Not every game can be a masterpiece. In the vast world of PC gaming, there are bound to be some missteps—titles that fall short of expectations and leave players frustrated or disappointed. Whether it's due to poor design, technical issues, or lackluster storytelling, some games have missed the mark so dramatically that they’ve earned a notorious place in gaming history. These games stand as cautionary tales of what can go wrong in game development, from buggy launches and unfinished products to gameplay mechanics that simply don’t deliver. Here’s a look at the 15 worst PC games of all time, each infamous in its own right for failing to live up to the promise and hype.
1. Big Rigs: Over the Road Racing (2003)
"Big Rigs: Over the Road Racing" is often cited as the epitome of bad game design. Released in 2003 by Stellar Stone, this game quickly gained infamy for its plethora of flaws and unfinished state. The premise is simple: players are supposed to race a big rig truck against an opponent across various tracks. However, the game is notoriously broken in almost every conceivable way.
One of the most glaring issues is the absence of any challenge. The AI opponent doesn't move from the starting line, making it impossible to lose a race. This renders the gameplay utterly pointless. Additionally, the game lacks any collision detection, allowing players to drive through buildings, trees, and even off the map without any consequences. The tracks are poorly designed, with many not even having proper finish lines.
The graphics are dated and lack detail, even by 2003 standards. The backgrounds are repetitive and the trucks are bland and unremarkable. The sound design is almost non-existent, with a complete lack of in-game music and minimal sound effects. The game's infamous "You're Winner!" screen, with its grammatical error, is often mocked as a symbol of its overall lack of polish.
The controls are equally problematic, with trucks accelerating to ludicrous speeds in reverse, defying any sense of realism or physics. Despite its disastrous quality, "Big Rigs: Over the Road Racing" has gained a cult following among gamers who revel in its absurdity. It stands as a cautionary tale in the gaming industry, illustrating the consequences of releasing a product that is far from complete. Its legacy is a testament to what can go wrong in game development and quality assurance.
2. E.T. the Extra-Terrestrial (1982)
"E.T. the Extra-Terrestrial" is one of the most infamous video games ever made, often blamed for contributing to the video game industry crash of 1983. Developed and published by Atari, the game was released in 1982 for the Atari 2600, and later ported to PC. The game was based on Steven Spielberg's blockbuster film, but its development was rushed, with just five weeks allotted to create it in time for the holiday season.
The gameplay of "E.T." involves controlling the titular alien as he attempts to collect pieces of a phone to call home while avoiding government agents and falling into pits. The concept sounds simple enough, but the execution was severely flawed. The controls were cumbersome and imprecise, making it difficult to navigate E.T. through the game's repetitive and uninspired environments. Players frequently found themselves falling into pits, which were frustratingly hard to escape from, leading to a tedious and unenjoyable experience.
The graphics were subpar even for the time, with blocky, indistinguishable sprites and a lack of visual variety. The game's sound design was equally disappointing, featuring a sparse and grating soundtrack that did little to enhance the experience. Moreover, the game's narrative failed to capture the charm and emotion of the film, leaving players disconnected from the story.
Atari's overproduction of game cartridges, coupled with the poor reception from both critics and consumers, led to massive financial losses. Unsold copies of the game were famously buried in a landfill in New Mexico, symbolizing its catastrophic failure. "E.T. the Extra-Terrestrial" remains a stark reminder of the perils of rushed development and the importance of quality control in game design. It is a cautionary tale that continues to resonate in the gaming industry.
3. Daikatana (2000)
"Daikatana," developed by Ion Storm and released in 2000, is one of the most infamous flops in gaming history. Helmed by John Romero, a co-creator of the seminal "Doom" series, the game was highly anticipated but ended up as a cautionary tale of overhype and underdelivery. Announced in 1997, "Daikatana" promised to revolutionize the first-person shooter genre with its ambitious design, spanning four distinct time periods, each with unique weapons, enemies, and environments.
However, "Daikatana" was plagued by numerous delays and development issues. By the time it finally launched, the gaming landscape had evolved significantly, and the game's outdated graphics and clunky mechanics were glaringly apparent. The game's artificial intelligence was particularly problematic, with companion characters who frequently got stuck, died easily, or hindered progress, making the game frustrating rather than enjoyable.
