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5 dead games I still can’t stop thinking about

From Anthem to Paladins, these are five dead games I still can’t stop thinking about and why they failed.

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Andoxus, a character from Paladins: Champions of the Realm
Andoxus, a character from Paladins: Champions of the Realm Hi-Rez Studios / Hi-Rez Studios

‘Dead game’ is a term thrown around loosely now. You’ll often hear players say it whenever a game drops a few spots in the Steam concurrent players chart, gets a bad balance update, or makes a change that angers the community. But that’s not what actually makes a game dead.

Dead games usually disappear twice. First when the players leave, and then again when people stop talking about them. The games on this list never really managed the second part.

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Not all of these games are “dead” in the exact same way. Some are officially gone. Some are technically still playable but functionally abandoned. Some survive through tiny, stubborn communities that refuse to let go. But with the momentum gone and their future in question, all you’re left with is a strong sense of what could have been. And yet, I still miss them all.

Anthem

What was it about?

Anthem had one of the coolest core fantasies I have ever seen wasted. Flying around in a Javelin felt incredible. The movement had speed, weight, and that rare kind of freedom that instantly made you think, “Okay, this is the fantasy.”

Even now, when people talk about Anthem, that is usually the first thing they bring up. Not the loot. Not the missions. The flying.

Why did it fail?

Because everything around the power fantasy could not support it, Anthem’s trailer had many wondering if it was a narrative-driven story game, but it was released as a live-service game that never really understood the kind of game it wanted to be. The content loop was weak, the gameplay got repetitive fast, and the game never found the long-term support it needed to build on its best idea. Anthem is easy to remember because the foundation is so cool. Though it is a painful reminder that a concept alone is never enough.

Deceive Inc.

What was it about?

In a sea full of multiplayer shooters, Deceive Inc. felt genuinely fresh in a market that rarely rewards experimentation. The whole spy-social-stealth concept was clever, stylish, and different in a way that made it stand out immediately. It was a game with an actual personality instead of the usual formula that revolved around battle royales and hero shooters.

Why did it fail?

Players being clever isn’t always enough to survive. Deceive Inc. never felt like it found the player base it deserved. For multiplayer games, a bit of momentum and a dedicated community are what make it thrive. So once you lose both, recovery gets brutally hard. It also lived in that awkward space where people that played it often seemed to love the idea, but not enough people showed up to keep that idea alive. “How did it never catch on?” is the question we’ve been left with.

Gigantic

What was it about?

Gigantic was one of the best ‘Hero Shooters’ out there. It had style and substance. It looked alive in a way a lot of team-based multiplayer games never do. The art direction, character design, and scale of the matches were all expressive and full of energy. Apart from my uncontested favorite in the genre, this came as a close second. Even the remaster reminds people how distinct the game’s identity really was.

Why did it fail?

Timing, support, and bad luck all seemed to work against it. Gigantic always came across as the game people admired, but from a distance. That is the cruel thing about games like this. A game can be original, stylish, and easy to root for, and the market can still shrug it off. Unfortunately, the Gigantic: Rampage Edition was a relaunch that aimed to bring back the interest, but people had already moved on, and as my friend once put it, “the spark is just not there anymore.”

Titanfall 2

What was it about?

Titanfall 2 is a game that still feels better than half the shooters that came after it. Even as gamers were complaining about the shifting focus of Call of Duty into a movement shooter, the fatigue of this meta helped create a game that leaned heavily into this. A game with in-depth movement mechanics and style. The movement was fast and fluid, the Titans added real spectacle, and the campaign had one of the best level designs of its era. To date, it feels like a game that people bring up with a mix of admiration and frustration since it got so much right.

Why did it fail?

While its story is a bit similar to the rest of the games on this list, the issues were more nuanced here. Respawn Entertainment released the game between two colossal video game franchise releases, which overshadowed it on launch. Its gruelling mechanics had many of the casual players quit in favor of simpler titles. What made matters worse was that the game was held hostage for years by hackers. There was no support from the studio, which shifted most of its focus to its real money-maker, Apex Legends.

Paladins: Champions of the Realm

Paladins is different from other games on this because I did not just admire it from a distance. I lived in it. I put nearly 3,000 hours into that game, hit the top ranks, and spent enough time with it to see both its brilliance and its mess up close. What made Paladins special was that it always felt more flexible, more chaotic, and honestly, more creative than people gave it credit for.

The champions had personality, the card and loadout system let you shape your playstyle in ways other hero shooters did not. The whole thing had scrappy energy that made it feel alive even when it was barely being held together. This game is also the reason I decided to make this list of all the great games we’ve lost.

Why did it fail?

Paladins was never allowed to be as great as it could have been. It was plagued by bugs, weird balancing, uneven support, and the constant uphill battle of living in the shadows of Overwatch. But what hurts that most is that Paladins did not die because nobody cared; it faded while people still cared. The small but strong community held out as Hi-Rez suffered from severe mismanagement. Over time, the controversial changes, lack of support, and bugs forced many players to quit.

(Shout out to GreatDivide for the Cassie clip.)

The game still gets around 2000 players on a good day, with the community supporting it and carrying it longer than most dead games ever get carried. All of these games stay with me for different reasons. Some were wasted potential. Some were mistimed. Some just never found enough people.

A dead game does not stay in your head this long, unless it got something very right.

Vikhyaat Vivek
Vikhyaat Vivek is a tech journalist and reviewer with seven years of experience covering consumer hardware, with a focus on…
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