Why Nintendo Hasn’t Made a Real VR Headset Yet

There’s a rumor going around that Nintendo is making a VR headset in partnership with Google. The rumor is still unconfirmed, but when the world’s oldest extant gaming company finally thinks it’s time to make a dedicated XR device, you know it’s going to be something special. Having seen how far the technology has come though, it raises a question: why hasn’t Nintendo made a VR headset yet?

Nintendo basically has a singular MO, and it does it well: create broadly accessible hardware to serve as a vehicle for its exclusive swath of family friendly games. Ok, it’s more complicated than that, but it’s a good starting point to understand why Nintendo hasn’t made a proper VR headset yet, and probably won’t for some time yet to come.

Wait. Didn’t Nintendo have that Virtual Boy thing in the ’90s? And what about Labo VR for Switch? Those were VR headsets, right? Yes, and no. Or rather, no and kind of (in that order). I’ll get to those in a bit.

In short, the reason Nintendo hasn’t made a real VR platform like Meta Quest has a lot to do with risk aversion, since the company generally prefers to wait until technologies are more mature and have proven market potential. Over the years, Nintendo has also become increasingly reliant on big singular projects which, while not always exactly cutting-edge, have allowed it to comfortably exist outside of the PlayStation and Xbox binary.

Lateral Thinking with ‘Withered’ Technology

Much of Nintendo’s market strategy can be attributed to Gunpei Yokoi, the prolific Nintendo designer best known for pioneering the company’s handheld segment. Yokoi is credited with designing Nintendo’s first handheld, Game & Watch, which at its 1980 launch made use of the cheap and abundant liquid crystal displays and 4-bit microcontrollers initially conceived for calculators. Among many other accomplishments, Yokoi is credited with designing Gameboy, creating the D-pad, and producing both Metroid and Kid Icarus. His last project before leaving the company in 1996: Virtual Boy. More on that later.

Yokoi’s career at Nintendo spanned 31 years, covering its transformation from the then nearly century-old Japanese playing card company to worldwide video gaming powerhouse. His philosophy, mentioned in his Japan-only book ‘Gunpei Yokoi Game Hall’ (横井軍平ゲーム館), sums up the sort of thinking that vaulted Nintendo to the world stage; Yokoi coined the phrase “lateral thinking with withered technology,” outlining the company’s strategy of using mature technology which is both cheap and well understood, and then finding novel and fun ways of applying it to games. That’s basically been the case from Game & Watch all the way to Switch and Switch Lite.

And it’s not just handhelds though. Nintendo consoles don’t tend to focus on cutting-edge specs either (as any former Wii owners can attest). For Nintendo console owners across the years, it’s more about being able to play games from a host of recognizable franchises such as Mario, Zelda, Smash Bros, Pokémon, Pikmin, and Animal Crossing. Since the success of Wii, it’s also been about creating new types of games centered around novel input schemes, like how the Wiimote lets you bowl in Wii Sports, or how Joy-Cons let you grove on-the-go in Just Dance. In short, Nintendo is really good at serving people with what they’re already used to and baking in novelty that owners can engage with or equally ignore.

Virtual Boy Failure, Labo VR Experiment

When Nintendo sticks to its principles, we usually get a DS, Switch, Gameboy, Wii, Game Boy Advance, 3DS, NES, SNES, Game & Watch, Nintendo 64—10 of the top 20 bestselling video game platforms in history. When they don’t, we get Virtual Boy.

Accounts hold that Yokoi was rushed to finish up work on Virtual Boy so the company could focus on the launch of Nintendo 64, which is partially why it failed. Timed right at the peak of the ’90s craze, Nintendo released what essentially was no more than a 3D version of Gameboy—a 32-bit tabletop standalone console that just so happened to have stereoscopic displays, making it no more a VR headset than Nintendo 3DS. Besides relying on some objectively useless stereoscopy, being shaped like a headset, and having ‘Virtual’ in the name, that’s where the comparisons between it and virtual reality stop.

Image courtesy Evan-Amos, Wiki Commons

Note: Every time someone refers to Virtual Boy as a VR headset, or pretends to wear it in a YouTube thumbnail, I scream into an empty paint bucket, hoping the residual fumes will calm my nerves.