The level design, while ambitious, suffered from poor execution. Many levels were confusingly laid out, lacking clear direction, and often requiring tedious backtracking. The game's storyline, which was intended to be a grand, epic narrative, fell flat with cliched characters and a convoluted plot that failed to engage players. Additionally, the game's controls were awkward and unresponsive, further detracting from the experience.
Marketing also played a significant role in the game's downfall. The infamous ad campaign, which included the provocative slogan "John Romero's About to Make You His Bitch," set unrealistic expectations and alienated potential players. When the game failed to deliver, it faced severe backlash from both critics and gamers.
Despite its ambition, "Daikatana" is remembered as a lesson in the dangers of overpromising and underdelivering. Its failure had significant repercussions for Ion Storm and Romero's career, and it serves as a stark reminder of the importance of gameplay, polish, and player experience in game development.
4. Aliens: Colonial Marines (2013)
"Aliens: Colonial Marines," developed by Gearbox Software and released in 2013, is one of the most disappointing entries in the Aliens franchise. Announced in 2006, the game was eagerly anticipated by fans of the iconic sci-fi horror series. Promising a canonical continuation of the story from James Cameron's "Aliens," it was expected to deliver a gripping, atmospheric experience. Unfortunately, what players received fell far short of those expectations.
The game’s most glaring issue was its poor graphics and technical performance. Early demos showcased impressive visuals, but the final product featured downgraded graphics, clunky animations, and numerous glitches. The game's environments lacked the detailed, immersive quality that had been promised, and the lighting—crucial for creating a tense, horror atmosphere—was poorly executed. Additionally, textures were often low-resolution, and character models were awkward and unrealistic.
Gameplay was equally flawed. The AI for both allies and enemies was notoriously bad. Marines would often stand still or run into walls, and the Xenomorphs, the main antagonists, moved erratically and posed little threat, undermining the tension that should have been the game's core strength. The gunplay felt unsatisfying, with weapons lacking the punch and impact expected in a first-person shooter.
The story, which was meant to enrich the Aliens universe, was incoherent and riddled with plot holes. The narrative failed to engage players, and the dialogue was stilted and poorly delivered. The game's multiplayer mode, while having some potential, was marred by balance issues and did little to salvage the overall experience.
"Aliens: Colonial Marines" faced a massive backlash from fans and critics alike, leading to lawsuits over false advertising and damaged reputations for those involved. It remains a textbook example of how hype and misleading marketing can lead to massive disappointment. The game’s failure highlights the importance of delivering on promises and the impact of technical polish on a game's success.
5. SimCity (2013)
The 2013 reboot of "SimCity" by Maxis was one of the most controversial and disappointing entries in the long-running city-building franchise. Anticipation was high for the game, as it promised to bring new features and enhanced graphics to the beloved series. However, its release was marred by a multitude of problems, starting with its always-online requirement, which proved disastrous.
At launch, the servers were overwhelmed, preventing many players from even starting the game. This connectivity issue persisted for weeks, making "SimCity" virtually unplayable for a large portion of its audience. The decision to require an internet connection for a traditionally single-player game was widely criticized and seen as a major misstep.
Even beyond the server issues, the game had significant design flaws. City sizes were drastically reduced compared to previous installments, limiting players’ creativity and strategic planning. The much-touted GlassBox simulation engine, which was supposed to simulate the interactions within the city in unprecedented detail, failed to deliver. Players quickly discovered numerous bugs and logical inconsistencies in the simulation. Traffic jams, inexplicable resource shortages, and other issues made managing a city more frustrating than enjoyable.
The game’s mechanics also felt overly simplified, lacking the depth that fans of the series had come to expect. Essential features from previous games were either missing or poorly implemented, leading to a sense that the game had been rushed to market. Additionally, the interface, while visually appealing, was not as intuitive or functional as it should have been.
Despite some post-launch patches that addressed certain issues, the damage was done. "SimCity" 2013 is remembered more for its catastrophic launch and broken promises than for any innovations it brought to the series. It serves as a cautionary tale about the risks of implementing restrictive DRM and the importance of thoroughly testing a game before release.
6. Ride to Hell: Retribution (2013)
"Ride to Hell: Retribution," developed by Eutechnyx and released in 2013, is widely considered one of the worst games ever made. Initially announced in 2008 as an open-world action game with deep narrative elements, the final product was a stark departure from its initial vision. What players received was a poorly executed, offensive, and technically flawed game that failed on nearly every front.
