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Most under-utilized consoles?

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.

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  • 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.

    • 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
    • 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.

    • 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.

  • The DS 3D was pretty weak, though. Don't get me wrong, great games like The Force Unleashed and Assassin's Creed: Altaรฏr'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.

  • I think the PlayStation 3 is old enough now that some people consider it to be "retro" (ugh ๐Ÿ˜ฉ). 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

  • Plenty of DS games did use 3D graphics though? Like lots of them did? The system's flagship launch title was a remake of Super Mario 64, and launch units included a demo of Metroid Prime Hunters.

    But those kinds of 3D games often looked pretty bad on the DS, to the point where lists of the most fondly-remembered DS games will be dominated by the much more beautiful spritework the system was capable of. Or titles that deliberately limited their use of 3D to the point where you're maybe forgetting about them as such.

    Just off the top of my head, some titles that did have good looking 3D on the system:

    • Animal Crossing: Wild World - Heavily stylized in ways that cover the system's limitations. Low poly looks good here, and flat textures are better than bad textures.
    • Rhythm Heaven - Like ACWW, the minigames that use 3D are heavily stylized. And these are mixed in with lots of 2D minigames in the same package, so it doesn't feel like a low-poly game.
    • Etrian Odyssey - A good example of limited 3D, only used for the maze exploration. No models, just walls. Combat transitions back to a 2D screen, so that you're focused on the spritework.
    • Rune Factory - Like Etrian Odyssey, you're looking at the large 2D portraits accompanying every dialogue box more than you're looking at the 3D. Keeping the farming and combat at a zoomed out and fixed camera angle actually helps to kinda cover it up.

    I could name plenty more games that tried to make 3D more of a focal point with detailed models and textures, games that tried to look more like console games, but the point is that the games that did so rarely looked good. Lots more of those existed than I think you remember.

  • 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.

  • Possibly the Amiga CD32, the akiko chip wasn't really used for anything graphics based that it could have done. Someone with a more technical mind would probably know how that could have been better used.

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