Tag Archives: Remake

Indie Watch: Outer Heaven

If you are anything like me, the release of Metal Gear Solid V: Phantom Pain was the sharpest double edged sword you’ve ever been cut by. You finally get to play  a masterful peace of art that is rewarding down to the soul.  A true feeling of control in every situation and creating your own cutscene-worthy moments make the game a must play—and has garnered high scores all around the net. On the other hand, with Hideo Kojima leaving Konami—or taking a “vacation” as Konami calls it—playing this game means the end of an era. There will be no announcement of the next MGS game down the line. This is truly the end.


Outer Heaven early gameplay – Indie DB

Or is it? Enter Boker and his game Outer Heaven. The game is described by its creator as, “. . . a Metal Gear(MSX) remake with Unreal 4 engine, you will play all original storyline with detailed scenes, details, and places.”

For those, like myself at one point, who didn’t know the Metal Gear series started before the PlayStation 1, allow me to catch you up: this game will be an updated version of Solid Snake’s first major mission. You will embark on a solo-sneaking mission to take down Big Boss, his nuclear weapon Metal Gear and topple his Outer Heaven army by utilizing tips from teammates via radio, your wits, and whatever you may find along the way.

Outer Heaven stands to be an amazing update to bridge the gap between the exploits of Big Boss and Solid Snake. The early gameplay video gives us a glimpse into the developing world in action. Because it’s a very early build, the character models are not quite the iconic levels we may be accustomed to. The environments, however, are clearly a cut above Metal Gear Solid levels already. The sound work has been established early: the infamous exclamation sound when Snake is seen by an enemy solider. Even the music invokes memories of tactical espionage action.

Water_place
The original Water Place from Metal Gear (MSX)
Water Place
Water Place in Unreal 4 Engine

It is still very apparent that the potential for greatness is there. The screen shots that have been released thus far show great promise and a solid attention to detail when compared to their counterparts in the original title. Boker also plans to add voice work to the final version of the game using the script of the original title updated to make the remake fit better with the series cannon.
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However, as with any sign of greatness, there’s also a dark side. For those looking for alternatives to their favorite franchises or rebirths of a long lost series, the cloud of cancellation always looms overhead. As amazing as this looks and as great as the potential may be, at any point in time Konami or Hideo Kojima can pull the plug and banish this dream back into nothingness. Several 3D Pokemon titles have met a similar fate over the years as well as some of the more popular M.U.G.E.N. fighting titles. Legalities are nothing to play with, especially at a time when there seems to be less money circulating through the gaming industry and more people wanting to make it big.

Comments from Outer Heaven IndieDB page
Comments from Outer Heaven IndieDB page

Fingers crossed that this game sees the light of day. As a HUGE Metal Gear fan, the MSX titles (Metal Gear and Metal Gear 2: Solid Snake) are just too dated for me to play. This revitalization of these titles would give me my first real chance of reliving the first battle between Snake and Grey Fox, the fall of Outer Heaven, and a bridge between Kojima’s first masterpiece and his last.

Stay tuned people. This is either going to be really awesome or dead before it even sees the light of day. Man, that’s really upsetting.


Outer Heaven Teaser 2 – Indie DB

 

Remake Fever in the Gaming Industry

Nostalgia is a powerful force, so much so that designers often revisit past projects to bring experiences to a new generations of players, often with better technology than the original development. The concept of a remake is nothing new to game development, but what makes an exceptional example of such? To find out, I’ll be exploring a wide array of remakes from the Super Nintendo to as recent as the Xbox One.

This screen still remains as one of the most memorable title screens ever.
This screen still remains as one of the most memorable title screens ever.

One of the first remakes I can remember was Super Mario All Stars, specifically the new coat of paint Super Mario Bros 3 was given. Everything popped with new color, but the controls and gameplay were still familiar, if not almost identical. The game also had three other Mario games, each with updated graphics, one of which was Super Mario Bros: The Lost Levels, a game that hadn’t been released in the West prior.

Bringing classic experiences into a new generation of graphics and music seemed like a no-brainer to me, even as a child. As if all of my favorite games should just grow up with me; however,  wouldn’t I eventually become bored with the same games, no matter how well they were designed?

Resident Evil HD Remaster
Notice the lighting engine and how it comes from the equipment. This would’ve been accomplished with a static light source in the original game.

