and its mega success, Sega’s hardware was woefully underused. It’s a shame, too, because they were at the forefront of experimentation back in the day.

      • yarr@feddit.nl
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        5 days ago

        If anything, this experimentation was the problem. Look back to when the SegaCD/32X/Saturn were all around. No one knew what to buy and Sega didn’t make it very clear either. They were split waaaay too much.

        • Jakob Fel@retrolemmy.com
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          5 days ago

          That’s fair but what I mean is that Sega wasn’t afraid to try new things and attempt to push the boundaries. Nowadays, everyone plays it too safe.

          • yarr@feddit.nl
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            5 days ago

            They pushed em all right. It was too many different things in too short of a period. SEGA is now a shell of its former self, mostly chucking the name on things for some cash.

  • ElectricMachman@lemmy.sdf.org
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    4 days ago

    My votes go for the Amiga and the PC Engine.

    The Amiga was tricky to develop for, particularly if you wanted to use all its custom chips to their full potential. So many Amiga games are just questionable ports of Atari ST or even 8-bit home micro games.

    The PC Engine was really ahead of its time, but it’s now kind of an obscure little thing, and a bit quaint when put up against the SNES and Mega Drive.

  • Jakob Fel@retrolemmy.com
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    6 days ago

    The DS 3D was pretty weak, though. Don’t get me wrong, great games like The Force Unleashed and Assassin’s Creed: Altaïr’s Chronicles are amazing games but the 3D in both was almost worse than PS1/Saturn 3D. Loved my NDS but I get why games tended to go for 2D.

    As for my opinion on the subject matter, the aforementioned Sega Saturn is my pick. The potential that console had could have delivered truly incredible games and memories but Sega made one too many stupid business decisions.

  • smeg@feddit.uk
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    6 days ago

    GoldenEye on the N64 was the only game I’m aware of to have a control layout where you could use the left and centre prongs to get a proto-dual-stick experience

    The WiiU’s second screen is great for asymmetric multiplayer or an auxiliary screen for things like inventories, most games just duplicated what was on the main screen

    • cfi@lemmy.world
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      6 days ago

      Perfect Dark (spiritual successor to GoldenEye) iterated on that. You can use two N64 controllers, one in each hand, to get a true dual stick experience

      • f4f4f4f4f4f4f4f4@sopuli.xyz
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        3 days ago

        GoldenEye has the dual controller schemes too. A bit awkward in that you still have to be able to access the A & B buttons from the center grip; “2.1 Plenty” and switch the camera control off of inverted, personally. Hold the right controller at a slight angle to reach A & B and it’s not horrible… 😅

        Can you tell my family’s been getting back into N64 lately? Some are experiencing the turn-of-the-century gaming for the first time. Although I’m spoiled from playing the recompiled Perfect Dark on Steam Deck and having total “control of the controls” including gyro aim.

    • randomname@sh.itjust.worksOP
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      6 days ago

      As far as hardware gimmicks go, I agree that the WiiU’s gamepad could’ve done so much more, I can think of so many different unique ways a game could’ve made use of it, like having two different perspectives or mini games like in GTA Chinatown wars.

      • missingno@fedia.io
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        6 days ago

        The Wii U tried to bring the DS to console, but there was one major limitation that kept it from being used the way the DS was: human eyes cannot focus on screens at different distances from the eyes. The DS only worked because both screens were right next to each other.

        The one thing the Gamepad could do that worked quite well and deserved to be explored more was asymmetric multiplayer. But at the same time, it felt like it was an era too late to be a big deal - giving players separate screens is something we can already do via online multiplayer.

      • smeg@feddit.uk
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        6 days ago

        I remember reading this comic back in the day, don’t remember playing anything like it other than Nintendo Land

      • Grangle1@lemm.ee
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        6 days ago

        The one notable time I can think of a game trying the dual perspective thing with the gamepad was Star Fox Zero at the end of its life cycle, and it was not received well at all because it made the control and aiming way too complicated since it was too much of a challenge to try to look at both screens at the same time. Can’t think of another game that tried something like that, but I did see a good number of games that used the gamepad for inventory, like the Zelda games and Monster Hunter.

      • Dunstabzugshaubitze@feddit.org
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        6 days ago

        The n64 controller is a very cautious design.

        they were not sure if people(players and devs) would utilize the analogstick and chose to design the controller in a way that it could be used in the same way established controllers were used, the n64 predates the dualshock by a whole year afterall.

        • yarr@feddit.nl
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          5 days ago

          Nintendo’s way is to get last-gen hardware and add some kind of tweak to it and then just have a solid game library. They are almost never cutting edge. Even the new Switch2 is not a cutting edge SOC.

