1 00:00:00,000 --> 00:00:03,180 Right now, we are in the age of the remake. 2 00:00:03,180 --> 00:00:07,380 From Dead Space to Demon's Souls, and  from The Last of Us to Like a Dragon, 3 00:00:07,380 --> 00:00:11,100 it seems like every publisher is  now ransacking its back catalogue 4 00:00:11,100 --> 00:00:14,520 to look for games it can reheat  and sell to us all over again. 5 00:00:14,520 --> 00:00:18,780 But there's one studio that's doing  things differently - and that's Capcom. 6 00:00:18,780 --> 00:00:21,120 Specifically its Resident Evil team. 7 00:00:21,120 --> 00:00:25,860 Over the last two decades, Capcom  has remade Resident Evil 1, 2, 8 00:00:25,860 --> 00:00:32,460 3, and 4 - and these games feel like way  more than just recycled retro favourites. 9 00:00:33,000 --> 00:00:36,855 So - what are they doing differently?  And how do they pull it off? 10 00:00:36,855 --> 00:00:41,285 Well - I'm Mark Brown, and this is Game Maker's Toolkit. 11 00:00:43,620 --> 00:00:47,460 Do you remember when Gus Van  Sant remade the movie, Psycho? 12 00:00:47,460 --> 00:00:54,480 This was no ordinary remake: instead, it was a  near-perfect, shot-for-shot recreation of the 13 00:00:54,480 --> 00:00:59,880 original film, with the same script, camera moves,  and musical score - but a few modern updates, 14 00:00:59,880 --> 00:01:05,220 like shooting in colour, and adding more gore  and nudity to that infamous shower scene. 15 00:01:05,220 --> 00:01:10,920 If you don't remember it, I'm not surprised - I  think everyone involved would rather you forgot. 16 00:01:10,920 --> 00:01:15,780 The remake bombed at the box office,  it was savaged by critics, Roger Ebert 17 00:01:15,780 --> 00:01:19,800 called it "pointless", and Hollywood  has never tried such a thing again. 18 00:01:19,800 --> 00:01:20,760 *Pumbaa Farts* 19 00:01:20,760 --> 00:01:21,660 For the most part. 20 00:01:21,660 --> 00:01:23,460 But in the world of video games... 21 00:01:23,460 --> 00:01:26,820 well this is actually how a lot of remakes work. 22 00:01:26,820 --> 00:01:29,520 Despite using all new engines and assets, 23 00:01:29,520 --> 00:01:33,360 the goal is to be as faithful as  possible to the original game. 24 00:01:33,360 --> 00:01:37,200 To make a beat-by-beat  recreation of what came before. 25 00:01:37,200 --> 00:01:40,920 But with a few conservative  tweaks to the gameplay or content. 26 00:01:40,920 --> 00:01:43,260 Now this can certainly lead to good games. 27 00:01:43,260 --> 00:01:46,740 And I've used these remakes to catch  up on titles I missed upon release. 28 00:01:46,740 --> 00:01:50,460 But I think there are two big  problems with this approach. 29 00:01:50,460 --> 00:01:54,180 For one, it can lead to games  with absolutely cutting edge 30 00:01:54,180 --> 00:01:58,680 graphics - but gameplay that feels  dated and surpassed by later titles. 31 00:01:58,680 --> 00:02:01,560 And two - if you've already played the original, 32 00:02:01,560 --> 00:02:06,060 then this perfect recreation offers  little incentive to pick up the remake. 33 00:02:06,060 --> 00:02:10,800 So that's why Capcom doesn't follow this  trend - while its remakes are heavily 34 00:02:10,800 --> 00:02:16,200 influenced by the original games, it liberally  changes both the gameplay and the content. 35 00:02:16,200 --> 00:02:18,900 For gameplay, take Resident Evil 2. 36 00:02:18,900 --> 00:02:21,540 The PlayStation 1 original has these fixed, 37 00:02:21,540 --> 00:02:25,980 CCTV-style camera angles, and  Leon moved around like a tank. 38 00:02:25,980 --> 00:02:29,880 For the remake, Capcom did experiment  with keeping this viewpoint... 39 00:02:29,880 --> 00:02:34,740 but ultimately went for something more modern:  turning it into an over-the-shoulder shooter. 40 00:02:34,740 --> 00:02:38,460 And for content, look at Resident Evil 4. 