It's that game. You know the one. It's horrible in every way - the graphics look like they would run on a phone from ten years ago but it still halves your framerate, the sound quality constantly fluctuates from muffled studio to on-the-street recording, there are about three animations and none of them look any good, and the soundtrack could be recreated by an amateur orchestra in an earthquake.
And everyone's bought it.
"Oh, that? Um, it's not mine, it's on rental."
"Oh, it was a gift from my auntie. I haven't played it."
"Oh, it's my little brother's, not mine. It's one of his friends' copy."
Then why did it sell so much?
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This "game" is an experiment in marketing, and is more or less designed to be as low quality as possible. From unfinished collision models and physics to bugs affecting the game constantly to terrible controls, everything about the game makes you want to forget about it as soon as possible while being annoying enough that you just can't. It also has really good marketing, the kind Sega employed against Nintendo to make Sonic a success. (Unrelated: WATCH_DOGS) The experiment part is by the company - they've watched trends in the gaming industry and have made it their mission to see how far this can go by making a game so bad people would be repulsed by it, but see if good enough marketing can save it. On estimation, it would be a modern military shooter set in a world of blocks, with crafting systems, a killstreak functionality, online DLC, DRM, survival elements, paid content, boring items, unfinished content, an "open beta" status, a "Z" at the end of the name, retro "indie fresh" pixel graphics, and everything else that's popular these days but done in a way that is so bad not even the rule of "so bad it's good" can save it from its monotony. There are posters for it everywhere though, and it does have really nice press...
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Image: https://www.youtube.com/watch?v=dwJ9BN8CWRs