[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.00,0:00:03.18,Default,,0000,0000,0000,,Right now, we are in the age of the remake. Dialogue: 0,0:00:03.18,0:00:07.38,Default,,0000,0000,0000,,From Dead Space to Demon's Souls, and \Nfrom The Last of Us to Like a Dragon, Dialogue: 0,0:00:07.38,0:00:11.10,Default,,0000,0000,0000,,it seems like every publisher is \Nnow ransacking its back catalogue Dialogue: 0,0:00:11.10,0:00:14.52,Default,,0000,0000,0000,,to look for games it can reheat \Nand sell to us all over again. Dialogue: 0,0:00:14.52,0:00:18.78,Default,,0000,0000,0000,,But there's one studio that's doing \Nthings differently - and that's Capcom. Dialogue: 0,0:00:18.78,0:00:21.12,Default,,0000,0000,0000,,Specifically its Resident Evil team. Dialogue: 0,0:00:21.12,0:00:25.86,Default,,0000,0000,0000,,Over the last two decades, Capcom \Nhas remade Resident Evil 1, 2, Dialogue: 0,0:00:25.86,0:00:32.46,Default,,0000,0000,0000,,3, and 4 - and these games feel like way \Nmore than just recycled retro favourites. Dialogue: 0,0:00:33.00,0:00:36.86,Default,,0000,0000,0000,,So - what are they doing differently? \NAnd how do they pull it off? Dialogue: 0,0:00:36.86,0:00:41.28,Default,,0000,0000,0000,,Well - I'm Mark Brown, \Nand this is Game Maker's Toolkit. Dialogue: 0,0:00:43.62,0:00:47.46,Default,,0000,0000,0000,,Do you remember when Gus Van \NSant remade the movie, Psycho? Dialogue: 0,0:00:47.46,0:00:54.48,Default,,0000,0000,0000,,This was no ordinary remake: instead, it was a \Nnear-perfect, shot-for-shot recreation of the Dialogue: 0,0:00:54.48,0:00:59.88,Default,,0000,0000,0000,,original film, with the same script, camera moves, \Nand musical score - but a few modern updates, Dialogue: 0,0:00:59.88,0:01:05.22,Default,,0000,0000,0000,,like shooting in colour, and adding more gore \Nand nudity to that infamous shower scene. Dialogue: 0,0:01:05.22,0:01:10.92,Default,,0000,0000,0000,,If you don't remember it, I'm not surprised - I \Nthink everyone involved would rather you forgot. Dialogue: 0,0:01:10.92,0:01:15.78,Default,,0000,0000,0000,,The remake bombed at the box office, \Nit was savaged by critics, Roger Ebert Dialogue: 0,0:01:15.78,0:01:19.80,Default,,0000,0000,0000,,called it "pointless", and Hollywood \Nhas never tried such a thing again. Dialogue: 0,0:01:19.80,0:01:20.76,Default,,0000,0000,0000,,*Pumbaa Farts* Dialogue: 0,0:01:20.76,0:01:21.66,Default,,0000,0000,0000,,For the most part. Dialogue: 0,0:01:21.66,0:01:23.46,Default,,0000,0000,0000,,But in the world of video games... Dialogue: 0,0:01:23.46,0:01:26.82,Default,,0000,0000,0000,,well this is actually how a lot of remakes work. Dialogue: 0,0:01:26.82,0:01:29.52,Default,,0000,0000,0000,,Despite using all new engines and assets, Dialogue: 0,0:01:29.52,0:01:33.36,Default,,0000,0000,0000,,the goal is to be as faithful as \Npossible to the original game. Dialogue: 0,0:01:33.36,0:01:37.20,Default,,0000,0000,0000,,To make a beat-by-beat \Nrecreation of what came before. Dialogue: 0,0:01:37.20,0:01:40.92,Default,,0000,0000,0000,,But with a few conservative \Ntweaks to the gameplay or content. Dialogue: 0,0:01:40.92,0:01:43.26,Default,,0000,0000,0000,,Now this can certainly lead to good games. Dialogue: 0,0:01:43.26,0:01:46.74,Default,,0000,0000,0000,,And I've used these remakes to catch \Nup on titles I missed upon release. Dialogue: 0,0:01:46.74,0:01:50.46,Default,,0000,0000,0000,,But I think there are two big \Nproblems with this approach. Dialogue: 0,0:01:50.46,0:01:54.18,Default,,0000,0000,0000,,For one, it can lead to games \Nwith