41 00:02:38,460 --> 00:02:42,000 This remake mostly follows the  beats of the original game, 42 00:02:42,000 --> 00:02:46,620 but regularly makes changes - content  is moved around, played out of order, 43 00:02:46,620 --> 00:02:51,420 expanded, shrunk, cut entirely,  and replaced by brand new stuff. 44 00:02:51,420 --> 00:02:56,760 So even if you've played the original,  this remake is full of surprising twists. 45 00:02:56,760 --> 00:03:02,880 Take the iconic village siege from the  opening of the game - seems familiar enough, 46 00:03:02,880 --> 00:03:07,860 but then I went up this tower and,  oh, that's not how I remember it. 47 00:03:07,860 --> 00:03:11,640 And then I rounded this corner  and, oh no, what's happening now? 48 00:03:11,640 --> 00:03:16,260 Capcom says "if we remade the game so  players do the exact same thing as the 49 00:03:16,260 --> 00:03:19,440 original, that's not really  going to be fun or interesting". 50 00:03:20,640 --> 00:03:25,260 Of course, it's not enough to just say "throw  out the source material and do something new". 51 00:03:25,260 --> 00:03:28,200 Remakes are playing to our  nostalgia for the original, 52 00:03:28,200 --> 00:03:32,760 and any changes can feel like  blasphemous meddling with perfection. 53 00:03:32,760 --> 00:03:37,380 There are no shortage of remakes that have  angered fans by changing things too much. 54 00:03:37,380 --> 00:03:39,720 Whether that's Ratchet's characterisation, 55 00:03:39,720 --> 00:03:46,020 Peter Parker's face, or Venture Beat describing  Shadow of the Colossus's new graphics as "too good". 56 00:03:46,020 --> 00:03:51,120 So, Capcom says its remakes "show love for  the original work through their content, 57 00:03:51,120 --> 00:03:55,980 which includes both where the remake makes changes  and where it remains the same as the original". 58 00:03:55,980 --> 00:04:00,180 They know when to stay faithful, and  know how to stray from the source. 59 00:04:00,180 --> 00:04:04,320 One way to do this is to focus  on capturing the sensation of 60 00:04:04,320 --> 00:04:07,800 playing the original game - even if  you're not copying the exact details. 61 00:04:07,800 --> 00:04:12,480 For Resident Evil 2, Capcom says a  guiding principle was that "whenever 62 00:04:12,480 --> 00:04:15,540 people play this, they should get the  same feeling we got back in the day, 63 00:04:15,540 --> 00:04:17,940 even though the outer layers are different". 64 00:04:17,940 --> 00:04:21,300 So while it loses the forced camera perspective, 65 00:04:21,300 --> 00:04:25,260 the developers still wanted the game to  be tense and claustrophobic - and so made 66 00:04:25,260 --> 00:04:29,640 it difficult to aim exactly where you want,  and kept the camera tight behind Leon's back. 67 00:04:29,640 --> 00:04:34,140 A smart approach is to identify some  pillars of the original - things 68 00:04:34,140 --> 00:04:37,500 define the DNA of what made it  so beloved in the first place. 69 00:04:37,500 --> 00:04:43,860 For Resident Evil 4, that included stuff like  its lighting-fast pace, its b-movie dialogue, 70 00:04:43,860 --> 00:04:48,180 the way you can tackle encounters in different  ways, and how fun the game was to replay. 71 00:04:48,180 --> 00:04:53,760 The designers behind the Dead Space remake  had a similar idea - with "sci-fi horror, 72 00:04:53,760 --> 00:04:57,180 unbroken immersion, and creative  gameplay" as the pillars. 73 00:04:57,180 --> 00:04:59,940 "Any novelty, enhancement, enrichment, 74 00:04:59,940 --> 00:05:04,020 or whatever had to fit inside one of  those pillars" - the developer says. 75 00:05:04,020 --> 00:05:08,400 Importantly, these pillars  should be feelings, not features. 76 00:05:08,400 --> 00:05:11,940 Aesthetics, not mechanics, to bring  us back to the previous episode. 77 00:05:11,940 --> 00:05:17,100 This allows developers to change how the game  works, without messing with how the game feels. 78 00:05:17,100 --> 00:05:20,580 For example - Leon can use his  knife for some brand new moves 79 00:05:20,580 --> 00:05:22,800 like a parry, and a stealth takedown. 