n. (re’mak’) – To make again or anew

Resident Evil (Capcom, 1996), Resident Evil (Capcom, 2002)

There exists a time when games made the premature leap into the third dimension, a stumbling, hesitant leap that resulted in giant polygonal graphics, draw distances shorter than your arms could reach and campy CGI cutscenes. Not to mention single analogue stick control and a frustrating reliance on single-point cameras that made games like Resident Evil and Metal Gear Solid exercises in spatial frustration.

Yet this time period, which encapsulated the entire Nintendo 64, Playstation and Sega Saturn era, bore witness to some of gaming’s most popular, celebrated and important games – Tomb Raider, Half Life, The Ocarina of Time and Final Fantasy VII, to name a few. Games that plague “best game ever” lists, sprouted franchises and inspired legions of copy-cats.

It makes an almost impregnable time capsule of games, only accessible by the strong-of-stomach and hopeless nostalgics. I’m currently trying to finish Grim Fandango, one of LucasArt’s final adventures and their first in 3D, but controlling Manny’s lumbering trot is more like driving a tank than manoeuvring a skeletal travel agent. Even the 1988 Maniac Mansion is more accessible than its 10-years-wiser cousin, not to mention playable on a variety of devices and platforms rather than the Windows XP dual-booting headache of Grim.

Tomb Raider (Core Design, 1996), Tomb Raider: Anniversary (Crystal Dynamics, 2007)

So it’s here that I make my rebuttal to Duncan’s excellent first post, where he asks “why must we wait” for high definition gaming remakes? I’m all for his zesty old-school attitude, and am known to dust off the odd Super Nintendo controller should the occasion present itself, but trying to play the original Tomb Raider on Sega Saturn is like trying to play Operation during an earthquake – excruciatingly frustrating, and makes you reassess your priorities in life. Lara must be moved like a chess piece rather than a human, the tombs are filled with thick grey fog and my Saturn controller digs into my palm like barbed wire, it’s almost unplayable.

Yet Tomb Raider still retains some of the most imaginative and creative levels of the entire franchise – that vertigo inducing scramble down St. Francis’ Folly, the terrifying T-Rex of Qualopec and the submerged sculptures in the Valley of the Kings – all locked away behind archaic graphics and primitive 3D control.

Enter Tomb Raider: Anniversary, Crystal Dynamics’ brave and successful attempt to reinterpret Lara’s old haunts with a contemporary shine. By borrowing Legend’s engine, giving Lara some new moves and oiling some squeaks, Miss Croft’s classic playgrounds were reinvigorated with style. It was meticulously faithful to the source material but without succumbing to the original’s problems, offering a brand new game to greenhorns without alienating or offending the veterans.

Half Life (Valve, 1998), Black Mesa (Unofficial Mod, Unreleased)

I don’t think I’m alone in my condemnation of this polygonal era; a great deal of these early 3D games have seen Anniversary-esque remasters. The Gamecube saw remakes of Resident Evil and Metal Gear Solid, Xbox received a Conker’s Bad Fur Day update and a fan team is hard at work on Black Mesa, a remake of the original Half Life.

Remakes are a dodgy business, with every change going under the scrutinising eye of the hardcore fanbase and the quick-cash-in accusations of sardonic bloggers, but if they can make aging legends relevant again we should keep an open mind.


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6 responses to “n. (re’mak’) – To make again or anew”

  1. John.B avatar

    The RE-remake is still probably the most beautiful game I’ve ever seen, staggering looking and the extra sections are truly creepy.

  2. MrCuddleswick avatar
    MrCuddleswick

    I remember getting Gran Turismo and entirely believing that no game could ever look more real.

    I think a handful of the N64 classics remain timeless – Mario 64, Mario Kart 64 and Ocarina primarily.

    Goldeneye now looks like scotch broth, but plays less responsively.

    You’re quite right on Tomb Raider – I played it on the PSX recently and felt embarrassed and worried that I used to try and back Lara into a corner to ogle her chest pyramids. The draw distance in that game is startling – in fact, it’s a wonder that the tips of her chest pyramids don’t disappear into the dark haze.

  3. Celeste avatar
    Celeste

    The classics are always by far the best. But RE was probably the best remake ever to be made.

  4. The Rook avatar
    The Rook

    Obviously with the technology we have today, there is much more that can be done to make the old games shine with all new bells and whistles. We may have had the best that could be done at the time with the original versions, but as long as we still got enjoyment from them, that’s what counts.

    RE re-done on the Gamecube was the reason I bought a Gamecube. It was absolutely brilliant. I too loved TR: Anniversary and I wish the Crystal Dynamics could re-make Angel Of Darkness so I could actually play that game.

  5. PedanticJase avatar
    PedanticJase

    Remakes work when you can tell the developers but a bit of love back into there game. Prime example is the adding of the First person perspective in MGS : Twin snakes and its remade cut scenes
    Twin Snakes Version
    http://www.youtube.com/watch?v=udUQ8U1STQQ
    Original
    http://www.youtube.com/watch?v=D-xKzg6n1EA

    Good how good is that!

  6. Santiago Alborn avatar

    Very interesting post thank you for writing it I have added your blog to my favorites and will check back 🙂 By the way this is off topic but I really like your web page layout.

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