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00:00Alright, so today we're talking about something that honestly pisses me off as a gamer.
00:04Games that got absolutely destroyed by reviews, but didn't deserve it.
00:10Not broken games, not scam games, not unfinished disasters,
00:15but games that were actually good, had strong ideas, atmosphere, gameplay, or stories,
00:21and still got dragged like they committed a crime.
00:25Some of these were victims of hype.
00:27Some were misunderstood.
00:28Some were just ahead of their time.
00:31Here are 20 incredible games that got unfairly trashed by reviews.
00:35Let's get into it.
00:41When Far Cry Primal was announced, critics and fans immediately turned on it for one simple reason.
00:47No guns.
00:48Many reviews dismissed it as a stripped-down Far Cry game that removed what made the series fun.
00:53But that criticism completely ignored what Primal was actually trying to do.
00:58Set in the Stone Age, the game delivered one of the most immersive survival experiences Ubisoft has ever created.
01:05Every encounter felt dangerous.
01:07Every animal hunt mattered.
01:08And the world itself was hostile in a way modern Far Cry games rarely achieve.
01:13The lack of guns wasn't a downgrade.
01:15It forced players to rely on instincts, strategy, and environmental awareness.
01:20Taming beasts, crafting weapons, and surviving brutal encounters made progression feel earned.
01:26The atmosphere, sound design, and primal combat created constant tension.
01:30Far Cry Primal wasn't trying to be explosive chaos.
01:34It was about raw survival.
01:36Critics judged it based on expectations instead of experience.
01:40And because of that, one of the most unique entries in the franchise was unfairly trashed.
02:02Biomutant was heavily criticized at launch for its narration style, combat pacing, and overall polish,
02:08with many reviewers labeling it as shallow or unfocused.
02:12However, those reviews overlooked how ambitious and creative the game actually was.
02:17Biomutant offered a colorful, post-apocalyptic world filled with personality, strange creatures,
02:22and an RPG system built entirely around player choice and mutation.
02:26The combat blended melee, gunplay, and mutant abilities in ways few games dared to experiment with.
02:33Its moral alignment system genuinely changed the world, affecting environments, characters, and endings.
02:39The crafting and customization allowed players to build truly unique weapons and characters,
02:44something rarely done this deeply in open-world RPGs.
02:47While it wasn't flawless, Biomutant had heart, originality, and vision.
02:51Critics focused too much on surface-level issues instead of appreciating its creativity.
02:56Over time, players began to recognize that Biomutant was never meant to be perfect.
03:01It was meant to be different.
03:02And that's exactly why it deserved better treatment.
03:22When Watch Dogs launched, it became one of the most criticized games of its generation,
03:26largely because it failed to match the massive visual hype shown before release.
03:31Reviewers focused heavily on downgraded graphics and unrealistic expectations,
03:36overshadowing what the game actually delivered.
03:38At its core, Watch Dogs was a solid, open-world action game with a unique hacking system that changed how
03:44players interacted with the environment.
03:46Traffic lights, security cameras, phones, bridges, and city infrastructure could all be weaponized creatively,
03:53giving players multiple approaches to every situation.
03:56The story of Aiden Pearce was darker and more grounded than typical open-world power fantasies,
04:02focusing on obsession, consequences, and surveillance culture.
04:05Chicago felt alive, reactive, and atmospheric, especially during rain-soaked nights.
04:11Instead of judging the game on its own merits, critics compared it to a version that never existed.
04:16Over time, players realized Watch Dogs laid the foundation for a franchise built on innovation, not deception.
04:27It was a good game.
04:40Quantum Break received mixed reviews mainly because it dared to experiment where most games played it safe.
04:46Critics were divided over its hybrid structure that blended third-person shooter gameplay
04:50with live-action TV episodes, calling it confusing or unnecessary.
04:55But this ambitious approach was exactly what made Quantum Break special.
04:59The time manipulation mechanics, such as time dashes, freezes, and shields, added strategic
05:04depth and cinematic flair to combat encounters.