80 00:05:22,800 --> 00:05:26,880 This could change the feel of the  game, making Leon overpowered. 81 00:05:26,880 --> 00:05:31,500 But by making it so the knife can break and  need to be patched up by the merchant, Leon 82 00:05:31,500 --> 00:05:36,720 stays one step behind, and the remake stays true  to the survival horror feeling of the original. 83 00:05:37,860 --> 00:05:40,740 So - this approach can be  used to address the three 84 00:05:40,740 --> 00:05:43,380 main things that all remakes should consider. 85 00:05:43,380 --> 00:05:45,780 Number one is modernisation. 86 00:05:45,780 --> 00:05:48,360 Remakes are entering the industry today, 87 00:05:48,360 --> 00:05:53,640 and so people expect modern conventions and  conveniences like fast travel and quick save. 88 00:05:53,640 --> 00:05:55,740 And they don't want to see mechanics that are... 89 00:05:55,740 --> 00:05:58,680 I don't want to say dated,  so let's say unfashionable. 90 00:05:58,680 --> 00:06:02,040 That's why Capcom pulled the  button-bashing quicktime events 91 00:06:02,040 --> 00:06:06,600 from RE4 - "QTEs are not popular  in today's games," the devs said. 92 00:06:06,600 --> 00:06:11,340 But, any change to the mechanics is  going to have a knock-on impact to 93 00:06:11,340 --> 00:06:14,040 the rest of the game - and risk ruining the feel. 94 00:06:14,040 --> 00:06:19,680 Take the new Goldeneye remaster - it makes  sense to update for modern first-person shooter 95 00:06:19,680 --> 00:06:23,400 controls, but that makes the game, which  was designed for much clunkier inputs... 96 00:06:23,400 --> 00:06:25,320 well it makes it a bit of a cakewalk. 97 00:06:25,320 --> 00:06:28,800 Resident Evil 4 could have  fallen into the same trap. 98 00:06:28,800 --> 00:06:32,040 In the original game, Leon couldn't aim and move 99 00:06:32,040 --> 00:06:36,060 at the same time - he became a turret  every time he pulled out his pistol. 100 00:06:36,060 --> 00:06:41,100 But not adding strafe was an intentional  choice on Capcom's part - in 2004, 101 00:06:41,100 --> 00:06:44,880 it said "we didn't want to go into  the shooting / army type genre". 102 00:06:44,880 --> 00:06:47,880 The remake, predictably, lets Leon strafe - and 103 00:06:47,880 --> 00:06:50,460 he generally moves around like  a typical shooter protagonist. 104 00:06:50,460 --> 00:06:55,500 But to counterbalance this change, the enemies  are now more aggressive and more numerous. 105 00:06:55,500 --> 00:07:00,960 So despite Leon's newly nimble movement, the  game still feels as pulse-pounding as ever. 106 00:07:01,800 --> 00:07:04,920 Number two is addressing  criticism of the original. 107 00:07:04,920 --> 00:07:09,720 If there's one thing that puts me off from  replaying Resident Evil 4, it's Ashley. 108 00:07:09,720 --> 00:07:13,200 This lengthy escort quest  can become an annoying bit 109 00:07:13,200 --> 00:07:15,540 of babysitting that threatens to spoil the fun. 110 00:07:15,540 --> 00:07:21,180 Of course, it would be tempting to dramatically  change how she works in this remake - perhaps make 111 00:07:21,180 --> 00:07:26,340 her invincible and helpful, like the partner  characters in games released since 2005. 112 00:07:26,340 --> 00:07:31,020 But that would change the dynamic of the  original game - so, instead, Capcom made 113 00:07:31,020 --> 00:07:36,540 more considered changes, with careful tweaks to  her AI, her health bar, and her characterisation. 114 00:07:36,540 --> 00:07:40,500 No game is perfect, and there will always  be elements that don't gel with fans... 115 00:07:40,500 --> 00:07:42,480 or indeed the developers. 116 00:07:42,480 --> 00:07:47,940 Talking about The Wind Waker, Zelda boss Eiji  Aonuma says "right after the game was completed, 117 00:07:47,940 --> 00:07:51,510 there would be discussions about how we wish  we could have done something [different]" - 118 00:07:51,510 --> 00:07:54,180 and so the Wii U version  makes some welcome changes, 119 00:07:54,180 --> 00:07:57,120 like speeding up a contentious  late-game fetch quest. 