Showing posts with label Megaman. Show all posts
Showing posts with label Megaman. Show all posts

Sunday, February 17, 2013

HD Re-releases, Remakes, and Reimaginings: Quick Cash-ins VS Earnest Effort




            The recent slew of HD re-releases has got me a little upset.  Before I get started though, let me say this.  No, I don't have a problem with ports or re-releases.  I'm not a purist who thinks that games were best on the consoles they were released on.  Re-releases serve a valid purpose in exposing a new audience to old properties and in gathering together games spanning many different consoles and putting them in one easy to use package.  However, what I hate is the blatant cash grabbing, the lack of care brought to bear in the games being re-released, and above all else, laziness.
If a game series can be re-released, companies will re-release it.
            Let me try to explain.  I was a big fan of the Final Fantasy compilations on the Playstation.  Each one either improved the graphics of it's previous incarnation or included a game that had never been released outside of Japan.  Even Final Fantasy Chronicles, which was almost a straight port of Final Fantasy 4 and Chrono Trigger, returned Final Fantasy 4 to its original difficulty and gave Chrono Trigger a boatload of extras for players to unlock, including new cut scenes, musical tracks, and a way of keeping score of how many endings had been unlocked.  With each of these re-releases, there was effort put into the package, as new content or whole new games were released.  What made the originals unique was preserved and at times improved.  Now, compare that to recent fare.
A Final Fantasy re-release before Square started handing those out like tissue paper.  It actually offered a more difficult experience and a number of extras for both games.
            The Silent Hill HD collection gathered only two games together.  Two games from the same console generation.  Two games which were originally already backwards compatible with the Playstation 3 before that was removed due to corporate greed.  But, how were the remakes?  Atrocious.  The games worked fine in their original states, but the "HD improvements" introduced a ton of graphical and audio glitches, removed some of the atmosphere that the originals had created, and required patches from day one for decade old games.  My simple question has to be, if I could still find Silent Hill 2-4 in stores as of 2012, why did this even need to exist?  It was far poorer quality and did not gather any of the more wayward games, like Silent Hill: Origins from the PSP or the original Silent Hill from the Playstation.
An HDcollection released in 2012 botched so badly that it looks laughable compared to the original release over a decade earlier.
            Once again, compare that to a good collection.  The Mega Man Anniversary Ccollection on the Playstation 2 gathered over eight Mega Man games together, spanning three console generations, with some that were never released outside of Japan.  The games had no errors, played just as faithfully as they did on their home consoles, and were preserved graphically.  This kind of collection is what I love.  Something like the Devil May Cry Collection which only gathers three games from the same console generation...yeah, I can let that slide since it was an entire series at the time, but my question still remains.  If you won't add anything extra, won't gather together games from far apart, and can, in fact, make the properties poorer for it, why are you even re-releasing these games?  The simple answer is money.  Companies bank on nostalgia and word of mouth from older games to sell these re-releases which are relatively inexpensive to make compared to creating a whole new AAA game, and continually churn them out.  Look, I get it.  Companies need money to survive and I've already said before, use it or lose it when it comes to IP.  I'm still waiting for a Breath of Fire or Suikoden Collection.  But honestly, I think that we give collections a bit too much of a free pass.  Especially compared to remakes or reimaginings.
This is how a collection or re-release should be.  Check the box art.  10 games on 1 disc.
            That brings me to my second point in this discussion.  Remakes and reimaginings.  Often, they requires a thousand times the work of re-releasing a compilation set, but because they deviate from the previous game, they get a lot of flak.  Examples of this are the Wild Arms remake, Wild Arms: Alter Code F, the Lufia 2 remake, Lufia: Curse of the Sinistrals, and Silent Hill: Shattered Memories, the remake of the original Silent Hill.  Now, the big difference between a remake or a reimagining and an HD re-release is this.  A re-release may touch up the graphics or add extras and Easter eggs , but it doesn't change the game.  Sometimes, this can be for the best, as some games are classic.  However, too often, I think that gamers don't appreciate the sheer audacity and courage it takes to make changes to these properties, which are considered almost sacred by their fans.
Wild Arms, the original
Wild Arms remake.  Can you see the effort?
            The three games I just mentioned drastically altered how their respective games were played while still keeping true to the spirit of the original.  And this, I think, is the whole point.  Trying something new with a property while being faithful to fans in their own way or fixing what was broken with the property to begin with.  Ben "Yahtzee"Croshaw, from Zero Punctuation on the Escapist, put it best when he described Silent Hill: Shattered Memories as, "This is everything a reboot should be.  Something not afraid to fix shit that didn't work."

