What game do you want remade for Better Gameplay?

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CaitSeith

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Jun 30, 2014
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Tilly said:
Mass Effect 1. Big time. Such a great game from narrative and world design perspectives. But my god was that gameplay clumsy. By ME3 they'd really polished it. Although made it a bit too shooter-like.
A bit? That's an understatement. But I agree. The Vanguard gameplay was really fun in ME3.
 

RealRT

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I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
 

Joccaren

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Mar 29, 2011
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RealRT said:
I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
So long as they don't turn it into an action RPG sure. Focus needs to be on tactics and telling the character what to do, not skill and doing it yourself. Not enough of those games these days, outisde RTS which is a completely different genre to itself.

Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
 

Joccaren

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Mar 29, 2011
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RealRT said:
I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
So long as they don't turn it into an action RPG sure. Focus needs to be on tactics and telling the character what to do, not skill and doing it yourself. Not enough of those games these days, outside RTS which is a completely different genre to itself.

Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
 

Ryallen

Will never say anything smart
Feb 25, 2014
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Something Amyss said:
The first one that comes to mind was a monster game that I don't remember the name of from the PS2 era. It had passable graphics at the time and some nice destruction capacity, but the handling was such that it would have been easier to find a real monster, hop on its back, and shout commands. I was trying to remember this game recently because I hear Godzilla is awful.
Are you talking about War of the Monsters?


OT: Mine would be Kingdom Hearts II. I loved the game when I was a child. But now that I'm an adult, I see now that the combat was clunky as hell. Attacking in the game isn't as quick as it needs to be, as well as blocking. Fix that and the game is golden.
 

pearcinator

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Mass Effect 1 (have it's gameplay like Mass Effect 3)

KOTOR (I just want a KOTOR remastered dammit!)

Goldeneye 007 (a remake of the N64 game with more modern FPS controls)
 

Tilly

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CaitSeith said:
Tilly said:
Mass Effect 1. Big time. Such a great game from narrative and world design perspectives. But my god was that gameplay clumsy. By ME3 they'd really polished it. Although made it a bit too shooter-like.
A bit? That's an understatement. But I agree. The Vanguard gameplay was really fun in ME3.
Well "a bit" relative to the fact that it was already intended to be shooter-like. Although it arguably felt more shooter-like because they cut back on the exploration and general role-playing a lot more.
 

RealRT

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Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
 

pookie101

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RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
 

RealRT

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pookie101 said:
RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
Yeah, too bad the tactics presets were still really amazingly useless and I didn't want to spend time fine tuning it and testing it until they actually get useful. You know how it was back in KotOR? You could choose one of three presets - and that's it and those presets were actually fairly useful, only rarely did I have to take control of other characters.
 

MrOmNomNom3

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Full Spectrum Warrior was good fun, but poorly optimized and had confusing controls. I can run Skyrim, a game that looks a lot better, on mid-graphics at 30 FPS, but FSW ran at 10.
If it was remade to be optimized better so it doesn't run like a fat guy running a marathon, wasn't confusing to a casual who mainly plays Binding of Isaac, made the game easier (Soldiers die in about 2 hits on the EASIEST DIFFICULTY, and because I don't want other soldiers to die, especially not my squad leader, I HAVE to get my other squad to run in, while there is about 2 heavy machine gunners firing at all times, take the guy, and get him out of there, leaving 3 more soldier corpses from the machine gunners shooting the squad to bits.), made it so that the best way to play isn't just you having ALL of your soldiers focusing on 1 soldier because they have no idea how to aim, updated the engine so that I don't have to constantly fight it to make it work (My play sessions consist of "NO, THE CIRCLES SAID YOU WOULD BE OVER HERE, NOT RUNNING TOWARDS THE DAMN MOUNTED MACHINE GUN SO THAT YOU'RE MOWED DOWN LIKE A BLADE OF GRASS FACING OFF AGAINST A DAMN LAWNMOWER!"), yeah the game needs a lot of patch work, but IF they remake it and get it to work BETTER, it would basically be the new XCOM except without the constant waiting to get BACK into the gameplay because it takes 3 IRL hours for the aliens to decide to do something. (A bit of exaggeration, but I was able to get 5 research things done, build 3 satalites, and still have time to take a piss and grab some food while waiting for the aliens to do SOMETHING so I can play the game again). Except it's real-time and not turn-based.
 

Atmos Duality

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Secret of Mana.
The gameplay is pretty roughshod and hasn't aged well.

For one, the combat is decent to start, but becomes clunky as the game goes on.
Boss battles (after the first three or four) are more about spamming magic than anything and become hilariously one-sided affairs if any effort is put into maintaining spell levels.

While SD3 (Its Japan-only sequel) addressed those issues, it ended up a whole lot blander as a result.
Combat became "buff/debuff, tap attacks, use charge, repeat" which while functional, doesn't particularly engage either.

