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List of video games notable for negative reception

They include games that won ironic and humorous awards (such as Golden Mullet Awards), games that have been listed as the 'worst' by major video gaming publications or websites, games that have received low review scores from such publications (often determined by low aggregate scores on sites such as Metacritic), and games that have been recognized to be poorly received by players.

With some exceptions, the list below omits licensed tie-in games for movies or television shows, which are generally accepted as shovelware by the industry and not expected to have high production values.

For similar reasons, the list also omits indie games, which are developed by smaller teams that typically lack the ability for full quality control of their product, as well as mobile games, of which there are thousands of developers with the ability to self-publish on app stores and frequent copycats of more successful titles driven by unpopular microtransactions.

In its September 2009 issue, Game Informer listed Friday the 13th as being among the worst horror games of all time, noting that 'unavoidable hits, stupid weapons, and baffling enemies ensure that your crew of teenagers dies quickly and without ceremony.

GamePro listed it as the 10th worst video game adaptation of a film, explaining that 'From the start-up screen, Jason's hockey mask sitting alone in the dark, until a knife flies in from above to pierce the empty eye socket, Friday the 13th looks like it will live up to its gory namesake.

The game became infamous after being scrutinized during a United States Senate committee hearing on violence in video games, in which Senator Joe Lieberman claimed Night Trap featured gratuitous violence and promoted sexual aggression against women.[44]

Further criticism was brought to Zelda's Adventure, a third game developed instead by Viridis, which used a top-down approach, and shifted to a live-action visual style with digitized sprites instead of a cartoon look.

IGN felt that Plumbers Don't Wear Ties was 'a symbol for everything that was wrong' with the 3DO's looser licensing program in comparison to the other major consoles (which required publishers to pay a $3 fee per-disc), noting that it helped to attract smaller studios whose games 'served to strengthen the perception that 3DO's library was riddled with crap.'[64]

Shaq Fu, a fighting game starring basketball player Shaquille O'Neal, received mixed reviews by critics upon its release, who praised the game's graphical style, smooth animations, and robust gameplay, but criticized the relevance of Shaq's presence in the game, along with its low difficulty and small character sprites.[66][67]

Buchanan acknowledged some positive aspects of Shaq Fu, such as its graphics and animation, its non-linear story progression, and its 'charming' simplicity in comparison to other major fighting game franchises such as Soul and Virtua Fighter, but that it had a 'goofy' story and 'awful' cast.[66]

Next Generation Magazine gave it one star out of five, calling it 'a tragic example when good ideas are poorly executed' and citing 'jerky animation', 'sluggish control' and 'baffling gameplay mechanics that discourage close-up fighting'.[71]

GamePro summarized that 'Kasumi Ninja was a terrible, terrible Jaguar title - bad controller, bad controls, terrible menu set, forgettable characters, and an utterly unoriginal premise - that, thankfully, history has forgotten.'[73]

In 2012, Complex also ranked it as the fourth worst fighting game of all time, adding, 'It was hard choosing amongst Ultra Vortek, Fight for Life, and Kasumi Ninja for the worst Jaguar fighting game, but we’re going to go with the last one mentioned because it’s probably the most famous.

Dulin noted that the game contained a difficulty level that caused computer opponents to do nothing, and criticized its soundtrack for consisting of 'annoying and repetitive squeals backed by bad heavy metal guitar' that, even worse, could not be disabled due to a badly coded options menu.

He also felt that the game's sexist themes were 'too blatant to mention', but that 'the 'Mortal Kombat meets mud wrestling' concept has potential for some humorous kitsch, but the designers seem too preoccupied with their prepubescent sexual fantasies to see any irony in their project.'[78]

Mikel Reparaz of GamesRadar opined that while the concept of giving Sub-Zero a spin-off game was interesting based on his popularity, the game 'ended up a terrible mess of ugly sprites, cheap deaths and a button you had to hit just to change the direction you were facing, and the less that's said about it, the better.'[89]

Extreme Paintbrawl, a first-person shooter loosely based upon the game of paintball, was criticized for having low-quality maps that did not resemble actual paintball fields, not having any game modes beyond a variation of capture the flag, poorly functioning AI players who frequently got stuck navigating around walls and doors, and a 'practice' mode that only allows players to roam through a map without any enemies or targets.