The game’s graphics were subpar, with dated textures, stiff character animations, and uninspired environments. Despite being released in 2013, "Ride to Hell: Retribution" looked like a game from a decade earlier. The art design was bland and repetitive, failing to capture the gritty biker culture it aimed to portray. Technical issues such as screen tearing, frame rate drops, and long loading times further marred the visual experience.
Gameplay mechanics were equally problematic. The combat system was clunky and unresponsive, with melee combat feeling particularly sluggish and unengaging. The gunplay was imprecise and unsatisfying, and enemy AI was simplistic and easily exploitable. Driving segments, which were supposed to be a highlight of the game, were riddled with bugs and poor physics, making them more frustrating than fun.
"Ride to Hell: Retribution" was also heavily criticized for its treatment of female characters and its offensive content. The game included poorly written, sexist dialogue and gratuitous, poorly executed sex scenes that added nothing to the narrative. The story itself was incoherent and filled with cliches, lacking any meaningful character development or plot progression.
The combination of these flaws led to overwhelmingly negative reviews from both critics and players. "Ride to Hell: Retribution" was lambasted for its offensive content, lack of polish, and overall incompetence in game design. It has since become a notorious example of how not to develop and release a video game, serving as a stark warning to developers about the consequences of releasing an unfinished and poorly conceived product.
7. Leisure Suit Larry: Box Office Bust (2009)
"Leisure Suit Larry: Box Office Bust," released in 2009, attempted to revive the once-popular adult humor series but ended up being a major disappointment. Developed by Team17 and published by Codemasters, this entry strayed far from the charm and wit that characterized earlier games in the franchise. Instead, it delivered a crass, unfunny, and poorly designed experience that alienated both longtime fans and new players.
One of the most significant flaws of "Box Office Bust" was its writing. The humor, which should have been the game's strong point, fell flat with juvenile jokes and tasteless gags that lacked the cleverness and sophistication of previous titles. The dialogue was poorly written and often cringeworthy, making the game a chore to play through.
Graphically, the game was subpar even for 2009 standards. The character models were awkward and unattractive, and the environments were bland and uninspired. The game also suffered from numerous technical issues, including bugs, glitches, and poor frame rates, which further detracted from the overall experience.
Gameplay was equally problematic. The missions were repetitive and uninspired, often involving tedious fetch quests and poorly designed platforming sections. The controls were clunky and unresponsive, making even simple tasks frustrating to complete. The lack of variety and engaging content made the game feel like a monotonous grind.
The storyline, which revolved around Larry's attempt to save his uncle's movie studio, was weak and poorly executed. The plot offered little in terms of excitement or intrigue, and the characters were one-dimensional and forgettable. Overall, "Leisure Suit Larry: Box Office Bust" failed to capture the essence of what made the series popular and ended up being a significant blemish on the franchise’s history.
8. Tony Hawk’s Pro Skater 5 (2015)
"Tony Hawk’s Pro Skater 5," released in 2015, was intended to rejuvenate the beloved skateboarding franchise but instead became a cautionary tale of how not to revive a classic series. Developed by Robomodo and published by Activision, the game was rushed to market, resulting in a product plagued by numerous issues that left fans and critics deeply disappointed.
One of the most glaring problems with "Tony Hawk’s Pro Skater 5" was its technical performance. The game was riddled with bugs and glitches from the outset. Players experienced frequent crashes, visual glitches, and physics that were completely off the mark for a skateboarding game. These technical issues severely hampered gameplay, making it difficult to enjoy even the basic mechanics of skating and performing tricks.
The graphics were another significant letdown. Despite being released in 2015, the game looked outdated, with low-quality textures, poorly designed environments, and character models that lacked detail and polish. The visual presentation failed to capture the vibrant and energetic feel that defined earlier entries in the series.
Gameplay, which should have been the game’s saving grace, was uninspired and lacked the fluidity and fun that fans expected. The control scheme felt clunky and unresponsive, making it hard to perform the intricate tricks and combos that were a hallmark of the franchise. The level design was bland and uninspired, offering little in the way of creativity or challenge.
Moreover, the game's online multiplayer component was poorly implemented, with unstable servers and lag issues that further detracted from the experience. The absence of a robust single-player mode, coupled with these multiplayer problems, left players with little incentive to continue playing.