Remakes also have the chance to expand upon gameplay elements or update controls. One of the best examples of this is Capcom’s Remake of the first Resident Evil, known as Resident Evil HD Remaster. This game recreates all of the static backgrounds with full 3D modeling, to ensure that the lighting was perfect. Combine that with an optional, modern control scheme makes this groundbreaking game less stiff to a new audience. Also, this remake seems minor compared to the graphical overhaul of the game when it was brought to the Gamecube back in 2002.

Yeah, Capcom knows where they come from. It's hard to let go of the past.
Yeah, Capcom knows where they come from. It’s hard to let go of the past.

Capcom has a firm understanding of how to remake its games in an effective manner and have had plenty of practice to the point of ridiculousness: adding a parody of itself in Dead Rising 3‘s DLC. I did always enjoy Capcom remakes more than its newest games, simply because I felt that there was tighter design in those early titles. Speaking of which, I would love to see Demon’s Crest be brought into a new age, but I digress.

Even more recent was Epic Games’ remake of the first Gears of War on the Xbox One. This Ultimate Edition brought Marcus and the rest of his thick-necked squad into  higher resolutions, with new mechanics (developed throughout the franchise) being utilized as well. Marking targets, which was seen in Gears 3, is now a staple of staying alive on the multiplayer battlefields. Speaking of multiplayer, the Gears franchise was one of the few that could combat the juggernaut that was Halo as one of the most played games on Xbox Live. With these two shooters being exclusive to the Xbox, Microsoft ruled the online space with the 360 console and could very well do the same in the current console generation, especially with Halo 5 looming just over the horizon.

Yet, Ultimate Edition is a good example on how companies can ride out the wave of nostalgia on a board of missed opportunities. For example, many of the animations in the Xbox One Gears was pulled straight from the original. These movements seem stiff by modern comparisons, or even when compared to Gears of War 3. It was also a bit of letdown when looking at the modes offered. Even though Horde mode hadn’t been invented when the original Gears launched, it would have been an excellent addition to this Ultimate Edition.
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All in all, it was great to see the COG go up against the Locust on the Xbox One with nicer graphics, but there could’ve been some more features added to make it feel more ultimate than it claims to be. Although, it’s also important to note that players who try out this version will be getting the entire Gears franchise for free. Unfortunately, while there’s much to be enjoyed in Gears of War: Ultimate Edition, it seems like an attempt to make some quick cash for Gears 4.

Remaking a game to truly capitalize on what makes these sort of memories special takes complete dedication with goals that align to the players, not profits.

Sora can't believe the whole game was remade either.
Sora can’t believe the whole game was remade either.

 

One of the best examples of this surprisingly comes from Square Enix, a company horribly guilty of shelling out remakes for a quick buck. Nonetheless, the amount of care and polish that was put into Kingdom Hearts 1.5 HD Remix is astounding. Much of the original files that were used to create the first Kingdom Hearts on the PlayStation 2 were lost. Therefore, to give Kingdom Hearts the remake it deserved, Square Enix’s team re-recorded all of the music in a studio, remodeled all of the graphics, and tightened up the gameplay to be more consistent with the franchise as a whole. What resulted was an absolutely excellent release.

Not only was the game completely remade, but elements from the elusive Kingdom Hearts Final Mix were also included. Final Mix was actually the first imported game I had ever seen. This was when I learned that consoles could be modified and how region locking affected what could and couldn’t be played. This lack of knowing the Japanese language, coupled with my love for the series, made Kingdom Hearts 1.5 a must have game in my library.

The-Legend-of-Zelda-The-Wind-Waker-HD-1

There are many more remakes worth mentioning, but what can be taken away from remakes as a whole? For developers, there is much to be utilized from tapping into their players’ nostalgia. Its a feeling that can leave audiences speechless or giggly from reliving fond memories. However, there is a fine line to be tread: each remake must be given great attention. Even new developers can use nostalgia to their advantage in ways that can skyrocket small teams into having more resources. Shovel Knight is a great example of this as its design is similar to several older games, but remains unique.

Yes, gamers remember Super Mario Bros 3 or Resident Evil because they were great feats in game design. Yet, know that as a medium there is so much that developers haven’t discovered. New possibilities lie hidden, beneath the surface of what has already been done. As new technologies emerge and game design becomes more available, games will continue to be that defining art form which demands so much time and sweat, but ends up being an expression of those who made them and those who play them.