There was no head tracking, motion controllers, or even games that wouldn’t have played equally as well on a standard Gameboy. Moreover, its red monochrome displays were criticized for giving players eye strain, nausea, and headaches during gameplay. Its awkward tabletop stand also didn’t articulate enough to adjust to each user’s height, making users strain their necks to play. The nail in the coffin: it was priced at $180 at launch in 1995, just $20 less than Nintendo 64 which arrived one year later and promised to deliver true 3D graphics (something which Virtual Boy couldn’t do, despite supporting stereoscopy!).

Still, I don’t think Nintendo tied Virtual Boy’s failure to the larger failure of VR at the time, but rather recognized what happens when it innovates in the wrong direction and abandons its core principles. Nintendo’s successive handhelds focused on keeping the pocketable form-factor, and typically offered a generation or two of backwards compatibility so consumers could easily upgrade. Gameboys to follow were truly portable, and offered all of the games you wanted to play on the bus, train, plane, wherever.

But what about Nintendo Labo VR for Switch? Well, it was a pretty awesome experiment when it was first released in 2019. The DIY accessory pack made of cardboard actually got Nintendo involved in VR for the first time, and it did it with the same family friendly flair the company seems to bring to everything it does.

Image courtesy Nintendo

It’s a fun little kit that uses Joy-Cons in some unique ways, but with only a few high-quality native VR ‘taster’ experiences to play with, it’s basically a one-and-done deal that Nintendo critically hasn’t iterated on beyond its initial release despite a generally good reception from its target market.

Granted, Nintendo did provide Labo VR support for a number of first-party titles, including Super Smash Bros Ultimate, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild, but this just provides basic 3D viewer support, and doesn’t convert these games into any sort of full VR experience.

To boot, Labo VR actually has Unity support, meaning third-party developers can create games and experiences for it; the fact is the headset and slot-in Switch form-factor just isn’t built for long-term play like a standalone or PC VR headset though. It’s front-heavy, doesn’t have a strap, and just isn’t the basis of a modern VR platform. It’s a toy more than a platform.

Switching It Up with One Big Platform

The big question is: when? When will Nintendo feel like VR is mature enough to enter in full force with something like a standalone headset, replete with a host of beloved Nintendo franchise games? If past performance predicts future outcomes, it’s pretty unlikely we’ll be seeing such a device in the near term.

The company has spent the better part of the last decade recovering from the failure of Wii U, the company’s least successful video game console to date (next to Virtual Boy). Going headfirst into the XR niche soon with a dedicated hardware release doesn’t seem plausible given how focused the company has become on melding both handheld and console product development with Switch.

Fun Labo VR adds-on aside, Nintendo has expressed some skepticism of VR in the past. Speaking to TIME, Nintendo’s Shigeru Miyamoto said in 2014 that VR just wasn’t the sort of broadly accessible player experience the company was trying to crack with Wii U:

“When you think about what virtual reality is, which is one person putting on some goggles and playing by themselves kind of over in a corner, or maybe they go into a separate room and they spend all their time alone playing in that virtual reality, that’s in direct contrast with what it is we’re trying to achieve with Wii U. And so I have a little bit of uneasiness with whether or not that’s the best way for people to play.”

Granted, the technology has changed a great deal since 2014, the same year Oculus Rift DK2 came out. With mixed reality passthrough becoming a standard on standalone headsets such as Quest 3 and Apple Vision Pro, Nintendo would be crazy not keep tabs on the technology, albeit with same hesitation it has mostly shown in the past with its adoption of cutting-edge technology.

Nintendo VR patent | Image courtesy USPTO, via Levelup

In fact, the company is actively creating patents around mixed reality systems that focus on cooperative gameplay using players both in and out of a headset. Above is one such patent from 2022 showing a multiplayer game based on some sort of proposed tabletop platformer.

Unlike a lot of the tech companies out there trying to spin up multiple products and maintain large, interconnected platforms, Nintendo’s main MO is to gamble on one big thing that will probably come with additional functions and a few input quirks. Whether that’s some sort of additional headset peripheral or not… you never know. In the end, the more inclusive nature of mixed reality may change some minds over at Nintendo, although you can bet whatever comes next from the Japanese gaming company will be another experiment, or similar add-on that uses mature hardware in a new and different way.

