From thumbnails made by fans like Black Mesa to very high quality AAA products like The Final VII Remake, improved, are often seen again in full-size games in the early months of 2020. Remembering the previous wood and providing comfort for the players in difficult times. But many of these games are inventing new ways, interrupting the comforts of returning to our youth to seek out evil, brave desires. What designers choose to do honestly, and where they invent new ways, creates excitement and conflict. The result may not be what everyone wants, but it is what we have. And often, what we think we know about old games doesn't work anymore.
I have mixed feelings about memories and problems. I am a refiner. I think it's important for players to have access to all kinds of games, not just great classics or programming feelings. As many games as possible should be in its original form, available to players. This is the case when you emphasize imitation, a tool that has been severely damaged by industry executives and companies such as Nintendo, but which often plays important historical games. Because as much as I like Arcadia heaven, a classic 2000 Dreamcast RPG, I have two options: play on the actual hardware I have, or download the emulator.
Of course, replacing old games are issues with licensing issues and the like, but gaming history is a delicate one. The older the game, the fewer ways we have to play it reliably and the less access we have to talking to its creators. The solution, at least for the game companies, has been a mixture of surprises — excessive re-releases — and reminds us that completely transforms the feeling of something closer to a gameplay than a book. This is a recent trend: creating experiences that try to tap into something important to real ownership.
That was how Capcom was built Disadvantages of Living 3, disappointing many fans. Citizenship 3 The 1999 PlayStation release was full of series proportions, with more zombies on screen, more characters, and less Neymes story. Hulking and almost invincible, this beast can appear at any time to chase you. At key moments, you can compile this story by running away or dealing with it in positive ways.
The Disadvantages of Living 3 the surprise is not very reliable in the latter parts. Nemesis is undoubtedly terrifying, and during the short stages you'll chase, but most of the encounters are documented. Play it enough times and you'll know exactly when you need to worry about persistent hunting. This is inconsistent with the first game, which has an opening test phase that has provided many opportunities for Nemesis not to be announced. Re-omitting multiple story modes allows for direct narration. These decisions keep the motivation away from being a one-on-one game. Instead, the re-broadcast gives Capcom the opportunity to create a new game the same feelings. The RE3 it's quick, anxious, and action packed, with moments of explosion and violence. It's a game of action. There is less noise than before Resident Evil 2 remember, it captures part of the source material and uses that as a road map for re-imagining.
This has led to the result of a breakup. For example, while I enjoyed the game and I thought it was one hell of a roller coaster, the authors at Pin Games they called it “a disappointing disappointment.”
It wasn't so Resident Evil 2, it seems. That game was, to hear Deputy say, “a satisfying balance between fear and power.” But to remember Disadvantages of Living 3 it can't be the same as a discount Resident Evil 2 because Disadvantages of Living 3 it had never aroused the same kind of fear. To expect the same thing is to ignore the context. These games have very different experiences, as the actual ones have been varied experiences over the decades. Capcom is faced with a choice: Repeat what was once or created something that evokes the feeling of an action-packed zombie problem. Choosing the latter, ignoring the actual book list of the story that was closest to the original but not a single review. Sadly, with the exception of countless changes including cut-offs and new boss fights, Pin Games and I decided that the remake was "not revolutionary enough for the first game."
That is a heartbreaking argument: They remain below the expectations of the player. Excessive twist and bristles bristles. Don't go far enough and even professional critics would say you played it safe. However, very small changes can have big consequences. Or true adaptations like 2018 & # 39; s Photo by Colossus the remaster has lost some of the vivid light that defines the original beauty. The areas covered by the original light were dark and sharp in a way that affected the themes of the game, helping to convey a story where light and darkness had great meaning after all. The tools are there for reliable reminders, and creators should use them diligently. But do you remember? It has become their thing, and the burden of expectation compels them to adapt to the time of their release.
Take it The Final VII Remake. For years fans have been crying for the “modern” version of The final concept of VII, but this longing never comes to understanding what it might mean. Better graphics, sure. Doing something by voice? Not likely! But what happened The final concept of VII looks like 15 years have passed? What should it look more than 20 years later? It could be the same thing. The final concept of VII it came from a specific situation, which when games eventually gained the ability to work with the disc space to provide visual content that seemed to compete with film-like actors, even though the idea that games needed to compete with movies was incomprehensible. It was a time when narrative games were expanding, making its way back to the public view of video games as a waste of time, children's gatherings. “They say it will not be done on the big motion picture, & # 39; s starting trading. "They're right."
The Final VII Remake it comes in a different form, carrying the weight of decades of expectations and expectations. Reality is one of the most popular games of all time, a positive experience for many millennial players and their older peers. That leaves the weight on his shoulders undone. So The Final VII Remake it makes that a defining feature of its narrative and its structure. As the story unfolds from the original narrative, it is clear that the game knows that these changes form a kind of betrayal for the old fans. This is evident in the pictorial shenanigans that I will not mention in detail here save to say that while The Final VII RemakeHis heroes try to make up their own stories, drawn unequally on the path of the 1997 predecessors. All the new animations and updated fights exist within this context: The game wants to do something different, or the fans' platform wants it to be the same thing they've always liked.
Instead of agreeing to those followers, Be warned it turns that conflict into an integral part of the experience, and for the better. 2020 is a far more significant time than 1997, and games are finally shaped by the times when they are created and released. The Final VII RemakeThe shocking twists and turns will upset many, yet it is an inevitable consequence of releasing the game wrapped in such strong hype and expectations. That conflict will not be part of the game itself. You just can't remember The final concept of VII. It's there! Instead, you reassess it and refine it in a way that responds to the current.
Of course, some redesigned games avoid that much. While the fan was made Half life to remember Black Mesa it adds a few narrative strokes and artificial barrels to help link the story to a wider spread, especially restoring the original game with dead enthusiasm. This is because playing as a subculture creates a canon of "must play" or "important" games that players are expected to engage with (rightly or wrongly). What we decide to do is say a lot about the culture of gaming in general from the games itself to the parts we keep or remove. Sometimes that means putting up with frustrating or abusive stories and even reminders. Black Mesa it would make the final half of the game – when striker Gordon Freeman explores the Xen's native land – somehow miserable, but even if he plays Black Mesa, expects you to tolerate Xen because it forms an integral part of the game's original experience within the game's core and in the broader field. In some cases, games like Monkey Island the memories make it possible to switch from the updated version to the original so that players can directly experience this additional custom history in addition to the updated version.
Forgetting and remembering back is a kind of tradition. Players return to these places, experiencing versions and variations of news and events in much the same way that the Bible contains various accounts of important times written by various authors. As with any anthropology, the question of what is really a "canon" is at the bottom of it all. What is the exact way to get the game? What is the right way to repeat and tell stories that emphasize gaming culture like and stories to tell?
In the meantime, at least on the high end of the budget scale, the current decision is not to tell them exactly what they were. Instead, today's creators are reusing old games into new experiences that try to excite a rising sensation in their viewers like they did decades ago. And I'm setting here waiting for mine Arcadia heaven PC port, thanks for that The Final VII Remake do what it wants, not what fans want.