"Tony Hawk’s Pro Skater 5" was a missed opportunity to reignite a beloved franchise. Its myriad technical flaws, outdated graphics, and lackluster gameplay made it one of the worst entries in the series and a disappointing release for fans of the iconic skateboarding games.
9. Alone in the Dark: Illumination (2015)
"Alone in the Dark: Illumination," released in 2015 by Atari, is a significant misstep in the long-running survival horror franchise. Aimed at modernizing the series with cooperative multiplayer elements and action-oriented gameplay, it ultimately failed to capture the essence that made the original games iconic. Instead of delivering a tense, atmospheric experience, it offered a shallow and frustrating one.
The game's graphics were one of its first noticeable flaws. Despite being released in 2015, "Illumination" looked dated, with low-resolution textures, bland environments, and unimpressive character models. The lighting effects, crucial for creating a creepy atmosphere in horror games, were poorly executed, leaving the game looking flat and lifeless.
Gameplay mechanics were equally disappointing. "Alone in the Dark: Illumination" shifted the series' focus from survival horror to a more action-oriented approach, but the transition was poorly handled. The shooting mechanics were clunky and unresponsive, and the AI for both enemies and companions was frustratingly bad. Enemies often glitched through walls or failed to react, while companion AI provided little help, often becoming more of a hindrance than an asset.
The game's attempt at cooperative multiplayer was another misfire. Technical issues such as lag, connectivity problems, and unbalanced gameplay made cooperative play more of a chore than a fun, engaging experience. The lack of a compelling narrative or interesting characters further compounded the game's issues, offering players little reason to invest in the story.
"Alone in the Dark: Illumination" failed to live up to the legacy of its predecessors. It lacked the tension, atmosphere, and engaging gameplay that fans had come to expect from the series. Its numerous technical flaws, uninspired design, and misguided focus on action over horror resulted in a game that is best forgotten.
10. Gods and Generals (2003)
"Gods and Generals," released in 2003 and developed by Anivision, is widely regarded as one of the worst first-person shooters ever made. Based on the film of the same name, the game aimed to recreate the American Civil War experience. Unfortunately, it failed spectacularly on nearly every front, offering a frustrating and deeply flawed gaming experience.
One of the game’s most significant issues was its graphics. Even for 2003, the visuals were severely outdated. Character models were blocky and lacked detail, environments were poorly textured and repetitive, and the overall presentation was bland and uninspired. The game’s attempt to depict historical battlefields fell flat due to these graphical shortcomings.
Gameplay was another major problem. The controls were clunky and unresponsive, making it difficult to aim and shoot accurately. The AI for both enemies and allies was laughably bad; opponents often stood still or ran in circles, providing no real challenge. Missions were monotonous and poorly designed, frequently involving repetitive objectives and long, uneventful stretches of walking through uninteresting landscapes.
The game’s sound design did little to improve the experience. The voice acting was subpar, with poorly delivered lines and minimal variation. Sound effects were repetitive and lacked impact, failing to convey the intensity of battle. The lack of a compelling soundtrack further detracted from the game’s atmosphere.
"Gods and Generals" also suffered from numerous technical issues, including frequent crashes and bugs that rendered certain missions unplayable. The lack of polish and quality control was evident throughout the entire game.
Overall, "Gods and Generals" stands as a prime example of how not to adapt a historical event into a video game. Its dated graphics, poor gameplay mechanics, and numerous technical flaws make it one of the most disappointing and forgettable games of its time. It serves as a stark reminder of the importance of quality assurance and attention to detail in game development.
11. Duke Nukem Forever (2011)
"Duke Nukem Forever," released in 2011 by Gearbox Software, is one of the most infamous examples of a game failing to live up to its hype. Announced in 1997, the game endured a tumultuous 14-year development period, with multiple delays, developer changes, and a growing sense of skepticism among fans. When it finally released, it was clear that the game was a relic of a bygone era, struggling to find relevance in the modern gaming landscape.
One of the most glaring issues with "Duke Nukem Forever" was its outdated design. The graphics, despite being in development for so long, were mediocre at best. Environments were dull and repetitive, character models were uninspired, and the overall visual presentation felt like it belonged to an early 2000s game rather than a 2011 release.
