That's not really the point though, again. Plus I already said in my first comment.Saelune said:I'm asking you to elaborate. What are the big changes you don't like about them?
That's not really the point though, again. Plus I already said in my first comment.Saelune said:I'm asking you to elaborate. What are the big changes you don't like about them?
You said why you don't like the Black Mesa remake of HL1, which I never played. As for the 3DS remakes, those are minor ones, ones that I also disagree with since I think they made both games look much better.Nazulu said:That's not really the point though, again. Plus I already said in my first comment.Saelune said:I'm asking you to elaborate. What are the big changes you don't like about them?
There is so much to be said, and I don't have time for it, which is why I never set up my comments to go into long explanations on certain topics. What I said about Black Mesa is just a crumb out of the whole problem cake.Saelune said:You said why you don't like the Black Mesa remake of HL1, which I never played. As for the 3DS remakes, those are minor ones, ones that I also disagree with since I think they made both games look much better.Nazulu said:That's not really the point though, again. Plus I already said in my first comment.Saelune said:I'm asking you to elaborate. What are the big changes you don't like about them?
the controls are awfulCandescence said:While I sorta agree, maybe, Nintendo is making an effort to actually re-release old games via Virtual Console, something that neither of the other console makers are doing - hell, you can't even buy PS1 games on the PS4 despite it being available on both PS3 and Vita.
I don't think Nintendo intended to 'replace' Star Fox 64 (and by extension the original SNES game), since both 64 and 64 3D are available to buy on VC and 3DS respectively (I do like 64 3D, any negative changes are entirely aesthetics-based and not a big deal, same with OOT 3D and Majora's Mask 3D, which I honestly consider to the the definitive version of both games in pretty much every way, they're just so much more playable and better-looking while being faithful to the original games art style). Zero sorta follows the same premise as 64 and SNES, but the progression is considerably different and even has some major story changes.
Besides, I find it hilarious that people are up in arms about Star Fox Zero having a 'gimmick' when the entire series has been built on being tech demos for certain things - the original SNES game was for the 3D FX Chip, Star Fox 2 was supposed to be a sorta-strategy game with absolutely no on-rails sections and the chicken walker, 64 was for the Rumble Pak, Adventures was a graphical showcase that still holds up today, Assault had the ground combat (wasn't so great, but the multiplayer was absolutely incredible) and Command had stylus movement and the turn-based "RTS" mission structure. Zero is just continuing a series tradition. Zero's motion controls aren't even bad, they could be better and take time to get used to, sure, but I honestly can't go back to 64's control scheme when Zero provides a beautifully elegant control scheme that relies on just the sticks and triggers (and a single button from time to time to transform). So much more control and flexibility, while allowing the gameplay to be faster-paced and more interesting - Star Wolf dogfights are more aggressive and challenging since you no longer need to get directly behind an enemy to shoot at them, the challenge is keeping them in your sights. And the gamepad screen isn't even needed 80% of the time, you could probably tweak the gameplay a bit to not need the gamepad screen at all. The gyro takes a bit of practice, but at least it's way easier than inputs you see in traditional fighting games.
Do remember that people hated the dual-stick paradigm when it was first being used in FPS titles before Halo came along and popularized it, and non-gamers find modern controllers that don't use motion controls to be incredibly unintuitive. More games need to use gyro controls, really, it's a godsend in Splatoon and the Steam Controller would be much worse without it.
I'm not sure you've really played the first game then. The story's exactly the same. Story's also about two sentences long.Dane Tesston said:I felt so compelled to argue your points here, I went and dusted off this old account. As someone who has played pretty much every game in this series, I can happily say that I loved every second of this thing. This was forty bucks well spent for me, and I don't see where you're coming from here. All due respect, to say that this game is "the EXACT same" as the original is a near complete lie. The story is widely different,
http://www.gamefaqs.com/ps2/561107-ratchet-and-clank/faqs/59212and there are almost no weapons from the original game.