05:06The story was tightly written, emotionally driven, and enhanced by strong performances
05:11from its cast.
05:12Player choices influenced not only the narrative, but also how the live-action episodes unfolded,
05:17making the experience feel personal.
05:19Visually, the game pushed technical boundaries with impressive lighting, effects, and motion
05:24capture.
05:24Quantum Break wasn't a failure of design.
05:27It was a bold experiment ahead of its time.
05:29Critics punished it for being different, but today it stands as proof that innovation often
05:33goes unappreciated at launch.
05:53Rai's Son of Rome was dismissed by many critics as a shallow launch title that relied too heavily
05:59on visuals.
05:59But that judgment failed to recognize what the game actually achieved.
06:04At release, Rai's delivered some of the most impressive character models, facial animations,
06:09and environmental detail ever seen, setting a new benchmark for cinematic presentation.
06:15The combat, while simple on the surface, focused on timing, positioning, and brutal executions
06:22that made every fight feel intense and personal.
06:25Rather than overwhelming players with complex systems, Rai's emphasized flow and spectacle,
06:31perfectly matching its Roman gladiator theme.
06:34The story, centered on loyalty, revenge, and honor, was emotionally grounded and supported
06:40by strong performances.
06:42Critics criticized its length and repetition, but ignored how tightly paced and visually consistent
06:48the experience was.
06:50Rai's wasn't trying to be a deep RPG.
06:53It was a focused, cinematic action game that delivered exactly what it promised and deserved
06:58far more respect.
07:18When Remember Me launched, it struggled to gain attention and was quickly labeled as forgettable
07:23by reviewers, an ironic fate for a game built entirely around memory.
07:28Critics focused on its linear structure and uneven combat, overlooking the originality of its
07:34world and ideas.
07:36Set in the beautifully imagined Neo-Paris, Remember Me explored themes of identity, control,
07:42and digital memory long before those topics became mainstream.
07:46The Memory Remix system was genuinely innovative, allowing players to alter characters' memories
07:52and directly change their behavior, creating moments that felt uniquely interactive.
07:57The art direction, soundtrack, and atmosphere worked together to create a distinct identity
08:03few games achieved at the time.
08:05While it had flaws, Remember Me was creative, ambitious, and emotionally resonant.
08:11Instead of celebrating its bold concepts, critics dismissed it for not fitting popular trends,
08:17causing a thoughtful and imaginative game to be unfairly overlooked.
08:40The Callisto Protocol launched under the massive shadow of Dead Space, and that comparison alone heavily influenced its critical reception.
08:48Many reviews judged it not on its own merits, but on what they expected it to be, calling it disappointing
08:54for failing to fully replicate another game's formula.
08:57What critics overlooked was the sheer level of craftsmanship poured into its atmosphere, visuals, and sound design.
09:03The game delivered some of the most detailed character models and environmental lighting ever seen in a horror title, making
09:09every corridor feel claustrophobic and oppressive.
09:13Combat was slower, more deliberate, and brutally physical, forcing players into uncomfortable close-range encounters that heightened tension.
09:21Its focus on weight, impact, and survival over power fantasy gave the horror a raw edge.
09:27While it wasn't perfect, the Callisto Protocol succeeded in creating dread through immersion.
09:32It was unfairly trashed for not being what others wanted, instead of being appreciated for what it actually was.
09:55When the Evil Within released, critics were quick to point out its difficulty, uneven pacing, and unconventional design choices, often
10:02labeling it frustrating or outdated.
10:04However, those very elements were central to what made the game effective.
10:08Directed by Shinji Mikami, the creator of Resident Evil, the Evil Within was designed as a true survival horror experience,
10:15not an action shooter.
10:16Resources were scarce, enemies were unpredictable, and mistakes were severely punished, forcing players to think carefully about every encounter.
10:23The disturbing environments, grotesque enemy designs, and shifting realities created a constant sense of unease that few modern horror games
10:31managed to replicate.
