Player’s Choice

When it comes right down to it, the video game industry in general is a very tumultuous place. It seems like consumers, publishers and the journalists who act as intermediaries between the two are often at each other’s throats in a way that doesn’t appear to be that common when it comes to entertainment in general. Usually, I find myself siding with the customer side of things: after all, that’s probably where I end up falling most of the time – I think my article from last month proves that. The thing is, lately, I’ve been noticing a trend among some more vocal gamers. Now, don’t get me wrong, I’ve always hated the “entitled gamers” label: frankly, I think it’s generally just used as an out for publishers to put out a lackluster product, expecting to get away with it scot-free. But I’ve seen cases where I’d be willing to apply the label; if it weren’t for the baggage associated with the term. I’m talking about the kind of people that demand that every game priced at $60 owes them 60 hours of gameplay, bare minimum. Of course, that’s a rare and extreme example, but it exemplifies this trend I’ve seen. I’ve heard of cases where people have demanded platformers and other speedrun-friendly genres last between 30 and 50 hours to be considered worthwhile purchases. It just sort of strikes me as a ridiculous proposition: there are decidedly few genres out there that could achieve anything remotely close to that length on a regular basis, and most of the time, they have to resort to “tricks” like endless sidequests or a multiplayer mode. Single-player campaigns just aren’t built to last for that long and frankly, I can’t really recall a period where it was practical to hit that mark consistently.

Expecting an hour of gameplay per dollar paid for a product just seems insane and unfair to me. I mean, let’s compare this to other forms of mass media. At the time I’m writing this, most Blu-Ray releases of theatrical movies tend to range between $25 and $35 – and that’s after taking into account severe discounts compared to the manufacturer’s suggested retail price, which generally appears to sit around $40 a movie. I don’t see people demanding an hour’s worth of film per dollar spent on new movies. Granted, those usually come with bonus features. You know what doesn’t? Watching brand new releases in the theater. The average price of a movie ticket in the United States was about $8.84 in the first quarter of this year – yet, I can’t even remember a mainstream film that clocked in at five hours, let alone eight. Books are a bit harder to gauge in terms of how much time is spent getting through them – everyone reads at their own pace, after all – yet I don’t recall seeing any Amazon reviews calling a book a ripoff because they got less than 100 pages for every dollar they spent on it.

One possible argument I could think of is that when someone buys a movie or a book, they can rewatch or reread it ad nauseum, whenever the urge hits them. I don’t see how this doesn’t apply to video games too. Maybe the longer ones would be difficult to replay immediately, but if shorter games are the problem in the first case, then it should be easy enough to replay them soon after if they’re that short. In fact, replay value is where video games shine compared to other media. Most movie buffs talk about how certain films can be viewed in entirely new lights upon repeat viewings, but that’s nothing compared to video games. Due to their inherent interactivity – well, in most cases – each playthrough of a video game offers an entirely new experience. In pretty much every video game I’ve ever played, there have always been new secrets and exploits to be found upon second or third playthroughs, allowing for a more in-depth look at the game. That’s nothing to say of self-imposed challenges: I’ve replayed the original NES version of MegaMan 2 several times, but it’s been years since I started with Metalman – the traditional boss to start with when playing the game – and the game feels entirely new each time I tweak the order.

Then of course, you’ve got additional bonus content. While many games these days tend to hide extra features behind paywalls as opposed to in-game achievements, there are still a fair amount of games that respect the old ways in at least some small form. While most home video releases of major motion pictures and TV shows have a tendency to add bonus features, the majority of them have little bearing on the meat of the package. Maybe you’ll get the occasional “extended cut” that mixes various deleted scenes back into the work proper, but most of the time special features are generally expected to be enjoyed outside of the feature attraction. Not so with video games. Higher difficulty levels, alternate playable characters and “New Game+” modes all add something new to the game itself, allowing for entirely new experiences, which can double the standard length of a game. It’s a shame that features like this generally aren’t taken into account when gauging a game’s length, because generally, that would double the length of a game bare minimum.

That’s a problem that most people don’t seem to consider: where does the metric of calculating the time it takes to complete a game come from? Most people game at different skill levels – not to mention the fact that most gamers excel at some genres better than others – so how is the average time it takes to complete a game determined? It always just sort of struck me as arbitrary. I’ve taken more than the average time to complete a game on a blind-run than what the developers expected and in some cases, I’ve managed to finish in less time. The whole concept of measuring time in video games just strikes me as an inexact science and it makes me wonder about those people who demand such large games. Do they keep track of the time they spend with the game meticulously or do they just take traditional timekeeping methods – be they in-game or on the console itself – at face value? I suppose that this would bring video games more in line with books, as people have different reading levels and often read at different paces based on the material. Unfortunately, they’ve also got a much more uniform tangible length, in the form of pages. Sure, at times, you can say a game has a certain number of “levels” or “chapters”, but considering how these vary from game to game (not to mention, segments typically get longer as games themselves go on), it still comes across as an inconsistent way to measure a game’s true length.

I guess my main issue with the whole argument that every game should last a certain amount of time is that, as a rule, I’m more concerned with the quality of the time I’m spending on a game as opposed to the quantity. I’m often much more enamored with games that grab my attention for 5 hours over anything that just becomes a 500-hour trudge for the sake of “getting my money’s worth”. Granted, those are my priorities – but I just can’t wrap my head around to idea of demanding that a game takes up a certain amount of time instead of just giving players a certain amount of enjoyment. Of course, these days I seem to be gravitating more and more towards smaller games in general. Considering the fact that I’m a retro gamer at heart in the first place – I doubt I’ll ever see anything after the 16-bit era as gaming’s “Golden Age” – shorter games remind me of the good old days. In addition to that, a lot of the games I find myself enjoying the most tend to retro-style throwbacks anyway and those games are generally shorter than AAA extravaganzas. Oftentimes, I think the best thing I can ever say about a game is that it leaves me wanting more. That’s probably the main thing I keep in mind when gauging just how much I enjoyed something: it all comes down to whether I feel satisfied upon finishing it. Whether I just want an expansion, a straight up “level pack” sequel or some kind of spiritual successor from the same developers, it’s always a good sign.

This article may come across as a defense for some of the admittedly scummier tactics that publishers and developers – but mostly publishers – use to milk their consumer bases for all they’re worth. I’m by no means defending practices like selling a $60 game entirely on additional paid content. There just has to be some happy medium between companies demanding full price for an incomplete experience and gamers demanding that a game provide at least a full 168 hours of content before they consider buying a game at half price. Neither extreme really feels all that viable for the industry as a whole and as development costs continue to balloon, concessions need to be made at both sides. Of course, as I said, I’m not really that big on AAA blockbusters, so I’ll probably be fine either way. I’ll stick to getting ripped off by shorter games, thank you.

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Turn Based #3: X, Shrugs and Rock ‘n’ Roll

SNES Master KI: Welcome to another installment of Turn Based! Today we will be tackling probably the most heated topic between myself and Professor Icepick that this series has covered so far. Ever since the original Mega Man X started the trend of new Mega Man series that coexisted with the original, people have argued over which was the best. The biggest battle in that area remained the original Mega Man series vs the X series, and Icepick and I are on opposing sides of this battle. Icepick will be representing the original Mega Man series, and I will be representing my beloved Mega Man X series. Since original came first I’ll let Icepick make the first actual argument, time for the battle where there can be no winners to commence! Who will win?

Professor Icepick: It’s easy to discount the Classic series as being “outdated” or “archaic”, but it’s obvious that it is the starting point for one of gaming’s most beloved franchises. If not for the humble release of the original Rockman on the Nintendo Famicom on December 17, 1987, the series wouldn’t exist whatsoever. Likewise, to this day, the best-selling MegaMan game of all time is MegaMan 2 on the NES, a feat which the franchise has yet to top. Classic is the most endearing branch of the MegaMan franchise, managing to claw itself back to relevance after over a decade of inactivity. Scoring not one, but two retro throwback games — before they were even cool! — as well as several spinoffs and appearances in various other forms of media, MegaMan Classic’s importance to Capcom, platformers and video games as a whole, cannot be understated.

KI: The thing is, none of that really addresses which series makes for better games. I don’t deny that the original Mega Man is the reason the series exists, but that’s true by definition of anything that has a spin-off series. Not to imply the quality gap is as large for the Mega Man games as it is for the example I’m about to give, but the Tracey Ullman show is why The Simpsons exists. The original Mega Man games are important and great games in their own right, but in my view, they were building up to something.

Mega Man X is, in my opinion, a colossal increase in quality on the level of Nintendo’s Super Nintendo sequels to NES games. Unlike the other Mega Man subseries, which are doing their own thing for the most part, MMX is an evolution of the original that shows what Mega Man can truly be. Everything the original series accomplished led up to it undergoing a super powered evolution into the SNES Mega Man X games.

Icepick: And that’s the problem, isn’t it? You’ve often told me that you consider the first game in the MMX sub-franchise to be the best by far, correct?

KI: I never said it was the best by far, it’s actually pretty close between the first four Mega Man X games. I believe that those four games, any one of them, are better than any game in the original Mega Man series. Mega Man X5 and X8 can also hold their own against many of them. Yes, there are two bad ones, but that doesn’t change the quality of the other games.

Icepick: That brings up another issue, MMX had spinoffs of its own: the Zero quadrilogy and the ZX duology. Personally, I prefer the gameplay in those two games over the X series in general. Which is where a major problem lies: through these six follow-ups, the X series lost any sense of cohesive identity. The Zero/ZX games are closer to the X series than any other branch of the MegaMan franchise in general. Therefore, while Classic can offer me something unique, I’m given the choice between the X, Zero and ZX series for that particular style of gameplay — and I’m always going to choose between the latter two series over the former.

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MegaMan’s been fighting animal-themed robots since before X was created!

KI: Zero and ZX have more differences from the X series than the X series does from the original. They may be more similar in setting, but the character customization, action-RPG and Metroid-like inspired gameplay completely changes the feel. And of course, you aren’t playing as a traditional Mega Man in those games, X played like Original with a couple new abilities, there was nothing from Original that you were missing. I’d almost argue that Mega Man series come in pairs, with Original/X, Zero/ZX, and Battle Network/Starforce all having the same basic gameplay philosophy, and Legends… well, it would probably need a third game before it got a sequel series.

Like I said, the X series plays like a (in my opinion) superior version of the original series, which is why the argument over them in the most prominent among the fanbase. I think for the purpose of this debate, we should limit our focus to the original and X series.

Icepick: Fair enough. However, when looking at both series in general, one must also account for overall quality. You casually mentioned this earlier, but X6 and X7 are generally considered to be among the worst games in the entire franchise, with dips in quality so severe, that no game in the franchise — not even the 1987 original — has as extreme of problems. Meanwhile, while you point out that MMX is generally considered the best game of the side-scrolling MegaMan series by many, the 11 mainline Classic games (yes, I’m counting MegaMan & Bass, if only because Capcom did in MM9) maintained a certain level of quality.

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See? 9 previous defeats show up in MegaMan 9! MegaMan & Bass was canon!

Many people hold the MegaMans 4 through 6 in low regard simply due to being “repetitive”, yet anyone who’s actually played them won’t hold that against the game’s inherent quality. MM7 is a weak entry in the series, but given the fact that it was developed in a mere 3 months, makes it amazing given the level of quality Capcom managed to achieve in a severely below-average development cycle. MegaMan 8 was experimental, finally taking into account the criticisms of the later NES era, only to have it explode in their face — delivering a game that managed to achieve mixed reactions. And that doesn’t even take the Game Boy games into consideration: which slowly evolved from portable cash-ins to some of the best games in the entire series.

KI: I don’t think you can give Mega Man 7 a pass for being made quickly. Who knows what the developers of X6 and X7 went through (X6 took less than a year and X7 was trying something completely new to the series). The original Mega Man games may not have lows as dramatic, but 1, 4, 6, 7, and M&B, I would say X5 and X8 (the mid-tier X games) easily beat those. I’m not holding repetitiveness against 4 and 6 for the record (and 5 is a great game), 4 had bland level design regardless of context and while 6 is my favorite of the ones I listed, it didn’t have great levels and was really easy. And you probably shouldn’t bring the GB games into this, remember the first two? They poke a big hole in the classic games never reaching truly bad quality.

So basically, I think the highs and mids of the X series are better than the original, and the lows being worse is pretty insignificant.

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The best Mega Man game in 20XX and beyond.

