The Ouya's servers are finally shutting down on June 25th, and a select few enthusiasts of the failed console are scrambling to save whatever they can before that occurs.

As announced in late May by Razer, the shutdown will effectively disable all games that are currently available on the platform. In its statement, they affirmed that “access to the Discover section will no longer be available,” and that games would only continue to function “if they do not require a purchase validation upon launch.” The date will represent the final breath for the Andoid-based console's ill-fated time in our world.

Vi: Techraptor.net

Amateur video game historian Vojtěch Straka of the Czech Republic runs a preservation effort known as the Game History Association, and is leading the efforts to preserve as much as possible from the Ouya.

The interest lies in how the Ouya first attempted to target developers, be they amateur or professional, to the console. They advertised on Kickstarter that the console itself was a development kit, and also provided tutorials on how to create and upload a game in little time. As a result, a number of odd, obscure games were made, and with the server shut down on June 25, they will be lost if not preserved.

The project involves scraping metadata about all of the existing games released onto the Ouya from the internet and the console's software stores. Then the information is compiled for reference, and these individuals get to work in looking for copies of the game to preserve.

Via: Racketboy.com

Although they contacted Razer for help in this matter, they received only a single short message that offered nothing in the way of help or understanding behind their objective.

To date, an impressive 80 percent of the Ouya library has been accounted for, yet there will be no immediate plans to share it openly online for fear of legal repercussions.

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When Ouya first launched on Kickstarter in 2012, it quickly became a hot topic of discussion among virtually all gaming fans, crowdfunding more than $8 million and then going on to gain even more venture capital before having both its hardware and software acquired by Razer, a hardware manufacturer in 2015.

It was then delayed, released with a low-quality controller, and asked far too much of developers by forcing those who wanted to join the Ouya to create demos of their games to try for free. Eventually, it became clear that the grand promises made by an inexperienced team truly had no grounding in reality.

The story of Ouya represents the difficulty of attempting to enter a competitive and saturated market, especially with claims rooted in fantasy. It is an issue that Google Stadia will now need to overcome as well to make consumers feel safe enough to set aside their dependable PlayStation 4, Xbox One, or PC.

For now, the group races to preserve as much of the Ouya as they can, and we wish them all the best in their efforts!

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