absolutely cutting edge Dialogue: 0,0:01:54.18,0:01:58.68,Default,,0000,0000,0000,,graphics - but gameplay that feels \Ndated and surpassed by later titles. Dialogue: 0,0:01:58.68,0:02:01.56,Default,,0000,0000,0000,,And two - if you've already played the original, Dialogue: 0,0:02:01.56,0:02:06.06,Default,,0000,0000,0000,,then this perfect recreation offers \Nlittle incentive to pick up the remake. Dialogue: 0,0:02:06.06,0:02:10.80,Default,,0000,0000,0000,,So that's why Capcom doesn't follow this \Ntrend - while its remakes are heavily Dialogue: 0,0:02:10.80,0:02:16.20,Default,,0000,0000,0000,,influenced by the original games, it liberally \Nchanges both the gameplay and the content. Dialogue: 0,0:02:16.20,0:02:18.90,Default,,0000,0000,0000,,For gameplay, take Resident Evil 2. Dialogue: 0,0:02:18.90,0:02:21.54,Default,,0000,0000,0000,,The PlayStation 1 original has these fixed, Dialogue: 0,0:02:21.54,0:02:25.98,Default,,0000,0000,0000,,CCTV-style camera angles, and \NLeon moved around like a tank. Dialogue: 0,0:02:25.98,0:02:29.88,Default,,0000,0000,0000,,For the remake, Capcom did experiment \Nwith keeping this viewpoint... Dialogue: 0,0:02:29.88,0:02:34.74,Default,,0000,0000,0000,,but ultimately went for something more modern: \Nturning it into an over-the-shoulder shooter. Dialogue: 0,0:02:34.74,0:02:38.46,Default,,0000,0000,0000,,And for content, look at Resident Evil 4. Dialogue: 0,0:02:38.46,0:02:42.00,Default,,0000,0000,0000,,This remake mostly follows the \Nbeats of the original game, Dialogue: 0,0:02:42.00,0:02:46.62,Default,,0000,0000,0000,,but regularly makes changes - content \Nis moved around, played out of order, Dialogue: 0,0:02:46.62,0:02:51.42,Default,,0000,0000,0000,,expanded, shrunk, cut entirely, \Nand replaced by brand new stuff. Dialogue: 0,0:02:51.42,0:02:56.76,Default,,0000,0000,0000,,So even if you've played the original, \Nthis remake is full of surprising twists. Dialogue: 0,0:02:56.76,0:03:02.88,Default,,0000,0000,0000,,Take the iconic village siege from the \Nopening of the game - seems familiar enough, Dialogue: 0,0:03:02.88,0:03:07.86,Default,,0000,0000,0000,,but then I went up this tower and, \Noh, that's not how I remember it. Dialogue: 0,0:03:07.86,0:03:11.64,Default,,0000,0000,0000,,And then I rounded this corner \Nand, oh no, what's happening now? Dialogue: 0,0:03:11.64,0:03:16.26,Default,,0000,0000,0000,,Capcom says "if we remade the game so \Nplayers do the exact same thing as the Dialogue: 0,0:03:16.26,0:03:19.44,Default,,0000,0000,0000,,original, that's not really \Ngoing to be fun or interesting". Dialogue: 0,0:03:20.64,0:03:25.26,Default,,0000,0000,0000,,Of course, it's not enough to just say "throw \Nout the source material and do something new". Dialogue: 0,0:03:25.26,0:03:28.20,Default,,0000,0000,0000,,Remakes are playing to our \Nnostalgia for the original, Dialogue: 0,0:03:28.20,0:03:32.76,Default,,0000,0000,0000,,and any changes can feel like \Nblasphemous meddling with perfection. Dialogue: 0,0:03:32.76,0:03:37.38,Default,,0000,0000,0000,,There are no shortage of remakes that have \Nangered fans by changing things too much. Dialogue: 0,0:03:37.38,0:03:39.72,Default,,0000,0000,0000,,Whether that's Ratchet's characterisation, Dialogue: 0,0:03:39.72,0:03:46.02,Default,,0000,0000,0000,,Peter Parker's face, or Venture Beat describing \NShadow of the Colossus's new graphics as "too good". Dialogue: 0,0:03:46.02,0:03:51.12,Default,,0000,0000,0000,,So, Capcom says its remakes "show love for \Nthe original work through their content, Dialogue: 