Icepick: The thing about the first two GB MegaMan games is that both were outsourced to outside developers. The fact that the team from Dr. Wily’s Revenge (the first Game Boy game) were able to come back from that and make IV and V, among the best in the entire series is telling. Meanwhile, X6 was built with the same team, using the engine from X5 — which itself was tweaked from X4 — and managed to create an abomination of a game, where the only redeeming factor would be its soundtrack. Yes, Capcom made Sonic ’06 before Sega — and worse yet, they didn’t even make it from scratch.

KI: But if you count GBIV and GBV, then you have to count other games from the same developer. X6 may have been from the same team, but they were clearly rushed and who knows what else went wrong. My only point with that is that we can’t give 7 a pass for being made quickly. But I think we’ve been avoiding the flame based elephant ancestor in the room for too long. I’m assuming you disagree with my assertion that the gameplay in the first four X games significantly surpasses the originals, correct? We should probably get into which series plays better when you compare the best games.

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He’s in the room, we can’t just ignore him.

Icepick: It’s been argued that the Classic games are more difficult than the X series in general. Frankly, I consider that a plus. Maybe, it’s the “hardcore gamer” in me talking, but frankly, I love a good challenge: which is part of the reason I prefer the aforementioned Zero and ZX series over the X series. Indeed, among the side-scrolling MegaMan sub-franchises, X is generally considered the easiest of the bunch.

KI: I’ve really never heard anyone argue that. Both series vary in difficulty from game to game to a significant degree. If we’re going into hardcore signaling though, the X series has more complex gameplay mechanics than the original and much more incentive to fully explore levels. Indeed, if you really want to make the game as hard as possible, you can do minimalist runs in the X games and it will affect you a lot more than it would in the original games. I’d also argue that the only times the X series really feels easier is when it avoids situations where exact tip of a ledge jumps screw you up, since you can accelerate and essentially grab ledges in the X series.

Icepick: Didn’t you once say that the platforming in Classic felt “cheaper” (i.e. more difficult) compared to the X series, due to the Classic having less abilities than his futuristic counterpart? Likewise, you’d also have to consider that X’s difficult is split between doing “minimalist runs” and “100% runs”, which run counter to one another: much of the difficulty in the X games are paradoxical. Going out of one’s way to find the hard to reach power-ups irreversibly powers up X, thus making the rest of the game easier.

KI: The X series has levels designed around the greater powers, and most of the powerups just bring you up to original Mega Man’s strength level (maxing out health gives you what you start with in original games, sub-tanks are basically E-tanks). The X level design removes the parts I felt were cheap, but adds new challenges (vertical sections relying on the wall climb being the most prominent example). I only mentioned the minimalist runs as a choice people have if they really want excessive difficulty, the games are not balanced around them and games like X3 and X5 can be pretty challenging even when you get everything.

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X may have more abilities, but the level design can keep up.

Moving on from difficulty for a second, I’d just like to point out the massive quality of life upgrade in the X games. Every X game has shoulder button weapon swapping, you can leave already completed levels whenever you want, picking up weapon energy automatically goes to the weapon that needs it the most if you don’t have a special weapon equipped. These all show up in most post-X1 original games, but the latter two have to be paid for or found. Doing that for QoL features that don’t make the game any easier, just more enjoyable to play, infuriates me.

Icepick: Honestly, I never really minded the lack of the ability to exit cleared levels in Classic games: in most cases, there weren’t collectables hidden in each stage, which made repeat visits kind of pointless in the first place. All the same, these feel like minor criticisms in the grand scheme of things.

Circling back to an earlier point you made, I disagree with simply claiming that X and Classic are strictly linked. In fact, I’d argue that the Zero games definitely had more of an impact on the later games in the franchise, due to their shift from a darker future than the setting of the Classic series to a post-apocalyptic wasteland. The point is, Inafune wanted to end that series at X5 and it looks like Capcom didn’t have any ideas on how to progress afterwards, thus leading the franchise to lose its identity in an effort to stay relevant.

KI: Later original games gave you incentive to revisit levels, especially 7, 8, and Bass. I’m not sure what you mean by Zero having a greater impact on later games as a counter for original and X being linked, it seems to support my point. And regardless of what happened behind the scenes or the later context of the X games’ identity, it doesn’t change the games themselves.

Icepick: And yet, I’d argue it did. X6 and X7 had no idea what they wanted to be, attempting to continue from X5’s attempt at closure. X8 may have rebounded, but by that point, the damage had been done.

KI: But we’re comparing the games that exist. After Mega Man’s hibernation finally ends, there’s a good chance that we’ll just get a new series or reboot, so there isn’t much impact on the future. I don’t think X6 and X7’s problems came from the story, the story was a mess, but neither original or X depend on story. X6 was rushed and X7 tried to do something new in gameplay that was much more the fault of the sixth generation’s antipathy towards 2D console games than any story issues. And it definitely doesn’t change the first five X games in any way.

Icepick: Maybe, but the point is that we’re only comparing games that presently exist. And considering the fact that an entire quarter of the X series is substantially worse than even the weakest Classic entry must be taken into account.

KI: But we were comparing the best examples in quality at this point. My stance is that half the X series is better than anything in the classic series, and another quarter is better than a majority of the games in the classic series. You can use statistics and fractions to make any point you want when the numbers are this low (80% of people know that), I’d say that two below average X games are better than almost two thirds of the classic series.

Icepick: Personally, I always found X2 to be utterly forgettable. Falls right out of my head the second after I’m done playing it or watching a playthrough. X3 had promise, but ultimately its version of Zero was a let-down. X4 is my favorite game in the X series for obvious reasons. Having said all of that, I think that saying that two-thirds of the Classic franchise are inferior to the outright “mediocre” X games is an overstatement. But I think it’s time to wrap things up.

KI: Well, we’re probably not going to reach a conclusion, which is expected. No shouting or the text equivalent this time though, so that’s progress. I think we should each make one last statement on why we feel our preferred series is superior, without arguing against each other’s. Want to go first for chronological reasons?

Icepick: That seems fair.

The point is, Classic’s definitely the more important of the two franchises, no matter what’s been said. Likewise, just due to the interesting turns the series has taken when ditching the 8-bit aesthetic — MM7, MM8 and MM&B were all experiments in their own right — I feel like the Classic series also has more potential when it comes to adapting to modern gaming conventions. Most fans of the X series want a strict throwback to either the SNES or PS1-era games, which the unjustified backlash against MM10 likely means that any future installment in the Classic series will attempt something new. MegaMan Classic adapted in ways that the X series only wishes it could, as shown by the poor reception to X7.

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The worst part is, this isn’t even the first MegaMan game with a shmup section.

KI: The X series is simply better designed than the Classic series. It has every gameplay strength the classic series has, added a couple huge new features (the dash and wall climb) that were implemented perfectly, and polished the game with quality of life enhancements and reasons to fully explore levels. The original style X games are considered the best because they essentially perfected the Mega Man formula, nothing since has matched them from any Mega Man series. I’m sure that in a perfect situation a team could pull a Super Mario Galaxy and make a new type of MMX game that surpassed the SNES ones, but as of right now I believe the X series has the four best Mega Man games, period, and two more that are high tier. It comes down to the games, and games come down to gameplay, and the X series has reached highs in that that no other Mega Man series, and very few video game series at all, have achieved.

As per usual, KI and I have come to yet another stalemate. I don’t honestly foresee any of these articles ending any other way, but that’s not a problem: Turn Based is more about discussion than changing opinions anyway. But what do you think? Did X improve on its predecessors or are the old ways the best? Feel free to sound off in the comments. — Professor Icepick

Turn Based #2: Dead on Revival

Professor Icepick: Hello, and welcome to another installment of Turn Based. I’m Professor Icepick and today we’re going to be discussing bad games in established series. Specifically, is it possible for an individual game to be so bad that it effectively renders its series “dead”?

To clarify, we’re not talking about cases where the financial flop of a game manages to kill a company or forces the franchise in question to be put on hiatus for the foreseeable future. However, I will be counting cases where terrible games have had a delayed effect on killing series: ruining the sales of a follow-up, regardless of quality, and leading the series to its doom, simply because the bad game in question did end up killing it.

Now, since we originally came up with this topic, the existence of Bubsy: The Woolies Strike Back — a new game from one of gaming’s most infamous series of all-time — has definitely weakened my position, so I’ll be taking a backseat this time around. As such, I leave you in the hands of my capable opponent to get things started.

bubsy-continue

Seriously, who wanted a sequel to this?

SNES Master KI: So my basic position is that there is always hope for a series no matter how badly an entry in it is received, for one simple reason: if people care enough about a series to be upset that a game ruined it, people care enough for it to get a sequel. Apathy is the only thing that can kill a series, hatred will cause an equal but opposite reaction in most cases, hence the saying that there is no such thing as bad publicity.
Since Bubsy’s revival pretty blatantly let the cat out of the bag in that regard, I almost feel like we should move on to the other side of this topic, but I’ll give you a chance to argue this first, if you don’t think you’re just kitten yourself.

Cats.

Icepick: Ha, cat puns. I’m more of a dog person myself. You do bring up a good point about apathy, but that is probably your ultimate undoing. We’ve definitely seen cases in the past where apathy can kill franchises, but the exact opposite of love for a property isn’t hate, it’s apathy. Hate implies that you still care, while apathy implies that you’ve given up all hope on that property. A bad game, a game that the fanbase generally hates, can definitely drive its fanbase to apathy. After all, the “hive mind” for a fanbase is simple enough to manipulate. Create a game bad enough, and they’d be willing to give up on the whole thing to avoid enduring another similar disappointment.

KI: You’re underestimating how much people hate things. A game that could potentially kill a series won’t cause apathy, it will cause hatred. No one will ever stop talking about it. Even if the fanbase wanted to ignore it, they wouldn’t be able to. Imagine if Nintendo made a Mario platformer that was as bad as Bubsy 3D. I know my response wouldn’t be apathy, I don’t think that would be many people’s response. And even if I wanted the response to be apathy, trolls would never let people forget about it. People would remember it forever, and no matter how bad it was, someday, the owner of the IP would want to try again. A bad game, especially in a series with a large fandom, doesn’t cause apathy.

Icepick: You’ve got a good point there. It seems like in many cases, the worst thing for a series’ health is to grind their audiences down with similar games, rather than just killing them with one big stinker. But, in terms of large fandoms, Rock Band and Guitar Hero weren’t above death. Prior to the bold new decision of making a game based around World War II, people were chanting for Call of Duty’s demise, to the extent where Activision had to pack-in a remaster of the game that made the series popular in the first place to drive sales.

People are getting sick of franchises that started as recently as last generation, and the diminishing returns aren’t just present in the games’ sales, the quality appears to dip as well. Hell, I consider myself a huge fan of the Dead Rising series, but the fourth game makes me hope that Capcom lays it to rest, simply because I’m afraid of the horrors they may unleash on us next. Not even the massive shift of 3 caused that kind of reaction out of people, but I’m certainly not alone.

KI: People chanting for the death of a currently active series isn’t the whole picture. Sure, if they kill off the series for the present, it probably wouldn’t cause a huge outcry. But this is about the long game. Let’s say Call of Duty completely burns out, the series stops, whoever is making it now gets sold for two crayons and a carton of chocolate milk. No one seems to care for years.

Then, it’s 2027. People who grew up playing Modern Warfare are the nostalgia panderer’s prime target. Whoever owns the franchise is going to capitalize on that. Fandoms don’t stop series from dying, but they stop them from staying dead. If the fans of something huge are still alive, it’s almost certainly going to return at some point.

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The childhood of the future.

Icepick: I’m not so sure about that. After all, fans of Castlevania appeared to give up on the series after Lords of Shadow 2 and the departure of Koji “IGA” Igarashi, who had been running the series for many years. Even before his spiritual successor Bloodstained was announced, Castlevania’s video game days have seemingly been numbered. All we have to show for it now are various pachinko machines and a critically-acclaimed Netflix TV series. Revivals don’t necessarily have to remain within the original medium to exist. If Call of Duty does fall, I could it see it coming back in 10-20 years as a television miniseries, or maybe even a movie.

KI: Lords of Shadow 2 is only three years old, that’s not nearly enough time to say people truly gave up on it. I also think the rumored Switch Castlevania game is very likely to happen, but even if it doesn’t, there’s plenty of time for nostalgia to make people forget all bad experiences with the series and demand it return. This leads to a question I had already wanted to ask, what is the most popular franchise you can think of that hasn’t had a new game in at least 15 years?