            Going in a different direction from the original with a remake is not necessarily a bad thing.  New story bits, a fresh take on game design, or just fixing problems that were in the original allows gamers to experience something more polished as well while giving the game a new coat of paint.  These design choices take effort and courage, as even slight deviations can be seen as betrayals.  One major point of contention in Silent Hill: Shattered Memories was the lack of ability to defend oneself or the fact that enemies only appeared in certain sections of the game.  True, this may have deviated from the atmosphere of dread and constant danger that the original espoused, but it also allowed for a tighter, more focused psychological narrative.
Say what you want about the game changes to Silent Hill Shattered Memories, at least it made the effort to try something new.
            Of course, one doesn't have to rock the boat all that much to make a remake work.  The Dragon Quest games on the Nintendo DS are ports of their NES and SNES counterparts, only with better graphics.  However, a number of nagging issues have been addressed.  There is no longer a need to shut down the system while saving, there was additional content added to the games to help iron out story bits, and there is a better translation of the dialogue.  This is how a faithful remake can be done safely.  Keeping what fans know, I.E. the characters, story, and game design, while ironing out problems in the originals.

Dragon Quest 5 before remake
Dragon Quest 5 after remake.  It's the same game, just prettier and more polished.  As it should be.
            Lufia: Curse of the Sinistrels does the exact opposite.  It greatly alters the aesthetic, gameplay, puzzles, and changes the story somewhat, but manages to keep the characters, the villains and the overall feel of the game consistent with the original.  This allows gamers who have played the original to enjoy something new and fresh, while allowing easier access to the world of Lufia for fans who didn't get a chance to play the original.  It would have been simplicity to keep the same translation, same game design, and even the basic look of the game, making it just a straight port, but Neverland, the developers, decided to take a risk and offer the same familiar characters gamers loved in a fresh new adventure.  That took courage for the decision and a ton of effort, as the entire game was redesigned from scratch.
Lufia 2 in its original form
Lufia 2 remake.  It's like night and day.  A straight up RPG vs an action RPG.  Imagine the risk Neverland took in remaking this game.  That took courage.
            The point I am trying to make here is the difference between the worthwhile and the mundane.  I want gamers to understand the difference between earnest effort and a cheap cash in.  I give plenty of praise to remakes, but honestly, I love collections.  The Sega Genesis Collections on the PS2, PS3, and Xbox 360 have some of my favorite games of all times on them.  I got to play Megaman 5 and 6 for the first time with the Mega Man Anniversary Collection.  And the Capcom Classic Collections included some amazing old gems I'd never get a chance to play anywhere else.  But here's the thing.  Those collections had a large number of full games together at once, with additional functionality, Easter eggs, and secrets to unlock.  The Mega Man collection had about 10 games, some of which were unlockable.  The Capcom Classics Collections had over thirty games a piece, with trivia for each.  Even the Devil May Cry Collection gathered at least all three games in the series up to that point with the added content of Devil May Cry 3's Special Edition.  But look at recent releases.  Zone of the Enders, while great, has only two games on it and a demo of the new Metal Gear Solid.  Ico Collection, two games.  Silent Hill Collection, two games.  There were two God of War Collections, each with only two games.  Infamous collection, two games and a DLC code.  This is lazy.  The Infamous collection in particular offends me since there is no point to it.  Both games are still easy to find in stores and both can be bought online on the PSN.  It's a cash grab and a thinly veiled one at that.  If you're going to re-release, make it worth the player's wild.  The most recent God of War Collection, God of War Saga, includes all five games in the series, remastered.  That's five games from three different consoles.  Game companies KNOW how to re-release games.  They are merely seeing how cheap they can go and still make money.
Did we really need this remake?  The extra episode was released as DLC and doesn't even come on the disc.
            Now, look at the reimaginings or remakes released in recent years.  The most recent as of this date is DMC, which tries to reboot Devil May Cry.  While I don't much care for the tone, the combat is smooth and polished, the controls are acrobatic and make the player feel powerful, and it has multiple options for play.  Yet many fans still cry foul over it, to the point where they petitioned the government to have it banned.  I can understand being offended if a remake betrays the conventions of the original and I'm kind of in the camp that DMC's story does, but...it's a game.  It's meant to be fun.  If the effort was put in to make it enjoyable, then don't just shove it aside for a crappy re-release just because you disagree with minor bits.
Look, I hate the new Dante too, but c'mon...give the game credit.  This looks bad ass.
            Another one is the Final Fantasy 4 collection on the PSP.  This graphically enhances Final Fantasy 4, the somewhat panned Final Fantasy 4: After Years, and adds in a new scenario to bridge the games.  Whatever your opinion is on the near constant re-releasing and porting of Final Fantasy 4, give credit where credit is due.  The game's graphics are painstakingly gorgeous, with better sound, additional scenarios, and all the gameplay features of the original.