GameSpot gave Extreme Paintbrawl a 1.7/10, stating that the game took the first-person shooter genre too far by trying to 'wed a tired game engine with the paintball phenomenon', and that the game was so buggy that it should have not made it out of the beta phase.

In retrospective, the game was considered to be ahead of its time, attempting to add in ragdoll physics, animations created through artificial intelligence, separate controls for each of the player-characters' arms, and no HUD, instead using other graphical cues to indicate to the player their health and other attributions.

The ring maze section was exacerbated by the extremely short draw distances covered by distance fog, which is explained in-game as being an aspect of the virtual reality simulation of Metropolis the game is set in, but previously described as 'Kryptonite fog' by developers.[99][100]

ScrewAttack named this game the #7 bust on their 2009 'Top 10 Biggest Busts', which listed the biggest failures in gaming, due to its controversial advertising and the hype that Romero built on this game, which in the end turned out to be a failure.[112]

GameTrailers ranked this game the #2 biggest gaming disappointment of the decade (the 2000s), citing the game's terrible AI for friend and foe alike, pushed-back release dates, controversial magazine ad, and gossip-worthy internal drama (among other things) as 'the embodiment of game's industry hubris.'[113]

Jeremy Dunham of IGN gave it a 2.2 out of 10, criticizing the load times, course designs, control, and graphics and concluding that it was 'the poorest excuse for a Dreamcast game I have ever laid eyes on.'[122]

The Simpsons Skateboarding, a skateboarding game based on the animated television series The Simpsons, received negative reviews for its low-quality graphics, sound, and music, poor controls, and for lacking any innovation in comparison to similar games.[130][131]

described the game as being 'a case study in bad game design', criticizing its awkward control scheme, poor visuals and bad character animations, and for being reminiscent of the Tony Hawk Pro Skater franchise, but at a lower quality.

Giving the game a 3.9 out of 10, GameSpot criticized the game for being a 'stripped-down Tony Hawk', the game's 'blocky' art style and poorly proportioned character models for being inferior to the 3D models used as part of 'Treehouse of Horror VI', and repetitive voice acting.

Spyro: Enter the Dragonfly received overwhelmingly negative reviews for its short length, lack of content, bad framerate, load times, numerous bugs and glitches, and it is the only game Check Six Studios and Equinoxe Digital Entertainment had ever made, as the company closed its doors after its release.

Released as a tie-in to the 2003 film Charlie's Angels: Full Throttle and featuring the voices of its stars Cameron Diaz, Drew Barrymore, and Lucy Liu, Charlie's Angels received criticism for its poor and glitchy gameplay, poor character models, unique 'fighting styles' that ultimately had little differentiation, and storyline.

Alex Navarro of GameSpot believed the game's voice acting, despite involving the actual actors from the films, '[gave] the impression that they had each individually been roused from a bad hangover and thrown in front of a microphone.'

IGN gave Charlie's Angels a 4.0 out of 10, considering it 'the textbook example of what happens when no care or thought is put into the digital adaptations of lucrative movie licenses' due to its shallow gameplay, and being 'neither sexy nor cool' like the films.[145]

Although graphics and original soundtrack were praised, Tomb Raider: The Angel of Darkness, the sixth instalment in the Tomb Raider series, acting as a direct sequel to Tomb Raider Chronicles and The Last Revelation, received mixed to negative reviews for its poor controls, awful gameplay, and various bug problems.[148][149]

Perry praised its 'compelling storyline' and 'set of intriguing bit characters', however criticized the game stating that those aspects of the game 'pale in comparison to 90% of the PlayStation 2's adventure or action-adventure games, and they actually hurt the rest of the game's best qualities', but that the new moves worked smoothly apart from the stealth actions.

