Re: Kitase on why FFVII would be difficult to remake
A lot of people seem to disagree. Much of MGS's charm resides in the trappings of the time it was released. Disc swapping was common and the game broke the fourth wall in its own packaging.
Aging well is a matter of how playable and viewable a game is by today's standards. There are people that think Super Metroid falls into such a category, but there are a TON of people, like myself, that would disagree with that. And knowing how Sakamoto has been with Fusion and Other M, I wouldn't want him George Lucasing all over Super Metroid. So leave that alone.
Much of MGS' charm comes from being on Playstation. There are gags based on the limitations of the hardware, the packaging and everything. Most PSN PSO classics can skate by without instructions added and sometimes do, but MGS could not get away with that, though I'm sure that telling people Meryel's codec frequency is on the '"back of the box" is a gag lost on download players.
The Gamecube version had those gags, but by then the gags were well-worn.
I should also point out that MGS2 is not the most loved game of the series and while the gameplay was better than that of MGS, the gameplay of MGS suffered for having MGS2's elements grafted onto it. The battle with Ocelot and Raven, in particular, lost a great deal of it's edge for the "improvements."
That's my fear for a Super Metroid remake - Sakamoto would probably quash as much of the sequence-breaking as he could. He goes back and forth on it. He embraces it for Zero Mission, which is why its another beloved 2D entry of the series, but neuters it in Fusion and Other M.
But that's like what I said with FFVII, when those unintended things are left out there for so long, they become part of the flavor of a game. Remaking Super Metrroid without the sequence breaking would not be Super Metroid just like FFVII with the Ruby Weapon actually being the Ruby Weapon.
Retro Studios, on the other hand, made it pretty damn clear from the regional versions of Metroid Prime that they didn't want sequence breaks, which affected subsequent reissues of the same game on Gamecube and later the Wii version. It never became part of the flavor of the series.
But the freedom of movement in first person did, which is why people didn't like Other M's half-hearted effort to emulate it for specific moments rather than make it a fully playable mode you could swtich to and from.
Originally posted by Firewind
View Post
Aging well is a matter of how playable and viewable a game is by today's standards. There are people that think Super Metroid falls into such a category, but there are a TON of people, like myself, that would disagree with that. And knowing how Sakamoto has been with Fusion and Other M, I wouldn't want him George Lucasing all over Super Metroid. So leave that alone.
Much of MGS' charm comes from being on Playstation. There are gags based on the limitations of the hardware, the packaging and everything. Most PSN PSO classics can skate by without instructions added and sometimes do, but MGS could not get away with that, though I'm sure that telling people Meryel's codec frequency is on the '"back of the box" is a gag lost on download players.
The Gamecube version had those gags, but by then the gags were well-worn.
I should also point out that MGS2 is not the most loved game of the series and while the gameplay was better than that of MGS, the gameplay of MGS suffered for having MGS2's elements grafted onto it. The battle with Ocelot and Raven, in particular, lost a great deal of it's edge for the "improvements."
That's my fear for a Super Metroid remake - Sakamoto would probably quash as much of the sequence-breaking as he could. He goes back and forth on it. He embraces it for Zero Mission, which is why its another beloved 2D entry of the series, but neuters it in Fusion and Other M.
But that's like what I said with FFVII, when those unintended things are left out there for so long, they become part of the flavor of a game. Remaking Super Metrroid without the sequence breaking would not be Super Metroid just like FFVII with the Ruby Weapon actually being the Ruby Weapon.
Retro Studios, on the other hand, made it pretty damn clear from the regional versions of Metroid Prime that they didn't want sequence breaks, which affected subsequent reissues of the same game on Gamecube and later the Wii version. It never became part of the flavor of the series.
But the freedom of movement in first person did, which is why people didn't like Other M's half-hearted effort to emulate it for specific moments rather than make it a fully playable mode you could swtich to and from.
Comment