Kanoa Shutters After One Review

This is why I continue to hang in there and wish Waytools the best. One single review shut this company down, and connectivity issues were not an insignificant factor. An outcome like this is no doubt top of mind, and a driving force behind the delay of GR. I think Waytools is quite fortunate to have the runway necessary to conduct an extended TREG program and really harden its firmware.

Misieading title, it was aiready a dead duck.

If the product doesn’t work, (besides being expensive in a crowded market place) your fate is already sealed.

From the article…

It chronicles his Sisyphean struggle to get the headphones, which were planned to retail for $300, to perform basic functions like connecting to his phone. Kanoa’s promised pass-through feature produced unlistenable feedback, and they didn’t reliably connect when Crouch had his phone in his rear pocket. The fancy charging case, stunningly, wouldn’t charge the headphones while plugged in.

Crouch says he was in communication with the Kanoa team through all of these struggles, and offered to review an improved version of the product if they sent him one. But he eventually concluded that he had been sent a production unit and decided to go ahead with an honest review.

I read about that awhile back and I think ipDude’s basic point is valid.

Release too soon and you can screw up your reputation far more severely and quickly than how much repetitive delays will do it. And no one can really be sure about where to draw that line.

hmmm, how about Duke Nukem Forever, aiso too soon?

I recall Duke Nukem - and vaguely something about that game - but forget the details.

from wikipedia :

Originally in development under 3D Realms, director George Broussard, one of the creators of the original Duke Nukem game, first announced the title’s development in April 1997, and various promotional information for the game was released between 1997 and 1998. After repeatedly announcing and deferring release dates, 3D Realms announced in 2001 that it would be released simply “when it’s done”. No official video of the game was shown for almost eight years, until 3D Realms released a new teaser trailer in December 2007, but the game “sank” yet again soon afterwards.

In May 2009, 3D Realms was downsized for financial reasons, resulting in the loss of the game’s development team. Statements by the company indicated that the project was due to go gold soon with pictures of final development. Take-Two Interactive, which owns the publishing rights to the game, filed a lawsuit in 2009 against 3D Realms over their failure to finish development. 3D Realms retorted that Take-Two’s legal interest in the game was limited to their publishing right. The case was settled with prejudice and details undisclosed in July 2010.

On September 3, 2010, after fourteen years, Duke Nukem Forever was officially reported by 2K Games to be in development at Gearbox Software. It was originally confirmed to be released on May 3, 2011 in North America, with a worldwide release following on May 6, 2011. This was, however, delayed by a month to June 10 internationally, with a North American release on June 14.

On May 24, 2011, it was announced that Duke Nukem Forever finally “went gold” after 15 years. After going gold the launch trailer for Duke Nukem Forever was released on June 2, 2011, quelling any doubt that release was anything but imminent. On June 27, 2011, Aspyr Media announced that Duke Nukem Forever would be making its way onto Mac OS X in August 2011. It was made available for pre-order on June 27 via their online game distribution platform GameAgent.

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That review was harsh, with reason. He couldn’t get the thing to work even after asking for the developer’s assistance. Instead of admitting the unit was broken they tried to bribe him to claim it was good. Then they blamed that review when they shut down claiming it destroyed their investors’ confidence. Andru Edwards, meanwhile, received a pair with much less issues.

Paid reviews and promotional budget don’t make a great product.

The hard work of careful refinement is what brings delight to users, and that makes the market.

It’s why iPhone X is taking longer and ramping cautiously, but will be a blockbuster.