the most glorious thing it's that probably the original game will be better than the remake
Yes, and the funniest thing it's that despite this the original will continue to be better? This is effectively original game with new coat of paint and some modern QOL. The remake they tried to do was reimagination that failed and they went back to this.
Name three remakes that are better than the originals. And if you're gonna say one of the Resident Evils, think again before I click on that popamole button.the most glorious thing it's that probably the original game will be better than the remake
"Remake" in gaming it's a terrible definition because actually it means too many and contradict things.Name three remakes that are better than the originals. And if you're gonna say one of the Resident Evils, think again before I click on that popamole button.
also what they "went back to" still has a different mood, sound design, altered weapons and hardware loadout, etc
Resident Evil 1's remake is superior.Name three remakes that are better than the originals. And if you're gonna say one of the Resident Evils, think again before I click on that popamole button.
If you're into monochrome, yesResident Evil 1's remake is superior.
Yes, it's a dark horror game and looks much better than the original's tacky wallpaper. And this is just graphics whoring, the gameplay is superior as well. You can kill every single enemy in the original while the remake forces you to be more conservative. In terms of survival horror it's absolute incline.If you're into monochrome, yes
The original also took way less time to make than this remake.the most glorious thing it's that probably the original game will be better than the remake
I would argue that the "tackiness" makes for a more unsettling and novel experience compared to the "everything is grey and dark" that you've seen a thousand of times already in horror settings.Yes, it's a dark horror game and looks much better than the original's tacky wallpaper
100%. The remake has a very haunted house vibe compared to the original's more vibrant look, which is fine but definitely less unique and unsettling.I would argue that the "tackiness" makes for a more unsettling and novel experience compared to the "everything is grey and dark" that you've seen a thousand of times already in horror settings.Yes, it's a dark horror game and looks much better than the original's tacky wallpaper
At this point it would be simpler to talk about what things took more time than remaking SS1. In terms of how long a time span has been spent on active development this might be the longest game. Even DNF had a complete halts to development before a restart and was shelved for a time.The original also took way less time to make than this remake.
100%. The remake has a very haunted house vibe compared to the original's more vibrant look, which is fine but definitely less unique and unsettling.I would argue that the "tackiness" makes for a more unsettling and novel experience compared to the "everything is grey and dark" that you've seen a thousand of times already in horror settings.Yes, it's a dark horror game and looks much better than the original's tacky wallpaper
I think if they had the kind of atmospheric lighting you have in modern games, Looking Glass would have used it. There are clearly some primitive attempts at atmospheric light and shadow dotted throughout the game, as well as a few instances where lights suddenly come on in a dark space, or go out in a light space. (In fact IIRC part of the gameplay is to get the lights on in spaces as you go.) And from what I played of the demo, the devs here have retained some of the pastel-like colouring of some of the walls and structures.
If anything's problematic about transferring those old games to a modern format, I think it's more the level design. In those days, you could get away with hinting at the function of a space with the graphics, but having the actual level architecture of it be focused on the gameplay, without it having to make a whole lot of sense from the point of view of quasi-realism. In games like Doom, Heretic, Hexen, you had lots of mysterious, cyclopean architecture that was kind of meaningless (but both evocative from the point of view of the textures used, and functionally blocked-out in a gameplay sense). Whereas the more real things look, the more your mind expects the spaces to be the kind of space you'd see in the real world - but that then makes it more difficult to have the same sort of gameplay as the old school gameplay with its made-for-gameplay level design.
Apropos another game entirely, I remember reading about how the nuXCOM guys designed the levels for gameplay, using simple grey blocks, and only later tried to think of a real-world function that might clothe those blocks, with all their relative positions, in a graphic covering that made some kind of sense from a quasi-realistic point of view as well. But the devs here don't have that luxury - they have to keep some element of the familiar old levels, at the risk of making quasi-realistic stuff look nonsensical from a realistic point of view. It's probably difficult to strike the right balance.
One idea I have for a game in this same sort of theme is to let procedural generation go wild on the level design, to create that same sort of sense of being in something that was not design to meet human needs.The seemingly illogical layout of Citadel is explained in-game:
SHODAN used repair drones to remodel the station as it saw fit. By the time you awaken, you're no longer on a space station designed for and used by humans, you're on what an inhuman AI thinks a space station ought to look like. Hence rooms with no immediately obvious purpose, hallways that lead to nowhere, strange twisted architecture that loops back on itself, and so on.
I know this lore tidbit is hidden away in a couple of logs and not common knowledge, but when you know it, the level design becomes thematically incredible, and SHODAN feels more threatening than ever. There's a lot of wonderful visual things you could do with this theme - the original game already does a superb job of creating incomprehensible level layouts and purposeless rooms that could only come from the "mind" of an AI, but imagine what a creative dev team could do with this concept on a modern engine. Sadly, the people in charge of this remake think that System Shock is a game where you walk down a dark corridor and go "aaah!" when a scary mutant pops out.