Icepick: Does Kid Icarus count?

KI: No, last game was five years ago. It shows even 15 years doesn’t guarantee death, I said 15 to make it easier.

Icepick: What about MegaMan Legends?

KI: Subseries. IPs can certainly be radically different when they return, but MegaMan falls under one umbrella, only seven years since we got one.

Icepick: Fair enough. Golden Axe: Beast Rider and Sega’s Altered Beast revamp both seemed to kill any enthusiasm for either series. Though, your mileage may vary on the latter.

KI: Those were already revivals, though. Golden Axe had already had a badly received spin-off that killed it for quite a while (Golden Axe: The Duel) and I don’t understand why anyone wanted Altered Beast back to begin with, but Bubsy coming back makes it hard to argue. I still think both games could get something within 15 years of those failed attempts. But as demonstrated, sufficiently popular games/series almost inevitably get some attempt at revival. There are literally dozens of games that got sequels no one would have ever expected or at least been confident of in the last decade, IP death is never permanent.

Icepick: I’m just not so sure about that. We’ve seen several series fall by the wayside, with no clear path to resurrection. At this point, it just feels like we’re splitting hairs. Should we get back on topic?

KI: Yeah, it would take decades for either of us to actually prove our hypothesis. Let’s move on to that other topic I mentioned earlier, I’ll let you speak first this time.

Icepick: I personally do think that there are cases where games should have killed series. Bubsy 3D would be my chief exam-PAW-le. There are others, but I think it’s best to state my reasoning: if a game’s quality declines and offers nothing worth developing further, then there’s really no point to continue the series. At best, you could consider a reboot, but at that point, it might almost be better to explore new concepts with new intellectual properties behind them. MegaMan 10 being the last game in that series (at this moment in time) led to Shovel Knight, a game that blended mechanics from numerous 8-bit games to create something truly amazing.

KI: For the first point, Bubsy was never good, so I don’t think it’s really relevent. Bubsy 3D shouldn’t have killed it, the first game should have. The reason to revive a series is to bring back what was great about it, so there wasn’t much claws for reviving Bubsy. For the second point, I don’t think anyone who worked on Shovel Knight actually worked on MegaMan, I don’t think MegaMan continuing would have prevented the talent behind the game from making it. There’s only one game I’d say MegaMan’s hiatus directly caused, and I think that would be a Mighty weak game to use for your argument.

Icepick: Regardless of Bubsy’s inherent quality, 3D is considered among the worst games of all-time, well beyond the scope of all of its predecessors. As for MegaMan’s absence leading to other games, it certainly increased the profile of Inti Creates, the staff behind the Zero and ZX series, not to mention the latest games MM9 and 10. They managed to leverage that into popularity for Azure Striker Gunvolt, yet another spiritual successor.

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Not quite a Blue Bomber, but you can hardly tell the difference!

To bring up a different shade of blue, there’s the Sonic the Hedgehog reboot, charitably dubbed “Sonic ’06” to save face. If we printed our all of the thinkpieces written in the past decade about how it’s time to put the Blue Blur on ice permanently, we’d both be crushed by the weight.

KI: Sonic is a shining counter example though. After failed attempt after failed attempt after failed attempt to make Sonic games good again, Sonic Colors finally did. If they had given up, we wouldn’t have Colors, Generations, Sonic 4 Episode 2, Lost World, Mania, or Forces. Going back to Bubsy, while Bubsy 3D may be worse than the earlier games, there was still no reason to revive the older games. Since we both want MegaMan to come back, I’m not sure where you’re going with that topic.

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If at first you don’t succeed, fail again and again until you finally do.

Icepick: You seemed to be implying that MegaMan’s absence only led to a certain failed “Comcept”, when it was really a mixed bag. The point is, series can run their course and sometimes it’s better to get a fresh start as opposed to trying trying to redeem something that’s clearly a lost cause.

KI: But the people who made the good games didn’t have access to MegaMan after a certain point, they didn’t choose to make a clean break, they had no choice. There’s no reason to believe Inti Creates making MegaMan 11 or MegaMan ZX3 or my holy grail would have led to a worse result.

Icepick: The point is, losing the MegaMan license was a net positive for Inti Creates. They were able to step our of Capcom’s shadow and parlay that into original IPs and other licensing deal, most recently Blaster Master Zero from Sunsoft. To bring us back on-topic, are there no franchises you see no point in reviving.

KI: There are plenty of franchises I see no point in reviving, but not really any that I liked to begin with. Even if the developer made a better series later, I’d rather have both. I get very enthusiastic about Donkey Kong, Kirby, Yoshi, and Wario platformers, even if Mario platformers are clearly what I love the most.

Icepick: The point is, eventually, the majority of series eventually hits a wall. If they’ve already hit their clear apex, why continue?

KI: The apex game will never be new again. Playing a game for the first time is special, and I don’t want to lose that experience in series that I love. Besides, you never know for sure what the apex is, Super Mario World was my favorite up until Super Mario Galaxy 2 almost 20 years later.

Icepick: Surprised you didn’t bring up Yoshi’s Woolly World. The point is that the height of any game series is only visible in hindsight. Why should series that are clearly well past their prime continue, while perfectly good series are snuffed out?

KI: But we don’t know that a series is truly past its prime, you just brought up Wooly World, released after 20 years of Yoshi platformers that never came close to Yoshi’s Island. As for why some series should continue and some shouldn’t, it’s usually not a choice between them, developers are usually a big factor and individual developers rarely have a huge stable of IPs to choose from. Saying I don’t want any series I like to end is an idealized statement, it’s what I want, but I’m not saying I expect every single one to flourish. However, recapturing the magic of a once great series is still a completely valid reason to make a sequel.

Icepick: Regardless, many IPs lack the ability to maintain their existence indefinitely and frankly while many companies simply choose to put their series on “indefinite hiatus”, the point is that some series just have limited potential in general. Clearly, there are many exceptions, but limitations must be kept in mind in general. Shall we move onto final thoughts?

KI: I feel like we moved away from the original point, it wasn’t whether some series should end, it was whether a game can be bad enough that the series should end because of that. I maintain that there is always hope, even if it’s a reboot 10 years later, for a series to reclaim what once made it great.

Icepick: Personally, I still think that considering the fact that we’ve seen many series go inert after a poor follow-up, it’s entirely possible for a game series, even one that’s very beloved, could be ended completely at the hands of a poor game. I’ve proven that bad games can put long-running series into statis and that ignored series can effectively end up dead due to complete activity, so I think I’ve more than proven my point here. Sufficiently bad games can definitely kill even the most beloved series.

KI: Series going into stasis is never something I argued, I said they shouldn’t and often don’t permanently kill a series. I still haven’t seen evidence of a bad game killing a truly beloved series, after years of alarmist claims Metroid just made a big return. Sonic, Tomb Raider, Yoshi, Doom, (almost certainly) Crash, the big series always find a way back, often as good as before.

As expected, once again, we decided to agree to disagree on this topic. What do you think? Do you think that a bad game can stop a long-running series cold or that we should never say die? Feel free to let us know in the comments.Professor Icepick

A Wishlist Named GOG

On the one hand, giving up on the PC ports articles helped me out with regards to the quality of my writing, at least in terms of the topics I’d cover. After all, they were effectively vanity pieces, where I would essentially just lay out a list of ten games I’d love to see ported to my current platform of choice, particularly via Valve’s Steam platform. Back in the early days, this was a much more viable endeavor: many companies (particularly those of Japanese origin) had just began looking at PC ports as a potential revenue stream and I simply wanted to make my voice heard, even against the backdrop of a little-known blog, echoing from the most obscure corner of the vast internet. Since then, I’ve gotten a significant dividend on my investments and at this point, it seems like more companies have adopted the PC as a secondary platform for Western releases, superseding the current incarnation of the Xbox, with many smaller Japanese companies considering the PC market as a viable place to invest in general. As such, I decided to focus my interests elsewhere – honestly, those lists about ports of PC-exclusive games to consoles have been fun to write – but at the same time, it feels empty. After all, what’s in it for me? I’ve been itching to write another list and despite the fact that I’ve decided to revive the original concept for one more go this holiday season, I wanted to do something a little different first.

Before we dive into this new list, I’ve clearly got some updates to right, on the acquisitions the PC platform has made since that last list back in April. Truth be told, this was one of the determining factors that all but assured that this list would become a reality: if I’d waited until December to write up on everything else, I probably could’ve written an entire article on all the new PC ports we’ve seen announced and released alone. First off, the first Bayonetta was ported to PC as expected, but it was soon followed by a second Sega/Platinum project, the oft-requested Vanquish. Both have been given an even further coat of paint from their original HD releases and as such, now the PC versions are generally considered the definitive releases. de Blob 2 has joined its predecessor on Steam, skipping out on console versions at this point for some strange reason. Glad to see both games have been re-released on PC – I always felt that they were a bit of a longshot – and I hope this means that THQ Nordic has plans to revive the series down the line as well. Then there were games I’d wanted that didn’t even get the chance to be put on this year’s upcoming list: The Legend of Heroes: Trails of Cold Steel was confirmed for release tomorrow on Steam, GOG and Humble Store via XSEED, who confirmed that the second game in the trilogy would also be receiving a PC port later this year and is now apparently taking PC development far more seriously (more on that later); Natsume released their first PC game in the form of Wild Guns Reloaded last month; SNK finally granted my wish and released The King of Fighters XIV on PC, with the port being handled by Abstraction Games, the very company that handled Double Dragon Neon, my first successful request; and Raiden V: Director’s Cut, an enhanced release of the former Xbox One exclusive was announced for both PS4 and PC. Speaking of which, last year, I wrote up a top 10 list of the games that I’d mentioned in previous lists that I most wanted to see become a reality. I’m happy to say that not only did two of those entries become a reality, but they were my top 2 choices overall. MegaMan 9 and 10 are coming to PC (as well as PS4 and XBO) via the upcoming MegaMan Legacy Collection 2, with all of their DLC included. As an added bonus, MegaMans 7 & 8 will also be included: truth be told, I’d have paid the $20 asking price for MM9 and MM10 with their bonus content alone; including MM8 was just gravy. Even more amazing was the news from last month that Ys Seven would be coming to PC in the West, via a brand-new port commissioned by XSEED themselves. Coming to us with an improved translation, 60FPS gameplay and enhanced graphics, it’s looking to be the definitive version of the Ys franchise’s first fully-3D adventure. Better still, this means that now, none of my lists are complete failures: at least one game from every list I’ve written up has had at least one PC port listed made, so I’m absolutely ecstatic about it. What this means for Memories of Celceta, now the only modern game in the series missing from PC, I don’t know, but I’m going to keep my fingers crossed, especially in light of the information that Falcom president Toshihiro Kondo went on record saying that he wants “all of their games on Steam“. Of course, with my top two games on that cumulative list acquired, that may just mean I’ll have to write up a new one in December.

So with that gargantuan list of victories, let’s get to the topic at hand – what is the list going to be about this time around? Quite simply, I’m going to turn the entire concept on its head: instead of asking for games that are exclusive to consoles to receive brand-new ports, why not ask for some old PC games (ports or otherwise) to be re-released so that modern generations can enjoy them? If the title didn’t give it away, this wishlist is dedicated to the fine people over at GOG. Formerly known as “Good Old Games”, G-O-G – or “Gog” as I prefer to pronounce it, simply because it sounds like a caveman’s name. Since they generally deal in older PC games, it just seems fitting to me – is perhaps the second-most popular digital platform when it comes to PC games, and that’s probably due to their unorthodox strategies. If their original name didn’t make it obvious, GOG focuses mostly on providing digital re-releases of old games that are long since out of print. That is to say, the majority of their “new releases” are a bit of a misnomer.

I personally believe that GOG’s popularity is because it bucked the trend that many digital storefronts embraced: attempting to create a “Steam-killer”, seemingly going after an entirely different niche audience of PC gamers – a solid concept given their focus on “good, old games”. Of course, perhaps the most prominent way they’ve separated themselves from Valve’s nigh-monopoly is with their strict policy against DRM software. That essentially makes GOG one of the few digital storefronts where you can literally buy PC games. While that’s had the unfortunate consequence of making them the perfect source for PC game piracy, it’s still something that has earned them quite a few companies’ respect, not to mention a dedicated fanbase, especially among anti-DRM advocates. Likewise, while GOG traditionally works off their website, they’ve also built their own Steam-like client, GOG Galaxy, which allows for various quality of life features Steam is acclaimed for, such as in-game achievements, automatic updates and even online cross-platform play with Steam users.