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Final Fantasy VII-2?

Following E3, I found myself bringing up the Final Fantasy VII remake to everyone I know. The announcement was one of the most exciting moments of E3 that I’ve ever witnessed; it turned three grown men into squealing children. Over lunch, a friend and I were discussing the fact that Square Enix has said that the official title will be revealed at the end of the year, which raises some questions. While most will be anticipating FFVII HD Remix or something similar, the possibility of something more is present. My friend jokingly claimed, “It will be like their last big game. Final Fantasy VII-2.” That statement, while enormously funny, blossomed into a couple theories.

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A Rewritten Story

Even though this game holds a special place in the hearts of millions of people, its obvious that the story could’ve been delivered more effectively. Sure, the plot was fairly complex for the time and the characters were interesting. Yet, in a modern gaming environment, the current script would be unacceptable. Compare VII to Telltale’s The Walking Dead, a game that relies solely on the story and the wording of each line of dialogue, which makes Final Fantasy seem like a poor fan fiction. The Walking Dead revitalized a whole genre, using clever dialogue, characterization, and moral dilemmas that rarely left a safe decision. As such, it’s safe to expect a more in-depth narrative in the new Final Fantasy VII.

Reworking the script could expand the world and characters we’ve come to know and love. Think of the depth it could have. Each exchange could be more dynamic, more meaningful. It would be a damn waste to do otherwise. Yet, even though I want these well-deserved changes to the script, I would love to see the classic script as an option.

What do you mean Lightning returns?
What do you mean Lightning returns?

A Sequel

Square Enix is still getting over the sickness of sequel-itis. When Final Fantasy X was given a sequel, many were skeptical and most critics considered it ridiculous. A console generation later, Final Fantasy XIII was released, a solid flop critically and financially, lacking major components that the series was built upon. Not only did Square try to patch things up with a sequel, but a third title as well. Therefore, Square Enix making a straight up sequel to Final Fantasy VII would, unfortunately, fit their pattern.

Would this benefit FFVII? Possibly, but the game would have to be handled very carefully for it to work. A consideration of the game’s current canon would also have to be considered, especially when several games have already been made in its world. It would be interesting to see how the world has changed since the times of Dirge of Cerberus. I’m not sure this would be the best course of action for the game, but it is a possibility I’m willing to mull over. This could also be a chance to bring characters from the expanded canon into the picture; I would love to see Cloud go up against the likes of Genesis.

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Something about the trailer seems like it could be running in the same engine as the Final Fantasy XV demo seen earlier this year. This is more apparent from the angle in which Cloud and Barret are captured. It seems like the player could pick up from there, running down the steamy streets of Midgar.

This slowly led me to imagine playing as Cloud and fighting off waves of enemies in real time, just as I’ve done as Noctis. Think of the cinematic style of Advent Children, made playable. This theory may be a bit of a stretch, but considering the developers are in their twilight, a new way to play would be an interesting and challenging angle for the game.

cg_cloud

A True Classic in Every Sense

I’ve always been a big advocate of playing older games. Often times I avoid picking up newer titles, just because I enjoy the classics much more. However, I’m also a fan of being creativity and taking risks in an industry that has a tendency to be stagnant for many years at a time. One can chart out the patterns gamers have seen over the years, and when games break those conventions it makes those instances that much more memorable.

I loved Final Fantasy VII, even though I agree that it hasn’t aged as well as other titles in the series. Yet, I would love to see the new project—whatever it may become—developed with creative liberty.

Final Fantasy VII being remade was seemingly an impossibility, dangled in front of the noses of fans like a carrot in front of a starving horse. Always, rumors would flood the internet and tech demos were shown and denied, but it finally seems like players will be able to visit Midgar once again.

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Yet, if this title never comes to fruition, I will know true despair.

Final Fantasy Type-0 Review

Ever fire up a new game and within the first twenty minutes feel morbidly depressed? I have. Recently.

Final Fantasy Type-0 HD is a remastering and localization of the PSP title of the same name. This release comes out of the Square Enix pattern of remastering their games; however, this one is unique because this is the first time it is playable in English. The game follows the story of a country being torn apart by a war comparable to World War II, focusing on a powerful group of young adults trying to make a difference.