– – — – –

What is certain is Nintendo isn’t in any rush, as both hardware and software sales of traditional games still far outweigh VR games. Still, you can’t help but wonder what a Nintendo headset might look like, and what a full-throated XR release from Nintendo would do for generations of kids (and adults) to come.

Why Nintendo Hasn’t Made a Real VR Headset Yet

There’s a rumor going around that Nintendo is making a VR headset in partnership with Google. The rumor is still unconfirmed, but when the world’s oldest extant gaming company finally thinks it’s time to make a dedicated XR device, you know it’s going to be something special. Having seen how far the technology has come though, it raises a question: why hasn’t Nintendo made a VR headset yet?

Nintendo basically has a singular MO, and it does it well: create broadly accessible hardware to serve as a vehicle for its exclusive swath of family friendly games. Ok, it’s more complicated than that, but it’s a good starting point to understand why Nintendo hasn’t made a proper VR headset yet, and probably won’t for some time yet to come.

Wait. Didn’t Nintendo have that Virtual Boy thing in the ’90s? And what about Labo VR for Switch? Those were VR headsets, right? Yes, and no. Or rather, no and kind of (in that order). I’ll get to those in a bit.

In short, the reason Nintendo hasn’t made a real VR platform like Meta Quest has a lot to do with risk aversion, since the company generally prefers to wait until technologies are more mature and have proven market potential. Over the years, Nintendo has also become increasingly reliant on big singular projects which, while not always exactly cutting-edge, have allowed it to comfortably exist outside of the PlayStation and Xbox binary.

Lateral Thinking with ‘Withered’ Technology

Much of Nintendo’s market strategy can be attributed to Gunpei Yokoi, the prolific Nintendo designer best known for pioneering the company’s handheld segment. Yokoi is credited with designing Nintendo’s first handheld, Game & Watch, which at its 1980 launch made use of the cheap and abundant liquid crystal displays and 4-bit microcontrollers initially conceived for calculators. Among many other accomplishments, Yokoi is credited with designing Gameboy, creating the D-pad, and producing both Metroid and Kid Icarus. His last project before leaving the company in 1996: Virtual Boy. More on that later.

Yokoi’s career at Nintendo spanned 31 years, covering its transformation from the then nearly century-old Japanese playing card company to worldwide video gaming powerhouse. His philosophy, mentioned in his Japan-only book ‘Gunpei Yokoi Game Hall’ (横井軍平ゲーム館), sums up the sort of thinking that vaulted Nintendo to the world stage; Yokoi coined the phrase “lateral thinking with withered technology,” outlining the company’s strategy of using mature technology which is both cheap and well understood, and then finding novel and fun ways of applying it to games. That’s basically been the case from Game & Watch all the way to Switch and Switch Lite.

And it’s not just handhelds though. Nintendo consoles don’t tend to focus on cutting-edge specs either (as any former Wii owners can attest). For Nintendo console owners across the years, it’s more about being able to play games from a host of recognizable franchises such as Mario, Zelda, Smash Bros, Pokémon, Pikmin, and Animal Crossing. Since the success of Wii, it’s also been about creating new types of games centered around novel input schemes, like how the Wiimote lets you bowl in Wii Sports, or how Joy-Cons let you grove on-the-go in Just Dance. In short, Nintendo is really good at serving people with what they’re already used to and baking in novelty that owners can engage with or equally ignore.

Virtual Boy Failure, Labo VR Experiment

When Nintendo sticks to its principles, we usually get a DS, Switch, Gameboy, Wii, Game Boy Advance, 3DS, NES, SNES, Game & Watch, Nintendo 64—10 of the top 20 bestselling video game platforms in history. When they don’t, we get Virtual Boy.

Accounts hold that Yokoi was rushed to finish up work on Virtual Boy so the company could focus on the launch of Nintendo 64, which is partially why it failed. Timed right at the peak of the ’90s craze, Nintendo released what essentially was no more than a 3D version of Gameboy—a 32-bit tabletop standalone console that just so happened to have stereoscopic displays, making it no more a VR headset than Nintendo 3DS. Besides relying on some objectively useless stereoscopy, being shaped like a headset, and having ‘Virtual’ in the name, that’s where the comparisons between it and virtual reality stop.