GOG is the class valedictorian to Steam’s starting quarterback with really rich parents. Valve’s massive war chest has allowed them to become everyone’s favorite PC gaming service, effectively becoming the last man standing after the all-out war against the now-defunct Games for Windows Live. GOG’s focus and policies make them a far less popular choice for the majority of developers and especially publishers, but in return, they provide their customers with far better service. Perhaps the best illustration of this is by comparing the two stores’ refund policies: while Steam offers a strange 2 weeks owned/2 hours played policy, GOG offers a 30-day refund policy, no questions asked. Of course, many times when GOG goes out of their way to secure the re-release of an oft-requested title, it’ll often just show up Steam later on, usually after a particularly anemic exclusivity period. Seems a bit thankless to me, but I guess I understand it.

Perhaps my favorite thing about GOG would be their community wishlists. In my opinion, these are the ultimate proof of their dedication to provide their customers with the best possible service. GOG has wishlists for new features on the website, new features on their Galaxy client, new movies (yes, GOG offers digital video downloads as well), but the longest-running and my personal favorite would have to be their wishlist for new PC games. While there are quite a few cases of people completely missing the point of the service, I’ve upvoted quite a few of these and quite a few of these games have ended up emerging on the service. In fact, GOG’s community wishlist is what inspired this wishlist in the first place, both the concept and some of the entries on here. I’ll include links to those with entries on the community wishlist, in an effort to get them some support and, perhaps, one day, some of these games will find their way onto the service.

The rules are going to be a bit different this time around, just to make my life a bit easier. Chances are this will end up being a one-shot, so I’m not particularly worried with the changes. I’ll be keeping the concept of consolidating multiple games in a single series into one entry, simply to both save space and get as many games in as possible. As these are all existing PC games, there’s no point in separating series by platform, so it’s pretty much a free-for-all in that regard. I’m bumping the company limitations from 1 to 2 entries this time around, simply because there just aren’t as many companies with games I’d want. Likewise, much like previous “special” lists, I’ll be including an additional write-up, this time focusing on my thoughts on the likelihood of these games being released on GOG in the future. That seems like it might be good for a laugh.

The House of the Dead/The Typing of the Dead – Sega

I’m sure I’ve mentioned on several occasions that when I was young, my main outlets for gaming were the Game Gear, my ill-fated Nomads (never give a child with a temper a fragile, yet expensive handheld) and of course, the family computer. Sega was a constant presence on all three platforms. I was always a fan of the “Sega PC” line of games: it blew my mind to see Sonic 3 & Knuckles on my friend’s computer and I was equally blown away by the mere existence of Sonic CD. But there were many more games in there, and as time went on, Sega’s offerings improved. The Sega PC lineup was particularly strong during the Saturn days. Given the fact that the source code is long gone, I think Sega re-releasing the original House of the Dead’s PC port would be a good way to honor the franchise, especially given the fact that every other game in the franchise has been re-released in some form. Likewise, I’d love to see a re-release of the original Typing of the Dead, given how much I’m loving Overkill. Unfortunately, since The Typing of the Dead 2 was Japan-exclusive, I’m far less optimistic about that one seeing a re-release on GOG, unless Sega decides to include a translation.

Odds: Well, Sega has yet to release any games on the GOG platform, so that makes things kind of dicey. Still, given Sega of Europe’s recent shift towards PC ports and original development, I think there may be a chance that we could see some of these games pop up in the future with enough fan demand. (5/10)

Panzer Dragoon – Sega

It almost pains me to include this one, simply because there was another game I wanted from the Sega PC line-up. Alas, that game ended up below, in the honorable mentions, simply due to the importance of this game. Generally considered one of the best games for the Sega Saturn, not to mention one of the best games developed by Sega period, Panzer Dragoon only saw release on the Saturn, on the Japan-exclusive Sega Ages line and as a bonus feature in the Xbox’s Panzer Dragoon Orta. The Xbox version utilized the PC port as its basis – a not-at-all uncommon move for Sega with regards to many titles from around that era – which should speak to its quality. As such, I had to put my nostalgia aside and give Panzer Dragoon the nod: besides, I never really got to play it and I’ve been interested in the game for quite some time now.

Odds: I’d almost say that it’s on par with the HotD games, but honestly, given the sheer zealotry of Panzer Dragoon’s small but dedicated fanbase, I’d say that if any Sega PC game makes it onto GOG, it’s got to be Panzer Dragoon – though, hopefully, Sega doesn’t decide to stop at just one. (6/10)

Metal Gear Solid: Integral/Metal Gear Solid 2: Substance – Konami

I guess it just sort of proves how dumb of a kid I was: I had no idea that either of these games had even received PC ports. Of course, given Konami’s history with the MSX, I guess it kind of makes sense. From what I can tell, both ports were fairly well done, and there were even mods that upscaled all of the textures and graphics to allow for HD gameplay, effectively giving the PC versions an edge over any other version. There was a rumor for quite some time that Konami was planning to port the MGS HD Collection to Steam, but frankly, I think I’d rather just see these ports of the first two games re-released instead.

Odds: Like Sega, Konami has absolutely no presence on GOG at the moment. To make matters worse, they’ve earned themselves a fairly poor reputation among gamers in recent years, both through many of their releases but mostly due to some of their managerial shenanigans. Unless Konami decides they want to win back gamers, I wouldn’t hold my breath. (2/10)

MegaMan Legends/MegaMan X3, X4, X5 & X8 – Capcom

The funny thing about MegaMan Legends is that, for quite some time, the only version you could buy new was the PC version. It was sold for quite some time on GameStop’s digital service, then just randomly vanished into the ether. I’m not sure if Capcom ordered them to take it down or if the game just stopped being compatible with current versions of Windows. Whatever the reason, it just disappeared. Considering the fact that Capcom was able to license a re-release of all three games as PS1 Classics, I’d kind of hope that they would be willing to swing a similar re-release of the PC version on GOG.

I also decided to include all of the MegaMan X games that came out in English-speaking regions, with the exception of the piss-poor port of the first game, handled by the folks at Rozner Labs. From what I can tell, all the ports I’ve mentioned are on par with their counterparts on PlayStation consoles (that includes X3), which is honestly fine by me. There were also ports of X6 and X7 (as well as Legends 2), but these were strictly made for the Asian market, and therefore, wouldn’t be available in English. From what I’ve heard, the port of Legends 2 was of poor quality anyway – and given how little I think of X6 in the first place, I’d be fine with just ignoring them. X8 was released exclusively in both Japan and Europe, so it gets a pass.

Odds: Well, for starters, Capcom has already released a couple games on GOG, namely the recent PC port of Dragon’s Dogma: Dark Arisen, but more importantly, their Windows PC port of Street Fighter Alpha 2. This effectively makes them the first company I’ve mention that’s clearly aware of GOG’s existence. Having said that, I’d have to give Legends and the X games two separate scores here. While it’s unlikely that Capcom’s planning any major re-releases of the Legends games, it wouldn’t surprise me if we saw a MMX-themed Legacy Collection down the line. While a release along those lines would technically bring those games back to the PC, it would still be cool to see those old ports re-released on GOG, if only for curiosity’s sake. (Legends: 5/10; X Games: 3/10)

Super Puzzle Fighter II Turbo – Capcom

This may seem a bit redundant to many of you: after all, I included the HD version of Puzzle Fighter in one of my earlier wishlists. However, I think both versions offer me something different. While the HD version includes online play and the additional two modes that originated in the Dreamcast version, the existing PC port was based on the PS1 release, which means that it has one thing going for it that the HD version couldn’t possibly compete with: nostalgia. SPF2T was one of the earliest games I owned on the PS1, and it included both the original and arranged soundtracks, as well as Street Puzzle Mode. Street Puzzle Mode was among one of the first video game challenges that I found difficult, but managed to overcome after hours of practice and it left me feeling satisfied. Quite simply, Street Puzzle Mode taught me the joys of “gitting gud” at video games, and I can’t stop thanking it for that. While most people would probably just prefer the HD version to get a re-release, I’d personally love to see both: HD on Steam and the original port on GOG.

Odds: Honestly, it’s hard to say. On the one hand, re-releasing the old port would probably be easier than porting the newer version to PC. But given the fact that current platforms in general also lack Puzzle Fighter HD, it’s entirely possible that Capcom would just do it in an effort to keep bringing older games forward to the current generation of platforms. Like I said, I’d like to see both re-released, but something tells me Capcom wouldn’t be onboard with that. (4/10)

Jazz Jackrabbit series – Epic Megagames

It’s actually really surprising how many great platformers there were on PC back in the good ol’ days. I mainly remember Commander Keen and Duke Nukem, but they weren’t the only ones. Perhaps the most popular was Jazz Jackrabbit, who I mainly remember because I kept confusing him with Bucky O’Hare for reasons that…I’m honestly sure I don’t need to state. I never ended up playing the Jazz Jackrabbit games, but when I was young, I absolutely wanted to play them, and considering all of the good things I’ve heard about them, that interest definitely lives on.

Odds: Unfortunately, there’s a bit of a legal caveat here. Jazz Jackrabbit is co-owned by Epic Games and the series’ original creator, Cliff “Cliffy B” Bleszinski. Cliffy B departed from Epic awhile back and is currently puttering around on his own, and I’m not sure if the break-up was amicable enough to allow Jazz Jackrabbit re-releases to be licensed by anyone, let alone GOG. I hope I’m wrong on this one, but the odds don’t look too good. (1/10)

Croc: Legend of the Gobbos/Croc 2 – Fox Interactive (Jeremy “Jez” San?)

I didn’t exactly adjust all that well when platformers made the shift from 2D to 3D. To this day, I’m still not fond of Super Mario 64, which is generally heralded as one of the greatest platformers of all time. I preferred games like the original Crash Bandicoot and Fox Interactive’s Croc. Croc has recently seen something of a resurgence in popularity lately, due to the alleged effect the game had on the development of Super Mario 64, and by extension, the 3D platforming genre. Even before I knew about any of that, I was just fine playing the game on PS1. Seeing the game revived would be a nice little treat in my opinion.

Odds: Another tricky one for rights issues, but for totally different reasons. With Argonaut – the game’s developer – shuttered and Fox Interactive having been closed down, it’s hard to pin down exactly who owns the rights to the Croc franchise. I’ve heard rumors that the whole shebang belongs to Argonaut founder Jeremy “Jez” San, and therefore any re-releases or new iterations of Croc may have to go directly through him, but considering the fact that he doesn’t seem to be quite as hands-on within the video game industry these days, that may make this pretty much impossible. (1/10)

Blood Omen: Legacy of Kain – Eidos (Square Enix)

I’ll be honest, in recent years, I’ve found myself interested in the Legacy of Kain series from …well, I guess at this point, it would be Square Enix Europe, wouldn’t it? But I’m a stickler for these kinds of things: especially when delving into series that are “newer” – namely, those that started well after I’d gotten into video games – I generally like to start at the very beginning and work my way forward. The original Blood Omen is the one game from the LoK series that hasn’t seen re-release on PCs, though the PlayStation version is available as a Classic on the PS3. I don’t know why, but I always find incomplete collections to be troubling and re-releasing the first game would be the perfect excuse for me to try getting into it.

Odds: Much like the previous two games, there are apparently some legal issues at hand here. I find this particularly baffling, considering that, as I mentioned earlier, the PS version is still currently available on both the PS3 and PSP. Apparently, Activision and Silicon Knights ported the game to PC, which is likely the source of the hang-up. The game’s been made available on Abandonia, an online repository for games that are considered “Abandonware” and has apparently seen no legal action from either Activision or Square Enix. Either way, the chances of an official re-release seem quite poor at this point. (1/10)

Mortal Kombat Trilogy/Mortal Kombat 4 – Midway (WB Games)

Growing up as a kid, I was in a tough spot: I was absolutely obsessed with fighting games, but generally limited to PC as my main outlet for gaming. Man, if only little Icepick could see the literal deluge of big-name fighting games available on PC nowadays! My main outlets for 2D fighters in my early years were the god-awful port of Street Fighter II, handled by the abomination known as Hi-Tech Expressions (even writing their name sends chills down my spine!) and the first 3 Mortal Kombat games. Sure, later on, I’d become enamored with the PC version of X-Men: Children of the Atom, but that’s a story for another time. Now, the Mortal Kombat ports were actually very well made, pretty much as good as their source material, and I loved these games growing up. Fortunately, GOG already has these games available on their service. What I didn’t know is that these weren’t the only MK PC ports made during this era. No, despite my beliefs that the series took a hiatus between 3 and the 2011 reboot, two more games actually made their way to Windows PC. While Trilogy and 4 weren’t the best games in the franchise – Trilogy was the true forerunner to MUGEN and MK4 was just another in a long line of games that were tarnished by the fifth generation’s obsession with 3D – I’ve got enough nostalgia attached to the previous games in the franchise to want to see just how well or poorly these games translated to the PC.