You really couldn't. There's shockingly actually less areas in the "remake" than the original game. It's SHORTER. But the area progression is still almost beat for beat the same. Saying "Well they changed the level design" is laughable. Of course they're going to change the level design. But the level itself is still basically the same. Each planet has two to three objective "paths" that lead to a shortcut back to the start. Just like before.The cast is either populated with entirely new characters, characters who were already there being differently interpreted by some degree or another, and then there's the characters who are outright gone. Many of the areas from the first game are here, yes, but are done differently enough that any claim of them being the "exact same" is going to fall flat. And I could go on.
All it does is increase the percent rate of some stuff. That's useless. You have no idea what the drop rate is to start with, and increasing it makes no substantive change to gameplay at all. If you played the game without picking up a single card nothing would change. That's a pointless gameplay system.I would hardly call the card system "pointless". There's no arguing that it's a gimmick, but at least it's a gimmick that does something useful. More bolts and raritanium may not be earth shattering, but it's not exactly detrimental, either.
To take a highly flawed game with good ideas in it, then polishing it up in EVERY area and removing as many weaknesses as possible so people can enjoy the goodness without being dragged down by any shit that may be covering it.What's the point in remaking something that was already good in the first place?
For downloads maybe but if you wanted to implement the software simply to play it from a disc you already own it shouldn't be a problem. With PS1 emulators if you want it to be 100% legal then you just need two things. 1 you must own a physical copy of the game you are running even if you're using an iso. 2. you must own a physical PlayStation with matching bios firmware as that used in the emulator. Then you're all green as far as copy right goes. This is to the best of my knowledge. I'm a not a lawyerFlatfrog said:I don't see why it would be hard for modern consoles to include emulators for older ones. I've got an N64 emulator and a PS1 emulator on my computer that I've used to play old Crash Bandicoot and Banjo-Kazooie games perfectly successfully. I suspect the biggest problem isn't making the consoles backwards compatible but dealing with the horribly complicated rights issues involved.
Just wait the day (maybe 20 years from now) when the latest graphics make Portal look like Earthbound in comparison, and the latest technology makes it impossible or awkward to play.SilverUchiha said:I would say a stronger point could be made by saying it's better to make a new game / sequel than to remake a game that has already proven itself good and that could only possibly be updated with some visual polish. Let's look at Super MArio Bros (the original). That first level has been remade in several different Mario 2D titles (very recently) but thats as far as most of the new games go, offering new levels, items, enemies, etc. While the "New" Super Mario bros games don't feel like they're doing anything truly innovative, they're at least adding new tricks to old ideas, making a new game in the process without remaking the first entirely.
Or, to put it another way, it'd be more like remaking Portal but with polished graphics, no changes to gameplay, and maybe several moments that are designed to pad out the run-time of the game without actually being necessary to the game. The current Portal game is damn near perfect. If we're going to make more things in Portal, can we just make a new game rather than remake the first one? New stories, characters, and concepts rather than wallowing in what was already successful and that I already bought for $5? I'm not interested in buying it again. I want something new. And that's my general problem with remakes is that it shows a lack of creativity and a growth in stagnation while waiting for something truly new or innovative to arrive.
You have a point. Whetever they deserve to be payed double or not, it's certain that there is something not working correctly in the gaming industry that makes the second-hand sales look like a very negative prescence from the artists' perspective (maybe the cost & time vs gains ratio is different than with other artists). Besides, when I buy second-hand, they don't receive any money from me (all my money goes to the store). But if I like the game very much, I want the artists to have my money as a token of gratitude (not the store or the publishers/investors).DracoSuave said:Holy crap this standout is a bit of a bad logic bad case.
"Besides, the original creators of a game don't see any of the money from a second-hand sale, and I'm somewhat invested in the system wherein professional creatives get paid to do work."
Does this mean that used book stores should pay royalties to authors? Does this mean that people who sell paintings they bought from an artist should give royalties to an artist again? No?