GameSpot's Alex Navarro felt that the game was a 'cacophony of terrible effects and voice acting'—noticing the re-use of stock sounds used in AOL Instant Messenger, and comparing the character's voice to a cross between a game show host and the 'Moviefone guy'.[168][169]

while praising the game's unique visual appearance and presentation, along with the 'bullet time' audio effects while slowing down time, he concluded that Drake of the 99 Dragons was 'a good idea that went horribly astray and ended up disastrous' and that 'there's no need to rent, purchase or entertain the thought of playing this one.'[169]

Big Rigs became infamous for being released in a pre-alpha state: it lacks any type of collision detection, allowing players to drive through other vehicles and obstacles, and has abnormal physics, including allowing players to drive up a vertical incline or accelerate indefinitely while driving in reverse, then coming to an immediate halt once the accelerator is released.

Stellar Stone released a patch that addressed a few of the game's complaints, although most problems went unresolved (for example, while artificial intelligence was implemented for the opposing truck, it always stops short of the finish line due to the lack of a losing state being written in the code;

reviewers generally criticized its level design, dated visual style (described by Frank Provo of GameSpot as being 'way behind the curve'), as well as the amount of strange glitches, including a particularly infamous one that renders each level beyond #30 unplayable;[178]

The adult adventure game Lula 3D was criticized for its tedious gameplay, poor puzzle designs, low-quality graphics (including animations, inconsistent frame rate, and re-use of character models), its voice acting, the quality of its English translation, and low-brow humor that was too childish for its target audience.[182][183][184]

Jolt Online Gaming gave Lula 3D a 1.8 out of 10 for making 'every mistake that can possibly be made by the designers of a 3D adventure', criticizing its poorly implemented controls and camera, tedious gameplay involving 'mooching around listening to Lula's terribly voiced and poorly translated descriptions of everything around you, while collecting everything you can lay your hands on', and voice actors compared to people auditioning to be a phone sex operator.

PC Zone gave the game a 3.1 out of 10, believing that it was 'oddly compelling', but 'so inexorably, mindbogglingly ignorant of how either real games or real sex works that it spread-eagles itself a fair way into the 'so-bad-it's good' category.'[183][184]

IGN gave Ninjabread Man a 1.5 out of 10, deriding the game for being a 'broken mess' and having 'just enough character design and gameplay to cover the bullet points on the back of the box', but felt that Ninjabread Man still had a 'hilarious concept', and jokingly praised the game for having the best box art of any Wii game.[187]

reimagining of the Bomberman series, Bomberman: Act Zero received negative reception from critics for its long loading times, bad collision detection, forgettable soundtrack, use of the same textures and graphics for every stage, tedious and repetitive gameplay, lack of a save feature, unbalanced A.I.

Intended to celebrate the franchise's 15th anniversary and relaunch the brand for the next generation, Sonic the Hedgehog faced a number of issues during development, leading it to be rushed for Christmas 2006 and was generally panned by critics and gamers alike for its sensitive controls, bad camera angles, numerous glitches, poor storyline, loading times, and level design.

IGN declared Box Office Bust to be 'frustratingly unpolished, devoid of any kind of wit or charm, and packed with tiring, at times infuriating challenges', also featuring 'uncomfortably unfunny dialogue spewed from the lips of entirely unlikable characters'.

In conclusion, it was explained that 'the lowest rating numbers here at IGN are reserved for games with nearly no redeeming qualities or interesting ideas, with next to nothing enjoyable to offer players, and which under no circumstances should be purchased by anyone.

IGN, which rated the game a 2/10, noted the game's total lack of any RTS-related elements and asked whether it was 'made in 1994 and sealed into a vault until 2009' given how dated the visuals looked.[219]

Rogue Warrior was initially developed by Zombie Studios under the title Rogue Warrior: Black Razor: it would have been an Unreal Engine 3-based game with drop-in four-player cooperative play, and 24-player competitive multiplayer using randomly generated maps based on a unique tiling system.[226]

The game received criticism for its poor writing and voice acting, the characterization of its protagonist, monotonous tunnel environments and excessive use of booby traps as a mechanic, particularly the extreme precision required in order to disarm traps, inaccurate gun sights, dated graphics, and its extremely short length.