Odds: Like I said, WB Games already put the first 3 PC ports on GOG, they own the rights to the series and I’ve seen footage of both ports running on modern hardware. I think the only thing keeping these games off GOG is their relative lack of popularity compared to earlier games in the series. Seems pointless to keep them off otherwise. (7/10)

Williams Arcade’s Greatest Hits – Midway (WB Games)

I’m actually kind of ashamed that I had to make the wishlist entry for this one myself, but it is what it is. The Williams Arcade’s Greatest Hits Collection on PC was one of my earliest introductions to retro video games, particularly those made before or around the time of my birth. Truth be told, I absolutely loved every game in this collection, even if I wasn’t particularly good at any of them. The first two Defenders, Joust, Robotron 2084, Bubbles and Sinistar – all great stuff. Since PC missed out on WB’s most recent slew of Midway/Williams Arcade re-releases, this would be the next best thing.

Odds: Well, if Midway Arcade Origins gives us anything to go by, it’s that WB Games owns the rights to all six of the games present in this collection, so clearly there are no legal issues. This may just be another case of WB not knowing what they’re sitting on. (7/10)

Honorable Mentions

Virtua Fighter PC/Virtua Fighter 2:  I actually had Virtua Fighter PC when I was a kid and that’s what made it so hard to leave it off the main list. I had no idea that its sequel also received a PC port, but considering the fact that I’d almost certainly prefer to see the version from Sega’s Model 2 Collection hit PC instead, I almost considered leaving it off. Still, it’s better to have options in general, so I figured why not?

Jill of the Jungle: This game actually almost made the list, but considering my lack of nostalgic love for the game and what I’ve seen of the gameplay, I decided to push it down to the honorable mentions instead. Still, it’s an important game when looking back at platforming games on the PC, so it deserves to be preserved in some form and enjoyed by modern audiences.

Super Street Fighter II Turbo: I really wish that I had known about this port when I was a kid: if only that SF2 port had been half this good, I would’ve been happy. By no means arcade-perfect, the game is still impressive in just how much they got right. Supplemented with an amazing arranged soundtrack, courtesy of Redbook audio, Gametek’s port of SSF2T should have gotten way more love than it got. I’ve seen its demo floating around on the Wayback Machine’s PC game archive, but I’d love to own the real deal – even just a digital copy.

Having the past of PC gaming available in the modern day is great. It shows you just how far PC gaming has come and what we’ve lost along the way. While I doubt I’ll have enough material to do a follow-up list for GOG in the future, I’m still happy I decided to write up this list. While I’ve got my clear favorites on this list, I’d love to see any of these hit the service in the near future. I’m not particularly optimistic about most of these games seeing re-release, but who knows, maybe by the time I write the next list, this one too will have borne fruit. I just wouldn’t expect any future lists on other services – I wouldn’t have any idea where to begin with Battle.Net, let alone Origin.

Top 5 Games That Mastered Remaking

With the announcement of Metroid: Samus Returns and the recently released Crash Bandicoot N. Sane Trilogy, remakes have been on my mind recently.  Now there’s quite a bit of a scale in terms of how much effort goes into video game remakes.  Sometimes you get simple remasters that basically just polish the textures so the game looks good in HD.  Sometimes the graphics are completely redone, maybe a few gameplay polishes.  And sometimes you get the holy grail, a game that takes the story, settings, and basic gameplay of an old game and makes what can basically be considered a new game.  These are my strong preference for video game remakes, but as you might expect from the amount of effort involved, they are the rarest type.  But these do exist, and so I’m going to listing my top five remakes that truly mastered the art of… re-ing.  But before we get to that, let’s look at some great game that I feel went just a little too far in their new features and have “condemned” themselves to be new games:

Punch-Out!! (2009)

Punch-Out!! on NES is a great game.  Super Punch-Out!! on SNES is better.  But Punch-Out!! on Wii annihilates the rest of the series.  With the same name as the NES game (and one of the arcade games) and almost every fighter from it, Punch-Out!! is almost a remake, but every fighter is changed so much (and almost a third of them weren’t in the NES game) that it feels more like a Mario game that uses the same level themes than a remake.

Mortal Kombat (2011)

I loved Mortal Kombat when I was a kid in the 90s, but it was more the violence taboo, dark fantasy tone, and seemingly endless secrets that intrigued me than the gameplay.  So the 2011 Mortal Kombat installment that brought back almost every character from the first three MK games (the nostalgia and image peak) and retold their stories, but this time with great gameplay, was pretty freaking fantasic.  However, it’s not really a remake, instead being a weird, nonsensical, but very entertaining in-universe reboot that continues the series’ story by changing the first three games.

Star Fox 64

Star Fox 64 has an essentially identical story to the first game, but aside from that (and the fact that doing a remake as the second installment in a franchise, only four years after the original was released would be really weird) it changes as much as any other direct sequel.  Star Fox 64 is an amazing game that aged very well for a fifth-gen game, but I don’t think it can really be called a remake.

Ys: The Oath in Felghana

I haven’t played this game (make a PS4 version, damn it!), but I’ve been assured it is a vast improvement over its basis, Ys III: Wanderers from Ys, and that it has the same essential story and is now considered canon in the series.  Having played both Ys III and Ys Origin (which has the same gameplay style as Oath in Felghana), however, I can’t really consider this a true remake when the basic gameplay genre has been changed so dramatically.  But I’m sure it’s a great game, and again, want a convenient version for myself released.

Okay, with those out of the way, let’s get to the actual list!  Five games that push the remake envelope to its max without breaking it.  Not much else to say, here we go:

#5.  Ducktales Remastered

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Everyone loves the NES Ducktales game, but I’m just going to come out and say that several parts of it aged badly.  The control for the signature pogo cane is stiff, the hit detection is noticeably off, and the game is really, really short.  Well in 2013 we got a fantastic remake that may not be perfect, but fixed all of the aforementioned issues and of course was promptly condemned for not matching the deified memories people had of the NES game.  Well screw that, Ducktales Remastered is vastly superior to the original.  In addition to things technology’s march made possible (gorgeous art and animation that looks just like the show, full voice acting), the game greatly expands every level from the NES game and adds two completely new ones, making for an experience that could almost pass for Ducktales 3.  With the Ducktales cartoon’s reboot about to launch (which I’m expecting to also greatly outshine the original, the previews have done a very good job of showing the Gravity Falls influence), now is a great time to play through this game.  It’s a fitting last hurrah for the 80s Ducktales as a whole, in addition to being a great remake.

#4. Ratchet and Clank (2016)

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Straddling the line between remake and reboot, I decided to place this game on the remake side because I’m always going to place gameplay first, and no matter how much the story of the original Ratchet and Clank was changed in Ratchet and Clank 2016, it’s obvious that the original game was still the near exclusive focus.  The advancements in control and quality of life that the later games made are intact, but the levels are almost all from the original.  But like all the remakes on this list, they aren’t just graphically upgraded copies, they’re new levels using the settings and elements of the original.  Ratchet and Clank 2016 does a great job expanding the classic levels it covers and makes them feel every bit as good as new levels would.  While having less levels is a somewhat painful tradeoff and prevents this game from placing higher on the list, R&C2016 is still a polished and satisfying action platformer that can serve as a great introduction to the series for 13 year olds who weren’t alive when the original game was released and are now making you feel old.  Let’s hope we get the Going Commando and Up Your Arsenal remakes that everyone wants, and that they’re as good as this one

#3. Mega Man Powered Up

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This game is criminally underappreciated.  Unlike Maverick Hunter X, which made minimal gameplay additions and was based on a game that aged too well to really need a remake, Mega Man Powered Up takes the very first Mega Man game and adds an absurd amount of content.  You get a ton of new playable characters, a level editor, and brand new chibi-style 2.5D graphics that can be placed over an exact gameplay replica of the original game.  But the crown jewel of this game is the “New Style” mode with brand new levels based on the themes and gameplay elements of the original, in addition to two brand new bosses with their own original levels.  This game just offers everything.  Want the original game with new graphics?  You’ve got it.  Want a better game based on it?  It’s there.  Want to play as Roll or a robot master?  Go ahead.  Impossible to please?  Then make your own damn level, you can even do that.  Mega Man Powered Up needs to be rescued from its relative obscurity, it’s a must have for every Mega Man fan.

#2. Resident Evil (2002)

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One of the most positively regarded video game remakes of all time, the GameCube Resident Evil (or REmake, as it’s commonly known) took the 1996 original, which had already aged pretty badly by 2002, and turned it into one of the best games to use the classic Resident Evil formula.  The flow of the game was shaken up, the puzzles were redesigned, new enemies and areas were added, the controls were updated, a colossal amount of secrets were added, the dialogue and voice acting were made competent, and the graphics were completely redone and looked truly amazing, they still hold up today, even without the long-postponed HD remaster.  This set the standard for video game remakes, and every re-release of a Resident Evil game since has been met with wishes that another Resident Evil game would get the kind of monumental remake that the original did.  While the lack of information has made it hard to remember, we do have the mythical REmake 2 announced, hopefully we can once again get something on the level of this, the runner-up master of remaking.

#1.  Metroid: Zero Mission

Metroid Zero Mission

I debated on the order to place the previous games in, trying to decide how much weight to give how much of an improvement over the original game each remake was versus how much I enjoyed the game personally.  Thankfully, Metroid: Zero Mission excels in both areas.  The original Metroid is enormously influential, but it did not age well at all, and the lack of features and quality of life improvements that Super Metroid standardized is glaring.  Metroid: Zero Mission merges the original game with Super Metroid, adding new abilities, areas, bosses, and story elements to make something that functions as both a new entry in the Metroid series, and a replacement for the poorly-aged original.  While the game is a bit short (despite all the expansions, the aimless wandering and cheap deaths really made the NES Metroid feel longer than it was), the gameplay is just as fun and satisfying as the legendary Super Metroid.  Zero Mission is everything a remake should strive to be, the best possible outcome.  After 13 years of wishing for Metroid II to get the same treatment, we’re just months away from that finally happening, and now seems like the time to recognize both Metroid: Zero Mission and the potential of remakes in general.  If more remakes had the effort and care given to Zero Mission, the world would be a better place and the galaxy would be at peace.

So there you have it, my picks for the top five games that show the full potential of video game remakes.  I’m not saying there’s no place for remasters that simply add some modern quality of life features to a classic game, but I consider games like these five to be the holy grail of video game remakes.  There are plenty of classic but questionably aged games that could benefit from full blown remakes, hopefully we’ll get many more remakes like these five games that mastered remaking.

Of Axioms and Idioms: The New Sub-Standard

While I’ve been having fun revitalizing older series that I abandoned awhile back, it would be hypocritical of me to orphan my latest series. This time, it’s not so much a lack of topics that has caused me to forgo writing Of Axioms and Idioms, it’s more a lack of time. I’ve got so many ideas for new articles that I’ve managed to leave a good number of worthwhile topics on the back-burner for quite some time. It doesn’t help that I seem to be coming up with more new ideas quicker than I can write the existing ones. Worst of all is the fact that I tend to find my newest ideas the most intriguing, which pushes things back even further in many cases. Still, it’s been roughly half a year since the last time I wrote an article in this series, so it seems like it’s the right time to bring it back.

This one’s been rolling around in the back of my mind for quite some time, yet ironically, it’s also the latest topic I’ve managed to come up with for this series. Basically, there’s something of a stigma when it comes to long-running series. Specifically, when it comes to their latest iterations. The issue isn’t specifically liking the current games in an old series, that seems to be alright by most accounts. Rather, considering the most recent entry in well-established franchises to be the best that said franchise has to offer seems to be frowned upon among die-hard fans. Likewise, when a more or less “objective” best game is chosen, it’s generally a relatively early title in the series’ history.