10:32Its story unfolded in fragmented, psychological layers, rewarding attentive players willing to engage deeply with its symbolism.
10:39Critics expected comfort and accessibility, but the Evil Within delivered fear and tension.
10:44Over time, players recognized it as a cult classic that stayed true to survival horror roots.
11:07When the Medieval Remake was released, many critics dismissed it as outdated, claiming it didn't modernize the original enough to
11:14justify its existence.
11:16That criticism missed the entire point of the Remake.
11:19Medieval was never meant to be reinvented.
11:22It was meant to preserve the charm, tone, and identity of a cult classic while updating visuals and controls for
11:28a new generation.
11:29The Remake faithfully recreated the whimsical Gothic art style, dark humor, and atmospheric level design that made the original beloved.
11:37Combat remained intentionally simple, focusing on timing and positioning rather than complex mechanics.
11:43The improved lighting, character models, and orchestral soundtrack elevated the experience without stripping away its personality.
11:50Critics expected a full reimagining, but fans wanted authenticity, and that's exactly what the game delivered.
11:56Medieval Remake respected its legacy, proving that faithfulness can be just as valuable as innovation, and it deserved appreciation rather
12:04than dismissal.
12:06The object here is the challenge.
12:22Mafia III was heavily criticized at launch for repetitive mission structure and technical issues, and many reviews failed to look
12:30beyond those surface problems.
12:31What they overlooked was one of the most powerful narratives ever told in an open-world crime game.
12:37Set in a fictional version of 1960s New Orleans, Mafia III tackled racism, revenge, and systemic corruption with a level
12:45of honesty few games dared to attempt.
12:48Link and Clay was a compelling protagonist, and the story was supported by strong performances, documentary-style cutscenes, and a
12:56phenomenal licensed soundtrack that perfectly captured the era.
12:59The city felt alive not just through activities, but through its social atmosphere and historical context.
13:06While the gameplay loop had flaws, the emotional weight and thematic depth were undeniable.
13:11Mafia III wasn't just a crime sandbox, it was a statement, and critics unfairly reduced it to repetition instead of
13:18recognizing its ambition.
13:37Left Alive was quickly written off by critics as clunky, unfinished, and frustrating, but that reaction ignored what the game
13:44was actually attempting to achieve.
13:45Instead of being a traditional action shooter, Left Alive focused on slow, tense survival in a war-torn city where
13:52combat was often the worst possible option.
13:54Players were encouraged to avoid enemies, scavenge for supplies, and use improvised tools, creating constant anxiety and vulnerability.
14:02The bleak atmosphere, ruined environments, and sense of isolation gave the game a uniquely oppressive tone rarely explored in modern
14:10titles.
14:10Its multiple protagonists offered different perspectives on survival, reinforcing the emotional weight of being trapped in a collapsing conflict.
14:18While the controls in Polish were undeniably rough, the core design prioritized tension over comfort.
14:24Critics judged it by mainstream standards instead of its survival-focused intent, leading to a game with strong ideas being
14:30unfairly dismissed rather than thoughtfully evaluated.
14:51When Spec Ops The Line launched, many reviewers labeled it as a generic military shooter, failing to recognize the deeper
14:58narrative beneath its familiar surface.
15:00On the outside, it looked like another cover-based action game, but beneath that was a brutal deconstruction of modern
15:07war and player agency.
15:09The story forced players to confront the consequences of their actions, often making them uncomfortable rather than empowered.
15:16Themes of guilt, denial, and moral ambiguity were woven directly into gameplay, not just cutscenes.
15:22The game deliberately used repetition and discomfort to reinforce its message, something critics initially misunderstood as poor design.
15:29Over time, Spec Ops The Line became widely regarded as one of the most psychologically impactful shooters ever made.
15:36Its early reviews failed to see the intent behind its structure, making it one of the clearest examples of a
15:41game that was unfairly trashed before its true value was understood.