The ability to gain health by removing the ears from the corpses of Vietnamese soldiers was considered to be both in poor taste and frustrating, citing a need to locate an exact point on the ear in order to collect it.[232]

Released in a market that had already been saturated by rock music-oriented music video games simulating guitar and drums, Power Gig: Rise of the SixString—developed by Seven45 Studios, a subsidiary of entry-level instrument manufacturer First Act—attempted to differentiate itself from competitors such as the Rock Band and Guitar Hero franchises by shipping with an actual electric guitar that could be used in-game, rather than a simplified plastic analog.[240][241]

The game's guitar was considered low quality—not performing well as either a controller or standalone instrument, while the AirStrike drum controller was criticized for being inferior to a physical drum kit—suffering from poor hit detection and a reliance on proprietary, sensor-equipped drum sticks.

Its sequel Duke Nukem Forever was announced the next year, but ended up spending fourteen years in 'development hell', with very little information on its progress leading it to be frequently cited as vaporware in the intermediate years.

The prolonged development included a number of issues related to change of the game engine, the downsizing of 3D Realms, conflicts with Take-Two Interactive who had gained publishing rights through its acquisitions, and eventual transfer of development duties to Gearbox Software.

Once Duke Nukem Forever was released, it was criticized for elements of gameplay that tried to adhere to standards from the 1996 game, while failing to be as sophisticated as other first-person shooters released at the same time, demonstrating the impact of the game's excessive development period on its reception.[254]

The crude humor of Duke Nukem was found to be very dated, in particular one level that required Duke to kill human women abducted and impregnated with alien children while Duke would crack jokes, making Duke appear as a 'thoroughly detestable psychopath'.[257][258]

MindJack was heavily criticized for its broken enemy AI, visuals, thin story, repetitive and boring gameplay, poor voice acting, unbalanced multiplayer, and technical issues such as freezing.

PC Gamer gave Postal III a 21/100, joking that 'suck and blow' were 'two things that Postal III will continue to do for some hours', criticizing its lack of an open world design like Postal 2, poor AI, and poor attempts at being offensive (drawing comparisons to the quality of Uwe Boll's film adaptation).[274]

However, the game's humor, wide variety of weapons (despite most of the unique weapons not being as useful in-game as their conventional counterparts), and relatively better graphical quality than Postal 2 were regarded as positive aspects, but not enough to save the game from a 5.5/10 rating.[275]

Game Informer gave the game a 1/10, criticizing its 'barely cobbled-together series of mostly linear levels', lazily using self-awareness to point out bugs that should have been fixed before release (such as a warning that an escort would 'frustratingly disappear' if left behind), and concluding that there was 'nothing redeeming about Postal III's frustrating, buggy gameplay.'[276]

Ridge Racer, a reboot of the Ridge Racer franchise released on the PlayStation Vita, was critically panned by various publications for its bare-bones nature, a lack of proper progression unlike other installments in the series, primarily consisting of content ported from Ridge Racer 7, along with unbalanced online races that use a leveling system to determine a player's top speed, giving an unfair disadvantage to newer players.[277][278]

GameSpot gave the game a 3.0/10, criticizing the lack of modes and content as a ploy to force users to buy its downloadable content, further noting that its first DLC pack (which was available for free as a limited time offer) only consisted of more content ported from Ridge Racer 7.

The game received negative reception from various publications for its poor gameplay experience, and for its use of microtransactions for purchasing items and reviving characters without waiting four hours, despite the game not being a freemium 'free-to-play' game.

GameSpy gave The War Z a half-star out of five and considered it 'a bad game that deserves all the controversy it's drawn', criticizing the broken state of the game and its use of microtransactions, but complimenting its overall atmosphere and far draw distance.[282]

IGN gave the game a 3.0 out of 10, citing that 'the high spawn rate of weapons, as well as fear of hackers, makes the majority of player interaction in The War Z overly punishing and one-dimensional', and further criticized its missing features, the ability to lose purchased items, and its lack of a balance between ranged and melee weaponry.[283]

since the game's promotional material on Steam at the time highlighted certain features that were not yet present in the game, such as multiple large game worlds varying in size (only one was available), a skill point based leveling system (which was not yet implemented), servers supporting up to 100 players (that were actually capped at 50), and private servers.