SONY DSC
The PSP housed some experimental game design from Square Enix.

Before I go into this review, let me assure my readers that I did take the fact that this is a PSP game on the PS4 into consideration in all aspects of my criticism.

Those teens are members of the most elite group in Akademia, Class Zero. These characters each have their own style, making it fun to experiment with several characters to find one that fits. The combat engine is set in real time, but common battles take place in their own separate space most of the time. Many main quests actually stay in a battle mode, allowing players to engage in skirmishes in the overall war or avoid enemies altogether. There is even a real-time strategy inspired mechanic that appears from time to time. While it adds variety, these segments usually lack depth.

Golem is acquired by talking to someone. . .
Golem is acquired by talking to someone. . .

There are many side missions that often reward curious players with items, spells, and abilities. These missions are fairly bland, but are a nice option, since the main game is fairly short. Unfortunately, there are many rewards that are worth putting up with lame missions. Players will find themselves running back and forth for much of the game just to find cool content.

Sice is one of my favorite characters, even though she fits so many anime cliches.
Sice is one of my favorite characters, even though she fits so many anime cliches.

Visually, Type-0 has an anime inspired look and feel, with detailed character models and effects. Compared to previous Final Fantasy games, Type-0 is much darker in tone, even though it pays homage to several other games in the franchise. Violence drives much of the drama with characters dying on screen with sprays of blood. Classic Final Fantasy creatures are also given an interesting spin and feel more dangerous.

The summons of Type-0 are awesome in design and execution.
The summons of Type-0 are awesome in design and execution.

Class Zero’s warriors each have unique animations that flow well and look great. The choreography alone is worth praise as monsters are chopped up, blasted away, or lulled to sleep by pleasant flute music. Summons still hold up as some of the best moments of the action as powerful allies burst into existence. These beings are also controllable, adding to their presence on the battlefield. The way these creatures are designed are always interesting to compare to past iterations.
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One of the biggest drawbacks to the game is its graphical issues. Action is fast paced, fluid, and cinematic, but the game’s camera has a hard time keeping up. This is especially true when trying to manually pan the camera, as many assets simply disappear in an attempt to have motion blur. I also found the game to be hurtful to the eyes in long stretches, making it hard to play.

Please Square Enix, fix the frame issues.
Please Square Enix, fix the frame issues.

Adding to this is the dreadful pace to the game. The first hour or so of play is filled with gorgeous cutscenes, tons of action, and culminates in the summoning of Odin. These moments set the stage way too high for the rest of the game. Players must prepare for missions by poking around the world in search of events.

The opening segment of the game also forces me to mention another problem I have with Type-0: character development is almost non-existent. This is a game with fourteen playable characters and not a one gets any sort of development in the first three hours. The driving drama of the story is the death of a completely unknown character. Even though the scene is tragic just from its direction, there’s no reason for players to care, unless they’re a Chocobo rights activist. Even after about ten hours of play, I have no idea who any of the characters in Class Zero are, what their motives are or why they’re together. Even side quests don’t offer those key character details that could make the game great. It’s a shame too, cause many character interactions, like those between Ace and Mother or Rem and Machina, ooze possibilities.

I WANT TO KNOW THEIR STORY IN A PALATABLE WAY!
I WANT TO KNOW THEIR STORY IN A PALATABLE WAY!

Before giving my final thoughts, I’d like to take this chance to clarify that I have not finished Final Fantasy Type-0 HD.

Many of the technical complaints I have about the game could, and hopefully will, be fixed in a patch. There could also be more character development towards the end, however, the game’s awesome opening left me with a lot of expectations that have yet to be matched. I want to love this game for its style, darker tone, and fluent combat engine, but its flaws make that impossible.The only thing keeping me playing is the art style.

Well, the trailers were cool. . .
Well, the trailers were cool. . .

In fact, I had lost faith in Final Fantasy after buying Final Fantasy XIII the day it released. Type-0 was a glimmer of hope for me, but I was let down. Luckily, the demo packaged with Type-0 rekindles that hope. Final Fantasy XV looks to be one of the greatest games of all time, but I won’t know for sure until it comes out.

Chichiri-and-Izana-Type-0-HD

Even considering its origins as a portable title, Final Fantasy Type-0 gets six dead chocobos out of ten.