            Can you see what I am saying?  The game industry banks on nostalgia to make money.  They know it will.  However, if you KNOW something is going to sell, why bother to improve it?  That is the logic I see them working by, especially with re-releases like the Silent Hill collection.  My plea to gamers and the industry is this.  Recognize laziness or ineptitude and refrain from supporting it.  Either the industry will step up its game with these re-releases or they will stop abusing their properties and provide better experiences with their new games.  The truth is, players have the game industry by the short hairs.  If they refuse to buy a game, then they dictate with their money that ineptitude, laziness, and cash grabs will not fly and the industry will have to improve or it will crash again.
Can we not encourage the haphazard re-releasing?  These games weren't even half a decade old when this came out.
And a few years later we get ANOTHER re-release, with all the games on it.  This is what a God of War Collection SHOULD have been to begin with.
            Also, recognize effort.  Gamers, put aside your pride over a series you love and learn to love a remake for what it is.  It's a game and it's meant to have fun.  If it's poorly designed, then don't buy it, don't support it, but if it is good, just different from what you've expected, then don't try to destroy it out of some puritanical loyalty to the original.  The original was already made.  Give credit where credit is due to the new property.

            There is nothing wrong with nostalgia in gaming.  Often, the past is both enjoyable and can educate.  Collections, remakes, and reimaginings are our doorway to the past.  But take off your rose tinted glasses and recognize that sometimes you should demand better.  Just because something claims to be a re-release or an improvement does not automatically make it better.  Be informed and if the product is shoddy, don't support it.  So long as we remember the games we love, companies will continue to try and make money off them.  There will always  be another re-release.



Friday, November 23, 2012

Ignorance is Idiocy. AKA, Use it or Lose it

Well, crap, it's been over a month since my last post.  Life has basically given me a swift kick to the nether regions in this absence, but, hey, I'm back with more insight into the wonderful world of video gaming.  Enjoy.