So, my redesign, mechanically, would involve giving all 8 weapons more "personality" and different functions within the environment. (axes bashed barricades and the whip was used to cross gaps, but I'd expand on that)

Magic would be redone entirely, in such a way that casting spells is viable without interrupting the action, but isn't the end-all be-all either.
 

pookie101

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RealRT said:
pookie101 said:
RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
Yeah, too bad the tactics presets were still really amazingly useless and I didn't want to spend time fine tuning it and testing it until they actually get useful. You know how it was back in KotOR? You could choose one of three presets - and that's it and those presets were actually fairly useful, only rarely did I have to take control of other characters.
personally i liked the detailed control having healing spells cast when anyone got under 75% health and potions used when under 50% for instance. but still it would be nice to have both detail and one click options
 

Hjalmar Fryklund

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Atmos Duality said:
While SD3 (Its Japan-only sequel) addressed those issues, it ended up a whole lot blander as a result.
Combat became "buff/debuff, tap attacks, use charge, repeat" which while functional, doesn't particularly engage either.

So, my redesign, mechanically, would involve giving all 8 weapons more "personality" and different functions within the environment. (axes bashed barricades and the whip was used to cross gaps, but I'd expand on that)

Magic would be redone entirely, in such a way that casting spells is viable without interrupting the action, but isn't the end-all be-all either.
As much as I enjoyed SD3, the magic casting did break the pacing really hard. Both the spell selection and the casting pausing the game every time made for an awkward flow.

That being said, there were definitely a good few spells which needed the pause (the nukes come to mind).
 

Blitsie

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JohnZ117 said:
Vampire the Masquerade: Bloodlines, excellent story, characters, dialogue, but some of the clunkiest combat encountered, especially in boss fights. It would definitely benefit from a better movement system overall, as well.
Agreed! Those last segments (especially the apartment block) where its just non-stop fighting for a really long time got pretty painful due to the combat system and it would definitely raise the game in perfect 10\10 territory for me if that ever got improved haha.

Anyway, Advent Rising would be my choice mainly so that it can get good sales and the trilogy can be finished haha. The premise was awesome but sadly the credits hit just as the story got really, really good and what ultimately brought it down was its lack of refinement and polish. The whole game just felt clunky and messy. If one keeps the story the same but gives everything else some TLC, we'd definitely have a helluva gem on our hands.
 

Scow2

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... Quest for Glory 3. As the first of the VGA QFG games, its gameplay is the worst. They DID remake the first one, and I stop at the 3rd after getting so used to the awesome recent 2nd game's remake.

Which is a shame, because the 3rd is my favorite aside from the actual gameplay and combat.
 

Atmos Duality

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Hjalmar Fryklund said:
As much as I enjoyed SD3, the magic casting did break the pacing really hard. Both the spell selection and the casting pausing the game every time made for an awkward flow.

That being said, there were definitely a good few spells which needed the pause (the nukes come to mind).
Aye. And the other big problem with magic (and level 2/3 techs, which are treated as magic spells by the game) in SD3 is that later in the game, several enemies automatically (and instantly) retaliate against magic/techs that don't kill them with their own techs/magic.

Which not only breaks the pace further, but actively punishes the player for using their characters abilities.

One would suspect that it encourages the player to be more judicious with their nukes, but in practice it just necessitates a quick trip to the AI behavior screen to mandate only level 1 techs (which all have higher DPS on average anyway), and to save magic nukes for bosses (or buffing)...unless you want to cheese the game with Silence effects, if your party has access to them.

Basically, if you don't want SD3 to degenerate into a lethal special effects sideshow (well, maybe once since SD3 is one of if not THE best looking game on the SNES), you're best off avoiding using offensive magic and techs entirely.
 

Flammablezeus

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Payday 2. The concept is fantastic. Grouping up with people to plan and pull off a heist? That sold me on the game. Unfortunately the actual gameplay feels very placeholder. It seems like a game that was abandoned very early in development. At first I thought it might just be me, so I looked up videos of people playing and only saw people struggling with incomplete/missing gameplay elements. You shout at people to get down and they get up seconds later and try to run off, just as a small example. You can't line people up against the wall, you can't bribe people that work at the place you're robbing, you can't tie people up. It's been a long time so I can't remember what else was missing. The GTA V heists look a lot better, even though they're only a minigame in a much bigger game. If it weren't for the horrible GTA V netcode, I'd be satisfied with that instead.
 

Hjalmar Fryklund

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Atmos Duality said:
Aye. And the other big problem with magic (and level 2/3 techs, which are treated as magic spells by the game) in SD3 is that later in the game, several enemies automatically (and instantly) retaliate against magic/techs that don't kill them with their own techs/magic.

Which not only breaks the pace further, but actively punishes the player for using their characters abilities.

