-
Right now, we are in the age of the remake.
-
From Dead Space to Demon's Souls, and
from The Last of Us to Like a Dragon,
-
it seems like every publisher is
now ransacking its back catalogue
-
to look for games it can reheat
and sell to us all over again.
-
But there's one studio that's doing
things differently - and that's Capcom.
-
Specifically its Resident Evil team.
-
Over the last two decades, Capcom
has remade Resident Evil 1, 2,
-
3, and 4 - and these games feel like way
more than just recycled retro favourites.
-
So - what are they doing differently?
And how do they pull it off?
-
Well - I'm Mark Brown,
and this is Game Maker's Toolkit.
-
Do you remember when Gus Van
Sant remade the movie, Psycho?
-
This was no ordinary remake: instead, it was a
near-perfect, shot-for-shot recreation of the
-
original film, with the same script, camera moves,
and musical score - but a few modern updates,
-
like shooting in colour, and adding more gore
and nudity to that infamous shower scene.
-
If you don't remember it, I'm not surprised - I
think everyone involved would rather you forgot.
-
The remake bombed at the box office,
it was savaged by critics, Roger Ebert
-
called it "pointless", and Hollywood
has never tried such a thing again.
-
*Pumbaa Farts*
-
For the most part.
-
But in the world of video games...
-
well this is actually how a lot of remakes work.
-
Despite using all new engines and assets,
-
the goal is to be as faithful as
possible to the original game.
-
To make a beat-by-beat
recreation of what came before.
-
But with a few conservative
tweaks to the gameplay or content.
-
Now this can certainly lead to good games.
-
And I've used these remakes to catch
up on titles I missed upon release.
-
But I think there are two big
problems with this approach.
-
For one, it can lead to games
with absolutely cutting edge
-
graphics - but gameplay that feels
dated and surpassed by later titles.
-
And two - if you've already played the original,
-
then this perfect recreation offers
little incentive to pick up the remake.
-
So that's why Capcom doesn't follow this
trend - while its remakes are heavily
-
influenced by the original games, it liberally
changes both the gameplay and the content.
-
For gameplay, take Resident Evil 2.
-
The PlayStation 1 original has these fixed,
-
CCTV-style camera angles, and
Leon moved around like a tank.
-
For the remake, Capcom did experiment
with keeping this viewpoint...
-
but ultimately went for something more modern:
turning it into an over-the-shoulder shooter.
-
And for content, look at Resident Evil 4.
-
This remake mostly follows the
beats of the original game,
-
but regularly makes changes - content
is moved around, played out of order,
-
expanded, shrunk, cut entirely,
and replaced by brand new stuff.
-
So even if you've played the original,
this remake is full of surprising twists.
-
Take the iconic village siege from the
opening of the game - seems familiar enough,
-
but then I went up this tower and,
oh, that's not how I remember it.
-
And then I rounded this corner
and, oh no, what's happening now?
-
Capcom says "if we remade the game so
players do the exact same thing as the
-
original, that's not really
going to be fun or interesting".
-
Of course, it's not enough to just say "throw
out the source material and do something new".
-
Remakes are playing to our
nostalgia for the original,
-
and any changes can feel like
blasphemous meddling with perfection.
-
There are no shortage of remakes that have
angered fans by changing things too much.
-
Whether that's Ratchet's characterisation,
-
Peter Parker's face, or Venture Beat describing
Shadow of the Colossus's new graphics as "too good".
-
So, Capcom says its remakes "show love for
the original work through their content,
-
which includes both where the remake makes changes
and where it remains the same as the original".
-
They know when to stay faithful, and
know how to stray from the source.
-
One way to do this is to focus
on capturing the sensation of
-
playing the original game - even if
you're not copying the exact details.
-
For Resident Evil 2, Capcom says a
guiding principle was that "whenever
-
people play this, they should get the
same feeling we got back in the day,
-
even though the outer layers are different".
-
So while it loses the forced camera perspective,
-
the developers still wanted the game to
be tense and claustrophobic - and so made
-
it difficult to aim exactly where you want,
and kept the camera tight behind Leon's back.