Image courtesy Evan-Amos, Wiki Commons

Note: Every time someone refers to Virtual Boy as a VR headset, or pretends to wear it in a YouTube thumbnail, I scream into an empty paint bucket, hoping the residual fumes will calm my nerves.

There was no head tracking, motion controllers, or even games that wouldn’t have played equally as well on a standard Gameboy. Moreover, its red monochrome displays were criticized for giving players eye strain, nausea, and headaches during gameplay. Its awkward tabletop stand also didn’t articulate enough to adjust to each user’s height, making users strain their necks to play. The nail in the coffin: it was priced at $180 at launch in 1995, just $20 less than Nintendo 64 which arrived one year later and promised to deliver true 3D graphics (something which Virtual Boy couldn’t do, despite supporting stereoscopy!).

Still, I don’t think Nintendo tied Virtual Boy’s failure to the larger failure of VR at the time, but rather recognized what happens when it innovates in the wrong direction and abandons its core principles. Nintendo’s successive handhelds focused on keeping the pocketable form-factor, and typically offered a generation or two of backwards compatibility so consumers could easily upgrade. Gameboys to follow were truly portable, and offered all of the games you wanted to play on the bus, train, plane, wherever.

But what about Nintendo Labo VR for Switch? Well, it was a pretty awesome experiment when it was first released in 2019. The DIY accessory pack made of cardboard actually got Nintendo involved in VR for the first time, and it did it with the same family friendly flair the company seems to bring to everything it does.

Image courtesy Nintendo

It’s a fun little kit that uses Joy-Cons in some unique ways, but with only a few high-quality native VR ‘taster’ experiences to play with, it’s basically a one-and-done deal that Nintendo critically hasn’t iterated on beyond its initial release despite a generally good reception from its target market.

Granted, Nintendo did provide Labo VR support for a number of first-party titles, including Super Smash Bros Ultimate, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild, but this just provides basic 3D viewer support, and doesn’t convert these games into any sort of full VR experience.

To boot, Labo VR actually has Unity support, meaning third-party developers can create games and experiences for it; the fact is the headset and slot-in Switch form-factor just isn’t built for long-term play like a standalone or PC VR headset though. It’s front-heavy, doesn’t have a strap, and just isn’t the basis of a modern VR platform. It’s a toy more than a platform.

Switching It Up with One Big Platform

The big question is: when? When will Nintendo feel like VR is mature enough to enter in full force with something like a standalone headset, replete with a host of beloved Nintendo franchise games? If past performance predicts future outcomes, it’s pretty unlikely we’ll be seeing such a device in the near term.

The company has spent the better part of the last decade recovering from the failure of Wii U, the company’s least successful video game console to date (next to Virtual Boy). Going headfirst into the XR niche soon with a dedicated hardware release doesn’t seem plausible given how focused the company has become on melding both handheld and console product development with Switch.

Fun Labo VR adds-on aside, Nintendo has expressed some skepticism of VR in the past. Speaking to TIME, Nintendo’s Shigeru Miyamoto said in 2014 that VR just wasn’t the sort of broadly accessible player experience the company was trying to crack with Wii U:

“When you think about what virtual reality is, which is one person putting on some goggles and playing by themselves kind of over in a corner, or maybe they go into a separate room and they spend all their time alone playing in that virtual reality, that’s in direct contrast with what it is we’re trying to achieve with Wii U. And so I have a little bit of uneasiness with whether or not that’s the best way for people to play.”

Granted, the technology has changed a great deal since 2014, the same year Oculus Rift DK2 came out. With mixed reality passthrough becoming a standard on standalone headsets such as Quest 3 and Apple Vision Pro, Nintendo would be crazy not keep tabs on the technology, albeit with same hesitation it has mostly shown in the past with its adoption of cutting-edge technology.

Nintendo VR patent | Image courtesy USPTO, via Levelup

In fact, the company is actively creating patents around mixed reality systems that focus on cooperative gameplay using players both in and out of a headset. Above is one such patent from 2022 showing a multiplayer game based on some sort of proposed tabletop platformer.

Unlike a lot of the tech companies out there trying to spin up multiple products and maintain large, interconnected platforms, Nintendo’s main MO is to gamble on one big thing that will probably come with additional functions and a few input quirks. Whether that’s some sort of additional headset peripheral or not… you never know. In the end, the more inclusive nature of mixed reality may change some minds over at Nintendo, although you can bet whatever comes next from the Japanese gaming company will be another experiment, or similar add-on that uses mature hardware in a new and different way.

– – — – –

What is certain is Nintendo isn’t in any rush, as both hardware and software sales of traditional games still far outweigh VR games. Still, you can’t help but wonder what a Nintendo headset might look like, and what a full-throated XR release from Nintendo would do for generations of kids (and adults) to come.

Details of Lost Nintendo VR Console Revealed By Developer

For those who have an interest in the earlier days of virtual reality (VR), there are few missteps more memorable that the Virtual Boy, the failed Nintendo VR console released in 1995. However it seems that Nintendo did have an opportunity to avert that disaster, as British developer Jeremy ‘Jez’ San revealed.

Jeremy San, also known as Jez or J-San, was the founder of Argonaut, the developer that created the pioneering SuperFX chip that brought 3D to the Super Nintendo, along with StarFox, one of the first titles to make use of the technology. The company was also involved with created a prototype for a different VR console.

J-San, Argonaut Founder

San explained to the Metro that he was involved with created a VR videogame system referred to as the ‘Super Visor’. Ultimately, however, the project was cancelled in favour of the Virtual Boy, which was the brainchild of Game Boy creator Gunpei Yokoi.

Though San was unable to produce any prototypes, or pictures of the ‘Super Visor’ in action, he had some impressive claims about its capabilities, saying that his VR system was far more powerful and capable than the Virtual Boy, as it was capable of not only full-colour graphics but also of head tracking, something which would have been deeply impressive with the technology of the time.

By contrast, the Virtual Boy was heavily criticised on its release in 1995 for its unpleasant red-on-black graphics, the poor ergonomics of the device and its sheer expense. Nintendo only produced 22 titles for the system before quietly withdrawing it from sale.

“We had full colour and head tracking at a time where no-one else did, but the Super Visor was cancelled in favour of a system with no head tracking and red graphics,” San said, “‘It was like the Vive headset that’s on sale today but made 20 years earlier. Of course, it wasn’t quite as good because the Vive has better screens now, but ours was made a long time ago. We almost finished the Super Visor and it was cancelled to do the Virtual Boy, which was a shame. ‘VR gaming could have happened 20 years ago if they had kept us on.”

Virtual Boy graphics

For further coverage on VR, both past and future, keep checking back with VRFocus.

Nintendo Virtual Boy Mod Makes Mario Tennis Multiplayer

Nintendo Virtual Boy Mod Makes Mario Tennis Multiplayer

Forget VR support on the Switch; a new mod for Nintendo’s ill-fated Virtual Boy console integrates multiplayer support.

Nintendo might say that current VR systems are too isolating for its attention, but a member of the Planet Virtual Boy fan forums just released a patch for one of the 22-year-old console’s games, making it multiplayer. You can download the unofficial update for one of the system’s only games, Mario Tennis, for free. The video below shows multiplayer support in action.

Multiplayer support for the console was a long rumored feature, fueled by the appearance of a GameLink Cable in the console’s instruction manual. As Motherboard reports, developer Martin Kujaczynski used a modified emulator to locate assembly code relating to multiplayer, which he was then able to implement into the game and get multiplayer up and running with a homemade cable. Sadly it doesn’t solve any of the numerous other problems the Virtual Boy suffered from, but it is pretty amazing to see.

Released in the mid-90’s, the Virtual Boy was Nintendo’s first shot at a sort of virtual reality console, projecting 3D images into your eyes using a head-mounted display. Though that might sound similar to the likes of the Oculus Rift and the HTC Vive, the technical constraints of the era meant the experience was uncomfortable and games only displayed in a depressing shade of red. Needless to say it was a commercial failure, and Nintendo discontinued the device the same year it was launched.

Now in 2017 Nintendo is all-in on its Switch portable/home console hybrid, which has long been rumored to be getting some form of VR support. If it ever does happen then we’d sure like to play an updated Mario Tennis VR.

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The Best ‘April Fools’ Gags from the VR Industry

It’s that day of the year which every journalist hates. 1st April, aka ‘April Fools Day’, is a day in which every news story that comes your way has to be scrutinised twice as hard. Some press releases are obviously intended for nothing more than a moment’s titillation, others walk a line far too close to reality for comfort. Some however, are genuinely laugh-out-loud funny. Here’s VRFocus’ picks of the best efforts in 2017.