0,0:03:51.12,0:03:55.98,Default,,0000,0000,0000,,which includes both where the remake makes changes \Nand where it remains the same as the original". Dialogue: 0,0:03:55.98,0:04:00.18,Default,,0000,0000,0000,,They know when to stay faithful, and \Nknow how to stray from the source. Dialogue: 0,0:04:00.18,0:04:04.32,Default,,0000,0000,0000,,One way to do this is to focus \Non capturing the sensation of Dialogue: 0,0:04:04.32,0:04:07.80,Default,,0000,0000,0000,,playing the original game - even if \Nyou're not copying the exact details. Dialogue: 0,0:04:07.80,0:04:12.48,Default,,0000,0000,0000,,For Resident Evil 2, Capcom says a \Nguiding principle was that "whenever Dialogue: 0,0:04:12.48,0:04:15.54,Default,,0000,0000,0000,,people play this, they should get the \Nsame feeling we got back in the day, Dialogue: 0,0:04:15.54,0:04:17.94,Default,,0000,0000,0000,,even though the outer layers are different". Dialogue: 0,0:04:17.94,0:04:21.30,Default,,0000,0000,0000,,So while it loses the forced camera perspective, Dialogue: 0,0:04:21.30,0:04:25.26,Default,,0000,0000,0000,,the developers still wanted the game to \Nbe tense and claustrophobic - and so made Dialogue: 0,0:04:25.26,0:04:29.64,Default,,0000,0000,0000,,it difficult to aim exactly where you want, \Nand kept the camera tight behind Leon's back. Dialogue: 0,0:04:29.64,0:04:34.14,Default,,0000,0000,0000,,A smart approach is to identify some \Npillars of the original - things Dialogue: 0,0:04:34.14,0:04:37.50,Default,,0000,0000,0000,,define the DNA of what made it \Nso beloved in the first place. Dialogue: 0,0:04:37.50,0:04:43.86,Default,,0000,0000,0000,,For Resident Evil 4, that included stuff like \Nits lighting-fast pace, its b-movie dialogue, Dialogue: 0,0:04:43.86,0:04:48.18,Default,,0000,0000,0000,,the way you can tackle encounters in different \Nways, and how fun the game was to replay. Dialogue: 0,0:04:48.18,0:04:53.76,Default,,0000,0000,0000,,The designers behind the Dead Space remake \Nhad a similar idea - with "sci-fi horror, Dialogue: 0,0:04:53.76,0:04:57.18,Default,,0000,0000,0000,,unbroken immersion, and creative \Ngameplay" as the pillars. Dialogue: 0,0:04:57.18,0:04:59.94,Default,,0000,0000,0000,,"Any novelty, enhancement, enrichment, Dialogue: 0,0:04:59.94,0:05:04.02,Default,,0000,0000,0000,,or whatever had to fit inside one of \Nthose pillars" - the developer says. Dialogue: 0,0:05:04.02,0:05:08.40,Default,,0000,0000,0000,,Importantly, these pillars \Nshould be feelings, not features. Dialogue: 0,0:05:08.40,0:05:11.94,Default,,0000,0000,0000,,Aesthetics, not mechanics, to bring \Nus back to the previous episode. Dialogue: 0,0:05:11.94,0:05:17.10,Default,,0000,0000,0000,,This allows developers to change how the game \Nworks, without messing with how the game feels. Dialogue: 0,0:05:17.10,0:05:20.58,Default,,0000,0000,0000,,For example - Leon can use his \Nknife for some brand new moves Dialogue: 0,0:05:20.58,0:05:22.80,Default,,0000,0000,0000,,like a parry, and a stealth takedown. Dialogue: 0,0:05:22.80,0:05:26.88,Default,,0000,0000,0000,,This could change the feel of the \Ngame, making Leon overpowered. Dialogue: 0,0:05:26.88,0:05:31.50,Default,,0000,0000,0000,,But by making it so the knife can break and \Nneed to be patched up by the merchant, Leon Dialogue: 0,0:05:31.50,0:05:36.72,Default,,0000,0000,0000,,stays one step behind, and the remake stays true \Nto the survival horror feeling of the original. Dialogue: 0,0:05:37.86,0:05:40.74,Default,,0000,0000,0000,,So - this approach can be \Nused to address the three Dialogue: 