To show you just how long this idea has been sitting around, the original example that inspired this topic is no longer relevant. Tekken Tag Tournament 2, while still currently my favorite game in the Tekken franchise – ironically, I’ve yet to pick up Tekken 7 – is no longer the latest game in the franchise. Still, I felt a little ashamed to acknowledge that the latest entry in the series had become my favorite, simply because I was a long-time fan and therefore, was familiar with the earlier games in the series. Meanwhile, ask the average Tekken fan and chances are they’ll name a much earlier game as their favorite: specifically, Tekken 3. If you’ve read my Tekken retrospective from earlier this year, you’d know that I was never really quite as enamored with the game as the majority of the Tekken fanbase, even if I did recognize its quality.

Another slightly more relevant example would relate to MegaMan, specifically the Classic series. Personally, I think the tenth game in the franchise – which has been the most recent game for a whopping 7 years at this point – is the best that the series has to offer. Most of the Classic faithful, on the other hand, are still hung up on MegaMan 2. Honestly, I don’t even think MM2 is the best of the NES games, let alone the best in its entire series. MegaMan 2 made the most significant improvements over its predecessor, but the franchise still had room to grow. What I find especially ironic is that MegaMan 9 – a game that was essentially built to perfectly emulate an MM2 ROM hack – received much greater acclaim, despite having weaker level designs. Worst of all, it seems like if you don’t accept 2 as the “one true Classic MegaMan game”, you’re bound to be accused of being a contrarian, or worse still, a hipster. Don’t get me wrong: MM2 is a great game, I just think that some of the later games in the series made vast improvements to the formula, but they’re generally cast aside as inferior copies. As a side note, I think it’s a crying shame that the Game Boy games (namely IV and especially V) don’t receive as much attention as they deserve: I think both of those games blew MM2 out of the water, in spite of their hardware limitations.

A slightly less relevant example would be the near-deification of Super Mario 64 among the 3D Mario platformers. Sure, people recognize the quality of both Galaxy games – to at least some extent – but for whatever reason, 64 is still somehow the golden standard to which all future Mario games of that type are held against. I’ll never understand it: honestly, I never thought SM64 was that good in the first place and I think every other game of that type in the Mario series surpassed it in some way, even the abomination/cult classic Super Mario Sunshine. To make matters worse, I actually consider 3D World to be my favorite in that particular batch of games, though I’ve seen more than a few people dismiss it as an inferior knockoff of 3D Land which was, ironically, my previous favorite. I’d argue that the 3D Marios keep improving with each game and that makes 64 the worst by default. Yet it is still the clear favorite for some reason.

Of course, perhaps the most famous example of this phenomenon is the fan reaction to the Legend of Zelda games. While both A Link Between Worlds and especially Breath of the Wild have seemingly put it to rest, the so-called “Zelda cycle” is, by and large, the most prevalent and observable example of this mentality I’ve seen on the internet. The Zelda cycle, as I understand it, can be broken down thusly: after enough time has passed since the release of the latest Zelda game, the fanbase begins its backlash against the game itself, deeming it terrible. This, in turn, allows the previous game in the franchise – the one that was previously dubbed the worst the franchise had to offer – to be viewed as an acceptable game for the series. The game that came before that will then usually take its place at the series favorite, the stated “gold standard” for what the next Zelda game should attempt to be. The former “gold standard” is then considered to be overrated (but still good) and everything before that seems to just fade into the ether, effectively just becoming acceptable in general but not a major focal point for the franchise. A safe choice, considered “good for their time” and generally otherwise ignored.

As for a counterpoint to this particular attitude, the best I’ve really been able to observe would have to be within the Ys fanbase. Put simply, “every Ys is best Ys”. Given the fact that the series has gone through at least two major gameplay shifts in its 30-year existence, it only makes sense that most of the fanbase would generally be pretty chill about liking the newest games in the franchise, as Falcom always seems to strive to improve upon mistakes made in the previous games and avoids change strictly for its own sake, rather only fundamentally shifting the gameplay style once they’ve reached the limits of their current format. Of course, this isn’t a perfect example by any means: there’s a distinct faction that considers The Oath in Felghana (and to a far lesser extent, Origin) as the one true Ys game(s), disavowing anything that came after and, bafflingly enough, before. I guess there are problem children in every fanbase.

Then there’s the Sonic fanbase, which I supposed also acts both as an example and a counter-balance to this perspective. There are essentially three major camps contained within the Sonic fanbase: those who enjoy the original Genesis-era games and feel that this is the best direction for the franchise moving forward, those who cut their teeth on the series during the Adventure games and want the games to go back to that style (in spite of the fact that Sega already tried to recreate said formula twice and ended up with the games generally considered the worst in the entire franchise in the process) and finally, fans of the modern games who consider any references to older titles to be meaningless pandering to a bygone era. If it’s not obvious, the former two camps clearly act in support of my theory, while the third and final camp appears to be its Bizarro doppelganger rather than a nuanced reaction. Of course, these three factions don’t encompass the entire Sonic fandom – there is room for nuance elsewhere – but they definitely make things difficult for Sega moving forward.

Of course, there is a certain level of forgiveness allowed when it comes to committing the grave sin of liking the latest game in a long-running series in general. This is generally reserved for those new to the series. After all, you always remember your first and as they’re new to the series, they have time to learn the “right way” to consider the series. Older fans, on the other hand, generally aren’t afforded the same level of leeway. They’re already familiar with the franchise and its history, so the entire concept of long-time fans disagreeing with the status quo is inconceivable to the hiveminds generally associated with these fanbases. It’s almost like to prefer a game that was intended as an improvement to earlier games in the series is to completely discount the series’ entire history in one fell swoop.

So what exactly is the cause for this animosity towards the most recent games in a franchise? An obvious culprit would be the rose-colored glasses of nostalgia. Unfortunately, that logic doesn’t necessarily follow: if nostalgia were to blame, then every fan would generally consider the first game they played to be the best in the franchise, which would be a particularly difficult move for those who had been playing games in the series since its inception. Not to mention the fact that if the first game in a franchise is its best, then there’s really no point in continuing to produce them, diminishing returns and all that. Likewise, given the fact that many video game franchises tend to have one or two games that are considered the best at large, that would also imply that most of the fanbase started playing the series upon the release of that specific game, which seems a bit farfetched if you ask me. So clearly there’s more at work here than simple nostalgia.

A much more likely explanation is equally simple: credibility as a fan. With well-established series – regardless of medium – knowledge of the series’ origins has a tendency to give the impression of legitimacy with regards to any particular fan’s adoration for the works in the general. The same could be said for general consensus: as with most group dynamics, a lack of dissention among the ranks has a tendency of creating a much stronger sense of community, an element that fandoms require to thrive at any stage in their life cycles, from their humble beginnings on. Whether or not this means that most fans legitimately believe that the designated best game in the franchise is their actual favorite, they’re simply giving the game lip service to fit in or that they’ve been essentially railroaded into considering said game to be the best in order to align themselves properly within the group tends to vary – all are clear and distinct possibilities, though I’d consider the former two to be the most likely.

This leads to a much more pertinent question: why is there such resistance to the idea that modern entries of an existing series could potentially surpass their forebearers? I mean, it just seems logical to me that games should constantly strive to improve over what came before them, so maybe I’m missing something. Does acknowledging the strength of newer games make the older ones retroactively worse? Is one’s credibility at stake if they acknowledge improvements made to an existing formula if they just happen to be implemented to close to current year? I’m at a bit of a loss here.

Maybe newer games are just being held to a higher standard in general. After all, they do have years of experience to fall back on, so I can’t argue that they should be held to a higher standard than the games of old. However, there is also the potential to take things way too far in this regard: while nostalgia isn’t completely to blame, they can generally build classic games up to be better in fans’ memories than the reality – take a look at how well various re-releases for more obscure games have been received. Put both the overinflated quality of older games with an expectation for every game to exceed the previous entries in their series to an obscene degree, and you’ve got a recipe for disaster.

I mostly wrote this article to essentially dispel any shame, perceived or otherwise, I’ve felt when liking the latest games in series I’ve been following for quite some time. The sheer sense of elitism when it comes to long-time fans vis-à-vis newer entries has always just struck me as weird. I suppose that this was more of an exercise in trying to justify my own preferences to myself. Of course, this is a fitting use of the “Of Axioms and Idioms” banner, as they’re generally meant to explore my various opinions, unorthodox or otherwise. But what do you think? Do you think I’m completely off-base or am I on to something? Feel free to sound off in the comments below.

Respect the Unexpected

Sometimes when you look back on a game after the fact, you realize it wasn’t as good as you made yourself believe when you first got it, or you realize it was actually a lot better than you gave it credit for.  Those games aren’t the focus of this list.  This list is for games that instantly changed my strong preconceived notions as soon as I played them.  It can either be a game I went into with hype that was instantly deflated, or a game that I expected to hate or at least be indifferent towards that I ended up liking.  I have three examples for both types, and I’ll be alternating between negative and positive.  Since I always like ending on a positive, I’ll let the negative examples start the pattern.  Let’s get started!

Mega Man X6

What I Expected

I really, really love the Mega Man X series.  I would consider the first three games to be my favorite trilogy in all of gaming, and the original Mega Man X is one of my favorite games of all time.  The first four X games are my four favorite Mega Man games of any type, and Mega Man X5 is a step down but still a great game that I have played through dozens of times.  So, it should go without saying that I had very high expectations going into Mega Man X6, it looked like just a level pack for MMX5, but I was fine with that.  Two console MMX games in the same year seemed too good to be true, but really, what could go wrong?

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What Actually Happened

I’m still not sure what the hell happened with Mega Man X6.  MMX6 isn’t a lazy level pack, that would be so much better than what we got.  No, X6 is a train wreck that seems to go out of its way to make as many stupid, frustrating level design choices as possible.  Levels range from the same tedious and frustrating mid-boss fought four times in a row to nightmarish extended dashes to safety as a one hit kill ceiling tries to crush you.  Bosses are just as bad.  Even the story is terrible.  I beat X5, X8, and even the infamous X7 on the day I bought them.  I didn’t force myself to beat X6 until over six months later.  I could tell something was wrong right away, and to this day I don’t understand what happened.  This isn’t the result of greed and laziness, it’s a calculated attempt to twist one of the best gameplay systems there is into a horrible parody of itself.

Doom (1993)

What I Expected

I am a console gamer, I have been ever since I stopped being forced to subsist on Hi-Tech PC games, and I always will be.  So, Doom being a PC originating series that only got inferior console ports for most of its existence put up quite barrier to me getting into it.  I wasn’t all that into first person shooters to begin with, so I didn’t feel like I was missing out on much, a mid-90s western PC series didn’t sound like it was going to offer much.  I tried the famously arcade like and over the top Serious Sam games via their console compilation, and enjoyed them.  I decided that it was worth trying the Doom compilation, three games and several expansion packs for around $10 made the risk exceptionally low, so why not?  But I wasn’t expecting that much out of it, especially the original Doom and its very direct sequel.

doom

What Actually Happened

Damn you realism, damn you real guns and human enemies, and damn you every mid-90s magazine dismissing all FPSes as worthless “Doom clones.”  I love old style FPSes.  The varied weapons, the enemies with attacks you can directly dodge, the fast movement and lack of reloading, the creative level design, Doom is everything I wanted in the genre but didn’t know until I played it.  The modern console remasters of Doom and its sequel have everything the PC versions did, and I love them.  Doom and its level pack like sequel are probably my favorite western developed games of the 20th century, and easily my favorite PC originating games of all time.  By extremely good fortune, I got into the series just a bit over a year from the phenomenal DOOM 2016, which I have raved about at length in previous articles.  Doom expanded my horizons in a wonderful way.

Twisted Metal (2012)

What I Expected

I was fascinated by Twisted Metal 2 years before I owned a PlayStation, the characters and concept were very interesting to me and I read all I could about it in game magazines.  My instincts correctly blocked any interest in Twisted Metal 3 and 4, but I eventually got to play TM2 and I liked the gameplay just as much as the characters and concept.  Twisted Metal Black rekindled my interest, even though I once again didn’t have the system it was on when the game was released.  I eventually got it and loved it even more than Twisted Metal 2.  Then the series just disappeared, despite the acclaimed revival.  There was nothing but a decent PSP game for a decade, but then hope came, another reboot of the series.  Not having stories for each car was a big negative, but maybe the unified story mode could make up for it, and the important part was getting more of that signature gameplay, with online I could use!

twistedmetal2012

What Actually Happened

989 rose from the grave and cursed Twisted Metal 2012.  That’s my best guess, anyway.  For one thing, the “real story mode” was actually just three traditional driver stories (previous games had 4-5 times as many, for reference) glued together, ranging from decent to an idiotic pun ending.  But that’s not the worst part.  The controls were extremely slippery and mocked me by putting in the classic style that I wanted to use but making it unplayable with a small change (Human biology trivia: we only have two thumbs.  Do not demand we use both analog sticks and face buttons at the same time).  And the “story” mode put in absolutely atrocious and mandatory checkpoint race missions that the controls made into pure torture.  Assuming this doesn’t kill the series, the next reboot needs to be much, much, MUCH better.