  • Console_Modder@sh.itjust.works
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    6 days ago

    I think the PlayStation 3 is old enough now that some people consider it to be “retro” (ugh 😩). But the PS3 was notoriously difficult to develop game for, thanks to it’s unique architecture. This meant that games that were on multiple platforms looked worse and ran terribly on the PS3 since the devs didn’t have the time or resources to optimize their games on the system. Even first party devs took nearly the entire consoles life span to properly utilize the hardware with Naughty Dog’s The Last of Us, and maybe Guerilla Games’ Killzone 3. Overall, it’s really disappointing that Sony made such a powerful console that was such a pain in the ass to dev for that no one really took advantage of all that power

  • angstylittlecatboy@reddthat.com
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    6 days ago

    Atari Lynx. Remarkably powerful handheld for coming out two months after the Game Boy, but no truly memorable games that aren’t ports (which could be said about all of Atari’s non-2600 consoles tbf.)

    • JeremyHuntQW12@lemmy.world
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      5 days ago

      Atari Jaguar just had Amiga/ST ports, hardly any used the GPU.

      Also, most PS5 games are just reconfigured PS4 games.

  • Lycaon@lemm.ee
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    6 days ago

    To be fair to the DS, playing 3D platformers with a d-pad isn’t great lol so I can see why developers mostly stuck to 2D games

  • son_named_bort@lemmy.world
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    6 days ago

    The Atari Lynx had the graphics to blow the Game Boy out of the water. Unfortunately most of the games sucked so it died quickly.

    • Redkey@programming.dev
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      6 days ago

      Also, the battery life was hideously short. It would suck down a set of 6 AAs in less than 3 hours. I suspect that the CCFL backlight on the LCD screen was the culprit. And the console was huge. I have the official belt pouch and as a teen it reached most of the way down to my knee. The redesign was a bit smaller, but not much.

      A lot of the games sucked, but there were some pretty good ones too. Just not enough games overall, I think.

  • _NetNomad@fedia.io
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    6 days ago

    despite my love for the Saturn, there’s no denying that between it’s bizzaro architecture and short lifespan to make way for the Dreamcast, it ended up leaving a lot on the table. thankfully the homebrew community is picking up more and more speed

    if you’ll stretch the definition of console to include computers, the MSX Turbo-R is another example. it was an 8-bitter but with a souped-up, faster z80 meant to at least give it a fighting chance against the onalaught of 16-bitters, but the few games it’s known for are all RPGs that look great but don’t exactly flex the speed of the new processor. and while the MSX homebrew scene is massive and still pumping out games by the dozen, the Turbo-R is a rare target for new games with it still commanding 1000+ USD prices. someday!

    • randomname@sh.itjust.worksOP
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      5 days ago

      you would assume it wouldn’t have taken the industry so long to learn from consoles like this, but they repeated it again with the ps3, and probably other consoles im not aware of.

  • LaserdisctTurtle@lemmy.world
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    6 days ago

    The Sega Mega CD and the 32x were genuinely great pieces of hardware…but nearly all the games were awful. I love the Mega CD in particular, and I say that as a Nintendo kid.

    • InvertedParallax@lemm.ee
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      6 days ago

      Lunar 1&2 were originally released on the Sega CD, as was shining force CD.

      There were a few decent games on it, but agreed, not many.

    • Redkey@programming.dev
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      5 days ago

      Ha! I was a Mega Drive fan as a teen, and I got really angered by this… until I realized that you were speaking about the Mega CD and 32x specifically. Yep, there really weren’t many good games for either of them.

  • shittydwarf@lemmy.dbzer0.com
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    6 days ago

    I feel like 3do never quite got the success that it deserved. At the time it was pretty advanced, one of my buddies had one but there weren’t a lot of games available

    • Grangle1@lemm.ee
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      6 days ago

      Lack of advertising and its business model of the hardware basically being produced by licensees tacked on to other electronics products of the time ended up crippling consumer awareness, and the price point was the big nail in the coffin, at roughly $700 in the early 90s you really had to commit to wanting one. Unlike most other console companies, 3DO couldn’t afford to sell the hardware at a loss because they didn’t have much, if anything, for first party games to make up for it. It had some games that look like they’d be decent, at least a better quality library overall than arguably the Jaguar and definitely the CDi, but it’s that tough cycle in gaming where you need good games to sell consoles (especially at $700, in any time) but third party devs won’t make good games for consoles that don’t sell.

  • Ashtear@lemm.ee
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    6 days ago

    I often wonder if mobile gaming wouldn’t be in the current freemium hellscape if the N-Gage had a better launch library. We knew even back then that everyone was going to have a phone, so it was a natural evolution. Unfortunately, the games weren’t very good, and they also weren’t again when Square Enix tried up-front pricing a little while later with Final Fantasy Dimensions and The After Years, for example.

    Now I don’t know if single-price games are ever going to have a chance in the mobile market.