Gameplay was equally problematic. The controls were clunky and unresponsive, making combat feel awkward and unsatisfying. The game’s mechanics, including health regeneration and limited weapon slots, felt out of place in a Duke Nukem title, detracting from the series' signature run-and-gun style. The level design was uninspired, with linear, monotonous corridors and few memorable set pieces.
The story and humor, which were supposed to be the game’s main draws, were another major letdown. The plot was nonsensical, filled with crude, juvenile humor that often missed the mark. What might have been edgy and irreverent in the late '90s came across as dated and offensive in 2011. The character of Duke Nukem, once a parody of hyper-masculine action heroes, felt out of touch and lacking in the wit that made the original games entertaining.
"Duke Nukem Forever" also suffered from numerous technical issues, including frequent loading screens, bugs, and performance problems. The game’s development hell was evident in its final, unpolished state.
"Duke Nukem Forever" is a cautionary tale of prolonged development cycles and unmet expectations. It stands as a reminder that even the most anticipated games can fall flat if they fail to evolve with the times. Its failure had significant repercussions for Gearbox Software and the Duke Nukem franchise, tarnishing a once-iconic name in gaming.
12. Raven’s Cry (2015)
"Raven’s Cry," released in 2015 by Reality Pump, is a pirate-themed action-adventure game that promised an epic, swashbuckling experience but failed to deliver on almost every level. The game was marred by a plethora of issues, from technical glitches to poor design choices, resulting in a product that was nearly unplayable and widely panned by critics and players alike.
One of the first issues players encountered was the game's subpar graphics. Despite being released in 2015, "Raven’s Cry" featured outdated textures, poorly animated character models, and bland environments that lacked detail and vibrancy. The visual presentation was further hampered by frequent graphical glitches, such as clipping issues and disappearing objects, which broke immersion and highlighted the game’s lack of polish.
Gameplay was another major problem area. The controls were awkward and unresponsive, making both combat and navigation frustrating experiences. The combat system was particularly clunky, with slow, unresponsive attacks and poorly implemented mechanics that made battles feel more like a chore than an exciting challenge. The game also suffered from numerous bugs and crashes, further detracting from the experience.
The story, which follows the vengeful pirate Christopher Raven, was poorly executed. The narrative was filled with cliches and lacked depth, and the voice acting was uninspired and sometimes laughably bad. Dialogue was often stilted and awkward, failing to engage players or make them care about the characters or plot.
Additionally, the game's attempt at an open-world design fell flat. The world felt empty and lifeless, with limited activities and uninspired side quests that did little to enhance the main storyline. The poorly designed UI and lack of meaningful progression systems only added to the frustration.
"Raven’s Cry" stands as a prime example of how not to create an action-adventure game. Its combination of technical issues, poor design, and uninspired storytelling resulted in a product that was quickly forgotten and largely reviled by those who played it. It serves as a reminder of the importance of thorough development and quality assurance in game creation.
13. Postal III (2011)
"Postal III," released in 2011, was supposed to continue the controversial and darkly comedic legacy of the Postal series. Developed by Running With Scissors and published by Akella, the game aimed to push boundaries with its irreverent humor and chaotic gameplay. However, it fell far short of expectations, delivering a deeply flawed experience that failed to capture the essence of its predecessors.
One of the primary issues with "Postal III" was its technical performance. The game was riddled with bugs, glitches, and frequent crashes that made it nearly unplayable for many. The graphics were dated and lacked the polish expected of a game released in 2011. Environments were repetitive and uninspired, character models were crude, and the overall visual presentation felt unfinished.
Gameplay was another significant problem. The controls were clunky and unresponsive, making combat and navigation frustrating. The game's mechanics, which included third-person shooting and various "moral choices," felt poorly implemented and lacked the refinement needed to be enjoyable. The AI for both enemies and NPCs was laughably bad, often leading to nonsensical and broken interactions.
The humor, which was meant to be the game's selling point, missed the mark entirely. Instead of the satirical, dark comedy that characterized the earlier games, "Postal III" relied on crude, offensive jokes that often felt forced and tasteless. The narrative was incoherent and lacked the biting satire that made the series controversial yet engaging.
"Postal III" also suffered from a lack of direction. The game's attempts to provide multiple paths based on player choices were poorly executed, leading to a disjointed and unsatisfying experience. The absence of a cohesive story or engaging characters further compounded the game's shortcomings.