0,0:05:40.74,0:05:43.38,Default,,0000,0000,0000,,main things that all remakes should consider. Dialogue: 0,0:05:43.38,0:05:45.78,Default,,0000,0000,0000,,Number one is modernisation. Dialogue: 0,0:05:45.78,0:05:48.36,Default,,0000,0000,0000,,Remakes are entering the industry today, Dialogue: 0,0:05:48.36,0:05:53.64,Default,,0000,0000,0000,,and so people expect modern conventions and \Nconveniences like fast travel and quick save. Dialogue: 0,0:05:53.64,0:05:55.74,Default,,0000,0000,0000,,And they don't want to see mechanics that are... Dialogue: 0,0:05:55.74,0:05:58.68,Default,,0000,0000,0000,,I don't want to say dated, \Nso let's say unfashionable. Dialogue: 0,0:05:58.68,0:06:02.04,Default,,0000,0000,0000,,That's why Capcom pulled the \Nbutton-bashing quicktime events Dialogue: 0,0:06:02.04,0:06:06.60,Default,,0000,0000,0000,,from RE4 - "QTEs are not popular \Nin today's games," the devs said. Dialogue: 0,0:06:06.60,0:06:11.34,Default,,0000,0000,0000,,But, any change to the mechanics is \Ngoing to have a knock-on impact to Dialogue: 0,0:06:11.34,0:06:14.04,Default,,0000,0000,0000,,the rest of the game - and risk ruining the feel. Dialogue: 0,0:06:14.04,0:06:19.68,Default,,0000,0000,0000,,Take the new Goldeneye remaster - it makes \Nsense to update for modern first-person shooter Dialogue: 0,0:06:19.68,0:06:23.40,Default,,0000,0000,0000,,controls, but that makes the game, which \Nwas designed for much clunkier inputs... Dialogue: 0,0:06:23.40,0:06:25.32,Default,,0000,0000,0000,,well it makes it a bit of a cakewalk. Dialogue: 0,0:06:25.32,0:06:28.80,Default,,0000,0000,0000,,Resident Evil 4 could have \Nfallen into the same trap. Dialogue: 0,0:06:28.80,0:06:32.04,Default,,0000,0000,0000,,In the original game, Leon couldn't aim and move Dialogue: 0,0:06:32.04,0:06:36.06,Default,,0000,0000,0000,,at the same time - he became a turret \Nevery time he pulled out his pistol. Dialogue: 0,0:06:36.06,0:06:41.10,Default,,0000,0000,0000,,But not adding strafe was an intentional \Nchoice on Capcom's part - in 2004, Dialogue: 0,0:06:41.10,0:06:44.88,Default,,0000,0000,0000,,it said "we didn't want to go into \Nthe shooting / army type genre". Dialogue: 0,0:06:44.88,0:06:47.88,Default,,0000,0000,0000,,The remake, predictably, lets Leon strafe - and Dialogue: 0,0:06:47.88,0:06:50.46,Default,,0000,0000,0000,,he generally moves around like \Na typical shooter protagonist. Dialogue: 0,0:06:50.46,0:06:55.50,Default,,0000,0000,0000,,But to counterbalance this change, the enemies \Nare now more aggressive and more numerous. Dialogue: 0,0:06:55.50,0:07:00.96,Default,,0000,0000,0000,,So despite Leon's newly nimble movement, the \Ngame still feels as pulse-pounding as ever. Dialogue: 0,0:07:01.80,0:07:04.92,Default,,0000,0000,0000,,Number two is addressing \Ncriticism of the original. Dialogue: 0,0:07:04.92,0:07:09.72,Default,,0000,0000,0000,,If there's one thing that puts me off from \Nreplaying Resident Evil 4, it's Ashley. Dialogue: 0,0:07:09.72,0:07:13.20,Default,,0000,0000,0000,,This lengthy escort quest \Ncan become an annoying bit Dialogue: 0,0:07:13.20,0:07:15.54,Default,,0000,0000,0000,,of babysitting that threatens to spoil the fun. Dialogue: 0,0:07:15.54,0:07:21.18,Default,,0000,0000,0000,,Of course, it would be tempting to dramatically \Nchange how she works in this remake - perhaps make Dialogue: 0,0:07:21.18,0:07:26.34,Default,,0000,0000,0000,,her invincible and helpful, like the partner \Ncharacters in games released since 2005. Dialogue: 0,0:07:26.34,0:07:31.02,Default,,0000,0000,0000,,But that would change the