120 00:07:57,840 --> 00:08:02,100 And number three is making the game  more approachable and accessible. 121 00:08:02,100 --> 00:08:06,120 A remake is trying to win over people  who never played the original - and that 122 00:08:06,120 --> 00:08:09,360 includes those who bounced off the first  game, or were never able to start it. 123 00:08:09,360 --> 00:08:13,260 The first Resident Evil Remake was  intentionally designed to ease in 124 00:08:13,260 --> 00:08:17,580 new players, with Capcom accepting that the  first game really threw you into the deep end. 125 00:08:17,580 --> 00:08:21,600 And Resident Evil 2 through  4 all come with an assisted 126 00:08:21,600 --> 00:08:25,560 difficulty setting with features like  health regeneration and aim snapping. 127 00:08:25,560 --> 00:08:30,360 Old games can be notoriously difficult  to get into, and rarely accommodated 128 00:08:30,360 --> 00:08:33,300 players with disabilities - so  it's good to see remakes that 129 00:08:33,300 --> 00:08:36,300 make things more approachable,  and add accessibility options. 130 00:08:36,300 --> 00:08:39,120 The Last of Us Part 1 is a notable standout, 131 00:08:39,120 --> 00:08:43,500 with perhaps the most extensive suite  of options seen in a game thus far. 132 00:08:43,500 --> 00:08:47,280 But it's usually important to  make these changes optional. 133 00:08:47,280 --> 00:08:52,980 In the Pokemon Diamond and Pearl remakes,  the devs added a team-wide EXP Share, 134 00:08:52,980 --> 00:08:57,120 which means that when you win a battle,  all of your Pokemon get experience points. 135 00:08:57,120 --> 00:09:01,680 This wrecked the balance and made the  game super easy, barely an inconvenience. 136 00:09:01,680 --> 00:09:06,120 It could have been a good option for those who  want an easier time, but it's actually just part 137 00:09:06,120 --> 00:09:10,320 of the game and can't be disabled, which  annoys those who want more of a challenge. 138 00:09:10,320 --> 00:09:14,580 I kinda feel the same way about this  button in Resident Evil 4's remake 139 00:09:14,580 --> 00:09:17,280 which automatically tidies up your attache case. 140 00:09:17,280 --> 00:09:19,920 And I know I could just "not press the button", 141 00:09:19,920 --> 00:09:23,580 but it's right there! Of course I'm  going to press the button! I am weak. 142 00:09:24,240 --> 00:09:29,640 So, Capcom doesn't try to perfectly recreate  the original game, when it does a remake. 143 00:09:29,640 --> 00:09:34,320 It freely changes characters, plot  points, mechanics, puzzles, and content. 144 00:09:34,320 --> 00:09:37,980 This makes each remake feel as  fresh as a brand new release, 145 00:09:37,980 --> 00:09:42,180 and enjoyable even to those who have  finished the original a million times. 146 00:09:42,180 --> 00:09:46,380 But it uses the sensation of playing  the first game as a lodestar, 147 00:09:46,380 --> 00:09:50,160 to carefully guide new changes  - keeping Resident Evil 2 scary, 148 00:09:50,160 --> 00:09:54,480 and making sure Resident Evil 4 still  feels like an action-packed rollercoaster. 149 00:09:54,480 --> 00:09:59,940 And I think this also helps explain Capcom's  least-loved remake: Resident Evil 3. 150 00:09:59,940 --> 00:10:06,120 By nerfing Nemesis - by turning Jill's  invincible stalker into a simplistic set piece, 151 00:10:06,120 --> 00:10:14,040 RE3 doesn't accurately capture the sensation of  the PS1 original - and so kinda fails as a remake. 152 00:10:14,040 --> 00:10:18,480 But when done right, says Capcom, "a  remake of a game can deliver a new 153 00:10:18,480 --> 00:10:22,380 experience to players while also touching  upon the memories we have of the original, 154 00:10:22,380 --> 00:10:26,760 which is an appeal that is different from  the appeal of a completely new game." 155 00:10:27,540 --> 00:10:31,860 But there's one problem when it comes to making  such massive changes in a remake. 