Tag Archives: HD remakes

Shenmue I & II remaster

While not as earth-shattering as the Shenmue III announcement, the weekend’s news that the first two games are getting a remaster has been almost as long coming. It’s multiplatform, it has a physical release, it has dual languages, and considering that even Sonic Adventure didn’t justify a standalone release back when Sega was pushing Dreamcast ports, this series getting one is pretty fucking vindicating.

And even with my intention to support the series by buying every version, it won’t cost me as much as the Shenmue III Kickstarter did.

I posted last year with a few of my wishes for a then-hypothetical remaster, so it’ll be interesting to see how many we actually get. From what I can tell, these are in the bag:

  • Japanese language option – The most important feature, without a doubt, and the one thing that will guarantee my happiness with this port. This is the first time, short of messing around with CD-Rs and hacked undubs, that it’s been possible to play Shenmue in Japanese with English subtitles. My life feels kind of empty without this drum to bang. What do I complain about now?
  • Widescreen – It’s unclear from the trailer what exactly will be offered here, as the announcement trailer shows both gameplay and cut-scenes from Shenmue II in 16:9, with the first game’s gameplay in 16:9 but cut-scenes in letterboxed 4:3. But while we wait for all the details, the important thing we do know is that Shenmue and Shenmue II will both be playable in widescreen.
  • Fixes for pop-in and slowdown – No mention of this but I’m taking it as a gimme. No way does this get the widescreen TLC and interface polish without making sure it’s running smoother than a Dreamcast.
  • Dual-analogue controls – Admittedly all we know for sure is that “choice of modern or classic controls”, but it would be inexplicable for them to not take movement off the D-pad. I’m claiming this one. Giving us the choice is good too – everyone should experience the hideous claw hand required to run and look around at the same time, like Ryo was always doing in the trailers.
It’s in widescreen! And it has a new interface! (Note the icons in the bottom right.)

Whether or not it’s based on the Japanese Dreamcast versions won’t become clear until more media is available but I think it unlikely, simply because of (a) licensing issues and (b) using the Xbox port of Shenmue II saves a lot of work. Online leaderboards/Shenmue Passport are moonshots, but I’ve seen lower-profile remasters with comparable supplemental material, so let’s see.

Unfortunately the backporting of the time skip is a no, which is disappointing given that interface work is happening elsewhere. But even so, enough is going on here to suggest more than simple emulation, as simply making the original game function glitch-free in widescreen, which has so far been impossible with emulators, is no mean feat.

Naturally, I’ll be following this one closely.

Must-have features for Shenmue HD

Now that Shenmue III is a reality, and with Sega snapping up related domains, it’s more likely than ever that we’ll see the two Dreamcast games – both among my favourites ever – coming to modern hardware. As I have done with all previous versions, I’ll be buying it on every platform available so as to maximise the series’ commercial viability and do my part, but what does Sega need to do to make this the best possible revival? I have a few ideas…

