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Why Capcom is the King of Remakes

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

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Video Language:
English
Duration:
13:28

English subtitles

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