Knack

What I Expected

Knack has been a running joke ever since it was announced alongside the PlayStation 4.  A generic PS1/2-era platformer with a character getting bigger gimmick, this was what Sony chose to showcase their new console!?  Sony giving digital copies away with PS4s and not bothering to tell the people who bought the systems just made the game more of a laughing stock.  While I didn’t think the game looked horrible, it seemed like it focused on mindless combat with minimal platforming.  I had little desire to play it unless I could find it for really cheap, and even then it would mainly be so I could make fun of it while streaming it.  Well, the game was $5 on a PSN Flash Sale, so I jumped on it.  While in my Skype group chat I started the stream, ready to laugh at the infamous Knack.

knack

What Actually Happened

My thoughts upon starting the game were that the controls were actually very good.  Combat was pretty solid, much better than I was expecting and actually a significant challenge on hard mode.  Good enemy variety.  Wow, the levels are really long, and there are a ton of worlds.  I thought, “Maybe people were too harsh on this game, or maybe it all goes to repetitive hell soon”.  It didn’t.  The levels and enemies stayed varied throughout the game, the platforming wasn’t too frequent but there was enough to add variety to the combat.  The combat was fast paced and reminded me of classic beat-em-ups, specifically Turtles in Time for some reason (my favorite game in the genre).  Knack… Knack is a hidden gem.  It’s not a masterpiece, but it’s a very solid game that definitely kicks the crap out of PS4’s other 2013 and 2014 exclusives.  I’m genuinely anticipating Knack 2, which looks like a significant improvement on what turned out to be a solid foundation.  Give this game a chance: the fact that it’s getting a sequel is a miracle.

Grand Theft Auto III

What I Expected

If you’ve been following my articles, you probably saw this coming a mile away.  But if you haven’t, this is probably a pretty big surprise.  The first two negative example games are hated by most people, but not Grand Theft Auto 3.  This is considered one of the most influential games of all time, it basically started a genre and just look at how much you can do!  Being under 17 and having just recently convinced my parents to let me play M rated games when GTA3 came out in 2001, I decided not to push my luck and ignored it while everyone raved about it.  Years later, I finally picked up the game, my first GTA.  Having heard everyone rave about this game for years and intrigued by the length and scale of the game, I had pretty high hopes when I started.  What could possibly go wrong?

gta3

What Actually Happened

Did you realize that I was referencing Bubsy there?  Now don’t worry, I’m not going to be a hyperbolic hater and say Grand Theft Auto 3 is comparable to Bubsy 3D in quality.

…But it is about as good as the original Bubsy.  Now before you tear into me and I retaliate with my story about how I missed out on a genre I really enjoy for years because everyone insisted GTA was the pinnacle of it (the first good GTA game is Saints Row 2), let me go over everything GTA3 does wrong.  Horrific aiming system, absurdly harsh penalty for dying that means you basically have to load your save every time that happens (and save points are NOT frequent), having to drive back to the start of missions every time you want to try again, needing to track down hidden packages that could be absolutely anywhere in the entire game if you want to mitigate that penalty for dying, this open world game from 2001 not having a freaking MAP.  Trying to actually play this game for any purpose besides mindless chaos is a nightmare, and the game still makes said chaos a pain in the ass to accomplish.  The consequences for dying or being arrested being so harsh goes completely against the “freedom” this game supposedly gave players.  And while future GTAs would fix some of the problems from this game, several gigantic ones stayed around until Grand Theft Auto V in 2013, the first game in the series I actually like.  And it would have been so easy to fix these problems (the HD remaster of San Andreas fixes enough to make it enjoyable), but no one seemed to care about them in any way until Grand Theft Auto IV’s fan backlash.  Sorry, but I think GTA3 is a genuinely bad game and probably the most overrated of all time.

Tetris Attack

What I Expected

Puzzle games seemed inherently boring to me when I was new to gaming.  Doing nothing in a game but rearranging blocks seemed completely pointless.  I was aware of Tetris because everyone on the planet is, but I had no desire to play it, similar games, or games that I would later discover only had its name slapped on them for a marketing gimmick (you know, we’d probably have this game on Virtual Console if it was called Yoshi’s Puzzle League).  I never would have chosen to play Tetris Attack, but Blockbuster had a promotion where renting it came with a free other game rental of your choice, so there was no reason not to rent it.  And since I had the cart, why not give it a quick chance?  But aside from the Yoshi’s Island setting, I wasn’t expecting to really enjoy anything in the game, it would probably be a more colorful Wordtris.

tetrisattack

What Actually Happened

Literally the second I started playing I loved it.  I could go on about why Tetris Attack is the best puzzle game of all time, going into how the mechanics fix a massive flaw inherent to almost every other competitive puzzle game, but that wasn’t what I was thinking when I played the game the first time.  The intuitive and addictive base gameplay is what drew me in when I thought I hated puzzle games.  The competitive mode gave things a fighting game feel that I loved.  There was just something so inherently satisfying about the game, I don’t remember exactly what I identified it as on that day over 20 years ago, but I know my love was instantaneous.  My horizons were expanded that day, and Tetris Attack has remained one of my favorite games on my favorite system without ever wavering.  That moment where a game connects with you instantly and against all your expectations is something that can’t be fully recreated at both my age where I have played so many games, and in the age we live in where you can easily watch videos and read all you want about every game before you play it.  There’s a magic in my first encounter with Tetris Attack that I will always remember.

So, there you have it, six games that flipped my perception of them upside down within the first play session.  Aside from my personal reminiscing, the takeaway from this article I want everyone to have is that you can’t really know what a game is like until you play it.  Even with games where my expectations weren’t so radically shattered, nothing except ruining the game by watching a full playthrough can really let you know what a game is like before you play it.  Always be prepared going into a game, it might be a tragic disappointment, but it could also be a magical moment or great surprise that you never saw coming.

 

Lots of Red, No White but Blue

Hello. This is Dari.  I am starting a new series called “Dari-Isms.”  This is going to try to explain the inner machinations of my mind, which apparently a lot of people don’t understand.  Most of these are going to be about gaming, but I may throw some other opinion pieces in, if people want to hear them. Today I’m gonna talk about some of my favorite and least favorite Capcom “mascots” of yesteryear. I am mainly going to talk about Ryu and Ken (of Street Fighter) and Zero and Megaman X (of Megaman X).

Let’s start with Ryu. Ryu is the mascot and the face of Street Fighter. He is most likely the first person anyone thinks of when they think of fighting games in general, not just Street Fighter. This is one of the reasons I hate him. He’s a very boring character. And his moveset, while copied and done better by most of the other characters that share his moveset, is also quite plain. Ryu himself usually moves like an old man with bad arthritis. He’s so stiff; I wonder how he even fights with any sort of speed! (i.e. crossover games like Marvel vs Capcom.) His Hadoken attack is usually very slow, but powerful. His Shoryuken is again, slow but powerful, and invincible on startup depending on the game, but again, it’s very stiff and can easily be stuffed or even just plain dodged, because it’s easily telegraphed. Ryu’s story is just plain sad. He’s a nomad from Japan who doesn’t have a family who just wanders around trying to get stronger, fight strong opponents and fight the ‘Satsui no Hado’ which can (and has depending on the game/timeline) overtake him and turn him evil, like another one of his counterparts, Akuma. But that’s another story for another time. Ryu is a terrible character. I understand he’s the “entry character” and he’s the base for everyone to learn off, but I feel like they’ve added so many more interesting characters that can take his place, that Ryu really would have, and should have faded into the background. He can still be the face of the series, but he can just be that. He doesn’t need half the popularity he has. He needs to sit down somewhere and stay there for a while. Now, again, he doesn’t need to sit out of a game where Street Fighter characters are prominent, but I mean he needs something to make him interesting.

In contrast, let’s talk about Ken Masters. Ken Masters originally started as the Player 2 alternative for Ryu. But he’s grown so much more since then. Ever since Street Fighter 2, he’s grown so much since being Ryu’s copy. He has fire in his shoryukens, which differentiates him from boring old, stiff Ryu. Also it seems like Ken has more mobility than Ryu ever will. It’s possibly because he’s younger than him.  Ken, I feel focuses more on his kicks than his counterpart. He also seems to have evolved more than his sparring partner. He has a shinryuken attack (in some games and media) that has him doing a strong shoryuken attack covered in a pillar of fire. Ryu cannot do this as far as what’s been shown. Ken also has a shin shoryuken which can hit for 2 or 3 times with his fire shoryuken. Ryu only does it once, but while there’s a lot of power behind it, it’s not as flexible or unique as Ken’s. Ken’s story is also fairly interesting. He has a family, a wife and a son. Some people would say that someone with a family shouldn’t be fighting, but he makes money this way and he also keeps up with his buddy Ryu, and keeps him relevant. So it’s fine. Ken is also an American. He met Ryu while at a tournament. They became friends and sparring partners under Gouken. Ken fights for his family and to be stronger in general. See how much better Ken is than Ryu? This is why I like Ken more than Ryu. They may have started as clones of each other but Ken Masters evolved more as a character than Ryu probably ever will.

Time to switch gears and move on to the two robots. I’ll start with Zero.  Zero is the bane of the Megaman X series in my eyes. He is supposedly the only creation of Megaman X that Keiji Inafune made. He wanted him in the beginning of the Megaman X series to be the star, but Capcom told him no. He decided to make him the star anyway. He had to save Megaman X in every game. If he wasn’t trying to save him, X himself was trying to rebuild him because he felt like he needed his friend back to save the world. I find this demoralizing to X and it made him seem like he was trying to steal the main character’s thunder. I find this extremely rude. Zero was so prominent in the grand scheme of things, that Megaman X was an unlockable character in his own game over him! Megaman X8 was the last game in the series. The Character who has been most prominent of the few times that Megaman X was represented was Zero. X appeared in the Project X Zone games, but those games weren’t as popular. Zero was in Tatsunoko vs Capcom, Ultimate Marvel vs Capcom 3 and a few other games. Megaman Zero even got his own very successful series of its own right, even using X as a boss. I find that demeaning but Capcom did what they wanted so I cannot fault them for what gave them a bunch of money in the end, even if they wouldn’t give X a chance.  I feel like Zero was made to steal the thunder of X and make him obsolete in comparison. They succeeded a bit too well. There are some fans who still care about X and remember who he is. These people are the only people who keep X’s spirit alive. And thanks to that X finally appears in a popular game again, Marvel vs Capcom Infinite. The rumors say that X will be very prominent in the story and he was the first character shown, aside Ryu. My personal opinion is that Zero shouldn’t appear in this and let X have his own shine, as he’s never allowed him to do so in his own series besides then. All Zero did was take over someone else’s series, kill it and then get his own series to succeed, to leave the character he stepped on in the dust.

Finally, we’ll talk about X. Megaman X is the Megaman who took over for Megaman Classic in his own series. X is a really good character that’s underestimated. He’s very powerful, yet he also wants peace. Gamers don’t like this aspect of him, even if Megaman Classic had the same attitude, and he was praised for it. Megaman was sadly overshadowed for Zero. And Zero went out of his way to kill his character and his series. Megaman X was a good character, but most people didn’t like him over his counterpart. He had powerful armors and he was great when he did battle. I feel like X needs more recognition and respect. He was unlockable in one of his own games where his name was still prominent in the title! He is a Megaman and he seems to be either bad luck or a curse upon anything he’s been in recently. I still enjoy Megaman X over Zero because he’s the underdog and even though he’s the main character, some people don’t acknowledge him, or will give him its due respect.