One would suspect that it encourages the player to be more judicious with their nukes, but in practice it just necessitates a quick trip to the AI behavior screen to mandate only level 1 techs (which all have higher DPS on average anyway), and to save magic nukes for bosses (or buffing)...unless you want to cheese the game with Silence effects, if your party has access to them.

Basically, if you don't want SD3 to degenerate into a lethal special effects sideshow (well, maybe once since SD3 is one of if not THE best looking game on the SNES), you're best off avoiding using offensive magic and techs entirely.
I will say yes and no to this.

On one hand, certain enemies were definitely a bit far up crazy street (the worst one would be the shapeshifter variation that would copy a party member and proceed to spam their spam nukes, encountered in the final level) which gave risk/reward a really wonky skew.

But on the other hand, a lot of those enemies can be mitigated with stat ups/downs as long as you are willing to do a bit of micromanaging (though it must be said that this is one of the places where the issues with the casting pause come to the fore). Then you have those scenarios where Hawk´s Wanderer class almost invalidates certain enemies & bosses like Darkshine Knight and Koren.

Darkshine Knight does pretty much force you to set to LVL 1 Techs though, for sure.
 

Atmos Duality

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Hjalmar Fryklund said:
I will say yes and no to this.

On one hand, certain enemies were definitely a bit far up crazy street (the worst one would be the shapeshifter variation that would copy a party member and proceed to spam their spam nukes, encountered in the final level) which gave risk/reward a really wonky skew.
Any enemy that is an equivalent 2nd or 3rd player class analog (like Queen Bees who imitate Reis' light classes, or the upper tier werewolves imitate Kevin's dark classes, assassins/rogues dark Hawk's, and fallen knights Dark Duran's) has that class's level 2 or 3 tech as a regular and retaliation tech.

If you're under-leveled (which is likely; especially if you're me during the Godbeast hunts since I hate grinding for money/levels), a single mis-timed spell/tech can lead to a party wipe on the spot.

In the many, many playthroughs I've done of SD3, counter-techs are the cause of over 90% of my game overs.

But on the other hand, a lot of those enemies can be mitigated with stat ups/downs as long as you are willing to do a bit of micromanaging (though it must be said that this is one of the places where the issues with the casting pause come to the fore). Then you have those scenarios where Hawk´s Wanderer class almost invalidates certain enemies & bosses like Darkshine Knight and Koren.
There's a lot of enemies that are trivialized with debuffs, as long as your party composition and levels allow it.
(or if you farm a ton of stat-down casting items; one of Carlie's 2nd class proofs casts Black Curse, "The Every-Stat Down", but I don't recall the name immediately)

Hawk is especially powerful for that reason, since 3 of his four end classes all feature some skill(s) of cheesing the hell out of the game.

Dark Hawk, Light Reis, and Kevin (any flavor, really) remains my go-to easy-mode team. Early game is a little rough (Golems, Gorva and the Ninja Twins are super annoying, with the latter being a bit dangerous, but after that it's easy street)

Darkshine Knight does pretty much force you to set to LVL 1 Techs though, for sure.
Ol' Darkshine Vader is a special little snowflake who hates everything but normal attacks and level 1 techs.
DSK is immune to Silence, and you can't reflect techs, so that leaves stat-downs.

(I haven't Black Cursed DSK in a while, so I don't recall if it actually cripples him much; I just remember the last time I Power-Downed him, his counter-attacks were still WAY STRONGER than they're supposed to be and nearly killed my party. Though again, I might have been under-leveled since I hate grinding)

Koren on the other hand doesn't retaliate with Techs but actual magic; so he's quite susceptible to the Counter-Magic buff from Wanderer or its item equivalent in Matango Oil; turning his fight into a comedic special effects show where he repeatedly ***** slaps himself in the face with his own magic until he dies.

(the only funnier death is using Anti-Magic on Black Rabite, who kill ITSELF trying to heal via mass-chained Dark Force)

I think Bigieu in Hawk/Reis's path has a similar fight, only she has some "magic" that ISN'T technically "magic" since it's not reflectable.

...Come to think of it, SD3's magic system just isn't well balanced at all.
Kinda why it and SoM deserves a remake overhaul in that regard.

If I were to fix the magic in those kinds of games, I'd probably go to a targeted spell system where the player chooses some spells from the regular menu, slaps it on their hotkeys (d-pad or whatever on a controller) and when they select the spell they go into a casting mode.

While casting, they use a reticule to aim and can still move around, but they have to be careful because as they take other actions while casting the spell, it casts more slowly. If they move around, attack or get hit too much while casting the spell fails entirely.

That way, they aren't stopping the action every 5 seconds to open a menu and freeze the action.
(only major spells should "stop the action" for effect)

Thinking further, I could make it so certain weapons behave differently while certain spells are equipped...hmm.
Things to ponder.