Ultimately, "Postal III" failed to live up to the legacy of its predecessors. Its technical flaws, uninspired gameplay, and misguided attempts at humor resulted in a game that was both disappointing and forgettable. It stands as a cautionary tale of how not to handle a beloved and controversial franchise.
14. Mindjack (2011)
"Mindjack," developed by feelplus and published by Square Enix in 2011, was an ambitious third-person shooter that promised innovative gameplay mechanics but delivered a deeply flawed and frustrating experience. The game's premise, which involved hacking into and controlling the minds of enemies and civilians, had potential but was poorly executed.
Graphically, "Mindjack" was unimpressive. The visuals were bland and outdated, with low-resolution textures and uninspired character designs. The environments were repetitive and lacked the detail needed to create an immersive world. The overall aesthetic failed to capture the futuristic, high-tech feel that the game aimed for.
Gameplay was a significant letdown. The core mechanic of "mindjacking"—taking control of enemies and NPCs—was hampered by clunky controls and a lack of fluidity. Combat felt sluggish and unresponsive, with awkward shooting mechanics and poor cover system implementation. The game's AI was inconsistent, often behaving erratically or failing to respond appropriately to player actions.
The story, which involved a futuristic conspiracy and shadowy organizations, was poorly written and confusing. The narrative failed to engage players, with poorly developed characters and lackluster dialogue. The pacing was uneven, with long, tedious sections of gameplay interspersed with poorly executed cutscenes.
"Mindjack" also suffered from technical issues, including frequent bugs and glitches that disrupted gameplay. Multiplayer integration, a key selling point, was poorly implemented, with lag issues and connectivity problems that further detracted from the experience. The game's lack of polish and refinement was evident throughout, making it feel more like an unfinished product than a polished release.
Ultimately, "Mindjack" is remembered as a game that failed to deliver on its promising concept. Its technical flaws, uninspired design, and poor execution resulted in a frustrating and forgettable experience. It serves as a reminder of the importance of thorough development and testing in realizing ambitious gameplay ideas.
15. Sonic the Hedgehog (2006)
Commonly referred to as "Sonic '06," this game was meant to be a triumphant return for Sonic but ended up being one of the worst entries in the franchise. Developed by Sonic Team and published by Sega, "Sonic the Hedgehog (2006)" was released to mark the 15th anniversary of the series. However, it quickly became notorious for its myriad of issues and is often cited as one of the worst games ever made.
One of the most significant problems with "Sonic '06" was its technical performance. The game was rushed to meet the holiday release deadline, resulting in a product riddled with bugs and glitches. Players frequently encountered issues like characters falling through the ground, camera problems, and erratic physics. These technical flaws made the game frustrating and, at times, unplayable.
The graphics, while ambitious, were inconsistent. Some environments looked detailed and vibrant, but many were marred by poor textures, pop-in issues, and a lack of polish. Character models, especially human characters, were often awkward and unsettling, detracting from the visual experience.
Gameplay was another major disappointment. The controls were unresponsive and imprecise, making platforming and combat challenging for all the wrong reasons. The game’s level design was confusing and often felt incomplete, with stages that lacked direction and cohesion. The addition of multiple playable characters, each with their own gameplay style, was poorly executed, leading to an inconsistent and frustrating experience.
The story, which aimed to blend Sonic’s universe with a more realistic human world, was convoluted and poorly written. The narrative was filled with plot holes, and the attempts at a more serious, dramatic tone fell flat. The inclusion of a romantic subplot between Sonic and a human character was particularly ill-received and added to the game's overall negative reception.
"Sonic '06" also suffered from long and frequent loading times, further disrupting the flow of gameplay. Despite patches and updates, the game’s reputation as a broken and poorly designed product persisted.
"Sonic the Hedgehog (2006)" is remembered as a cautionary tale of rushed development and poor quality control. Its technical issues, inconsistent design, and flawed gameplay mechanics have made it a notorious entry in the Sonic franchise and a stark reminder of the importance of delivering a polished and complete product.
These fifteen games are infamous examples of what can go wrong in game development. They serve as cautionary tales, reminding us that even with high expectations and big budgets, success is never guaranteed. Stay connected and stylish with more insights from the ever-evolving world of gaming at Land of Geek.
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