16:03Terminator Resistance was largely ignored or dismissed by critics for its modest budget and lack of blockbuster polish, but that
16:11reaction failed to recognize how faithfully it captured the spirit of the Terminator.
16:15Terminator Universe.
16:16Unlike many licensed games that rely purely on name recognition, this title respected the source material, especially the dark, hopeless
16:24future war established in the first two films.
16:26The oppressive atmosphere, desperate stealth encounters, and constant fear of unstoppable machines made every mission tense.
16:34The story expanded the lore without contradicting it, offering fans a rare sense of authenticity.
16:39Combat emphasized survival over power, reinforcing the feeling of being human in a machine-dominated world.
16:46While it lacked technical perfection, Terminator Resistance delivered something far more important, immersion and respect for its legacy.
16:53Critics focused on what it didn't have instead of appreciating what it achieved, making it one of the most unfairly
16:59overlooked licensed games of its time.
17:19When The Order 1886 launched, it was criticized heavily for its short length and cinematic presentation, with many reviewers claiming
17:27it felt more like a movie than a game.
17:29That criticism ignored the incredible world-building and artistic vision behind the experience.
17:34Set in an alternate-history Victorian London filled with steampunk technology and supernatural elements, the game delivered a rich and
17:42believable universe begging to be explored further.
17:45Its visuals were groundbreaking at the time, with realistic lighting, detailed environments, and seamless transitions between gameplay and cutscenes.
17:53The combat, while straightforward, was designed to support the narrative rather than distract from it.
17:58The Order 1886 wasn't trying to be an endless sandbox. It was telling a focused, cinematic story.
18:04Critics punished it for what it wasn't, instead of appreciating it as a bold foundation that deserved a sequel and
18:10a fairer evaluation.
18:31The Ascent was criticized at launch for technical issues, bugs, and performance drops, leading many reviewers to overlook the aspects
18:39that truly made the game shine.
18:40Beneath the rough edges lies one of the most immersive cyberpunk worlds created in recent years, filled with neon-lit
18:47streets, vertical cityscapes, and densely populated districts alive with detail.
18:53Its twin-stick shooter combat is fluid, engaging, and rewarding, while RPG elements allow players to fully customize their characters,
19:01abilities, and weapons to match their playstyle.
19:04Beyond gameplay, the narrative explores corporate domination, social inequality, and survival in a futuristic megacity, all delivered through striking environmental
19:14storytelling.
19:15The Ascent also supports both solo and co-op play seamlessly, enhancing the tension and immersion.
19:21While critics focused on polish, players who experienced its dense world and mechanical depth recognized it as a standout cyberpunk
19:29title.
19:30The Ascent wasn't perfect, but it was ambitious, atmospheric, and unfairly underrated at launch.
19:55When Mad Max released, critics often dismissed it as just another open-world game, comparing it unfavorably to franchises like
20:03Assassin's Creed or Far Cry.
20:04But that perspective ignored the true brilliance of the experience.
20:08Mad Max built one of the most dynamic wastelands ever seen in gaming, where vehicle combat, exploration, and survival blended
20:16seamlessly.
20:17Car customization was deep and meaningful, allowing players to turn the iconic magnum opus into a powerful tool of destruction,
20:25while the desert environment created constant challenges requiring strategy and foresight.
20:30The game also nailed the tone of the Mad Max universe — desperate, harsh, and exhilarating, with environmental storytelling reinforcing
20:38the struggle for survival in a lawless world.
20:41On foot, combat felt brutal and weighty, complementing the intense vehicular battles.
20:46Critics focused on mission repetition, but fans recognized the game's unique identity, immersive world, and sheer fun, proving that Mad
20:54Max deserved far more respect than it initially received.
21:16When Vampyr launched, critics often dismissed it as slow or unpolished, focusing on clunky combat and pacing issues.
21:24But that completely overshadowed what made the game exceptional.
21:28Vampyr was never about fast action.
21:30It was about consequences, morality, and tension.