Despite this information being corrected to consider them 'upcoming' features, the flood of criticism prompted Valve to pull the game from sale on Steam and offer refunds, stating that the game was accidentally made available for purchase prematurely.

In an interview with PC Gamer, executive producer Sergey Titov (who was also listed as a producer for Big Rigs: Over the Road Racing) claimed that its servers were temporarily capped at 50 due to player feedback, and that its marketing team had misinterpreted information about the current state of the game.

Giant Bomb's Jeff Gerstmann cited it as a 'disjointed mess', criticizing the awkward touch-based controls, glitches causing enemies to get stuck on level geometry, and multiplayer maps 'so tiny that you'll literally spawn with an enemy in your crosshairs'.[291]

A common point of negativity was the game's in-app purchases, particularly the system for buying 'Legendary Characters' – characters from past Final Fantasy games – wherein a random character from a list of 35 would be added to the party for a fee of $0.99.[296]

The game was released in March 2013, but there was no offline mode, and the servers for online connectivity were over capacity, requiring players to wait upwards of thirty minutes to play for several weeks following launch.

Users were further critical when it was found that the game could be run in an offline mode using special debugging commands, to which Maxis responded saying that they opted against an offline mode as 'it didn't fit with our vision'.[304]

While some users that purchased retail editions of the game were able to get refunds, those that had purchased it digitally through EA's Origin service could not get refunds, and instead EA offered users a choice of one free game from eight offerings as to make up for the server issues.[309]

The game was met with criticism for its broken gameplay mechanics, poor graphics, a lack of meaningful storyline, and for not meeting the high expectations associated with its source material, or Telltale Games' episodic adventure game also based upon the franchise.[316][317][318]

IGN noted that the game was plagued by largely broken stealth mechanics and enemy AI (finding it easier to simply sprint past groups of enemies rather than using the tactics encouraged in-game), bland environments, and a lack of any true narrative beyond 'just moving from place to place in hope of the eventual rescue we all know won't come'.

Although feeling that its 'no frills' approach to zombie-oriented shooters (in comparison to other franchises such as Dead Rising and Left 4 Dead) '[wasn't] necessarily a bad thing', CVG criticized Survival Instinct for having an 'archaic' design, broken, slow-paced gameplay with inconsistent level designs, and 'atrocious visuals', compared to 'the kind of muddy textures and low-res character models reserved for MMOs.'

Of particular criticism was its gameplay mechanics, the requirement to perform resource gathering and side missions at 'the same handful of recycled environments' between story missions, and for providing 'no meaningful information or commentary on the characters it revolves around.'

Franchise creator Robert Kirkman distanced himself from Survival Instinct due to its negative reception, citing his more direct involvement in the Telltale game, and remarking that 'I'm pretty sure there's an AMC logo before the title of that game and not a picture of my face.'[320]

Aliens: Colonial Marines, a first-person shooter developed by Gearbox Software and set in the universe of the Alien franchise, was criticized at launch for containing bugs, poorly implemented A.I., unbalanced gameplay, low quality graphics, and a poorly implemented co-op mode.

Particular criticism was directed towards discrepancies in the game's quality between pre-release builds demonstrated at events and in promotional materials—the former purporting to feature 'actual gameplay', and the final product, including lower graphics quality, missing levels, and other regressions.

The suit argued that these differences, along with a press embargo on publishing reviews of the final product until its release date, deceived those who pre-ordered the game based on the pre-release promotional materials, amounting to false advertising.

In July 2018, a modder who was reviewing the game's code discovered that there was a typographic error in the game's INI file that resulted in the poor artificial intelligence shown by the game's enemies observed at original release;

In particular, Ride to Hell was criticized for its largely broken gameplay, poorly implemented controls, poor voice acting and writing, its negative portrayal of women, and for dropping the originally announced open world format in favor of a linear structure.