Kratos to Make a Guest Appearance in Bound DLC

Bound is a wonderful and often forgotten gem in the PlayStation VR’s line-up. God of War is a brutal and beloved PlayStation exclusive franchise. Why not combine the two? Developed in collaboration between Plastic Studios and Sony Santa Monica – the latter of which is the studio responsible for many of Kratos’ adventures – Bound today had some new downloadable content (DLC) announced for it, in which Kratos becomes the highly animated hero. This is more than a little suspicious, but would undoubtedly sell well if it weren’t.

Cosmic Trip Comes to Virtual Boy

Another April Fools Day, another videogame coming to Nintendo’s much berated Virtual Boy. This year the responsibility has been handed to Funktronic Labs, the developer of – you guessed it – Cosmic Trip for HTC Vive and Oculus Rift. Of course, the studio isn’t really working on a Virtual Boy edition of their VR videogame; they’re still working on finishing the high-end PC version currently in Steam Early Access.

Cosmic Trip Virtual Boy

REWIND Moves into Hardware Development

UK virtual reality (VR) content developer REWIND has a had a hand in many well known projects, including the recently launched Ghost in the Shell experience for Samsung Gear VR and Oculus Rift. With a number of years of experience under their belt, why not step into the world of hardware development? Because that’d be stupid. That’s why.

Google Introduce New VR Haptic Feedback

For many, the next landmark development in VR won’t be wireless (although that technology does rank highly on near-everyone’s ‘wish list’), it’ll be haptic feedback. What’s better to aid immersion than incorporating all your senses – not just sight and sound – into the experience? Well, one of Google’s many April Fools gag delivers just that, with Haptic Helpers: a new programme in which people enter your home to aid you in your suspension-of-disbelief.

Virtual Umbrella’s Bertie Millis Launches AFVRC

It seems like every week someone at VRFocus proclaims this acronym on the group chat. Most frequently with the word ‘not’ in front of it and a massively sigh afterwards. Yes, there are many VR conferences. So many in fact, that they’re starting to overlap due to there simply not being enough days in the year. Bertie, we don’t want AFVRC. Nobody does.

 

Of course, there’s plenty more April Fools gags coming from the VR industry. Let us know your favourites in the comments section below.

Funktronic Labs Officially Announces VR RTS Cosmic Trip is Coming to Nintendo’s Virtual Boy

Funktronic Labs Officially Announces VR RTS Cosmic Trip is Coming to Nintendo’s Virtual Boy

While other game developers are looking towards the future for what’s next in VR, some are looking at the past for ideas. Few would argue that Nintendo’s ill-fated Virtual Boy headset was a success commercially or critically, but if it was anything at all we can all agree it was certainly ahead of its time.

In an unprecedented move, Funktonic Labs, the indie game development studio behind first-person VR RTS game Cosmic Trip, is officially announcing that their premier title is releasing for the Virtual Boy, the first title to support Nintendo’s device in over 20 years. The idea originated from what many thought was just a joke months ago when the developer posted the above image mockup on Reddit. Come to find out the team was very serious.

“The VR community thought that it was all just a funny light-hearted joke, but Funktronic Labs don’t play,” warns Funktronic Labs founder, Eddie Lee. “If we say we are going to target that platform, you better freakin’ believe that it is coming to that platform!”

Lee explains that the complexity of modern VR has been a put-off for developers and consumers alike. “There are just too many cables, too many colors, too many pixels — and we simply wanted to bring VR back to its roots,” elaborates Lee. “Just like indie games have revitalized the nostalgic pixel-art aesthetic, we strongly believe that VR experiences will eventually come full-circle back to low-resolution single-color displays.”

Many consumers dream about living inside their favorite pieces of pop culture, such as Tron, so it only makes sense that real world art would imitate the designs of our favorite works of fiction.

The current version of Cosmic Trip will remain available on Steam for HTC Vive and Rift (as well as on Oculus Home for Rift) indefinitely while the studio shifts all available manpower to working on the smaller, tighter, streamlined, and unequivocally better version of Cosmic Trip for Virtual Boy.

What do you think of the move? Do you think it’s the right idea to embrace the past in order to move forward? Let us know what you think down in the comments below!

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