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Google Glass, RED Hydrogen One, PlayStation VR2, Microsoft Surface Duo, and Magic Leap One each promised a striking new way to use technology. Their problems were different, but the same question followed each launch: did the experience justify the price, extra hardware, software limits, and uncertainty about long-term support?

Looking back, the skepticism was reasonable—not because every ambitious gadget is doomed, but because these products had real gaps between their headline promise and their practical value. The launch-era judgments below are reported by BGR in a feature syndicated by Yahoo Tech on September 29, 2026; dated lifecycle and compatibility details are linked to the relevant manufacturers.

Why these gadgets drew skepticism

The five products span smart glasses, a smartphone, console VR, a dual-screen phone, and mixed reality. Their shared weakness was not simply that they were unusual. It was that the everyday case for buying them could be undermined by usability issues, limited apps or content, added system costs, unmet hardware ambitions, or a short support runway.

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Sticker price alone also did not tell the whole story. A headset might require a console or a separately purchased accessory; a device might depend on a narrow app ecosystem; and a product’s usefulness could change as services and support ended. Those considerations matter as much as launch-day excitement when judging whether skepticism was warranted.

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Google Glass: a conspicuous interface with practical and privacy concerns

Google introduced Glass in 2012, and its Explorer Edition arrived in 2013 for $1,500, according to the BGR feature. The concept put a small display and camera in a wearable format, but the feature describes limited battery life, difficulty of use, sparse app support, and a conspicuous design. A camera worn in public also raised privacy concerns.

The product’s later history needs a distinction: Google’s official lifecycle notice concerns Glass Enterprise Edition, not every original consumer Explorer device. Google stopped selling Enterprise Edition on March 15, 2023, and ended support on September 15, 2023. The company said existing devices and software could continue to be used, but no software updates were planned; Meet on Glass might stop working at any time after support ended. Google’s Enterprise Edition FAQ does not say that all Glass hardware instantly stopped functioning.

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RED Hydrogen One: an ambitious 3D phone with a costly promise

RED launched the Hydrogen One in 2018 at a reported $1,295. Its defining pitch was a glassless 3D display, but the BGR feature judged that screen underwhelming and said the phone’s hardware and camera did not deliver enough for the price. The planned modular accessories, which could have expanded the device’s capabilities, never reached the market, and the feature reports that RED abandoned both the project and a second generation.

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Those are the feature’s retrospective assessments; the cited material does not independently establish controlled performance comparisons or a fuller manufacturer lifecycle record. The skeptical case is therefore best understood as a mismatch between a premium price and the experience and expansion path described in that account.

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PlayStation VR2: a capable headset still depended on its wider system

At its $550 launch price, PlayStation VR2 was not a standalone purchase for console players: it required a PlayStation 5, making the cost of entry higher than the headset price alone. The BGR feature also points to a limited available VR library and no backward compatibility with the prior generation as reasons the proposition looked constrained, alongside later price reductions and reduced first-party support. These are the feature’s dated characterizations, not a current assessment of the complete game catalog.

PC use adds a separate hardware consideration. Sony announced a PC adapter as an additional accessory, not an item included with the headset. Sony says the adapter lets players expand their library with SteamVR titles; that is the company’s promotional description, not a guarantee that every PC VR title or setup will work identically. See Sony’s PC-adapter announcement for the accessory context.

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The value question is consequently broader than whether the headset itself is good: buyers have to account for the host platform, the games they actually want to play, and—in the case of PC use—the separate adapter.

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Microsoft Surface Duo: two screens did not erase software friction

Surface Duo launched at a reported $1,399 with two AMOLED displays joined by a hinge. The BGR feature says software and performance difficulties made the dual-screen concept harder to realize in practice, while the absence of NFC and 5G left out features some buyers expected at that price. It also characterizes the device as failing to gain traction and says Microsoft left mobile hardware in 2023.

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The cited account does not independently verify those launch specifications or lifecycle claims against Microsoft documentation. The core skeptical point is narrower: a distinctive form factor could not, by itself, ensure that apps, performance, and familiar phone features made the device compelling.

Magic Leap One: mixed reality carried substantial hardware and content limits

Magic Leap One was released in 2018 at about $2,295, according to the BGR feature. It describes a limited field of view, only a few hours of battery life, an external tethered unit, and a small app library—constraints that made the system less convenient and left fewer experiences to justify its price. The feature says Magic Leap shifted away from the consumer market in 2020.

Magic Leap’s current support information gives a clearer endpoint for the first-generation device: Magic Leap 1 reached end of life on December 31, 2024. It no longer receives OS updates or Care support, its cloud services are unavailable, and the device and apps reached end of life. Magic Leap’s end-of-life notice describes service and support changes; it does not imply that every locally functioning device ceased operating on that date.

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What the five products show—and what they do not

Across these examples, the most useful lesson is to evaluate the whole ownership proposition rather than the launch concept. A high price magnifies the consequences of limited software, awkward daily use, or missing features. A required host device or separate accessory raises the real entry cost. And a product that depends on apps or cloud services needs a support horizon that matches what buyers expect to use.

  • Ask what must be bought alongside it. PlayStation VR2 requires a PS5 for its console use, and PC play involves a separately sold adapter.
  • Look for the experience, not just the spec. A novel display or form factor matters only if the available apps, games, and controls make it useful.
  • Check the gap between promise and delivery. Hydrogen One’s planned modular accessories did not arrive, according to the BGR feature.
  • Consider the support lifecycle. Google’s Enterprise Edition and Magic Leap 1 have documented end-of-support or end-of-life dates, with different consequences for updates, services, and continued use.

These cases justify skepticism toward specific products whose costs, limitations, or support realities weakened their case. They do not establish that all AR, VR, dual-screen devices, or experimental hardware are failures; a new category can succeed when the practical experience and ongoing support catch up with the promise.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.