Daniel Starkey of GameSpot considered Ride to Hell: Retribution to be 'painfully insubstantial' and broken all-around, criticizing its plot for showing a 'pathetic, out-of-touch approach to sex, violence, and masculinity', and believing that its developers were showing a lack of respect towards players due to the game's abysmal quality.

EGM described Ride to Hell as being 'a linear, insultingly underdeveloped mess' with 'endlessly clunky gameplay' and numerous bugs and glitches, concluding that 'other games may have offered less content for more money or come up shorter in specific, individual areas, but I don't think there's ever been a game that does so many things so universally poorly', giving the game 0.5 out of 10.[333]

In his annual 'Top and Bottom 5' awards, Ben 'Yahtzee' Croshaw of Zero Punctuation laid out his bottom 5 (in which Ride To Hell was not included) before moving into a coda in which he explained, 'I was hesitant to place it even on a worst games list, 'cos it's not a game, it's congealed failure.

Fighter Within, a Kinect-based fighting game for Xbox One (and a sequel to the Xbox 360 Kinect title Fighters Uncaged), was criticized for having poor motion detection—especially on more complex moves and techniques and in menus, slow, shallow gameplay with automated combos portrayed as cutscenes, and a storyline which was described as being 'laughable' and 'cheesy' by reviewers.

GameSpot, who gave Fighter Within a 2 out of 10, described its gameplay as requiring players to 'stand like a lemon in front of the TV for what seems like an eternity as you feel your life ebb away during the excruciatingly long loading times;

IGN, who gave the game a 2.7 out of 10, felt that Fighter Within was only able to adequately detect basic punches, describing the game as a 'disjointed', 'haphazard mess' due to its unpredictable motion detection, and considered its storyline to be 'laughably bad' and a 'flimsy excuse' to 'fight [against] a long stream of AI opponents who look just as dumb as they fight.'[343]

describing the game as 'garbage', he felt that its motion detection system was so poorly designed that it 'effectively [makes] any of its combat systems inconsequential', and also noticed that it was registering motions off him even while he was standing still.[341]

For example, critics condemned the time the Gem Veins take to dig, which forces players to either wait for varying amounts of time or purchase Gems with real money, practices that were not present in the original Dungeon Keeper games.[345][346][347]

Metro GameCentral considered Rise of Lyric to be 'definitely the worst game of 2014', citing 'a terrible camera, awful controls, unspeakably dull combat, insipid level design, ugly character art, broken graphics, serious bugs, and the terrible feeling that Sega hates both you and Sonic.'[362]

In its review, GamesRadar felt that the game's implementation of breakdowns and rucks—where the player rotates the analog stick to find a point that designates a legal steal, was 'monstrously wrong', explaining that 'even on the hardest setting, I stole the ball almost every time;

IGN was similarly critical of this feature, noting that it was hard to receive penalties on rucks, and that 'given the specific way you're forced to ruck, it's best not to be in possession of the ball until you're within ten metres of the try line, so you don't have to deal with the incredible frustration of losing possession because the game bugs out.'[379][380]

IGN gave the game a 1.5 out of 10, noting major bugs, that the game's AI was still poorly implemented, that it still used pre-determined outcomes for tackles, and that while less buggy than the version in Rugby 15, the rucking system was still insufficiently designed.

GamesRadar criticized it for only featuring minor improvements over Rugby 15, commenting that 'there's nothing here that suggests an understanding of scrums—which is forgivable, since most international referees don't either—but there’s certainly no attempt to twist the complex battle of binding, shoving and probably-biting into something that belongs in a game.

It was also pointed out that the game did not feature any of the real-life venues from the actual tournament, and that 10 of the 20 teams were not licensed and composed entirely of fictional players — a group that even included tournament host England.

Jim Sterling stated that Illumination was 'ugly in every sense of the word, not just visually – though it is about as attractive as an anus in an eye socket', while criticizing its cooperative play and the mechanic of using light sources to defeat enemies.[388]

revival of the Tony Hawk's franchise developed by Robomodo, Tony Hawk's Pro Skater 5 was panned for its poor quality, especially in comparison to its predecessors, with reviews citing various performance issues, environmental clipping, and physics issues.

