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Reinventing the wheel
Copyright (c) Noelle
Adams. All Rights Reserved.
The
remake. It’s been a tradition in the film industry for decades,
and now the concept is becoming increasingly common to gaming.
But is it a good thing?
It’s not surprising
that game remakes are only just starting to appear, when compared
to movie revamps. Film has a 60 year head start on video games
as a popular entertainment form. Technically gaming is only
in its third decade of high profile existence, having gained
popularity in the 1980s with the first console explosion.
Now, the gaming
industry is approaching middle age, feeling a little tired,
and largely lacking fresh ideas. In a creative funk, the industry
has turned to past successes for inspiration. Today’s remake
involves taking a classic title and revamping its graphics,
controls, and even storyline, for the fussy consumer of today’s
Pixel Shader Age.
There are obvious
advantages to producing remakes. For one thing, regardless
of their feelings towards the finished game, fans of the original
will start generating hype from the moment the project is
announced. Developers have a pre-assembled group of potential
buyers.
Then there are
the “newbies” who may have missed the original game, but know
of its classic status. Remakes let people appreciate a title
they might otherwise never get to experience, such as old
DOS games that struggle on new systems. More importantly,
today’s remakes quite literally smooth away the rough edges
of yesterday’s games, helping to satisfy gamers’ desires for
natural movement and stunning graphics.
A recent example
is Tomb Raider: Anniversary, released in June to celebrate
a decade of Lara Croft action. Anniversary was essentially
a remake of the dated looking 1996 original, created with
the advanced Legend game engine.
On Xbox Live, gamers
can now play the original Prince of Persia platformer, but
polished with graphics from 2003’s Sands of Time.
Sometimes the gap
between an original game and its sequel is so large that it’s
easier to consider the follow-up a remake than a continuation.
Such is the case with Blizzard’s StarCraft II, most likely
set for release in 2008, 10 years after the original. Sure
there’s story continuation, new units and a colourful new
3D look, but what can the game offer in terms of “new” gameplay?
Especially since the Dawn of War series so thoroughly transformed
sci-fi real time strategy. Surely StarCraft II is then more
about a visual overhaul of StarCraft I for today’s gamer,
and less about attempting anything groundbreaking?
Then again, is
innovation important? We’re all used to interviews where developers
simply regurgitate a press release about how revolutionary
their game is. Rarely is that claim true. You have to wonder
then which is better: Lying blatantly about “newness”, or
quietly rehashing a winning formula?
In
the end, that’s what remakes boil down to – contentment, sometimes
even laziness, on developers’ part to revamp what already
works, instead of creating something original. And it’s up
to you to decide if you’re willing to pay full price for a
prettier version of something you already played 10 years
back.
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