dynamic of the \Noriginal game - so, instead, Capcom made Dialogue: 0,0:07:31.02,0:07:36.54,Default,,0000,0000,0000,,more considered changes, with careful tweaks to \Nher AI, her health bar, and her characterisation. Dialogue: 0,0:07:36.54,0:07:40.50,Default,,0000,0000,0000,,No game is perfect, and there will always \Nbe elements that don't gel with fans... Dialogue: 0,0:07:40.50,0:07:42.48,Default,,0000,0000,0000,,or indeed the developers. Dialogue: 0,0:07:42.48,0:07:47.94,Default,,0000,0000,0000,,Talking about The Wind Waker, Zelda boss Eiji \NAonuma says "right after the game was completed, Dialogue: 0,0:07:47.94,0:07:51.51,Default,,0000,0000,0000,,there would be discussions about how we wish \Nwe could have done something [different]" - Dialogue: 0,0:07:51.51,0:07:54.18,Default,,0000,0000,0000,,and so the Wii U version \Nmakes some welcome changes, Dialogue: 0,0:07:54.18,0:07:57.12,Default,,0000,0000,0000,,like speeding up a contentious \Nlate-game fetch quest. Dialogue: 0,0:07:57.84,0:08:02.10,Default,,0000,0000,0000,,And number three is making the game \Nmore approachable and accessible. Dialogue: 0,0:08:02.10,0:08:06.12,Default,,0000,0000,0000,,A remake is trying to win over people \Nwho never played the original - and that Dialogue: 0,0:08:06.12,0:08:09.36,Default,,0000,0000,0000,,includes those who bounced off the first \Ngame, or were never able to start it. Dialogue: 0,0:08:09.36,0:08:13.26,Default,,0000,0000,0000,,The first Resident Evil Remake was \Nintentionally designed to ease in Dialogue: 0,0:08:13.26,0:08:17.58,Default,,0000,0000,0000,,new players, with Capcom accepting that the \Nfirst game really threw you into the deep end. Dialogue: 0,0:08:17.58,0:08:21.60,Default,,0000,0000,0000,,And Resident Evil 2 through \N4 all come with an assisted Dialogue: 0,0:08:21.60,0:08:25.56,Default,,0000,0000,0000,,difficulty setting with features like \Nhealth regeneration and aim snapping. Dialogue: 0,0:08:25.56,0:08:30.36,Default,,0000,0000,0000,,Old games can be notoriously difficult \Nto get into, and rarely accommodated Dialogue: 0,0:08:30.36,0:08:33.30,Default,,0000,0000,0000,,players with disabilities - so \Nit's good to see remakes that Dialogue: 0,0:08:33.30,0:08:36.30,Default,,0000,0000,0000,,make things more approachable, \Nand add accessibility options. Dialogue: 0,0:08:36.30,0:08:39.12,Default,,0000,0000,0000,,The Last of Us Part 1 is a notable standout, Dialogue: 0,0:08:39.12,0:08:43.50,Default,,0000,0000,0000,,with perhaps the most extensive suite \Nof options seen in a game thus far. Dialogue: 0,0:08:43.50,0:08:47.28,Default,,0000,0000,0000,,But it's usually important to \Nmake these changes optional. Dialogue: 0,0:08:47.28,0:08:52.98,Default,,0000,0000,0000,,In the Pokemon Diamond and Pearl remakes, \Nthe devs added a team-wide EXP Share, Dialogue: 0,0:08:52.98,0:08:57.12,Default,,0000,0000,0000,,which means that when you win a battle, \Nall of your Pokemon get experience points. Dialogue: 0,0:08:57.12,0:09:01.68,Default,,0000,0000,0000,,This wrecked the balance and made the \Ngame super easy, barely an inconvenience. Dialogue: 0,0:09:01.68,0:09:06.12,Default,,0000,0000,0000,,It could have been a good option for those who \Nwant an easier time, but it's actually just part Dialogue: 0,0:09:06.12,0:09:10.32,Default,,0000,0000,0000,,of the game and can't be disabled, which \Nannoys those who want more of a challenge. Dialogue: 0,0:09:10.32,0:09:14.58,Default,,0000,0000,0000,,I kinda feel the same way about this \Nbutton in Resident Evil 4's remake Dialogue: 