Ignorance is Idiocy.  AKA, Use it or Lose it

            In the current era of console and even PC gaming, there is little that holds more power than a sequel.  Sequels are signs of success and comfort for many gamers, as they bring back stories and game concepts that enraptured players from the start.  Sequels are not free money...however, they almost always have an audience, no matter how small.  They do not need to prove themselves in the same way that original property does.  A Bioshock sequel, no matter how poor, has a greater audience by far than an original property which uses the same concepts, even if it is superior.  However, in this era of sequels, there is a disturbing trend.
My thoughts exactly.
            Halo.  Call of Duty.  Far Cry.  All of these games are, in their own right, very well made and with a specific audience in mind.  They cater to gamers who enjoy war games and in sequels offer them more of the same.  They have proven themselves.  However, countless other games mimic and copy the successes of these titles, but without even a modicum of the same originality, polish, or passion.  In fact, as sequels keep going into larger and larger numbers, many gamers collectively grown because there is stagnation.  They do not bring back great gameplay or tell epic stories, it is merely more of the same.  A game such as Fracture or Turok copy from the Halo formula in hopes of cashing in on its success, but ultimately glut the market.  Ironically, however, this glut is not, in and of itself, the trend I was speaking of.  What I refer to is the tendency to ignore one's own property in favor of chasing after someone else's.
Damn right
            Let us return to my previous example.  The original Turok: Dinosaur Hunter was a Nintendo 64 game about a time traveling and dimension hopping Native American warrior, equipped with outlandish weaponry fighting aliens and dinosaurs with everything from probes that bored into enemy skulls to magic tribal arrows fired from a regular bow.  The newer version of Turok rips off countless things from Halo, such as regenerating health, guidance markers, character archetypes, etc. It makes Turok a space marine, removes his interesting character traits, and gives him samey, boring weapons.  It is essentially, a clone trying to cash in on a previous game's fans.  No different from the atrocious Golden Axe: Beast Rider game for the Playstation 3 and Xbox 360 or the mediocre Altered Beast game for the PS2.  They take the original game's concept and completely alter it to fall more in line with modern trends, hoping that name value alone will sell titles, ultimately creating a generic experience with a thin veneer of the original coating the property.
Believe it or not, this is the good one.  This is the FUN one.
            And that is really the biggest shame of all.  Turok: Dinosaur Hunter was not a smash hit, however it garnered a cult following and earned a sequel on the Nintendo 64.  However, many of the fans probably felt betrayed by this new game, which used name value only to try and sell its property.  This is one of the bigger problems in the game industry.  Ignorance.  Many companies either forget what made their titles superb and beloved in the first place in favor of following modern trends.  Or worse, game companies forget that they even own said properties and leave loyal fans who are willing to pay money out in the cold.
Say it ain't so!
            There are a number of examples for this.  So many it is actually quite depressing.  Capcom is perhaps the most egregious offender.  Capcom is often known as the house that Megaman built.  However, when Keiji Inafune left the company, so to did much of its love for the blue bomber.  Megaman has been around for over two decades, yet lies almost completely forgotten of late.  The main series, Megaman X, Megaman Zero, and the countless spin offs are things of the past.  New Megaman games are practically nonexistent past 2010.  There was talk of Megaman Legends receiving the third game which fans had craved for almost a decade, however it was canceled at the last moment.  Capcom is letting the franchise that built them die.
Capcom...with all due respect...are you out of your damn mind?!
            To be fair, if a franchise has outlived itself or grown stagnant or had a satisfactory conclusion, it may be fair to allow it to rest.  The Shadow Hearts series created a nice little timeline for itself and ended with a satisfying conclusion, having only  one spin off that was mostly inoffensive tacked on at the end.  However, Megaman fans still cry out for sequels.  And Capcom ignores them.  It is not only Megaman, however.  Breath of Fire, a staple RPG series from the SNES era into the Playstation 2 era has withered and disappeared, last seen as a poor PSP port of the third game in a series of five.  Other series get drowned before they have a chance to flourish.  The Okami series had room for sequels, but after just one it seems a lost cause to hope for more.  The same can be said of Viewtiful Joe.  This habit of abandoning the properties that make game companies money is baffling to me.  There are fans.  Megaman has fans.  Breath of Fire has fans.  Viewtiful Joe has fans.  Yet save for cameos, these series remain dormant.  To release a game with one of these names would guarantee at least a few thousand sales, if not tens or hundreds of thousands, which is more than many original properties can guarantee.  So, why not revive them?  Gargoyle's Quest was a series which only lasted for three games, but which disappeared after the SNES era.  Why not bring it back?  Fans remember.  And fans are loyal.  Not to companies, often enough.  Capcom has proven to be quite ruthless with on disc and frivolous DLC releases, lock out procedures, and policies meant to enrage their own customers, but fans are loyal to games.  If you make them, they will come.
It's been almost 18 years since Firebrand's last solo game.  Isn't it time for a comeback?