Shenmue HD

  • Offer a Japanese language option. Freed from the limitations of a GD-ROM, there’s no excuse not to rectify the single biggest complaint about the English-language releases. Even if the Hong Kong where everyone spoke Japanese made little sense, the PAL Dreamcast version of Shenmue II was light years ahead of the truly horrendous dub for the Xbox edition, and for a game that so celebrated Japan, the decision to dub the original was baffling. Although I can only understand one word in a dozen, my Japanese copy of Shenmue is my preferred medium for a playthrough nowadays. This shortcoming must be rectified in the re-release, whether it’s by including only the Japanese dialogue or by making everyone happy with a toggle.
  • On similar lines, base it on the Japanese game. The stories of how Sega paid to feature real products in Shenmue – the opposite of how product placement is supposed to be done – is one of the famous examples of the mismanagement that led to the series’ crippling budget, but I’d still like to see the realism of buying Coca-Cola while checking my Timex watch added back in. If this is to be the definitive version, we can’t overlook how the little touches like this were what made people fall in love with Shenmue’s world. And if you don’t want to pass the cost on to the consumers, make it paid DLC. I’d buy it.
  • Port the Dreamcast version of Shenmue II, not the Xbox one. Putting aside the dub issue, although it was technically superior and better in some areas, the odd differences in environmental geometry between the DC and Xbox versions often left the Microsoft one coming up short. If this is to be the full-fat, best-of-both-worlds Shenmue experience, I want all the signs from the Dreamcast game. Someone should also point out that vending machines in Hong Kong offering prices in Japanese yen makes no sense, especially when they correctly operated in Hong Kong dollars the first time around.
  • But still fix the pop-in and slowdown. This was something that the Xbox game indisputably got right. The slowdown and characters materialising two feet in front of you was bad in Shenmue and downright terrible in Shenmue II, which really pushed the Dreamcast beyond its limits. There won’t be any excuse for modern hardware not to be throwing Shenmue round at full speed. And improve the quality of the 32kbps MP3s used for dialogue while you’re at it.
  • Make it widescreen while you’re at it. I’d hope this goes without saying, but Sonic Adventure for the Xbox 360 and PS3 was pillarboxed 4:3. Fans have got Shenmue most of the way there with emulators, so Sega can’t fall short here.
  • Dual-analogue controls. We’re now far enough removed for me to admit that the Dreamcast controller isn’t particularly enjoyable to use. Shenmue did a decent job with the tools available, but the HD version must give us analogue movement and use the two sticks to remove the need for hand gymnastics if you want to run around (up on the D-pad and hold left trigger) while admiring the scenery (analogue stick, also on the left). By all means keep the movement on the D-pad for authenticity’s sake, but dual analogue simply must be an option.
  • Give it online leaderboards and theme them like Shenmue Passport. The oft-forgotten fourth disc of Shenmue offered a cut-scene viewer, music player, and tech demos that gave information on all the systems at play in simulating the world. What it also allowed you to do was go online to read detailed background information on every NPC in the game – finally settle those arguments over the blood type and zodiac sign of the girl in Hokuhoku Lunches – as well as view maps, gameplay stats, and global leaderboards for the numerous mini-games. None of this has worked since 2002, so I’d love to see this all make a comeback with the more robust online infrastructures of the current consoles behind it.
  • Don’t be afraid to use Shenmue II to improve the first one. I might generally prefer the first game, but I’m not so hung up on it being authentic that I’ll turn down the backporting of the numerous mechanical improvements of Shenmue II. Being able to skip ahead when waiting for an appointment, for instance, was an undeniable benefit.

No excuses, Sega.

Returning to the Resident Evil remake

I know I’ve complained about the preponderance of recent remasters, which makes my current enthusiasm for this, the 2015 remaster of the 2002 remake of 1996’s Resident Evil, as well as the long-awaited Majora’s Mask 3D, seem odd. I’ll defend my position, though, since neither of those games has been seen on shelves in more than a decade and at least two console generations – they’re retro, in other words. I’ll be less enthusiastic about a 1080p remaster of Resident Evil 6, should that arrive, believe me.

Resident Evil HD: The mansion lobby

This is a game that I always respected and wanted to like, but timid little 2002-vintage me never made it much beyond the appearance of Crimson Heads. A couple of hours, in other words. A humiliating admission for such an ardent horror fan, but sadly not an isolated one in my gaming back catalogue, which is a who’s who of abandoned horror classics. But while the years might have blunted the absolute dread I felt when playing this to the point where it didn’t really give me The Fear at all, like when I played through the original Silent Hill, though, time has left the solid mechanics alone. It’s a phenomenally well-designed game.

But where Silent Hill, being (a) a PS1 game and (b) doing in real-time what Resident Evil resorted to pre-rendered backdrops to accomplish, looks really rough now, the Resident Evil remake (REmake hereafter) still looks incredible. It’s genuinely one of the most beautiful games ever made, even on a GameCube, and quick polish for a new generation of systems has only enhanced it. Some FMV and dark backgrounds that can look somewhat over-compressed aside, the game looks almost flawless. A handful of rooms are apparently now rendered in real-time, and it’s absolutely seamless – meaning we had a game on the GC that could stand up alongside games from two generations on. Amazing.

Resident Evil HD: Jill Valentine

I’m continually blown away by the details in the visual and story design of this game. The Spencer Mansion, ridiculous as its gems, metal objects and death masks may be, is an iconic location, brimming with memorable rooms and scares. Lisa Trevor and her family add a harrowing subplot that’s significantly more disturbing than any number of exploding heads. It has fun in playing with your expectations, so that you can imagine the designers smiling as famous moments like the dogs through the window are subverted, or when the aforementioned Crimson Heads turn cleared rooms into dangerous ammo sinks. The voice acting still has B-movie charm without being impossible to take seriously like the original, while those touching up the script and removing some of the more egregious howlers had the good sense to leave alone some of the best writing.