IGN gave the game a 3.5 out of 10, concluding that 'Tony Hawk's Pro Skater 5's rare moments of nostalgic joy are drowned out by its abundance of poorly thought out levels, control problems, bugs, and its glaring lack of attitude.

Giving Tony Hawk's Pro Skater 5 a 3 out of 10, GameSpot argued that 'within THPS5 lies a basic skating game that's difficult to enjoy, because you have to jump over numerous hoops and ignore a plethora of obvious issues to find the smallest amount of fun.'[390]

the site acknowledged Ghostbusters as being the worst-reviewed game of 2016, noting that unlike the film which 'somewhat delivered what it promised', the game 'asks that you fork over even more cash for what reviewers described as a humorless slog.'[401]

Giving Ghostbusters a 4.4 out of 10, IGN felt that Ghostbusters was 'not actively painful to play if you happen to be at your eight-year-old cousin's house and need a co-op game for six to eight hours that's not going to require much skill.

The game, developed by a small team from Hello Games, quickly gained significant attention and media hype across the gaming media due to its expansive goals, which was boosted further when Sony announced it would help to publish the game for the PlayStation 4 alongside a Microsoft Windows version.

Atop this, players found the game lacked a quality of procedural uniqueness (in that there was little overall variation in the planets relative to the scale of the game), and the gameplay elements necessary to explore were tedious and boring.

Hello Games has since released several major updates to the game to incorporate some of these missing features, including multiplayer modes, as well as other significant additions which have been met with praise, bringing the game to a state that they had expected prior to its launch and grown beyond that.[411][412]

Second, while the game offered the ability to purchase established Star Wars characters like Darth Vader through in-game credits (found in Star Crates or by other means, or otherwise purchased with real-world funds), the rate at which players could earn such credits without spending additional money was considered far too slow, with estimates of requiring 40 hours of play to unlock just one of these characters.

While the game was not poorly received by game reviewers, the negative perception of the game by the player base troubled EA's stockholders, and within a week, EA's stock market value dropped by US$3 billion, attributed to the Battlefront II loot box backlash.

The reaction to Battlefront II's loot crates also led to a number of worldwide government responses in late 2017 and early 2018 to evaluate whether loot box mechanics in video games were a form of gambling, and thus would require them to regulate their sale within their countries, particularly to minors, as well as having the ESRB adjust its rating system to clearly indicate the presence of any in-game transaction, including loot boxes, within a game.[429][430][431]

IGN's David Jagnaeux gave the game a score of 4/10, stating that while he liked the art and sound design, 'the fantastically obscene sights and creepy sounds become mundane and dull by the end of its series of repetitious mazes, unimaginative item hunts, and weak stealth gameplay'.[436]

The game was critically panned upon its release, with the criticism focused on the story, the short length of the game in comparison to its price, the bugs, the perceived pretentiousness of the game, the underdeveloped gameplay sequences and the inability to commit to the deafness gimmick, with inconsistencies between the portrayal of the protagonist's deafness and the game's cinematics, which were being realized in a sound film way that would create confusion when compared to a proper silent film.

Destructoid gave it a 4 out of 10, stating that the game doesn't deliver high-production live action, realistic CG and pulse-pounding action gameplay, and has some high points, but 'they soon give way to glaring faults.'[449]

those that were looking for a strong narrative-driven experience from the previous Fallout games found very little story-based content in the game, while those looking at more interesting interactions from the multiplayer elements found the game weighed heavily on player-versus-player interactions rather than cooperative elements.[citation needed]

Besides issues with the game itself, problems arose concerning the game's special editions, with some of the physical items, including a canvas bag and an alcoholic beverage bottle, not matching the original product descriptions as shipped, with Bethesda having to take post-release steps to resolve the matter.[457][458]

Furthermore, during the first months after Fallout 76's release, a data breach occurred in Bethesda's support systems that caused private details of 65 users that had submitted support tickets related to the physical content or other matters to be revealed unintentionally.[459][460]

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