0,0:09:14.58,0:09:17.28,Default,,0000,0000,0000,,which automatically tidies up your attache case. Dialogue: 0,0:09:17.28,0:09:19.92,Default,,0000,0000,0000,,And I know I could just "not press the button", Dialogue: 0,0:09:19.92,0:09:23.58,Default,,0000,0000,0000,,but it's right there! Of course I'm \Ngoing to press the button! I am weak. Dialogue: 0,0:09:24.24,0:09:29.64,Default,,0000,0000,0000,,So, Capcom doesn't try to perfectly recreate \Nthe original game, when it does a remake. Dialogue: 0,0:09:29.64,0:09:34.32,Default,,0000,0000,0000,,It freely changes characters, plot \Npoints, mechanics, puzzles, and content. Dialogue: 0,0:09:34.32,0:09:37.98,Default,,0000,0000,0000,,This makes each remake feel as \Nfresh as a brand new release, Dialogue: 0,0:09:37.98,0:09:42.18,Default,,0000,0000,0000,,and enjoyable even to those who have \Nfinished the original a million times. Dialogue: 0,0:09:42.18,0:09:46.38,Default,,0000,0000,0000,,But it uses the sensation of playing \Nthe first game as a lodestar, Dialogue: 0,0:09:46.38,0:09:50.16,Default,,0000,0000,0000,,to carefully guide new changes \N- keeping Resident Evil 2 scary, Dialogue: 0,0:09:50.16,0:09:54.48,Default,,0000,0000,0000,,and making sure Resident Evil 4 still \Nfeels like an action-packed rollercoaster. Dialogue: 0,0:09:54.48,0:09:59.94,Default,,0000,0000,0000,,And I think this also helps explain Capcom's \Nleast-loved remake: Resident Evil 3. Dialogue: 0,0:09:59.94,0:10:06.12,Default,,0000,0000,0000,,By nerfing Nemesis - by turning Jill's \Ninvincible stalker into a simplistic set piece, Dialogue: 0,0:10:06.12,0:10:14.04,Default,,0000,0000,0000,,RE3 doesn't accurately capture the sensation of \Nthe PS1 original - and so kinda fails as a remake. Dialogue: 0,0:10:14.04,0:10:18.48,Default,,0000,0000,0000,,But when done right, says Capcom, "a \Nremake of a game can deliver a new Dialogue: 0,0:10:18.48,0:10:22.38,Default,,0000,0000,0000,,experience to players while also touching \Nupon the memories we have of the original, Dialogue: 0,0:10:22.38,0:10:26.76,Default,,0000,0000,0000,,which is an appeal that is different from \Nthe appeal of a completely new game." Dialogue: 0,0:10:27.54,0:10:31.86,Default,,0000,0000,0000,,But there's one problem when it comes to making \Nsuch massive changes in a remake. Dialogue: 0,0:10:31.86,0:10:36.66,Default,,0000,0000,0000,,You see, the reason why Psycho was \Ndubbed pointless is because the 1960 Dialogue: 0,0:10:36.66,0:10:40.08,Default,,0000,0000,0000,,original is readily available, \Nand eminently watchable today. Dialogue: 0,0:10:40.68,0:10:45.84,Default,,0000,0000,0000,,In general, it's reasonably easy to remaster \Na movie - which means to go back to the master Dialogue: 0,0:10:45.84,0:10:50.40,Default,,0000,0000,0000,,recording, and make a new print with an improved \Npicture, for a modern format like Blu-Ray. Dialogue: 0,0:10:50.40,0:10:55.68,Default,,0000,0000,0000,,This means that, in Hollywood, remakes are free to \Nliberally adapt the source material - completely Dialogue: 0,0:10:55.68,0:11:00.12,Default,,0000,0000,0000,,changing the film to work in a different time, or \Na different culture, or with a different audience. Dialogue: 0,0:11:00.12,0:11:03.30,Default,,0000,0000,0000,,Change what you want: the \Noriginal is always available. Dialogue: 0,0:11:03.30,0:11:05.46,Default,,0000,0000,0000,,But games are different. Dialogue: 0,0:11:05.46,0:11:10.80,Default,,0000,0000,0000,,Old games get stuck on disintegrating \Nhardware, digital games get delisted, Dialogue: 0,0:11:10.80,0:11:15.36,Default,,0000,0000,0000,,online