As much as I love RE2 and 4, REmake is my favourite in the series. It’s pure survival horror, which, brilliant as it is, Resident Evil 4 isn’t. It’s also tight, creepy and self-contained, which the bigger and crazier RE2 isn’t. It’s also a lesson for newer games in how to do a lot without a huge abundance of content, supporting two stories, multiple endings and a series of enjoyable unlocks in a game that can comfortably be finished in five hours.

2014: Everything was Remasters

Everything was remastersI’m planning out my annual Game of the Year list for 2014 and I have a serious problem: I’m fairly sure I haven’t even played ten new games this year. I still don’t have a Wii U, meaning I’ve so far missed out on a couple of gems there – Mario Kart 8 and Bayonetta 2 would almost certainly make the list – and I’m aware of a couple of candidates that I haven’t touched on the big consoles – The Evil Within, Dragon Age: Inquisition, Shadows of Mordor, Far Cry 4 – but it’s still a disappointing crop.

That lot, coupled with the ones I actually have played, would still only take me up to a dozen or so, which is well down on years when putting together a top ten was a challenge for good reasons and left me with enough worthy games to fill an impressive honourable mentions list. Now, though, I’m either dropping it to a top five or just going with a handful of favourites to be hailed as one.

One trend is clear, though. My one remaining preorder for the year is Kingdom Hearts 2.5 HD, which joins Final Fantasy X HD, Grand Theft Auto V for the PS4 and Metro Redux on my shelf. And I’ve been quite selective with those four, skipping Tomb Raider: Definitive Edition, The Last of Us Remastered, Halo: The Master Chief Collection, and no doubt some lesser examples that are slipping my mind. Just today, Dark Souls II was announced for the PS4 and Xbox One. Not the superior previous games in the series, and coming in the face of the series creator’s eagerly awaited next project. Just Dark Souls II. Again.

I know this isn’t necessarily a zero sum game where we’re getting remasters instead of new games, but such a barren 12 months really makes it feel that way.

I felt positive about this new generation after a generally disappointing and far too long one, but it’s been marred by technical issues and this blight. Thank god we have the scintillating first half of 2015 to make up for it.

Halo: Anniversary

As much as I like Halo, I get the feeling that nobody cares about its anniversary as much as Microsoft. Cool receptions to many of its spin-offs suggest to me that it’s something of a manufactured phenomenon that, without the marketing spend to turn each new iteration into an ‘event’, wouldn’t have developed organically. I genuinely do like the series, especially in multiplayer, but a new announcement does tend to provoke eye-rolling more than it would with any of gaming’s other marquee franchises.

Halo: Combat Evolved Anniversary

But without any new multiplayer – or even, more gallingly, old multiplayer – Halo: Anniversary is a good opportunity to go back to the first game and see whether it’s actually as great as the hype would have us believe. My theory was that the years and a million arguments between fanboys have led to both what Halo did right and what it did wrong being amplified, so while a two-weapon limit and recharging health weren’t the foundation of a new dawn for the 21st Century’s most popular genre, The Library isn’t that bad. Ten years on from my first playthrough, I actually found the Flood quite enjoyable to fight, and what I like and dislike about certain levels has changed dramatically. I love the horror vibe of the enemy-free section in 343 Guilty Spark, for example, but the open battlefields of Assault on the Control Room that I enjoyed in 2002 were overshadowed by the tedious repetition of rooms. Needless to say, doing practically the same level in reverse, only with Flood and without a tank, in Two Betrayals seemed like the low point.

First of all, how is the remastering job? While it’s not immediately all that impressive, it’s striking how much has changed when flipping to the original graphics. Looking at that makes me thankful that the graphical overhaul is closer to complete remake territory, and putting it closer to the graphical standards of current games illustrates just how dull a lot of modern shooters are to look at; nowhere will you see such a refreshingly vibrant palette of greens, purples, blues and pinks, and it’s even made the classic graphics look drab in comparison.

Too bad that something – possibly the strain of pushing two engines, possibly the 3D, or maybe even a misguided attempt to keep things true to the original Xbox – makes the frame rate inconsistent. This should be running locked at 30fps at the very least, and it undermines the otherwise-lovely presentation.

Flaws aside, however, I thoroughly enjoyed revisiting Halo, and after years of seeing it barracked by popular backlash from areas of the community I was surprised by how much I liked it. Bungie did a tremendous job of balancing satisfying weapons, very believable AI and a few truly brilliant level designs that 343 Industries’ was right not to touch in its attempts to modernise it. Is it a remake? Is it an HD remaster? It’s somewhere in between and I like it. More please.