SumDrunkGuy
Guest
I can't believe they changed Maiden Astrea's theme. I'm likely to skip over the piece of shit for that alone.
Literally unplayable.I can't believe they changed Maiden Astrea's theme. I'm likely to skip over the piece of shit for that alone.
Literally unplayable.I can't believe they changed Maiden Astrea's theme. I'm likely to skip over the piece of shit for that alone.
Featuring developers from Bluepoint Games and Japan Studio, we unravel the years of work that went into remaking Demon's Souls for the PlayStation 5.
0:00 - Intro
1:49 - Who are Bluepoint?
5:29 - How to Remake a Classic
15:48 - Rebuilding Boletaria
21:35 - Design Tweaks & Changes
32:18 - Flamelurker
35:42 - Camera, Physics & Sound
48:30 - Working Smart
54:18 - Conclusion
56:41 - Credits
Not only making older games feel modern, but doing so in a way that doesn't alter the core feel of the game.
A bad mind-set to have for a job like this.To reach their objective they must battle player expectations, heartfelt nostalgia, rose-tinted glasses and foggy memories.
They did have all the essential design documentation for the original, but chose to go away from it.They had some decent archives, Here's multiple pieces of (original) concept art. We had all the design documents (in Japanese)
I think what's really interesting about Boletaria in general is the art change from the original to to the Playstation 5 version. And taking it from a kind of Roman neoclassic squared-off look to a much more Gothic-leaning kind of style.
And the reason that I was okay with that is that I think gaming trends change.
So much of this video reeks of "We'll Design it Better!" without grasping the tonal link underlying everything in the original and I don't anything captures that better than the shift in architecture. Demon's Souls, King's Field and Dark Souls to a degree all had a distinctly dreamlike atmosphere and felt more akin to a twisted fairy-tale or Grimm's Fable than a Gothic Dreadful.It gave the artists a lot more freedom to create this realistic world.
What?We didn't really know how to interpret the original model for Flamelurker
It couldn't be more obvious this team wants to make their own game. Better they do that than continue to drag their hands over the designs and aesthetic subtleties of age-old Japanese games they're not able to grasp.
What?
The PS3's models weren't that primitive. And I thought they had access to all the old design docs and concept art.
And the reason that I was okay with that is that I think gaming trends change.So much of this video reeks of "We'll Design it Better!" without grasping the tonal link underlying everything in the original and I don't anything captures that better than the shift in architecture. Demon's Souls, King's Field and Dark Souls to a degree all had a distinctly dreamlike atmosphere and felt more akin to a twisted fairy-tale or Grimm's Fable than a Gothic Dreadful.It gave the artists a lot more freedom to create this much more realistic world.
remake = shitty lightingYeah the lighting is lol worthy. Who approved this art direction? The lighting doesn't suggest 'desolation',' decay', or 'evil', it suggests 'historical museum' lol.
Not only making older games feel modern, but doing so in a way that doesn't alter the core feel of the game.A bad mind-set to have for a job like this.To reach their objective they must battle player expectations, heartfelt nostalgia, rose-tinted glasses and foggy memories.
They did have all the essential design documentation for the original, but chose to go away from it.They had some decent archives, Here's multiple pieces of (original) concept art. We had all the design documents (in Japanese)
I think what's really interesting about Boletaria in general is the art change from the original to to the Playstation 5 version. And taking it from a kind of Roman neoclassic squared-off look to a much more Gothic-leaning kind of style.And the reason that I was okay with that is that I think gaming trends change.So much of this video reeks of "We'll Design it Better!" without grasping the tonal link underlying everything in the original and I don't anything captures that better than the shift in architecture. Demon's Souls, King's Field and Dark Souls to a degree all had a distinctly dreamlike atmosphere and felt more akin to a twisted fairy-tale or Grimm's Fable than a Gothic Dreadful.It gave the artists a lot more freedom to create this realistic world.
What?We didn't really know how to interpret the original model for Flamelurker
The PS3's models weren't that primitive. And I thought they had access to all the old design docs and concept art.
It couldn't be more obvious this team wants to make their own game. Better they do that than continue to drag their hands over the designs and aesthetic subtleties of age-old Japanese games they're not able to grasp.
it's much more demanding in terms of twitch skills when compared to DeS, DaS1 or DaS2.People think DS3 is hard?
Also many of them have windups that can go into multiple attacks so they can't be predicted. And many have attacks that are about 10 frames from startup to hit, which is faster than the average human reaction speed. (Pontiff Sulyvhan has both of these.) Oceiros even has an attack that has 0 frames of startup and turns his entire body into a damage hitbox.They're faster, more agressive, have more moves and sometimes they even have transformations or different phases.
Sorry to bring up such an old discussion, but one major point you both are missing is the artistic intent of the music within the context of the boss fight, which is something worth discussing even without going into the quality of either pieces of music.Original by a mile. It even manages to be more harmonically complex despite being less elaborate.
Fucking hell I'd expect this from dildos who don't know jackshit about music but coming from you? You know full well the original orchestration was a budget-driven slapdash mix of a handful of real instruments and cheap electronics while the remake OST is a proper orchestra deal. It'd be like saying Beethoven's 5th performed by two dudes with digital Yamaha keyboards at a wedding party was WAY better than a concert at La Scala.
You should be ashamed for pandering to ignorant nostalgiafags for K-points.
The original soundtrack it's slow, ponderous and as mentionned is more akin to a grim funeral march than a frantic action sequence. It's there to add an entirely new layer of meaning to the fight on top of what is directly present of your screen. The result will vary from player to player, but for me at least the kinetic sensation was less adrenaline filled but more ominous, more dangerous
Bro, that's my point. Your example is also a case of blatantly changing the intention of the original music. The original intention, the one that should be respected if someone was to hypothetically do a remake of that scene, is that of the soaring, uplifting soundtrack, replacing it with a tiny violin would be going against Peter Jackson's vision (regardless of whether you consider that a good or a bad thing). The Flamelurker had a somber and slow soundtrack which got transformed into a frantic 'epic' version of itself. It's the opposite direction from your LOTR example but still the same process. I was specifically commenting the details of the change, but the crux of the argument remains that the biggest sin that the remake commited in my opinion was going against the intent of the original in terms of that soundtrack.Imagine the triumphant ride of the Rohirrim in the Battle of the Pelennor Fields in the third LotR movie being accompanied by a plaintive wail of a tiny violin. You could talk about artistic intentions and entirely new layers of meaning but for me it'd just be a pointless, eye-rolling attempt to subvert our expectations at all costs, something seems to be very much in vogue these days.
Come one, you're being disingeneous here. Flamlurker's OG soundtrack is nothing like a fragile theme, it's deliberately heavy and ominous.accompanying viscerul action sequences with slow, fragile themes