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In this feature, Axel Cushing explores
ten games that are deserving of top quality remakes (i.e. not just
nostalgia paydays). This is Part I.
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Retelling the Classics - Ten Games that
Deserve Top Quality Remakes Part I
As a general rule, I'm highly opposed to
remakes of any kind. Too often, they're a cynical attempt to cash in on
an older title's legacy. They are "reimagined" to the point where they
have basically no actual connection to the original work except perhaps
for character names and titles, and even then it's not much of a
guarantee even that degree of reference will occur. However, there are
some instances where a remake can stand on its own and still capture the
spirit of the original work. If movies like 3:10 To Yuma and
The Truth About Charlie (a remake of the Cary Grant movie Charade)
have shown us anything, it's that a remake can be pulled off without
insulting the audience. The trick is to put people with passion for the
original work in charge and let them express the burning desire to see
it brought back to new audiences to appreciate while still respecting
the original work. With that in mind, here are ten titles that I think
deserve a stellar remake.
Meat Puppet
The
game, at the time of its release, garnered obvious comparisons to the
run-and-gun Crusader series. However, the critics were not kind
to the game. While many praised the graphics and art style, they
equally castigated the frustrating control scheme and somewhat hollow
plot. Meat Puppet turned out to be that most unholy of games:
the cheap knockoff. Whatever Crusader did well, Meat Puppet
seemed to do poorly. For all of that, there's really no place to go but
up for this game.
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from the environments. Dumb down the AI.
Those were two of the biggest pluses for the game. Removing them will
not help the cause.
Master of Magic
We
get two sequels for Master of Orion (an excellent game, to be
sure), but bupkis for Master of Magic? Given the success of
Alpha Centauri and the continuing success of the Civilization
series, this should be a no-brainer. In some respects, I'd say that
Master of Magic was probably a deeper experience than Master of
Orion. Sure, conquering the galaxy was fun and all, but it felt a
little mechanical. Master of Magic just felt more organic,
though I couldn't tell you why. Maybe it was the way the world
enchantments were handled. Maybe it was the way that heroes were not
just a bonus modifier the way they were in MOO, but an actual
unit that could fight alongside the troops and change the outcome of a
battle. With other fantasy-themed strategy games like Heroes of
Might & Magic, Lords of Magic, and Disciples having
gone on to fairly decent success, there's definitely room for the
granddaddy of them all to come back big.
What To Do Right:
Expand the potential scope of the game. The original had two worlds
to conquer. Why not give players the option to conquer multiple
worlds? Elemental themed worlds, mirror worlds, alternate "steampunk"
worlds, the list is endless. Keep the spell research and world enchant
systems, expand them if possible. Maybe put in some Diablo-lite
dungeon crawling for when heroes find ruins and caves.
What To Do Wrong:
Crib too heavily from Civilization. Try to imitate any of
the Lord Of The Rings games that have come out over the last few
years. Try to adopt a Total War model for army combat and
sieges. Try to adopt a mini-game format for army combat and sieges.
The Guardian Legend
This
was a sequel to an earlier title for the NES back in Japan, which I
would have never known if I hadn't done some research for this article.
The premise was easy enough to understand, yet I can't begin to tell you
how many hours I sunk into that game. Part of the reason was one
particularly obnoxious puzzle that I never did get around until I picked
up a Game Genie, and even then, the end result wasn't exactly what I was
looking for. Aside from that one puzzle, I genuinely enjoyed the game.
It was a neat mix of shoot'em up scroller and dungeon crawling that
really hasn't been done since. That one cart was probably lodged in my
NES for six straight months before I applied the Game Genie to it.
That's longevity in a game, friends, and I think that it's time to bring
it back.
What To Do Right:
Keep the shooter/dungeon crawl mix. Look to Zone of The Enders
and Metroid Prime for a good example, then put your own spin
on it. Add some more RPG-like elements. Let the players trick out the
mecha they're going to be running around in. The processing power of
consoles and computers these days should give you the opportunity to
create some really kickass environments and creatures, so take advantage
of that.
What To Do Wrong:
Make the game strictly a shooter or an RPG. Keep the annoying puzzles.
Keep the infinite respawns of enemies every time you move to a new
chamber.
Syndicate
I'm
amazed beyond words nobody has thought to try and update this venerable
title. Before Grand Theft Auto, Saint's Row, and Mafia,
you had this grim and gritty cyberpunk title from Peter Molyneaux and
his band of merry miscreants over at Bullfrog. Instead of focusing on a
city, you quite literally had to take over the world. To do this, your
cybernetically enhanced team of assassins would go into an area and
perform a mission which usually resulted in the violent deaths of
numerous people, including hired thugs, powerful leaders, and tons of
innocent bystanders. Some may argue that Syndicate is not
anything like the sandbox gangster games we have around right now, that
it was closer to puzzle-strategy games like Commandos than
anything else. I'm willing to concede that point. However, the idea of
playing as a notional bad guy was fairly unique for its day, and all of
the aforementioned sandbox games could not have been done without
Syndicate putting the idea out there first.
What To Do Right:
Expand the amount of control over how your syndicate makes money,
which enterprises (legal or illegal) get funded or cut off, who gets
bribed and how much. Expand your R&D options, and by extension, the
options for enhancing and equipping your teams. Genetic engineering,
nanotechnology, biophysics, on top of the cybernetics research should
give players plenty to fool around with. Encourage multiple approaches
to completing the missions. Expand the gameplay for taking over rival
territories, maybe two or three missions needed to finally wrest control
away.
What To Do Wrong:
Try to outdo GTA.
Kareteka
Jordan
Mechner didn't just create Prince of Persia. He also gave gamers
the protypical fighting game before we had the Street Fighter,
Dead or Alive, or Soulcalibur franchises. True, the game was
fairly simple compared to the packed fighters of today, and there was
only the one character. But it was still fun, not to mention incredibly
challenging. And there was the alternate ending . . .
What To Do Right:
Keep the basic storyline intact, but feel free to embellish it. Before,
it was "boy goes to rescue girl." Now, it could very easily be "boy
goes to avenge slain master, destroyed village, devastated countryside,
AND rescue girl." Remember, the main villain was named Akuma, which any
Street Fighter fan or devotee of Japanese folklore will tell you
is not a fun and cuddly monster sitting in a white and red ball. Go hog
wild on the mo-cap. Make the environments more explorable (a la
Ninja Gaiden or Onimusha). Make boss battles feel like a
fight to the death (DOA, Soulcalibur).
What To Do Wrong:
Make the boss battles feel like a platform puzzle. Shamelessly copy any
of the Prince of Persia games.
(August 5, 2009)
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