-
A smart approach is to identify some
pillars of the original - things
-
define the DNA of what made it
so beloved in the first place.
-
For Resident Evil 4, that included stuff like
its lighting-fast pace, its b-movie dialogue,
-
the way you can tackle encounters in different
ways, and how fun the game was to replay.
-
The designers behind the Dead Space remake
had a similar idea - with "sci-fi horror,
-
unbroken immersion, and creative
gameplay" as the pillars.
-
"Any novelty, enhancement, enrichment,
-
or whatever had to fit inside one of
those pillars" - the developer says.
-
Importantly, these pillars
should be feelings, not features.
-
Aesthetics, not mechanics, to bring
us back to the previous episode.
-
This allows developers to change how the game
works, without messing with how the game feels.
-
For example - Leon can use his
knife for some brand new moves
-
like a parry, and a stealth takedown.
-
This could change the feel of the
game, making Leon overpowered.
-
But by making it so the knife can break and
need to be patched up by the merchant, Leon
-
stays one step behind, and the remake stays true
to the survival horror feeling of the original.
-
So - this approach can be
used to address the three
-
main things that all remakes should consider.
-
Number one is modernisation.
-
Remakes are entering the industry today,
-
and so people expect modern conventions and
conveniences like fast travel and quick save.
-
And they don't want to see mechanics that are...
-
I don't want to say dated,
so let's say unfashionable.
-
That's why Capcom pulled the
button-bashing quicktime events
-
from RE4 - "QTEs are not popular
in today's games," the devs said.
-
But, any change to the mechanics is
going to have a knock-on impact to
-
the rest of the game - and risk ruining the feel.
-
Take the new Goldeneye remaster - it makes
sense to update for modern first-person shooter
-
controls, but that makes the game, which
was designed for much clunkier inputs...
-
well it makes it a bit of a cakewalk.
-
Resident Evil 4 could have
fallen into the same trap.
-
In the original game, Leon couldn't aim and move
-
at the same time - he became a turret
every time he pulled out his pistol.
-
But not adding strafe was an intentional
choice on Capcom's part - in 2004,
-
it said "we didn't want to go into
the shooting / army type genre".
-
The remake, predictably, lets Leon strafe - and
-
he generally moves around like
a typical shooter protagonist.
-
But to counterbalance this change, the enemies
are now more aggressive and more numerous.
-
So despite Leon's newly nimble movement, the
game still feels as pulse-pounding as ever.
-
Number two is addressing
criticism of the original.
-
If there's one thing that puts me off from
replaying Resident Evil 4, it's Ashley.
-
This lengthy escort quest
can become an annoying bit
-
of babysitting that threatens to spoil the fun.
-
Of course, it would be tempting to dramatically
change how she works in this remake - perhaps make
-
her invincible and helpful, like the partner
characters in games released since 2005.
-
But that would change the dynamic of the
original game - so, instead, Capcom made
-
more considered changes, with careful tweaks to
her AI, her health bar, and her characterisation.
-
No game is perfect, and there will always
be elements that don't gel with fans...
-
or indeed the developers.
-
Talking about The Wind Waker, Zelda boss Eiji
Aonuma says "right after the game was completed,
-
there would be discussions about how we wish
we could have done something [different]" -
-
and so the Wii U version
makes some welcome changes,
-
like speeding up a contentious
late-game fetch quest.
-
And number three is making the game
more approachable and accessible.
-
A remake is trying to win over people
who never played the original - and that
-
includes those who bounced off the first
game, or were never able to start it.
-
The first Resident Evil Remake was
intentionally designed to ease in
-
new players, with Capcom accepting that the
first game really threw you into the deep end.
-
And Resident Evil 2 through
4 all come with an assisted
-
difficulty setting with features like
health regeneration and aim snapping.
-
Old games can be notoriously difficult
to get into, and rarely accommodated
-
players with disabilities - so
it's good to see remakes that
-
make things more approachable,
and add accessibility options.
-
The Last of Us Part 1 is a notable standout,
-
with perhaps the most extensive suite
of options seen in a game thus far.