Well what makes video game content creators so different that they feel entitled to doubledip when literally every OTHER artist respects First Sale Doctrine?
If I buy a copy of a new game, you should get your cut. Obviously. You deserve a cut for every copy in circulation. If 100 copies are in circulation, you should get 100 paychecks. If a million are, you get a million paychecks. This is fair and equitable. Any more or less is not.
So, if you sold 1000 copies and only got 300 paychecks... that's not right. If you sold 1000 copies and got 2000 paychecks, that's also not right.
So let's say those thousand people sell their copies. How many total paychecks do you deserve? Well, 1000 copies in circulation equals 1000 paychecks, so you should be paid a total of 1000 times. So, we take the 1000 times you already were paid, subtract 1000 from that... and look, you get paid zero times from secondary sales, because you were already paid for those copies.
See your sentence implies that professional creators were NOT paid to do work, but you were. Every used copy sold was originally a new copy sold, and that means that you have already BEEN paid.
I have yet to see a single justification for why video game artists are special cases where they are somehow different from all other artists, and I am waiting patiently for someone to actually explain this.
The problem is not second-hand sales as a concept.CaitSeith said:You have a point. Whetever they deserve to be payed double or not, it's certain that there is something not working correctly in the gaming industry that makes the second-hand sales look like a very negative prescence from the artists' perspective (maybe the cost & time vs gains ratio is different than with other artists). Besides, when I buy second-hand, they don't receive any money from me (all my money goes to the store). But if I like the game very much, I want the artists to have my money as a token of gratitude (not the store or the publishers/investors).DracoSuave said:Holy crap this standout is a bit of a bad logic bad case.
"Besides, the original creators of a game don't see any of the money from a second-hand sale, and I'm somewhat invested in the system wherein professional creatives get paid to do work."
Does this mean that used book stores should pay royalties to authors? Does this mean that people who sell paintings they bought from an artist should give royalties to an artist again? No?
Well what makes video game content creators so different that they feel entitled to doubledip when literally every OTHER artist respects First Sale Doctrine?
If I buy a copy of a new game, you should get your cut. Obviously. You deserve a cut for every copy in circulation. If 100 copies are in circulation, you should get 100 paychecks. If a million are, you get a million paychecks. This is fair and equitable. Any more or less is not.
So, if you sold 1000 copies and only got 300 paychecks... that's not right. If you sold 1000 copies and got 2000 paychecks, that's also not right.
So let's say those thousand people sell their copies. How many total paychecks do you deserve? Well, 1000 copies in circulation equals 1000 paychecks, so you should be paid a total of 1000 times. So, we take the 1000 times you already were paid, subtract 1000 from that... and look, you get paid zero times from secondary sales, because you were already paid for those copies.
See your sentence implies that professional creators were NOT paid to do work, but you were. Every used copy sold was originally a new copy sold, and that means that you have already BEEN paid.
I have yet to see a single justification for why video game artists are special cases where they are somehow different from all other artists, and I am waiting patiently for someone to actually explain this.
DOOM is a good target for a remake because it was ambitious enough to be limited by the tech of the time; DOOM and DOOM II don't even have real 3D graphics. The same could be said for Final Fantasy VII, or Quake, or any other game pushing the envelope. If a game was operating comfortably within the boundaries of what was possible and didn't suffer as a result, remaking it serves no particular purpose.Remus said:And yet Doom is still awesome. If a game is remade in the spirit of the original and isn't simply a retread of the same level design with updated graphics, I say go for it! As for Silent Hill 4, if they fix AI pathing issues, I might try it again. Never could get Eileen through a level unscathed so i got stuck with one of the bad endings.
As evidenced by the fact that on this very site we have and article about the 8 fictional (video game) universes that deserve their own movie.Yahtzee Crowshaw said:Video gaming has had so much disrespect over the years that it appears to have completely internalized it, and takes every available opportunity to bow down in worship to movies as the obviously superior medium.