            However, like developers following modern trends, game companies seem bound and determined lately to forget what made them so successful to begin with.  While not as apparently blind as Capcom, Konami has let Castlevania rot, of late.  Castlevania has always been popular in its 2-d iterations, yet there has not been a 2-d release for years, unless you count the storyless, rehashed multiplayer fair that is Harmony of Despair.  Instead, the closest thing we get is a "reboot" called Castlevania: Lords of Shadows, which is more interested in stealing ideas from God of War and Shadow of the Colossus than rewarding the loyalty of fans.  True, it had unique ideas and was a fine game in its own right, but it is following the trend of cramming what sells into any game with fan recognition.  And this is a terrible idea.  Betraying fans means losing potential sales in the long run.  Sales in the long run are everything for game companies.  Short term sales are needed to keep it afloat at the moment, but to have any longevity, game companies need to think in the long term.
Remember when you made games like this, Konami?  Fun, colorful, insane games?
            Perhaps worse than sequels which betray the concept of the original, however, are sequels that only aim to tease the fans, rather than placate them.  Franchises often build up a large shared universe, with rules that must be followed.  Even the disconnected Final Fantasy series has many elements in common, such as the character Cid, summoned beasts like Bahamut, and monsters such as Tonberries, Behemoths, and Ahrimans.  However, trying to copy these elements into a bastardized version of a game may only enrage fans rather than placate them.  They ask the question "Why isn't this in the world or in the style that I know and love?"  And when that question is asked, the game is already lost, no matter how fine a product.  Suikoden Tierkreis is a fine example of this.  It is not a bad game on its own merits and stays true to some of the styles of the Suikoden series, however it is set in an alternate universe.  There are none of the alliances or relationships, none of the recurring characters or elements, and no continuing story from previous games.  This is almost like a slap in the face to fans of the series, who wait patiently for a new iteration to a favorite series of theirs only to be rewarded with something that looks similar, plays similar, but isn't what they want.  It is akin to trying to buy a Halo game but coming out with Turok.  All the elements are there, but it is still lacking.  This plays into ignorance of what made the game in the series enjoyable to begin with.
What don't I see here...ah, right, Tierkreis.  Take the hint, Konami.
            In that same vein, I must reluctantly point out that Square Enix has followed a similar pathway.  Final Fantasy has seldom been a sequelized property.  Each new game has additional numbers beside it, but each is its own story.  The games have evolved with the times, keeping a strong story, music, and gameplay that the fans have recognized.  However, Square, after its merger with Enix, ignored all that and started fresh.  Final Fantasy 11 and onwards have followed the gameplay of MMORPGs and while financial success has followed, it has been with even more bloated development costs, critical pandering, and the scorn of long time fans.  If you wanted to make a new game series, why not make a new game series, rather than enrage fans?  The point I wish to make to all game companies is to ignore your properties, either what made them good to begin with or to ignore them entirely, is rank stupidity. 
Go back in time ten years.  Would ANYONE have thought this was a Final Fantasy game back then?
            Many games have fans slavering for a sequel.  The Legacy of Kain series, which Square now owns, ended after five games with several plot lines unresolved and a canceled game to follow.  If fans were shown that they still matter with a collection or a finale, then it would doubtless be at the very least a modest success.  However, the time for sequels and franchises passes quickly.  Legacy of Kain as a series was released in the 1990s and held power into the early 2000s, but has been dormant a long time.  Many of the voice actors who provided the performances that made it so memorable are either dead or growing too old to wait for a sequel.  The same is true of any franchise.  There are still many who yearn for Megaman, for the old Final Fantasy games, for Gargoyle's Quest, Breath of Fire, and Suikoden.  However, these gamers are getting older.  They are doggedly staying loyal to old favorites or they are moving on with their lives.  If Capcom, Konami, and many others do not move soon, they risk losing the power their franchises once had.  In twenty years time, the name Megaman may be worth less than nothing, when in the 1980s, it sold games without a second thought.
Time is running out for this Legacy, sadly.
            Many game companies have horded rights to franchises or sequels through acquisitions.  Through mergers, seizures, and purchases, many of these companies have a large library of names that they simply ignore.  And some defunct companies, like Quintet, have great titles that are fondly remembered whose rights could be bought for a pittance.  However, if these rights are shelved and sat upon, waiting for their value to appreciate, then eventually...they will stop being worth anything at all.  An Action Comics #1 is worth a great deal these days...but only to those who are willing to pay for it.  If the companies wait too long, people will give up hope on a Megaman 3...or build one themselves.  And then where will Capcom be?  They will have lost fans and by extension, lost sales.  Worse, they will be hated by their fans for not being more faithful to them, the people who pay their bills.
Hording rights is like hording comics.  They're only worth a crap if someone actually wants to pay for them.  Wait too long and eventually...no one will care.
           In the world of game development, modern trends can be useful.  Showing what is possible and what is profitable, they can be a great way for smaller companies to follow the big boys while still making something that is theirs, something special and enjoyable.  However, ignoring past successes just to chase modern trends is utter folly.  When it comes to game franchises, names, and sequels, you need to either use it...or lose it.