A cool idea in theory but sounds faulty in the execution.
- The retro scene values the design and architecture of old school consoles just as much as we value the games. There's endless talk over the Sony sound chip in SNES, exploiting the Yamaha sound chip in Genesis, the 68000 microprocessor, the multi-processor design of the Saturn, etc. We dig that shit a lot. This console is probably using a generic ARM SoC processor with some Android variant. There's nothing inherently interesting about that anymore
- Going FPGA to simulate multiple retro systems robs the console of having its OWN identity. Again, in the retro scene, we love these systems because of the properties that culminate to give them their identity that is wholly unique upon that particular console. FPGA ensures this system will never obtain that kind of uniqueness
- Like others have said, the chances of 3rd parties licensing their games out for 16-bit "demakes" (TBH I think it'd improve certain games
on a system like this are pretty damn low. I don't even mean that because of the retro theme; that said this possibly being another Android SoC box and FPGA gives it a soulless identity and risks it being a "jack of all trades, master of none" system. One that limits its games to physical carts (not the bad part) that are playable *only* on that console (this is the bad part), with no digital versions available on network services accessible by other devices...
- ...which leads to another problem. People like saying "exclusives don't matter". Well, you're wrong. They do, especially for a system like this. No one is going to buy a console that plays 16-bit demakes of games on a PS4, XBO, Steam etc, at least...not just for that reason. It needs compelling original software to drive adoption because it doesn't have much else going for it (especially if there's no digital equivalent, and is simply a FPGA Android SoC solution). There's only a demo of one game out there I'm aware of and it looks okay for a first-gen launch SNES game but not extraordinary, nor does it seem to have any unique game mechanics in place. It needs more original software.
- Another problem is the design. There's a reason the Jaguar failed, and you do NOT want to give people the feeling your system is anything like the Jaguar. Yes it has its pockets of fans but let's just be frank and say its community is nowhere near as large or beloved as other "failed" consoles like the NeoGeo or Sega Saturn. What these guys should have done is licensed a design after something like the NeoGeo, or Sega Genesis, or Turbographx/PC Engine, etc. None of those respective companies are actually in the console manufacturer business anymore, and some (Sega in particular) have shown a tenacity for granting licenses for clones to use their 16-bit console's likeness (and even come bundled with their software). Those three systems are much more beloved than the Jaguar and would ensure that a retro-themed console patterning their design would generate more nostalgia and more support, thus more money and more sales (and yes, the SNES is also very beloved but Nintendo would never give another company permission to use their design's likeness in a product, not without probably shutting it down or demanding a lot of money for granting the privilege)
...That's a lot of problems. However these guys may still have time to fix it if they:
- Offer a digital, 100% emulated version of their system, preferably as a streaming service through a website or app, where they can time-release the console library for players on other devices besides their console. They could implement a small subscription fee and even make some of the games playable for free possibly to entice them to buy the console and physical copy of games
- Go for a processor architecture that captures the spirit of old 16-bit systems, but provide tons of documentation so that it's easy/manageable for today's developers (particularly those in the indie scene on x86 devices). This is tough, because almost any processor out there today is magnitudes stronger than a Genesis 68k, for instance. The best they can do is go for modern day processors that are in the same family. For example, a Motorola Dragonball processor (a variant of which is being used in a new LG smartphone releasing this month. Yes, I know....it's an ARM SoC, but it's either that or a ColdFire variant or an actual 68k. Or hell...something I guess...)
Even if they did that, there's the risk that many indie devs today are not familiar with those architectures and may not have the time or money to learn them. If they can find an x86 or (less desirably, but eh..) ARM variant that imitates the general nature of 16-bit consoles of the time, while providing familiarity with today's architectures or making sure the pain in learning what the console uses is as small as possible, they should preferably aim for that.
- Pour quality time and effort in giving it a real identity. Logos, font types, flyers, mimicking advertising from that era, you name it. The more they pour into the little details, the better.
- Don't make it TOO retro. By this I mean bring modern features like a unified account system (for console owners, one where they can cross-play with people on the digital service and also play their own collection of games between the console and digital platform with full transfer of data between the two) and online multiplayer. Not everything was awesome in the 90s
![Wink ;) ;)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- Most importantly, SHOW US MORE GAMES! Real, quality games that are every bit as engaging and memorable as the best from that era (well, there's room for those of lesser quality too, but you get the point). Also just because it's a retro-themed 16-bit system doesn't mean the games have to be as plain-jane as some of the ones from that era. They mentioned Shovel Knight and that's a pretty solid example of the baseline type of quality they should be shooting for in regards of games that are a good mix of old and new. They also need to focus on a set of genres for sake of library diversification.
If you're wondering why this is so long, it's because I've written up tons of ideas for my own retro-like system, and some of these ideas are pulled from there. If I were designing this thing there'd be a fair bit more going on but needless to say, there IS a market for a proper enthusiast retro system, despite some of the more oblivious posts I've read in the thread. But it doesn't matter if there's a market for something or not; if the product doesn't appeal to that market, it won't sell very well.
Just look at the Wii U
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
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