games see their servers go down, \Nand entire storefronts go offline. Dialogue: 0,0:11:15.36,0:11:19.92,Default,,0000,0000,0000,,And it's really tough to do a straight \N"remaster" of a game - and there are Dialogue: 0,0:11:19.92,0:11:22.02,Default,,0000,0000,0000,,no shortage of crummy ones to point to. Dialogue: 0,0:11:22.02,0:11:26.94,Default,,0000,0000,0000,,Truly great remasters, like Metroid \NPrime on Switch, are a rare treat. Dialogue: 0,0:11:26.94,0:11:30.90,Default,,0000,0000,0000,,So, for some players - well, \Nthey're counting on a remake Dialogue: 0,0:11:30.90,0:11:33.66,Default,,0000,0000,0000,,as the only way to revisit their old favourites. Dialogue: 0,0:11:33.66,0:11:36.60,Default,,0000,0000,0000,,And they want it to be exactly \Nthe way they remember it. Dialogue: 0,0:11:36.60,0:11:40.62,Default,,0000,0000,0000,,They're looking for that ultra faithful \Nrecreation with a few modern updates. Dialogue: 0,0:11:40.62,0:11:42.84,Default,,0000,0000,0000,,They want Gus Van Sant's Psycho. Dialogue: 0,0:11:42.84,0:11:46.38,Default,,0000,0000,0000,,But I don't think this means we \Nneed more shot-for-shot remakes: Dialogue: 0,0:11:46.38,0:11:49.86,Default,,0000,0000,0000,,it just means we need better \Ngame preservation - and to Dialogue: 0,0:11:49.86,0:11:52.98,Default,,0000,0000,0000,,praise publishers who provide \Naccess to the original titles. Dialogue: 0,0:11:52.98,0:11:56.64,Default,,0000,0000,0000,,Because no matter what you think \Nof the new Resident Evil 4 Remake, Dialogue: 0,0:11:56.64,0:12:02.58,Default,,0000,0000,0000,,it ultimately lives alongside an excellent, and \Nvery moddable, HD remaster of the original game. Dialogue: 0,0:12:02.58,0:12:07.62,Default,,0000,0000,0000,,The RE4 Remake doesn't try to \Noverwrite or replace the 2005 original, Dialogue: 0,0:12:07.62,0:12:10.92,Default,,0000,0000,0000,,and I'm sure I'll be replaying both in the future. Dialogue: 0,0:12:10.92,0:12:16.14,Default,,0000,0000,0000,,Sadly, the older Resident Evil \Ngames are not so easy to play today. Dialogue: 0,0:12:16.14,0:12:21.72,Default,,0000,0000,0000,,And I hope Capcom rights that wrong in the same \Nway it does its many, many Mega Man compilations. Dialogue: 0,0:12:21.72,0:12:24.42,Default,,0000,0000,0000,,But other developers are showing how to do it. Dialogue: 0,0:12:24.42,0:12:28.38,Default,,0000,0000,0000,,Nightdive Studios is currently \Nworking on a wild new remake of Dialogue: 0,0:12:28.38,0:12:33.12,Default,,0000,0000,0000,,System Shock - but after acquiring the \NIP it also released the original game, Dialogue: 0,0:12:33.12,0:12:36.54,Default,,0000,0000,0000,,an enhanced edition, and even \Ndropped the source code online. Dialogue: 0,0:12:36.54,0:12:40.68,Default,,0000,0000,0000,,And remember when Zero Mission \Nlet you just boot up Metroid 1, Dialogue: 0,0:12:40.68,0:12:43.68,Default,,0000,0000,0000,,right there, in the game? That was neat. Dialogue: 0,0:12:43.68,0:12:46.92,Default,,0000,0000,0000,,Just don't be like Rockstar, who removed the Grand Dialogue: 0,0:12:46.92,0:12:51.42,Default,,0000,0000,0000,,Theft Auto games from Steam to make \Nway for its disastrous remasters. Dialogue: 0,0:12:51.42,0:12:57.30,Default,,0000,0000,0000,,Or Blizzard, who removed Warcraft 3 to \Nmake way for its, again, disastrous remake. Dialogue: 0,0:12:57.90,0:13:02.94,Default,,0000,0000,0000,,So, what do you reckon? Is Capcom \Nking of the remakes? Or do you Dialogue: 0,0:13:02.94,0:13:07.44,Default,,0000,0000,0000,,prefer more faithful recreations? Let \Nme know in the comments down below.