156 00:10:31,860 --> 00:10:36,660 You see, the reason why Psycho was  dubbed pointless is because the 1960 157 00:10:36,660 --> 00:10:40,080 original is readily available,  and eminently watchable today. 158 00:10:40,680 --> 00:10:45,840 In general, it's reasonably easy to remaster  a movie - which means to go back to the master 159 00:10:45,840 --> 00:10:50,400 recording, and make a new print with an improved  picture, for a modern format like Blu-Ray. 160 00:10:50,400 --> 00:10:55,680 This means that, in Hollywood, remakes are free to  liberally adapt the source material - completely 161 00:10:55,680 --> 00:11:00,120 changing the film to work in a different time, or  a different culture, or with a different audience. 162 00:11:00,120 --> 00:11:03,300 Change what you want: the  original is always available. 163 00:11:03,300 --> 00:11:05,460 But games are different. 164 00:11:05,460 --> 00:11:10,800 Old games get stuck on disintegrating  hardware, digital games get delisted, 165 00:11:10,800 --> 00:11:15,360 online games see their servers go down,  and entire storefronts go offline. 166 00:11:15,360 --> 00:11:19,920 And it's really tough to do a straight  "remaster" of a game - and there are 167 00:11:19,920 --> 00:11:22,020 no shortage of crummy ones to point to. 168 00:11:22,020 --> 00:11:26,940 Truly great remasters, like Metroid  Prime on Switch, are a rare treat. 169 00:11:26,940 --> 00:11:30,900 So, for some players - well,  they're counting on a remake 170 00:11:30,900 --> 00:11:33,660 as the only way to revisit their old favourites. 171 00:11:33,660 --> 00:11:36,600 And they want it to be exactly  the way they remember it. 172 00:11:36,600 --> 00:11:40,620 They're looking for that ultra faithful  recreation with a few modern updates. 173 00:11:40,620 --> 00:11:42,840 They want Gus Van Sant's Psycho. 174 00:11:42,840 --> 00:11:46,380 But I don't think this means we  need more shot-for-shot remakes: 175 00:11:46,380 --> 00:11:49,860 it just means we need better  game preservation - and to 176 00:11:49,860 --> 00:11:52,980 praise publishers who provide  access to the original titles. 177 00:11:52,980 --> 00:11:56,640 Because no matter what you think  of the new Resident Evil 4 Remake, 178 00:11:56,640 --> 00:12:02,580 it ultimately lives alongside an excellent, and  very moddable, HD remaster of the original game. 179 00:12:02,580 --> 00:12:07,620 The RE4 Remake doesn't try to  overwrite or replace the 2005 original, 180 00:12:07,620 --> 00:12:10,920 and I'm sure I'll be replaying both in the future. 181 00:12:10,920 --> 00:12:16,140 Sadly, the older Resident Evil  games are not so easy to play today. 182 00:12:16,140 --> 00:12:21,720 And I hope Capcom rights that wrong in the same  way it does its many, many Mega Man compilations. 183 00:12:21,720 --> 00:12:24,420 But other developers are showing how to do it. 184 00:12:24,420 --> 00:12:28,380 Nightdive Studios is currently  working on a wild new remake of 185 00:12:28,380 --> 00:12:33,120 System Shock - but after acquiring the  IP it also released the original game, 186 00:12:33,120 --> 00:12:36,540 an enhanced edition, and even  dropped the source code online. 187 00:12:36,540 --> 00:12:40,680 And remember when Zero Mission  let you just boot up Metroid 1, 188 00:12:40,680 --> 00:12:43,680 right there, in the game? That was neat. 189 00:12:43,680 --> 00:12:46,920 Just don't be like Rockstar, who removed the Grand 190 00:12:46,920 --> 00:12:51,420 Theft Auto games from Steam to make  way for its disastrous remasters. 191 00:12:51,420 --> 00:12:57,300 Or Blizzard, who removed Warcraft 3 to  make way for its, again, disastrous remake. 192 00:12:57,900 --> 00:13:02,940 So, what do you reckon? Is Capcom  king of the remakes? Or do you 193 00:13:02,940 --> 00:13:07,440 prefer more faithful recreations? Let  me know in the comments down below.