-
But it's usually important to
make these changes optional.
-
In the Pokemon Diamond and Pearl remakes,
the devs added a team-wide EXP Share,
-
which means that when you win a battle,
all of your Pokemon get experience points.
-
This wrecked the balance and made the
game super easy, barely an inconvenience.
-
It could have been a good option for those who
want an easier time, but it's actually just part
-
of the game and can't be disabled, which
annoys those who want more of a challenge.
-
I kinda feel the same way about this
button in Resident Evil 4's remake
-
which automatically tidies up your attache case.
-
And I know I could just "not press the button",
-
but it's right there! Of course I'm
going to press the button! I am weak.
-
So, Capcom doesn't try to perfectly recreate
the original game, when it does a remake.
-
It freely changes characters, plot
points, mechanics, puzzles, and content.
-
This makes each remake feel as
fresh as a brand new release,
-
and enjoyable even to those who have
finished the original a million times.
-
But it uses the sensation of playing
the first game as a lodestar,
-
to carefully guide new changes
- keeping Resident Evil 2 scary,
-
and making sure Resident Evil 4 still
feels like an action-packed rollercoaster.
-
And I think this also helps explain Capcom's
least-loved remake: Resident Evil 3.
-
By nerfing Nemesis - by turning Jill's
invincible stalker into a simplistic set piece,
-
RE3 doesn't accurately capture the sensation of
the PS1 original - and so kinda fails as a remake.
-
But when done right, says Capcom, "a
remake of a game can deliver a new
-
experience to players while also touching
upon the memories we have of the original,
-
which is an appeal that is different from
the appeal of a completely new game."
-
But there's one problem when it comes to making
such massive changes in a remake.
-
You see, the reason why Psycho was
dubbed pointless is because the 1960
-
original is readily available,
and eminently watchable today.
-
In general, it's reasonably easy to remaster
a movie - which means to go back to the master
-
recording, and make a new print with an improved
picture, for a modern format like Blu-Ray.
-
This means that, in Hollywood, remakes are free to
liberally adapt the source material - completely
-
changing the film to work in a different time, or
a different culture, or with a different audience.
-
Change what you want: the
original is always available.
-
But games are different.
-
Old games get stuck on disintegrating
hardware, digital games get delisted,
-
online games see their servers go down,
and entire storefronts go offline.
-
And it's really tough to do a straight
"remaster" of a game - and there are
-
no shortage of crummy ones to point to.
-
Truly great remasters, like Metroid
Prime on Switch, are a rare treat.
-
So, for some players - well,
they're counting on a remake
-
as the only way to revisit their old favourites.
-
And they want it to be exactly
the way they remember it.
-
They're looking for that ultra faithful
recreation with a few modern updates.
-
They want Gus Van Sant's Psycho.
-
But I don't think this means we
need more shot-for-shot remakes:
-
it just means we need better
game preservation - and to
-
praise publishers who provide
access to the original titles.
-
Because no matter what you think
of the new Resident Evil 4 Remake,
-
it ultimately lives alongside an excellent, and
very moddable, HD remaster of the original game.
-
The RE4 Remake doesn't try to
overwrite or replace the 2005 original,
-
and I'm sure I'll be replaying both in the future.
-
Sadly, the older Resident Evil
games are not so easy to play today.
-
And I hope Capcom rights that wrong in the same
way it does its many, many Mega Man compilations.
-
But other developers are showing how to do it.
-
Nightdive Studios is currently
working on a wild new remake of
-
System Shock - but after acquiring the
IP it also released the original game,
-
an enhanced edition, and even
dropped the source code online.
-
And remember when Zero Mission
let you just boot up Metroid 1,
-
right there, in the game? That was neat.
-
Just don't be like Rockstar, who removed the Grand
-
Theft Auto games from Steam to make
way for its disastrous remasters.
-
Or Blizzard, who removed Warcraft 3 to
make way for its, again, disastrous remake.
-
So, what do you reckon? Is Capcom
king of the remakes? Or do you
-
prefer more faithful recreations? Let
me know in the comments down below.