21:33Set in a beautifully recreated 1918 London during the Spanish flu pandemic, every choice you made as Dr. Jonathan Reed,
21:41a newly turned vampire, mattered.
21:43Feeding on citizens gave you power, but altered relationships, reshaping neighborhoods and story outcomes, making the world feel truly reactive
21:52to your actions.
21:53Its RPG mechanics allowed players to craft skills and equipment while balancing survival with humanity, creating unique gameplay experiences.
22:02The atmosphere, from dimly lit streets to haunting music, was immersive and haunting.
22:07Critics prioritized polish and speed, but the true brilliance of Vampyr was in its ethical complexity and storytelling depth, proving
22:15that a game can be slow and deliberate, yet deeply rewarding.
22:19And it deserved far more recognition than it received.
22:40Rage was often dismissed by critics at launch for narrative simplicity and occasional rough edges.
22:46Yet that criticism ignored the game's revolutionary technical achievements and satisfying core gameplay.
22:52Developed by id Software, Rage offered some of the most fluid first-person shooting mechanics of its time, with responsive
22:58guns, engaging enemy AI, and destructible environments that added strategy and immersion to encounters.
23:04Its post-apocalyptic open world was visually stunning, filled with varied landscapes, hidden challenges, and a sense of danger around
23:12every corner.
23:13Vehicle combat added another layer of excitement, letting players traverse the wasteland in fast, destructive vehicles while fending off enemies.
23:21While reviewers fixated on story shortcomings and repetitive side quests, they overlooked the game's focus on pure fun, freedom, and
23:29player agency.
23:30Rage was a technical marvel and thrilling shooter experience that deserved far more praise, proving that ambitious design often gets
23:38unfairly overlooked when expectations focus too narrowly on story.
24:01When Fallout 76 launched, it was widely criticized and even ridiculed for bugs, missing NPCs, and an incomplete world.
24:09But that initial reaction ignored the potential and evolution of the game over time.
24:14What critics missed was the foundation of a multiplayer Fallout experience with a massive open world, crafting, exploration, and player
24:22-driven stories that had never been attempted in the series before.
24:26The post-apocalyptic Appalachia was rich with environmental storytelling, hidden lore, and tense survival challenges that encouraged collaboration and conflict
24:35between players.
24:35While the launch was undeniably rough, subsequent updates added NPCs, quests, and quality of life improvements that transformed it into
24:43a fully realized RPG.
24:45Fallout 76 became a game that rewarded patience, curiosity, and community engagement, evolving far beyond its troubled debut.
24:53The critics' initial dismissal ignored the innovation and dedication behind it, and now it's considered by many fans to be
24:59an unfairly maligned entry in the beloved franchise.
25:22When Days Gone launched, it faced harsh criticism for technical issues, repetitive missions, and outdated mechanics.
25:28But beneath the surface, it was an emotionally resonant, survival-focused open world masterpiece.
25:35Players take on the role of Deacon St. John, a biker navigating a post-apocalyptic Oregon overrun by Freakers, zombie
25:42-like creatures, while balancing relationships, loss, and the struggle to survive.
25:47The game's open world is vast and immersive, full of dynamic weather, wildlife, and events.
25:52And the hordes of Freakers provide some of the most tense and memorable encounters in gaming.
25:57Its narrative combines personal storytelling with larger survival themes, delivering moments of genuine emotion that resonate long after playing.
26:05Critics focused on repetition and glitches, overlooking the depth of character, world building, and survival mechanics.
26:11Over time, players came to appreciate Days Gone as a passionate, flawed, but remarkable story-driven open world experience that
26:19deserved far more praise than it initially received.
26:42So yeah, reviews aren't law, they're opinions, and history has proven time judges games better than critics.
26:49If you've played even half of these, you already know.
26:53Drop a like if you've been defending at least one of these games for years.
26:57Subscribe if you're tired of Hivemind reviews.
27:00And comment below which game got unfairly trashed the hardest.
27:04See you in the next one.
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