In summation, I like Ken Masters because he’s a great evolution of what was literally a palette swap of Ryu, who is a boring nomad who’s trying to control his evil. I enjoy X because he’s disrespected even though he’s the main character. I hate Zero because he stole the show from Megaman X and killed the entire series to spite X. He also apparently took over the entire representation of the series for some odd reason.  Not to say I hate all second fiddles to Capcom games, Protoman was good because he knew his place. He was a second fiddle to Megaman Classic,  but he didn’t outshine his Megaman, and he was still popular in the long run. I wish Zero could have taken this precedent, but sadly he didn’t.

Of Axioms and Idioms: A Breath of Fresh Err

Well, I said I had a second topic in this series and I’m going to use it. Welcome to another entry in “Of Axioms and Idioms” – the series where I detail some of my more less-specific opinions when it comes to video games. Last time, I detailed how playing later games in a series retroactively ruined their predecessors if I’m not familiar with them in the first place. While this seems obvious in hindsight (sequels are supposed to improve upon previous iterations in the series), it is one of those issues that seems to plague me on a wider scale – not merely effecting how I see series of games, but rather entire sub-genres.

Today’s topic is a little more complex and probably more rigid than the previous entry. When it comes to “bad games” in a series – that is, the ones that are generally considered the worst of their series – I’m generally more forgiving of them the more they deviate from their franchise’s standard formula. Quite simply put, if a game is experimental and bad, I’m far more likely to accept its shortcomings and look upon the game more favorably compared to games that are just a shallow and/or flawed recreation of the series’ pinnacle.

The two games that inspired this article were the fourth and fifth games in the Ys series, both released on the Super Famicom. While Ys IV: The Dawn of Ys for the PC Engine is generally considered among the best games in the entire series, the Super Famicom’s Mask of the Sun was developed by Tonkin House – who previously handled the SNES port of Wanderers of Ys, which is generally considered the worst of the fourth-generation console ports. Both games had similar design philosophies: taking inspiration from the first two Ys games. However, the SFC version took more inspiration from the earlier PC releases of those games, which required significantly more precision when landing attacks. This didn’t translate that well given both the Super Famicom’s simpler control scheme and the comparatively more forgiving Ys: Books I & II, which predated Mask of the Sun by almost 4 years. This led the SFC version of Ys IV to be considered among the worst games in the series.

Its sequel, Ys V: Kefin, Lost City of Sand, didn’t fare much better in terms of reception. Discarding the traditional “run-and-bump” gameplay that the series popularized in favor of a more traditional “hack-and-slash” attack mechanic common to action RPGs, Ys V was a significant departure from its predecessors’ established formula – much like the aforementioned Ys III. However, unlike Ys III, this game would have a much more permanent effect on the series – with future games adopting the more standard attacks system, though handling it much better. Ys V’s controls were terrible – Adol’s slashes felt less responsive than those from the original Legend of Zelda in 1986. The jumping mechanics were awkward and worst of all, different sword upgrades would change the style of Adol’s attack: a horizontal slash or a “stab” (though, I thought it looked more like a “poke”) with more forward range. Throw in a magic system that’s essentially useless and you’ve got Kefin in a nutshell. Due to the lack of any other releases, Ys V is generally considered the worst game in the entire franchise – but due to the lack of any companion titles or remakes, it’s kind of an unfair comparison.

Honestly, at first glance, I would probably say that it’s hard to determine which of these two games is worse overall. They’re both essentially blights on their franchise – but neither game really did that much damage to the overall reputation of Ys. Looking back though, I’d probably say that I may have enjoyed Ys V slightly more and my reasoning is simple. Mask of the Sun attempted to recreate gameplay I had seen earlier, but was less competent in the process. It effectively tried and failed to achieve the same level of quality from a previous iteration in its franchise, which gave it no reason to exist. Ys V, for all its flaws, at least attempted something new for the franchise. It may have also have failed miserably, but it tweaked the series’ formula and tried something new. Ys IV had a blueprint for success: its counterpart on the PC Engine proves that. Ys V had no plan, no established formula to follow. While its experiments failed miserably, they led to further games and better titles down the line.

My next example may be a little controversial, as pretty much no one considers one of these games bad anymore. However, for quite some time, it was considered fashionable to bash the Western version of Super Mario Bros. 2 (known as Super Mario USA in Japan) for not being the “true” Mario 2. This title belonged instead to Japan’s Super Mario Bros. 2 (known as Super Mario Bros.: The Lost Levels elsewhere). The latter is essentially a level pack, with insane stage designs that far exceeded what was possible with the original’s controls left intact. I’d go so far as to say that it’s essentially just a less-playable version of the first Super Mario Brothers. Meanwhile, Super Mario USA was an improved reskin of a Fuji TV collaboration game known as Doki Doki Panic. I know, everyone knows that old story. What’s more interesting, however, was the later reveal that Doki Doki Panic was based on a scrapped Mario prototype that focused more on vertical platforming. So, in the end, Super Mario USA could be considered more of a Mario 2 than the “official” Lost Levels.

Another example is a bit odd: the sixth and seventh games in the MegaMan X series. Let me make myself perfectly clear: I completely despise MegaMan X6. It’s probably the worst MegaMan game Capcom ever made in-house. While X7 seems to be considered a worse game overall, it at least had the excuse of attempting to recreate the classic action of the MegaMan platformers in 3D. It’s hard to argue that it failed in this regard. X6, on the other hand, had absolutely no excuse to be as terrible as it was. It was built using the engine of my favorite game in that entire sub-series (MegaMan X4). X5 may have been a downgrade from its predecessor, but X6 crashed and burned. Terrible level design, unbalanced boss fights, the addition of X’s awkward Z-saber attack, the ability to get completely trapped in an area if you lack the right power-up – the only redeeming factor was probably the soundtrack!

There are even cases where swapping genres can work out well for a series. Take, for example, Double Dragon. After the disappointing Sacred Stones, Super Double Dragon was an attempt to recreate the magic of the first two games. While the SNES had a legendary amount of quality beat-‘em-ups, Super Double Dragon not only failed to stand out among its contemporaries, but even faltered in comparison to its predecessors. Conversely, when Technos Japan attempted to make a Double Dragon fighting game for SNK’s NeoGeo platform, it turned out well: despite the sheer amount of competition in that genre on NeoGeo, “Double Dragon” would do so well that it eventually received a spiritual sequel, Rage of the Dragons. Of course, Tradewest – Double Dragon’s publisher in North America – attempted their own fighting game earlier – Double Dragon V: The Shadow Falls. The less said about that one, the better.

This even applies to games that are generally considered dead-ends. While I liked both the NES Zeldas more than I expected upon playing them, I think I had a slight preference for Zelda II. Frankly, I’m almost certain that that’s because the original Zelda presented itself as a more primitive version of the other 2D games in the series, while Zelda II was strikingly different. Zelda II was effectively a side-scrolling action RPG, compared to the top-down adventure formula that most of the early games in the series encapsulated, and that difference made it stick out a bit more in my mind. The same could be said for Ys III: Wanderers from Ys – to the extent where I constantly compared Zelda II and Ys III while playing both. It doesn’t hurt that they were considered evolutionary dead-ends in their respective series – and by extension, inherently terrible – but to me, they were simply interesting deviations. Even more ironically, both games were followed by what was generally considered the early masterpieces of their respective series: A Link to the Past and The Dawn of Ys, respectively.

Unlike my “Bayonetta May Cry” axioms, there’s a method to my madness. If a successful formula has already been established for a series, ruining it with a mediocre follow-up that attempts to hit the same note should be impossible. Let me be clear: I’m not talking about games that simply don’t live up to their predecessors and are lambasted as retreads. I’m talking about games in existing series that attempt to recreate their established formula and fail miserably. The MegaMan games for DOS are a perfect example – they were intended to resemble the popular NES games, but failed on pretty much every level. When a series’ formula has been established, there’s a blueprint for success. If the game deviates from that formula in a meaningful way – by changing core mechanics or even switching genres, there’s at least an excuse for a piss-poor final product. There’s just no excuse if a company’s creating a copy-paste of a previous title and manages to create something objectively inferior to what came before.

There’s a corollary here as well. Bad games using established formulas can be toxic to long-running series: there’s always the chance that it won’t simply be considered a bad game, but rather the formula itself has gotten stale and repetitive. On the other hand, development mishaps in a title that deviates from the norm can yield better results down the line. The aforementioned Ys V is a perfect example of this – the following games in the series also utilized “hack and slash” and platforming elements and improved vastly over their SFC predecessor, essentially creating a new trilogy of games that are arguably better than even The Dawn of Ys.

Of course, judging whether something is a bad game or if the entire formula has gotten stale gets harder to judge when there’s a generational gap between games. It’s relatively easy to tell if a game is legitimately worse than its predecessor if they were released during the same generation, especially if they’re both on the same system. Comparing an NES game to its sequel on PS4 makes it hard to determine whether the game suffered from being recreated imperfectly or if the original game itself was simply considered good for nostalgic reasons. Obviously, there’s a chance that the formula itself could just become inherently stale and in need of alteration or outright rejection for the series to survive. Of course, this would have little effect on the quality of the original game itself – it’s a simple case of diminishing returns, nothing uncommon when it comes to video games in general.

In the end, I guess it’s a matter of taste. For some people, deviating from an established formula is essentially considered betrayal of what made that particular series great in the first place. I can respect that difference in opinion, but I believe that at the very least failing in an entirely new way is, at the very least, more interesting than watching someone incompetently recreate a game I liked. More importantly, what do you think? Do you agree that failing in a different way is at least more interesting than second-rate reruns? Are established formulas the key to success? Feel free to sound off in the comments below.

 

The Year Without a PC Port Wishlist

Christmas has pretty much always been my favorite holiday, especially when I was a child. I was a greedy little boy while I was growing up: one of my favorite holiday traditions was always writing up my list to Santa on my computer. Sure, some years I’d get overzealous and start thinking about it as early as August, but I’d always have a lot of fun just writing the list itself. I’d always try to sort things in the order I wanted them, but that was actually part of the fun for me: one week I’d really want some action figures, the next some new video game caught my eye. The downside to starting a list that early is that as time goes on, new items catch your eye. Even the greed of a child has its limits, so I would often have to pare down my list, trimming the items I could “do without”. (Gotta love child logic, am I right?) In a sense, I think those PC ports lists I wrote for a long time were the evolution of that favored Yule tradition, but eventually I got tired of doing them. Too much wishing, not enough getting. I’ve taken a hiatus on them and now, it’s been over a year. Instead of making an entirely new one, why not look over my previous works and analyze them a little? This year, I’ll be recounting my 5 favorite success stories, my top 10 most wanted and the game on each list I’d consider the most important (excluding those on the aforementioned lists) plus a brand-new one for good measure!

Before we get started (fittingly enough, with my favorite success stories), I’d like to start with some recent successes as well. Ultimate Marvel vs. Capcom 3 was released on PS4 earlier this month and it will also be hitting both the Xbox One and Steam in March. Meanwhile, Garou: Mark of the Wolves was also recently released on PlayStation consoles via CodeMystics, but surprise, surprise: an entirely different port hit Steam soon after, from the good folks at DotEmu. In fact, it was such a surprise, I actually had to change a list entry because of it. The DotEmu port is less fancy than the CodeMystics port, but apparently, not only does the Steam version have a more solid netcode, but it’s also getting immediate bugfixes to iron out some of its bizarre glitches. Funny how that works. I expected that to be the last bit of news I got on the PC end of things, but I was wrong: The Legend of Dark Witch 2, another game I’d been salivating over the prospect of seeing a PC port is announced to be hitting Steam sometime during “Q4 2016”. One last big surprise for me.

You’ll also remember that this past April, I did an “April Fools’ Day” article, revolving around 10 PC games I’d like to see receive console ports. Well, like many of my jokes, this one ended up biting me in the ass. During the PlayStation Experience, Ys Origin (the only PC-exclusive Ys game) was announced to be hitting both PlayStation 4 and, amazingly enough, the Vita on February 21, 2017 with the port being handled by the good people over at DotEmu who are utilizing XSEED’s English translation and coming up with original French, Italian, German and Spanish translations as well. (As an aside, DotEmu’s also bringing a favorite of mine – the NeoGeo classic Windjammers – to the same platforms. Let’s keep our fingers crossed for a PC port down the line!) You’d think that would be enough, but the world wasn’t done having fun at my expense: soon after, it was revealed that the indie platformer Kero Blaster would also be coming to the PS4, thanks to its publisher Playism. They’ll also be bringing Momodora: Reverie Under the Moonlight to PS4, though release windows for both titles have not been announced. Continue reading