What’s the best way to bring an old game to new players?
A Restoration
Keyboard Geniuses is back, and for the first highlighted comments of 2018, we’re turning to this week’s look at Sony’s very soon-to-be-released Shadow Of The Colossus remake. Despite going into it with some serious reservations, Bluepoint Games’ restoration of the Fumito Ueda classic was faithful and smart enough to convince Clayton Purdom that these sort of remake projects might actually be a good method for bringing old games to new audiences. This conversation about preservation and modernization dominated the comments. Kyle Oreilly wondered if old games lose a bit of charm when made over in shiny new forms:
I fear that we are basically treading on the ground that Lucas did with the remastered Star Wars trilogy (I know other media analogues aren’t perfect), where we’re cleaning something up but making it look lifeless and devoid of some charm. Whenever I see screenshots of the new HD Wander’s dead-eyed face, I hate it. No one wants an HD re-release of Super Mario World because we’re far enough away from its heyday that we love the blocky pixel-art style, but if we’re to believe games are a real art form we need to give post-pixel low-polygon art just as much respect as we do pixel art.
My other worry is that the sheer amount of labor it takes for this type of preservation makes it only realistic for the most surefire financial success. Many old PS2 gems will be stuck forever in their blurry low-res state. Does that mean they don’t deserve the same trips back through them? I say this of course, knowing that I would trip over myself to buy an HD remake of Burnout 3: Takedown, a game I play stretched and fuzzy on an HDTV to this day.
Mobiusclimber followed up:
I actually don’t agree with Clayton saying that remakes are the best way to preserve old games. Since Kyle brought up the idea of playing classic games with a hypothetical son, let me say that my actual son has played and loved games from NES to the Wii U. I will say that a good remake can surpass the original but never supplant it. I’m not sure how that’s even “game preservation” in the first place. That’s like saying that coloring black-and-white movies somehow preserves them. No matter how good a job you do, it’s a whole new thing. This is doubly true when the core game is changed, like in the case of the original Resident Evil. I can guarantee you that there will come a time where people will be repairing broken PlayStation 2s in order to play PS2 games, the way that people repair NESes by replacing the 72-pin connector today.
Orazio Zorzotto had some thoughts on this particular remake:
Although the graphical style is admirably respectful it is still quite a bit greener and denser than the original, as pointed out in Polygon’s excellent review. More than anything else, Bluepoint’s visual expertise has resulted in a game that feels strikingly “beautiful” in a way that Ico was but the original Shadow definitely wasn’t. This is troubling when we consider that one of the main achievements of the game is the desolate nature of the post-civilization world you explore. It seems to me that, with this theme in mind, the original team happily traded in for things like expansive lighting and high res textures for a basic open world on the notoriously under-powered PS2. But Bluepoint have perhaps gotten away with adding too many visual flourishes. For example, the extremely primitive god ray effect in the original is incredibly harsh, gray, and overbearing. Whether this is due to the technical limitations of the console, the team’s artistic vision, or a melding of both, who can say. In this remake the god rays seem only one step removed from the self-consciously pretty effect common in games of this generation, which seems a shame.
If nothing else, for the sake of preservation and respect toward the original creators, it would have been nice to include a version of the original on the disc or as a download.
Needle Hacksaw agreed and brought some of Bluepoint’s past work into question: