PC Ports Wishlist 2: Lost in New York

Around this time last year, I decided to do a new article in my long-running indulgence: port-begging for PC games. Of course, in the most recent article, I also added in some additional musings. I discussed what my favorite overall “victories” were since I’d originally started doing these lists, as well as focusing on both my overall top 10 most wanted games out of what I’d covered in older lists and the top games for each remaining list. I can’t really remember if I decided I wanted to make it a yearly tradition after the previous article – at the same time, I guess I just sort of assumed I’d be doing it again anyway. I had fun with last year’s lists, so why not?

This time around, I’m going to be focusing entirely on 2017 with the recap. As such, I’ll be starting with my top 5 confirmations of the years, which was a lot more difficult than I would have expected. Little has really moved since last year’s “Best of the Rest” list, but I’ve finally been able to cobble together an entire new list, so it only seems fitting to introduce it in this article. Finally, considering the fact that the top two slots in my previous top ten list – MegaMans 9 & 10 and Ys SEVEN – have since been released, I’ve decided to write up a new list. Not every game is new, but some have switched places.

Before we get on with this year’s lists, I’d like to go over the PC port announcements that were made since August, when I did the list for GOG games. Admittedly, I didn’t really expect that much in the way of announcements, especially considering the major announcements revealed from May until August. That’s not to say there was nothing these past four months. Killer Instinct was finally released on Steam back in September, technically not a new port – as it was previously a Windows Store exclusive. However, putting it on Steam and adding (albeit limited) crossplay with both the Xbox One and Windows Store versions was a nice touch. September also brought us the announcement of Zone of the Enders 2 receiving another re-release, adding a new VR option, on both PS4 and PC. While the ZOE HD Collection was on a previous list, I suppose getting a new release of the game that worked – apparently, the PS3 and Xbox 360’s version of the first game was broken – is better than nothing, so I’ll count that as a win. However, November alone definitely brought me some big-name releases – that ended up forcing me to modify the new game’s list not once, but twice. Capcom announced that Okami HD would be ported to PC, as well as PlayStation 4 and Xbox One. I wish I could say that I had considered this game for my list, but I thought of it as too much of a long shot, given the series’ Japan-centric aesthetic running counter to Capcom’s Western goals. Sphinx and the Cursed Mummy, a Zelda-like adventure game with platformer elements previously released on the GameCube, PlayStation 2 and the original Xbox, also managed to receive a remastered port on PC, Mac and Linux, courtesy of THQ Nordic. The game didn’t fall within my usual criteria for inclusion, but considering the game’s recent cult following, it’s definitely good news from my perspective. Injustice 2, on the other hand, was originally going to be on this year’s list, but it ended up receiving a PC port courtesy of the fine people at QLOC. Unfortunately, the game uses Denuvo, so I’m going to have to hold off on it until WB comes to their senses. And just like last year, the biggest surprise comes from SNK. The Last Blade 2 – based on the PS4 release this time around – was released on Steam completely unannounced. Ironically, this was another game I intended to put on this year’s list but had to swap it for something new at the last minute.

Speaking of last-minute announcements, there were two more PC gaming announcements I’d consider wins literally the day before this article was scheduled to go up. First, both Jazz Jackrabbit games were released on GOG, which means that the GOG wishlist I wrote back in August has finally borne fruit. Here’s hoping it’s the first of many. Earlier this week, XSEED announced a livestream on November 30th, with a mystery announcement. I was hoping for something Falcom-related and once again, I hit the jackpot. 2001’s Zwei!! – now retitled as Zwei: The Arges Adventure – is being translated and set to release on their usual storefronts (Steam, GOG and the Humble Store) sometime in “Winter 2018”. The work that went into bringing this to modern computers cannot be understated: the original game used DirectX5. XSEED managed to collaborate with Matt Fielding of Magnetic Games, the developer behind Exile’s End. As such, a majority of the original applications and mini-games from the original Falcom release have been maintained in this new version, with the exceptions of the calculator and the calendar. Frankly, I’m just surprised at the turnaround on this one and can’t wait for it to be released.

This year’s list of console ports also managed to achieve a win. Owlboy was originally announced for the Switch back in May, but since then, PS4 and Xbox One ports have also been announced. Last year’s list did way better. Back in March, Lethal League was announced for PlayStation 4 and Xbox One. Team Reptile also announced a sequel – named “Lethal League Blaze” – set to release some time next year on both PC and “console”. Undertale was also announced for release on PlayStation 4 and Vita back during this year’s E3. I was honestly surprised that it didn’t end up hitting the Nintendo Switch, but that’s life. Likewise, while NEO AQUARIUM – The King of Crustaceans – failed to receive a console port, its sequel ACE OF SEAFOOD has been ported to the PlayStation 4, as well as developer Nussoft teasing a future port to the Nintendo Switch.

Top 5 Successes of 2017

Before I get to my actual picks, I’d like to give an honorable mention to Arc System Works in general. They’ve made quite the evolution over the past couple years, going from re-releasing old PC ports of classic games on GOG to outright announcing PC versions of upcoming games – Double Dragon IV and BlazBlue Cross Tag Battle come to mind. I hope more Japanese companies take after their example and decide to offer major PC support for any games they decide to release in the West.

5. de Blob 1 & 2 – THQ Nordic (Wii, PlayStation 3, Xbox 360)

I honestly didn’t think this was possible, which is why this made the list over ASW. ASW’s transition into a more PC friendly company was alluded to for quite some time, but when Nordic Games rebranded themselves as “THQ Nordic”, the Darksiders III announcement wasn’t remotely surprising. Bringing back not one, but both de Blob games, on the other hand? Absolutely blew my mind. When Nordic first purchased the intellectual property and said they “had plans” for the series, I thought it was merely corporate talk. After all, the game’s rights had languished in purgatory while other major IPs were claimed by other companies at auction. Best of all, they hired Blitworks to handle the ports of both games. Eventually, the first game had ports announced for the Xbox One and PS4, and it wouldn’t surprise me if the second game follows.

4. Bayonetta/Vanquish – Sega/Platinum Games (Xbox 360, PlayStation 3, Wii U)

Speaking of amazing turnarounds, Platinum Games managed to grant us not one, but two of their cult classics from last-gen on PC this year. The fact that both games came out so close to one another made this even more amazing. It’s also been heavily rumored that both games will be released as a double-pack on the PS4 and XBO, though confirmation has yet to be made. With Platinum’s Twitter heavily implying that Bayonetta 3 may be on the horizon, it only makes sense to get the game in as many hands as possible. While a Bayonetta 2 PC port is a pipe dream due to Nintendo’s heavy involvement with the game’s development, I hope we can see even more of Platinum’s back catalog hit PC in the near future.

3. The King of Fighters XIV – SNK (PlayStation 4)

It’s funny: I was honestly expecting to put this one on this year’s list of new games: it was even the sole new addition to last year’s list. SNK managed to impress me with a timely Steam port that I assumed would usher in the game’s demise when it came to additional content, but apparently that wasn’t the case at all. With a port handled by Abstraction Games – an underrated company that handled the Double Dragon Neon PC port – KoFXIV is now capable of shining in brand-new ways, thanks to a fledgling mod community. Seriously, what they’ve been able to do with the game has been amazing.

2. MegaMan 9 & 10 (MegaMan Legacy Collection 2) – Capcom (Xbox 360, PS3, Wii)

I’m surprised this is coming in at number 2, but my top request definitely put up a good fight. I’m probably alone in the sense that I’d have been willing to pay $20 for these two games and all their DLC alone. Adding in two more MegaMan games that hadn’t shown up on PC before – MegaMans 7 and 8 – only served to sweeten the deal and make it a can’t-miss proposition for me. For a while, Capcom had been weird about what they’d port to PC – but in recent years, as long as it’s not a Nintendo-exclusive, PC gamers are likely to get love from Capcom. If anything, I wish they’d been a little less generous in some cases…

1. Falcom (in General)

Yeah, I get that it’s kind of cheating to put an entire company in the top slot, but if I’m going to be honest, they deserve it. Sure, the promises of day one parity with the console releases of Ys VIII: Lacrimosa of Dana ended up being a pipe dream, but considering the rumors of the port’s quality (or lack thereof), not to mention the outright poor quality of the original translation, it may have turned out to be a blessing in disguise. Aksys Games’ translation of Tokyo Xanadu eX+ is set to launch the same day as its PS4 counterpart as promised, but considering how late they started their own beta testing (similar to Ys VIII), well, “watch this space”. Even though Ys VIII didn’t hit its original release date on PC, some good did come of it. Ys VIII is actually the first game that NIS America is releasing on GOG, which is amazing. Whether or not that means other NIS games will hit the platform is beyond me, but that seems pretty cool.

Despite these setbacks from one of their new partners, XSEED more than picked up the slack when it came to representing Falcom on PC. The Legend of Heroes: Trails of Cold Steel, Ys SEVEN and Zwei: The Ilvard Insurrection (formerly “Zwei II” in Japan) all saw release on Windows PC this year. Also, they’ve announced that both Trails of Cold Steel II’s PC port and the first Zwei!! will release some time next year. Good stuff, but that’s not the major reason why they topped it out. In an interview with Techraptor, Toshihiro Kondo – Falcom’s president – said that he wanted “all of [their] games that come out to [release] on Steam”. Not just all future titles, not all of the old games that Falcom previously released on Windows, ALL of their games. Big words, but considering the massive collection of Falcom games we’ve amassed on PC so far, I wouldn’t be surprised if this comes to pass.

Our Feature Presentation

Before we go onto my new list, I feel like it’s worth going over the rules I’ve limited myself to in the past with these lists. It’s odd, I know, but it just ends up making the process of building a list much more fun. For starters, I’m limiting myself to games from the seventh (PS3/Xbox 360/Wii) and eighth (PS4/Xbox One/Wii U/Switch) generations of gaming. Porting anything else seems like it would require a brand-new release across the board and this is more about simple ports. Considering the sheer amount of games from these generations that have been ported to PC in recent years, it only seems fair. I also try to limit myself to one game per company, though considering the sheer number of buyouts we’ve seen, I’ve decided to expand that to one game per “brand” – but only if the buyout happened since the games were made in the first place. For example, I can ask for one game each from Sega and Atlus, but asking for two games from Square Enix is a no-no. I also consider one “series” as an entry, as long as the games themselves were all present in the generations available to me. Finally, no games that are clearly “console-exclusive”. So, even though Sony Music has started that whole “Unties” publishing label for indie games and Nintendo’s willing to do tie-ins on mobiles, I’m not going to be asking for stuff like Parappa the Rapper Remastered or Super Mario Odyssey. It’s just common sense.

Brandish: The Dark Revenant – Nihon Falcom/XSEED Games (PlayStation Portable)

I mentioned earlier that Falcom’s president wanted to put all of their games on Steam. The main goal most people have their sights set on is getting Trails of Zero and Trails of Azure on the PC platform. A segment of Falcom’s popular “Legend of Heroes” series, these two games – known colloquially as the “Crossbell games”, named after their setting – are quite literally the most commonly requested games. Unfortunately, they also lack any official English translations, so this would be a necessary part of porting the games to PC.

But do you know what Falcom game already has a full English translation and is also currently doomed to exclusivity on the inescapable purgatory that is the PlayStation Portable? That’s right, Brandish: The Dark Revenant. A remake of the first installment in a short-lived Falcom series, the games bring a new perspective to the first-person dungeon crawlers of old with its unique brand of gameplay. Brandish’s translation was a labor of love from Tom “Wyrdwad” Lipschultz, one of XSEED’s most prominent localizers. While the PSP remake saw its original Japanese release in 2009, it only managed to reach America in January 2015 as a digital-only release. It’s a shame that such an interest game was resigned to such a lackluster fate outside of its home market. Considering the fact that we’ve seen Ys SEVEN hit PC this year, I’d love to see Brandish achieve the same thing. At worst, it would at least give XSEED’s new partners a chance to hone their craft while XSEED is working on translating the Crossbell duology.

Rare Replay – Microsoft Studios/Rare (Xbox One)

This almost feels like cheating, considering I put the Banjo-Kazooie games on an earlier list. Considering they’re both included in this compendium of some of Rare’s most beloved titles (not owned by Nintendo), getting this collection would just end up killing two birds with one stone. It may seem unlikely given the fact that it hasn’t already come to PC, but that’s exactly what I thought about the Killer Instinct reboot back on my very first list. If I’m going to dream, I might as well dream big.

Tekken Tag Tournament HD – Bandai Namco (PlayStation 3)

This has the exact opposite problem compared to Rare Replay. I’ve already asked for the second Tekken Tag Tournament, so why ask for the original? The answer’s simple: despite being outclassed in every possible way by its sequel, I associate some really happy memories with the classic game. The re-release in the Tekken Hybrid package reminded me of that and so did replaying the game for the Tekken retrospective I did this year. There was just something amazing about the original game, some intangible factor that prevents me from letting go of it. That’s not to say I wouldn’t rather have the second game if forced to choose, but if Bandai Namco considers re-releasing both, I’m not going to complain.

Odin Sphere: Leifthrasir – Atlus/Vanillaware (PlayStation 4, PlayStation 3, PlayStation Vita)

Every list has got to have at least one pipe dream on it. A game that outright transcends any other baffling choice. I’ve got quite a few on this year’s list, but I’d say last year’s re-release of Odin Sphere is the big one this time around. Since I started doing these wishlists nearly four years ago, we’ve seen Atlus’s stubborn refusal to acknowledge the PC market go from the rule to the exception when it comes to Japanese publishers. Having said that, Atlus USA does do a good job of publishing various indie titles on the platform and Sega has apparently been applying pressure on Atlus’s PC-phobia, with various people speculating that we could see a Persona game hit the platform someday. Frankly, I’d rather just have Vanillaware games, considering the developer’s stated openness to releasing their games on PC. Leifthrasir is technically their most recent release, therefore it feels the most likely.

Azure Striker Gunvolt 2 – Inti Creates (Nintendo 3DS, Nintendo Switch)

This was honestly a last resort when it came to PC port requests. Don’t get me wrong: I loved Gunvolt 2 even more than the original game. It’s more that it seems like Inti Creates may have abandoned the platform when it comes to the games they publish themselves. Not to mention the fact that I think I’d rather have a release of the Striker Pack on PC, as opposed to just the second game. The original Gunvolt’s release on Steam was sort of wonky and it looks like the version included in the Striker Pack on Switch is a much more coherent experience, likely due to what Inti Creates was able to learn from their first attempt at transferring the title – which required two screens – onto a single-screen platform and improve their efforts. At the same time, asking for the Striker Pack feels a bit skeevy, considering we already have the first game on Steam. That’s what makes the whole thing so complicated. I mean, ideally, they’d just release the Striker Pack on Steam and give anyone who bought the first game a discount. That’s my opinion anyway.

Yakuza series – Sega (PlayStation 3, Wii U, PlayStation 4)

From what the internet has been telling me, the Yakuza games – better known as Ryū ga Gotoku in Japan – are the best games I’m not playing. I totally want to try them out, but I’m afraid I’m just no longer into playing big experiences like that on console these days and frankly, I wouldn’t even know where to start at this point. Much like Atlus’s Persona series, there is a massive wellspring of support for these games to make their debut on PC. Some people want the games to start with the latest game in the series – either Yazuka 6 (the next game set to hit the West) or Yakuza Kiwami 2, the remake of the second game set to hit Japan in a matter of days. Other people seem to be fine with the series starting up with Yakuza Zero – which has essentially been deemed the perfect place to jump into the series for newcomers. Meanwhile, I’m a little more extreme: I want everything. Start by localizing the Japanese-exclusive HD ports of the first two games on the Wii U, then just continue from there. Ideally we’d be seeing most of the cut content restored to its original glory in the process. It sounds ridiculous, I know, but honestly, a legitimate entry in the Yakuza series hitting PC is a pipe dream anyway.

(P.S. Nice try, Sega. But no one’s counting that smartphone game you’re working on as an actual PC release for the Yakuza series. In fact, most of us were just insulted.)

The Witch and the Hundred Knight – Nippon Ichi Software (PlayStation 4, PlayStation 3)

NIS America still appears to be pretty heavily involved in the PC scene, but personally, I wish they’d port more of Nippon Ichi’s games to the platform. The Witch and the Hundred Knight is a game that friends of mine have been raving about, and considering the fact that it’s an action-RPG, I’m onboard with it too. The game’s sequel released in Japan early this year and is set to release in the West sometime next year, so allowing the PC crowd to get their hands on the first one would be a nice treat. Though frankly, I’m still worried about which Disgaea game we’ll get next – I’m kind of worried that they might just skip right to 5, considering the game’s ESRB listing. I’d rather play through the rest of the old games first, personally.

Final Fight: Double Impact – Capcom/Iron Galaxy Studios (Xbox 360, PlayStation 3)

Truth be told, my backlog of PC port requests from Capcom is running pretty low. That’s not exactly a bad thing: it means that most of the recent games I actually want from the company have already been released on PC. Final Fight: Double Impact just seems like a safe choice to make. It contains arcade-perfect releases of both the original Final Fight and Magic Sword, two beat-‘em-ups with significantly different gameplay styles. Factor in the drop-in multiplayer using GGPO and it’s still worth playing to this day, in spite of the DRM present on the PS3 release. Considering that the 360 and PS3 have essentially been retired, it’d be nice to see this collection – or better yet, a bigger collection with more games included – ported to modern platforms, PC included.

Windjammers – Data East/DotEmu (PlayStation 4, PlayStation Vita)

Windjammers is among the most underrated multiplayer games of all-time, so when it managed to get a re-release on both PS4 and Vita this past year, it was exciting. The only thing that could’ve made it better would’ve been if PC had been involved in the fun as well. Fortunately, DotEmu’s released a whole lot of their ports on the platform down the line, so I’m pretty confident that we’ll be tossing frisbees in no time. In fact, I’d go so far as to say that out of all of the games on this year’s new list of games, this is the one I’m most confident will hit PC by this time next year.

Let It Die – GungHo Entertainment/Grasshopper Manufacture (PlayStation 4)

Let It Die and I have had a pretty turbulent history. I was originally excited for the game when it was first announced as “Lily Bergamo”, I’m a huge fan of Grasshopper Manufacture after all. Then the game was transformed into Let It Die and touted as a “free-to-play” experience, at which point, I totally lost interest. Flash-forward to earlier this year when I actually hear some actual information about the final product and I’m intrigued all over again. Let It Die may be a free-to-play game littered with microtransactions, but it’s built far more like a classic arcade game than the mobile cash grabs we associate the concept with. Let It Die is effectively a dungeon-crawler with rouge-like elements, you’re limited to a single life – but if you pay in a quarter, you can continue with your current character. Otherwise, you’ve got to start from scratch. Aside from that, the game maintains the typical Grasshopper off-the-wall insanity: for example, the player is guided by a skateboarding grim reaper named Uncle Death. The permadeath mechanic also lends itself to asynchronous multiplayer: dead characters appear in other players’ games. It’s an honestly interesting concept and one that I’d like to see on PC, though given the fleeting nature of games like this, I wouldn’t hold my breath.

Top 10 Most Wanted

Last year, ranking my top 10 list of the games I want ported to PC the most was more haphazard than anything. I’ve never really been all that good at ordering my favorite things in general and in many cases, there wasn’t really much of a difference in how much I wanted many of the games on the list. So to compensate for it, I’ve decided to factor in just how likely I think it would be to see a re-release on PC, which should go a long way toward explaining why various games have switched places from the previous year. Keep in mind that the top two games from the previous list were in fact the top two games I wanted, this new method just helps to keep things feeling a little more structured: I’ve never really been all that good when it comes to rankings and usually by the time I’m done with one list, I instantly regret the final product. Also, don’t view a game being snubbed from the list as a sign that I don’t want the game: it’s safe to assume that I want everything that’s ever been on any of my list, even games like the now-defunct Tekken Revolution. These are just the ten that would make me the happiest to see on PC at this point in time.

10. Catherine – Atlus (PlayStation 3, Xbox 360)

Like I said earlier, Atlus’s Japanese branch appears to be actively against doing PC versions of their games. That setback won’t stop me from holding out hope. But this was clearly the longest of the longshots last year and yet, here we are. Considering the fact that we were teased with a potential new entry in the series back in August, it only seems reasonable to bring the original back for those who missed it or simply want to play it on more modern platforms.  And what platform is more modern than the PC? Come on, Atlus: you’ve literally got nothing to lose – do a modern “HD” port on PS4 and PC, replacing the Xbox brand. It’s a Golden opportunity you can’t afford to miss.

9. Lollipop Chainsaw – WB Games/Grasshopper Manufacture (PlayStation 3, Xbox 360)

Lollipop Chainsaw dropped a fair amount this year and there are a couple of reasons for this. For starters, WB Games’ PC gaming record has been littered with ups and downs in recent years – ranging from the legendarily bad port of Arkham Asylum to hiring QLOC to fix the botched Mortal Kombat X port to adding Denuvo to a QLOC-developed port of Injustice 2 – Warner Bros. just seems to keep me guessing in strange new ways. More importantly, I don’t think WB Games has any interest in reviving the game, particularly given the game’s controversial content and our current social climate. I mean, the game hasn’t even been added to the Xbox One’s library through backward compatibility. Even Catherine managed that. I think our only hope to see this game again is if Grasshopper Manufacture’s new parent company GungHo Entertainment manages to buy the rights from WB Games and that just seems like a pipe dream.

8. Dragon’s Crown Pro – Atlus/Vanillaware (PlayStation 4)

Of course, even though Odin Sphere: Leifthrasir is the most recent Vanillaware release, we do know what their next release is. Last year, I simply had the original Dragon’s Crown on this list, but considering the fact that there’s a re-release coming up with a higher resolution and on a platform with a more PC-friendly architecture, it just seemed obvious to ask for the new version instead. Still seems odd that they’re doing a re-release so soon: they even released a patch for the PS3 and Vita versions allowing for crossplay with Pro. Truth be told, there’s a part of me that wonders if Dragon’s Crown Pro is just being made as a Trojan Horse to allow Vanillaware to toss their hat into the PC gaming market. I’m more than onboard with the concept.

7. NeoGeo Battle Coliseum – SNK (Xbox 360)

This one seemed like an obvious choice. I didn’t have any 2D fighting games on the list last year and frankly, that’s unacceptable. Considering the fact that many of SNK’s old games that have been re-released on this gen have made their way onto PC – particularly the ones handled internally – it only seems fair to ask for something from the previous gen. Hamster’s been killing it with their Arcade Classics releases of classic NeoGeo games, but SNK’s work after their long-running self-made arcade hardware is a rarity these days. Considering the rumors abound that SNK may be working on a second Battle Coliseum game, re-releasing the first on modern platforms seems like a no-brainer. I see it going down like this: initial release on the PS4, followed by a Steam release at some point down the line.  Not an ideal scenario, but perhaps the most realistic.

6. Super Puzzle Fighter II Turbo HD Remix – Capcom (PlayStation 3, Xbox 360)

Another significant drop from last year’s list, I just think that seeing either a re-release of the old PC version or a new port of the HD release just isn’t in the cards anymore. Puzzle Fighter’s recently been relaunched as a new free-to-play mobile game with a hideous art style and I’m sure that Capcom would try to avoid any undue competition by releasing the original game. And believe me, this new mobile game is going to need all the help it can get. Maybe we’ll see a re-release if it fails to meet Capcom’s likely insane expectations, but it’ll take some time to gauge the game’s success.

5. Tekken Tag Tournament 2 – Bandai Namco (PlayStation 3, Xbox 360, Wii U)

While we did finally end up getting a Tekken game on PC this year, I honestly still would prefer Tag 2 to make its way there as well. Unfortunately, as TTT2 was among the worst selling games in the entire series, it seems like the chances of this game getting re-released on more platforms are pretty slim. At least it’s on the Xbox One via backwards compatibility, but I’m still salivating over the thought of what the modding scene could do with this game.

4. Castlevania: The Dracula X Chronicles – Konami (PlayStation Portable)

It feels a little weird moving this up, considering Konami’s recent history. This year offered us an omen: Super Bomberman R, one of the Nintendo Switch’s launch titles, was a true return to form for the company. This has led to a great deal of speculation about a return to Konami’s roots, with potentially even more new games in the vein of classic titles. An easy way to test the waters for this kind of revival would be re-releasing actual old titles and I still can’t think of a better choice than the Dracula X Chronicles. Containing a full graphical remake of one of the most beloved Castlevania games, an official English translation of the original PC Engine version, as well as a retranslated version of Symphony of the Night, DXC deserves a better fate than being trapped on the likely-defunct PlayStation Portable line for all eternity. The remake could use a little polish to handle higher resolutions, but aside from that, it would be a perfect package.

3. Splatterhouse (2010) – Bandai Namco (Xbox 360, PlayStation 3)

2010’s Splatterhouse reboot did not get nearly as much love as it deserves. The game was a high-adrenaline romp through a horror-inspired environment that both paid homage to and build on the original games. Considering we’ve seen various companies choose seemingly random games for modern revivals, Splatterhouse feels like it could have a chance. The game’s only major flaw, its terrible load times, could easily be fixed on modern platforms and frankly, even if you’re not a fan of the reboot itself, it also comes with perfect ports of all three of the mainline games from the 90s. If that’s not worth a re-release, then I don’t know what is.

2.  MegaMan: Powered Up/MegaMan: Maverick Hunter X – Capcom (PSP)

I wouldn’t have considered putting this so high on the list, but considering the recent re-releases of Okami HD and Apollo Justice: Ace Attorney on contemporary platforms, it looks like Capcom may be raiding their backlog for some big cheap releases. For me, the most obvious choice would have to be a twin-pack of their MegaMan releases on the PSP. Both games were critical darlings crippled by the platform they were released on and their timing. Re-releasing both games with improved resolutions in a two-pack for $20 would sell like gangbusters. Considering the fact that Powered Up isn’t even available as a downloadable title outside of Japan, this would also go a long way to preserve what is objectively the best iteration of the original MegaMan in existence and the fascinating curiosity that is MHX’s Vile Mode. Better yet, don’t just release this on PC – release it on everything: PS4, Switch, and even the Xbox One. Come on, Capcom. It’s the Blue Bomber’s 30th anniversary, let’s celebrate!

1. Ys: Memories of Celceta – Nihon Falcom/XSEED Games (PlayStation Vita)

It might surprise you to see that while much of last year’s list has remained pretty much the same, Memories of Celceta managed to jump a whopping six places to take the number one slot. For starters, the main reason that it was low was to keep things fair – after all, Ys SEVEN was my second most highly-requested PC port of all, and with that out of the way, MoC could flourish. But beating out a MegaMan game for the top slot? That comes down to pure psychology. With SEVEN coming out this year and Lacrimosa of Dana eventually hitting PC at some point, Celceta is literally the only remaining modern Ys game without a PC version in the West. You ever notice how the most painful losses are the ones where you come so close to victory? The most noticeable gap in any collection is a single entry? Same basic concept: PC is so close to being a perfect platform for the Ys series, it just needs that one last game.

Another element that puts this so high on my list is the sheer possibility of it. Everything else on here feels like a pipe dream to at least some extent – a majority of these games are from last-gen and companies don’t seem quite as keen on re-releasing old content as I’d hoped. With that in mind, I’d easily consider Ys SEVEN to be the less likely of the two missing Ys games when it comes to PC ports and that managed to become a reality. Considering the poor timing of SEVEN’s release date on PC compared to the American release date for VIII on consoles, I’d almost be willing to bet that we might see confirmation of a Memories of Celceta PC port from XSEED around the time NIS America announces the final release date for the PC version of Lacrimosa of Dana.

To put it simply, Memories of Celceta is the only game on this list right now that I don’t see merely as a hope. It’s an inevitability. Falcom has already begun focusing more on the PC market in the West, the fact that day-one PC releases were a big part of what led them to choose Aksys and NIS America only proves it. XSEED has been playing a game of catch-up, effectively proving that they are capable of following through with this new strategy given the fact that they released 3 Falcom games on PC this year alone, with one more set likely to release sometime next year. And while the Trails games are Falcom’s top brand in Japan, Ys is still the more popular brand in the West. The Western demand for Crossbell may be deafening, but there’s a much more viable option left to XSEED. The cry for Memories of Celceta on PC is literally deafening: it was riled up by a Twitter gaffe two years back, Joyoland’s attempt to put their ports on Steam Greenlight with pages entirely written in Chinese were met with salivation in English and SEVEN’s recent PC release proves that XSEED finally has the resources to make this request a reality. It’s time to complete my collection.

Thus concludes this year’s set of lists. It almost makes me wonder what I’d be able to write next year. The sheer amount of new games receiving releases on PC and old games being ported long after their initial release is what caused me to abandon this entire concept in the first place, so in a strange sense, it almost feels good to not have to write these nearly as often as I did in previous years. At the same time, I do miss writing up these lists: that’s why I’ve continued with the yearly April Fools’ list of console ports and managed to put together a wishlist for GOG this past summer. On the plus side, I’ve almost got a full list ready for next April, but as for December 2018, I’m kind of at a loss of what to do to extend an article like this to its usual length. Oh well, at least I’ve got a whole year to figure that out.

 

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Retro or Reboot?: Pocky & Rocky

If there are any regrets I’ve had while writing articles for Retronaissance, it would simply have to be the fact that I’m overzealous when deciding to begin new series. It’s not to say that I don’t like the concept of writing multiple pieces based around a single cohesive theme – quite the opposite, in fact. My problem is that I always seem to decide to start them off with only an idea or two to explore. I always sort of take my ability to come up with new ideas that relate to these categories on a whim for granted, but in reality, coming up with topics that I deem both suitable and interesting is a difficult undertaking. As such, I would often exacerbate the problem: introducing more series with the expectation that they’d be easier to write for. Sometimes this ends up working to my advantage – I’ve got quite a few concepts lined up for a few existing series – but when it doesn’t, it only adds to my guilt. As such, I’ve decided that this year, I’m going to try to restart a few of these abandoned series – or at the very least, give them proper follow-ups – and what better place to start than with good old “Retro or Reboot”?

It’s been a long time since I’ve written one of these articles, so it’s only fitting that I review exactly what Retro or Reboot entails. I’ll be looking at a series – with a minimum of two games – that has fallen victim to a significant hiatus. In the past, I’ve considered only games that haven’t seen a new release since the sixth generation (the days when the PlayStation 2 ruled the gaming world), but since the present generation has finally come into its own, I’ll amend this to involve anything that hasn’t been revived since the seventh generation: Xbox 360, PS3 and the Wii. Anything newer than that still has a chance to be revisited after all. Generally, I’ll favor series that only managed to exist during a single generation – it’s just easier to find a cohesive theme when you don’t have to worry about deviations like the 3D Castlevania games or the 2010 reboot of Splatterhouse when considering a franchise’s core concept. I also tend to prefer older franchises, simply because I’m more likely to be familiar with them. In the end, I craft two proposals to revive the franchise: one retro-themed proposition which simply tries to maintain as much of the originals’ concepts as possible and the other a total reboot that tries to reimagine the series with modern conventions. Of course, both proposals can be best described as fantastical pie in the sky wishing, but these are meant to be happy articles, soul-crushing reality be damned!

This article’s topic is Pocky & Rocky. Developed by Natsume, the P&R series is a perfect example of the shoot-‘em-up sub-genre colloquially referred to as the “cute-‘em-up”. The games play similarly to a specific style of shmup where players are capable of freely roaming the stage at their own pace – other examples with similar gameplay include Zombies Ate My Neighbors, Commando and Shock Troopers. Some time ago, the Nopino Goblins went on a rampage. A young Shinto priestess named Pocky managed to put an end to the mayhem, restoring the peace. One day, a Tanuki named Rocky came to Pocky’s temple, asking her for help. The goblins had lost their minds and began their rampage anew. The two team up to find out just why the spirits run amok once more. The second game involves the harvest festival, attended this year by Princess Luna – not that one –  the princess of the moon when she is kidnapped by a gang of demons, led by an oni named Impy. This time, Pocky and Rocky are joined by two new partners, Bomber Bob and Little Ninja. While I personally didn’t own a Super Nintendo when I was a kid, my cousin did and he had both games, so I have fond memories of them from my childhood. Years later, I got to play them again and they definitely held up. Unfortunately, the games haven’t been re-released since: Natsume expressed interest in putting them on Nintendo’s Virtual Console service, but they claim that Nintendo wasn’t interested in releasing any titles from that platform.

Retro

The funny thing about this is that I’ve already got a perfect framework to base the entire concept around. Recently, Natsume did an enhanced port of Wild Guns: Reloaded – currently on the PS4 and coming soon to PC via Steam – which took the original game and rebuilt it, optimizing it for larger resolutions, adding new characters and stages and beefing up the multiplayer to allow for up to 4-player cooperative play. With such a product already existing, why not expand on its core concept with another classic Natsume game? I normally try to title these concepts and this time around I actually have a perfect title: “Pocky & Rocky: Resurrection”. You know, because the enemies fought in this game are mostly various spirits and other creatures generally associated with the afterlife? Besides, the series hasn’t been active since the Game Boy Advance days – so I think that constitutes “Resurrection” in the title.

Speaking of, that brings up a potential issue with the entire concept. You see, the Pocky & Rocky games are actually sequels in a series of games that were originally created by Taito. Known as “Kiki Kaikai” in Japan, the series originated in Japanese arcades in 1986. Here, the character we know as “Pocky” was referred to as Sayo. Taito would eventually release the game on both the MSX2 computer and the PC Engine and even develop a remake for the Famicom Disk System. After that point, the games that would become the Pocky & Rocky games were developed by Natsume who also published the games in both Japan and North America. These two games improved the gameplay of the series significantly: the original Kiki Kaikai games were slower affairs with stiffer controls. They were also the first games in the series to allow for simultaneous multiplayer play: the previous games in the series only allowed 2 players with alternating turns. The only direct follow-up to these two games was a Game Boy Advance game developed by a third company, Altron. This game was published in the West as “Pocky & Rocky with Becky”, including a third character – “Becky”, Pocky’s nigh-identical friend who first appeared in the Famicom game – though the gameplay itself more closely resembled the original arcade games, to my dismay.

There was another attempt at licensing the Kiki Kaikai name for another title – but by this point, Taito had been purchased by Square Enix which led to an argument over the rights to the name of the game. The game would eventually be released as “Yuikinko Daisenpu” – or Heavenly Guardian as it was known in North America – and is clearly meant to be a spiritual successor. This begs the question: would Natsume be able to make a new game in the Pocky & Rocky series? After all, they re-released the GBA game with little problem, but would Square Enix be willing to license the rights to Kiki Kaikai for a worldwide release or would Natsume have to perform some kind of trademark wrangling in order to get a new game made in the first place? Given the fact that Square-Enix has previously tried to license out the rights to various Eidos properties, allowing independent developers to make pitches for new games in those franchises, I think that there may be a chance that they may be more open to licensing out the property, especially to a former collaborator like Natsume.

The funny thing about this concept is that I’d argue it would work even better with Pocky & Rocky than it did with Wild Guns. They have two games to work from, as opposed to one, offering a wealth of existing content to delve from – after all, both games were pretty much built with the same game mechanics in mind, so utilizing the stages from both games under a shared framework should be completely possible. Throw in some additional brand new stages on top of that like Wild Guns: Reloaded did, and you’ve got a perfect retro revival on your hands.

I’d argue that the gameplay should resemble the original games as closely as possible, but by the same token, take into account various advances we’ve seen in video games since the SNES days. Of course, there were some slightly different mechanics between both P&R games: the single-player in the original allowed you to play alone, while the sequel gave you an AI partner of your choice, that could be thrown as a bomb attack for massive damage or taken control of, offering Pocky an additional hit point. The first game gave each character a health meter and allowed them to power up their shots in two ways – either a spread shot or a flaming shot which did more damage. The second game depicted Pocky’s health via her clothing, allowing her to don additional armor for an extra hit point and added new power-ups like bunny ears that enhance Pocky’s speed and a flashing block that would allow her to switch out her partner for a different character, including those that could be unlocked by finding them while playing the game. Due to these improvements, I would suggest using the second game as the revival’s basis, but offer two different single-player modes: one with a partner (representing the second game) and a solo mode (for those that preferred the first game). Better yet, in the former, you’d be able to choose any of the partner characters as your main – which could allow Pocky to act as a partner character. I originally considered adding in an alternate control method – one akin to twin-stick shooters – before I quickly realized that this would completely break the balance of the games. From the series’ conception, players have only been able to aim in the direction they’re moving, a mechanic that is of the utmost importance when enemy placement is considered. As such, I’d have to insist that Natsume maintain the original control scheme from previous games if they decide to take this route.

Obviously, a multiplayer mode is a must. In fact, keeping in line with single-player mode, there should be individual modes relating to both of the previous games. The first game gave each character their own unique health and extra lives, while the second game only allowed the second player to play as Pocky’s partner – only capable of taking a single hit of damage, but having an infinite set of lives, not unlike the Sonic & Tails mode in Sonic 2 and 3. I’d also suggest adding a 4-player mode (based on the first game’s multiplayer), just like the one found in Wild Guns: Reloaded. This time, however, I’d say that Natsume should try to balance the difficulty levels based on how many players are playing at a time – as the game constantly being balanced for 4 players was the chief criticism I heard levelled at Wild Guns. I’m probably a bit biased, but I’d also love to see an online multiplayer mode in addition to the classic couch co-op mode found in Reloaded. Of course, considering how small of a company Natsume is, a mode like that might be a massive undertaking – but it would be a nice touch all the same.

The graphical style is a simple decision: just use the same graphics from the old SNES games, like Wild Guns: Reloaded did. Upscale the graphics so that they look good at the higher resolutions modern platforms can display, but keep the character to playing field size ratio intact, while rendering the game itself in widescreen. Fortunately, the shift to widescreen shouldn’t have as much of an effect on the game as it did with Wild Guns, just due to the difference in genre. Likewise, the sprite work found in both games is similar enough that they should be easy enough to incorporate into a single title and any new artwork should be drawn to match the existing style.

Ideally, I’d want P&R: Resurrection to include both original games in their entirety: storyline, stage progression, boss fights, effectively acting as both an archive of the original games as well as their evolution. On that note, I’d love to see a “third” story added to the mix – with an all-new assortment of stages, as opposed to the few new levels thrown into Reloaded. In addition, throwing in a sort of “remix mode” that would throw a random assortment of levels from all three scenarios would be another awesome bonus feature that would certainly add hours of replay value.

Reboot

The first issue with trying to conceive a modern take on Pocky & Rocky is simply that it’s hard to think of a modern genre that could easily represent it. After all, the classic beat-‘em-ups of the golden age of arcades clearly share DNA with modern character action games, and even the shoot-‘em-ups of yore could easily be turned into rail shooters for big-budget releases today. However, what of the run-and-gun variant of the shmup? After all, part of the appeal there is having full control over the playable characters, while both standard shmups and rail shooters both rely on the screen scrolling constantly, pushing the player along designated paths. A better question: what’s the modern equivalent of a cute-‘em-up? In spite of the second game’s “Angry Kirby” packaging, the in-game graphics still maintain a light-hearted appearance. The Bomberman: Act Zero treatment clearly isn’t going to work with this one – granted, it didn’t even work with Bomberman in the first place.

My basic concept involves a lot of genre blending. Off the top of my head, I can’t really think of any game that plays particularly like this – if anyone does, let me know in the comments – but essentially, it’d be a cross between an action game and a twin-stick shooter, essentially using some elements from a third-person shooter to bridge the gap between those two disparate genres. Essentially, we’d be looking at a game that offers quick mobility, emulating that of the SNES games – you could even incorporate the slide as like dodge maneuvers common in the action genre – but also allows for easy shooting controls. Ideally, the second stick would be used to both direct and aim Pocky and Rocky in a 3D environment, while either a face or shoulder button would be used to fire shots. Likewise, the items used to deflect enemy shots – Pocky’s “magic stick” and Rocky’s tail – would likely be expanded upon, expanding on what the melee attacks both characters were capable of in the previous games, while being sure not to overshadow the long-range attacks.

Originally, I considered basing a reboot of Pocky & Rocky on a third-person shooter. The problem with that is that games of this genre generally have clunky controls, which would be incredibly counterproductive when trying to translate a game like Pocky & Rocky into a modern design. After all, even among run-and-gun/shmup hybrids, both P&R games had remarkably responsive controls. The only game I could think of that even came close to what I was trying to achieve was Red Dead Revolver – itself originally conceived as a modern reboot of Capcom’s Gun.Smoke – but a modern take on P&R would require a much smoother and arcade-like interface. This led me to consider contemporary genres known for their responsive controls – and the action genre struck me as the best choice. Likewise, shooting is much more complex in the third-person shooter genre, so a simpler design choice was necessary and nothing is simpler than twin-stick aiming.

The graphics probably wouldn’t need to be all that complex – and any major release out of Natsume would likely lack the budget for anything ornate – so instead, I’ll discuss the type of art direction I’d like to see in this “big budget” reimagining of one of the cult classics from my childhood. First, I’d rather see an over-the-shoulder camera as opposed to the classic overhead view. If they wanted to retain the overhead view, they’d be better off going with the retro-themed revival. Besides, it would be interesting to see the world of Pocky & Rocky from a more direct angle. As for the game’s art style, I think the game should be done in 3D with cel-shaded graphics. I’m torn about how the art direction should take form beyond that point: either a colorful anime style or a graphical style evoking traditional Japanese paintings (not unlike Okami) would work for me.

As for potential developers, I’m kind of at a loss. Natsume doesn’t really have too many partners that they can commission to develop something like this and the project’s scope is also likely beyond the capabilities of their internal teams. As usual, my gut tells me Platinum Games would be a perfect choice, but given the caliber of publishers that have hired them in the past, they’re likely outside of Natsume’s budget. The best I can think of would likely be some random indie developer. The only team that really comes to mind would be The Game Bakers, the team behind the sleeper hit Furi – a game with an even faster pace than what I would expect from a Pocky & Rocky revival. Having said that, I’m almost certain that there may be some Japanese indie dev I’ve never heard of that would be a perfect fit for this concept.

It feels good to write another one of these and I’m happy to say that I’ve got even more ideas for Retro or Reboot in the pipeline. What did you think of these ideas? Would you rather see “Pocky & Rocky: Resurrection” become a reality or does a more modernized take on the series excite you more? Do you disagree that Pocky & Rocky is worth reviving in the first place? Do you have an even better idea for either concept? Are you also excited that Wild Guns: Reloaded is coming to Steam this year? Feel free to let me know in the comments.

How Wii Will Remember U

As I write this, Wii U owners and critics are preparing for a dramatic switch.  I don’t mean the console, I mean a switch in how the system is viewed.  Wii U did not sell very well, it was the underdog for almost all of its life.  This led to excessive and vicious trolling at every opportunity: people bashing it for lacking games while the “real” eighth gen systems subsisted on very slightly polished PS3 games, redefinition of what 3D meant to bash Nintendo, and of course predictions of its imminent death.  And what happens when it actually dies?  Worship.  When’s the last time you saw Dreamcast or GameCube or Neo Geo Pocket Color bashed for their poor sales?  Wii U is destined to be a revered cult favorite, and will surely be Nintendo’s last “real” console according to trolls at some point.  So, as we look back at its life, let’s do it both ways.  Every system has good and bad parts, so let’s look at Wii U from both perspectives.  I always get the bad out of the way first, and it came first chronologically anyway, so let’s begin with:

The “Wii U is Still Alive” Perspective

Wii U was a spectacular failure.  The very first we ever saw of it was a horrible trailer that made it look like it was just a controller accessory for the original Wii.  The tablet like controller never caught on with the mass market, and even Nintendo was quick to pretend it didn’t exist.  Retail games dried up almost instantly.  Nintendo went right from their best-selling console to their worst, everything about the Wii U was a disaster.

After launch day, the system suffered a terrible drought that lasted nine entire months.  Nintendo delayed their “launch window” games and the most we got from third parties were multi-plat games that were often missing features.  Despite bragging about all the third parties supporting them at the system’s reveal and re-reveal (where it was just possible to tell it was a new console), third parties were quick to abandon the Wii U.  Late or inferior PS360 ports were the extent of the support from major western publishers, and even those dried up to almost nothing within a year.  Major publishers and developers openly mocked the system and no efforts were made by anyone to give it games that were only on eighth generation systems.  Third party support became worse than it had ever been.

Nintendo’s games should have been the saving grace, but they refused to give gamers what they wanted.  We got a 2D Mario at launch, a linear 3D Mario, a freaking Donkey Kong game instead of Metroid, and some squid game.  Paper Mario Color Splash was a slap in the face to every former fan of the Paper Mario series, and Nintendo constantly let 3DS steal Wii U’s exclusives.  Nintendo had clearly given up on the system by 2015 and forced it to do a death march until they finally released a new console.  Everything about the system was a mistake and it would be in the best interest of Nintendo and gamers everywhere to just forget that this failure ever happened.

The “Wii U is Dead” Perspective

The Wii U was a fantastic system subjected to some of the greatest injustices in gaming history.  The system had some of Nintendo’s best games and incredible potential that could have easily made it a bigger success than the original Wii if anyone had given it a chance.  The Wii U Pad can do everything you could possibly want out of a controller and simple quality of life improvements provided by the touchscreen could have given it the edge over other systems in nearly any multi-plat.  Wii U didn’t fail, we failed the Wii U.

The supposedly terrible drought was the result of the system having a launch that was too good, over 30 games were available at launch and if you were depending on Wii U for your console needs there was enough to last you until Pikmin 3 in August 2013.  That’s right, the “great drought” lasted nine months, as opposed to around two years for the Playstation 4 and Xbox One, which had terrible launches to boot.  And remember PS4 getting praised for playing used games, and Xbox One for adding limited backwards compatibility long after release?  Guess what system fully supported used games and had full backwards compatibility from the start?  Wii U was the victim of a hypocritical and vicious media, plain and simple.

The lazy, entitled, and viciously unprofessional actions by third parties were in no way the system’s fault.  Did Nintendo tell Ubisoft to traumatize everyone with the original Red Steel, leading to Zombi U’s disappointing sales?  No, and they didn’t tell them to sabotage poor Rayman Legends in response to that just to make sure Wii U didn’t even have it as a timed exclusive.  Did they tell companies to leave DLC out of the Wii U versions of multi-plats, setting up a vicious cycle where they couldn’t sell?  Did they personally summon whatever demon was running EA and provoke it into every act of blatant sabotage or immature public shot at the Wii U?  Third parties never gave the system a chance, Nintendo’s big mistake was giving THEM a chance.

Now as for Nintendo’s own games, they made some of their best games ever.  We got two fantastic Mario games lacking nothing but nostalgia rebranded as “soul.”  Mario Kart and Smash Bros. were leagues better than their Wii counterparts.  Star Fox, Pikmin, and an absolutely phenomenal Yoshi platformer made their returns.  Splatoon showed Nintendo can still make a great and popular new IP whenever the mood strikes them.  Nintendo made alliances with third parties to get great exclusives like Bayonetta 2, The Wonderful 101, Pokken Tournament, and Hyrule Warriors.  Super Mario Maker made the longstanding dream of gamers come true, and Donkey Kong Country Tropical Freeze is one of the best platformers of all time.  Even the mini-game compilation at launch was bursting with content and far deeper gameplay than you would expect.  Nintendo not catering to the exact whims of jaded gamers (who would doubtlessly have changed their demands as soon as they got them) doesn’t mean they didn’t bring their A game.

My Actual Thoughts

So, to conclude, what do I think of the Wii U and its life when I’m not purposefully being blindly positive or negative?  Well, I’m not going to deny that some mistakes were made, there’s no way to deny that the console sales were indeed pretty much a disaster.  I’m not going to absolve Nintendo of all responsibility for what went wrong, but double standards on the part of third parties and the gaming community definitely share some blame for what went wrong.  Nintendo misjudging how long it would take to get the hang of HD development was a big factor in the initial drought, and they should have made Wii U being a new system clearer.  Third parties abandoning it after their late, often inferior ports didn’t sell a huge amount, though, is something that really happened and it is not at all fair to blame Nintendo for that.  The things PS4/X1 got praised for that Wii U had ignored probably weren’t the result of malicious intent, but it was unfortunate timing that Nintendo wasn’t responsible for.

Nintendo really did make some of their best games on the system, even if they had clearly changed their focus to the Switch late in the Wii U’s life, the things I said about games in the positivity section are pretty much how I really feel.  New Super Mario Bros. U, Donkey Kong Country Tropical Freeze, and Yoshi’s Wooly World are exceptional games that people unfairly dismissed because they were 2D.  The collaborations with third parties for exclusives were a great idea and were usually successful (assuming anyone remembers Devil’s Third, that was the obvious exception).  Wii U’s amazing attach rate for first party games shows that Nintendo was still making great games and that people still like them.  However, third party was clearly lacking (and not just in big budget games like the hidden gem filled Wii) and Nintendo’s learning period for HD game design limited the quantity a bit.  While there were some great indie games, Wii U really could have used the mid-ware style retail releases that gave Wii so many overlooked but great games.  Thankfully, the portable/console dual nature of the Switch shows signs of bringing those back.

Appropriately enough, I’d rank the Wii U solidly in the middle as far as Nintendo systems go.  It didn’t match its predecessor or the legendary SNES, but it could easily compete with Nintendo’s other systems.  Definitely a quality over quantity system, a couple of dozen great exclusives that definitely justify its purchase, but aren’t going to push it to the top of the Nintendo heap.  I’m not sad to see the negativity that dominated the Wii U’s lifespan go, I’m more than ready for a Switch.  The system itself, though, has a solid lineup of great games that I would strongly recommend collecting before their inevitable price inflation.  In the future, when the negativity of the era has been washed away by time and the nostalgia filter, I think Wii’ll have many fond memories of U.

 

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

10 Games I’d Like To See Re-Released #06: Konami

After a long stint of writing longer articles, I always like coming back to these wishlists. Sure, it’s little more than an exercise in greed, but they’re cathartic for me: it’s always nice to remember old games that I wish we could access in these modern times. For whatever reason, I’ve got a certain intuition that making these lists increases the chances of these games seeing the light of day once again.

As with last time, I’ve decided to moon over recent PC ports and announcements in these re-release articles, since my PC ports wishlist series has been put on hiatus for the time being. First off, we’ve seen two more Steam iterations of classic NeoGeo games readily available on Humble Store: The Last Blade came out at the end of August, while Shock Troopers 2nd Squad came out at the end of September. Both versions have added online multiplayer, as has become common with these re-releases. We’ve also seen the release of Cave’s classic shmup Dodonpachi Resurrection (which I mentioned in a previous list) on Steam this past month, courtesy of the good people at Degica. Nippon Ichi Software announced that it will be bringing the second Disgaea game (rechristened Disgaea 2 PC) to Steam early next year, with all the additional content available on the PSP – including some characters that were exclusive to the Japanese version. Finally, we’ve got some news from the good people at XSEED. Xanadu Next, a Falcom action-RPG, which was originally announced for Summer 2016 will finally be releasing on November 3rd. They also announced two new PC ports: Senran Kagura: Bon Appétit! – a music-rhythm spinoff to the fanservice-laden brawler – will be hitting Windows PC on November 10th, while Nitroplus Blasterz: Heroines Infinite Duel, a fighting game crossovers starring female characters from various visual novels, will be hitting PC “this Winter” with additional features like additional victory animations, animated backgrounds and the ability to save Training Mode menu settings between sessions.

Once again, let’s go over my constraints for this series of articles. I’m going to be looking at games from the 6th generation of video games (Dreamcast, PlayStation 2, GameCube and Xbox) and earlier, as games from later generations are still easy to get a hold of. To maintain focus, I’ll be looking at one company for each article and considering the fact that I live in North America, I’ll be focusing on games that haven’t seen a legitimate re-release in my own region – I’ll just ignore any talk of importing these games from Japan and Europe. Unfortunately, this means that games that have seen re-releases on services like Nintendo’s Virtual Console and Sony’s PlayStation Classics have technically already been re-released, regardless of their quality (or lack thereof) compared to a full-on remaster. The important thing is that they can be accessed by modern audiences, no matter the quality – sorry, Zone of the Enders. I’ll also discuss any possible improvements that could be made to the games with re-releases.

This time, we’ll be looking at Konami – a fitting choice, considering they made the Castlevania series, considering the time of year. Of course, these days I guess the truly terrifying thing about Konami is their status within the video game market. These days, they seem to be focusing more on farming out their intellectual properties to make Pachi-Slot machines. What few video games they’re still making are…at best, misguided. Things weren’t always this way though, and it’s safe to say that Konami still has plenty of games trapped in their vault that should be re-released. These are but merely 10 of them.

Castlevania Bloodlines (GEN)

This would have to be my number one choice, the game that I figured was the biggest missed opportunity for the original iteration of the Virtual Console. We saw the other two major 16-bit era Castlevanias hit the Wii’s Virtual Console: Super Castlevania IV for the SNES and Dracula X: Rondo of Blood for the PC Engine-CD, as well as the SNES’s inferior copy of the latter. Of those three games, Bloodlines was always my favorite: Eric LeCarde’s unique playstyle was a fun contrast to the traditional Belmont style of John Morris. The gameplay was akin to those of the NES games, albeit with improvements. I think one of my favorite parts was the fact that this Castlevania managed to take place outside of Castlevania’s general setting of Transylvania, with Morris and LeCarde travelling to Greece, France, Italy, Germany and England.

I personally feel like each of those three major 16-bit Castlevanias had a strength unique to itself: Super Castlevania IV dropped the stiff controls of the older games and had the best control of the series. Rondo of Blood focused on secrets, with multiple paths, alternate stages and even a hidden character. Bloodlines, however, I felt had the best level design: long sprawling stages, with deviating paths suited for each of its playable characters and unique design gimmicks for each stage. Hopefully, we’ll see it return someday.

Potential Improvements: I’d honestly be fine with just a straight port on this one, though at this point, it will probably be difficult. The modern iterations of the Virtual Console no longer support Sega Genesis and the only platform capable of doing straight emulations of Genesis games is SEGA MegaDrive & Genesis Classics on Steam, which currently has no officially supported third-party titles.

If we did get an enhanced port, I’d love to hear a rearranged version of the classic Bloodlines soundtrack, so long as the classic Genesis FM synth returns as an option. Likewise, the ability to choose between the Japanese and Western balancing would be appreciated.

Rocket Knight Adventures/Sparkster/Rocket Knight Adventures 2 (GEN/SNES)

Despite being considered a cult classic these days, the Rocket Knight franchise was a victim of its times. Released at that point in time where Sonic the Hedgehog had kicked off the “platformer starring an animal mascot with attitude” trend, the original Rocket Knight Adventures was generally considered to have been cut from the same cloth as such gaming losers as Bubsy Bobcat, Awesome Possum and Aero the Acro-Bat. Anyone who looked past the superficial similarities, however, was rewarded with one of the best games the Genesis had to offer. While the original was my personal favorite, the other two games were also great – better than the mediocre 2010 reboot on 7th generation consoles.

Potential Improvements: Once again, I’d be perfectly fine with a straight re-release in this game’s case, especially given the aforementioned reboot, which rubbed me the wrong way. While Sparkster for the SNES is still within the realm of possibility for re-release via the Virtual Console, the Genesis games have less readily available means for legal emulation.

Contra: Hard Corps (GEN)

Last Genesis game, I swear. While most people are fond of the Super Nintendo’s Contra III: The Alien Wars, I had more of a soft spot for the Genesis’s Hard Corps. Taking place in a futuristic dystopia, with robotic soldiers and gun-toting werewolves, Hard Corps ditched the more contemporary setting and in my opinion, it benefitted from it. I’m still surprised that a few years back, it managed to get a sequel: Hard Corps Uprising, developed by the good people at Arc System Works, no less!

Potential Improvements: I was generally more of a fan of the Japanese version of this game, which allowed the characters to take multiple hits before dying, as opposed to being one-hit wonders like the Western versions and earlier games in the series, so the ability to choose between those two versions would be great. Likewise, as with all Contra games of that era, the European version was rebranded as Probotector, replacing the organic protagonists with robotic counterparts, so it would awesome to see both themes in the same release – albeit with the proper framerate, as opposed to the slower one associated with European releases of that era.

Sunset Riders (Arcade)

One part Rush’n Attack, two parts Contra – Sunset Riders is one of those games that were so popular, you would have guessed that they would have gotten a sequel, but somehow they just didn’t. Utilizing the same style of two-plane stages seen in games like Shinobi and Rolling Thunder, Sunset Riders was effectively one of the more interesting games Konami released in the arcades. Since we’ve already seen a re-release of the SNES version, I thought it would be interesting to see the original Arcade version make a comeback as well.

Potential Improvements: Online multiplayer, the usual round of graphical filters and an adjustable amount of credits, leading to multiple “difficulty settings”. Basically, a similar release as the old Simpsons and X-Men arcade games from last-gen.

Kid Dracula (FC/GB)

Kid Dracula’s an interesting concept. Effectively a more comedic take on the Castlevania franchise, the Kid Dracula duology puts players in the role of Kid Dracula, Dracula’s child (who may or may not grow up to be Alucard of Symphony of the Night fame), as he tries to retake his rightful throne from the demon Galamoth. We only saw the release of the second game for Game Boy outside of Japan, but having both games re-released would be great.

Potential Improvements: If they manage to get the first game re-released, I’d love it if Konami were to completely translate the game – sure, the story’s not important, but small details like that are important to me. Other than that, straight emulations would be appreciated.

Contra (NES)

I’m still in shock that this game hasn’t seen a straight re-release (outside of course as a bonus in Contra 4 on the Nintendo DS), but considering that game’s long out of print, I think it fits with this list. Like I’ve said in previous articles, the original Contra is probably one of the three games that most shaped my gaming tastes overall. I just find it weird that Super C got re-releases on both Wii and Wii U, while the original – the more famous of the two NES releases – hasn’t seen anything in a long time.

Potential Improvements: I guess it would be interesting if they included both the NES and the arcade versions of the original Contra together: that would be an interesting contrast. Both arcade Contras were re-released last generation via Konami Classics on Xbox 360, but aren’t available on modern platforms. Likewise, it’d be cool to see a release with the previously mentioned Probotector reskin released in Europe – again, at the proper framerate.

Vampire Killer (MSX)

I’ve always been somewhat interested in this game, despite never having the opportunity to do so. This was the very first revamp of the original Castlevania – but while most of the future versions maintained the same basic gameplay concept while rearranging the stage designs and locales, Vampire Killer totally reimagined it. Many people consider Simon’s Quest to be the original prototype for what would eventually be called the “Metroidvanias”, but Vampire Killer for the MSX has it beat. In this iteration of Simon Belmont’s first adventure, players are tasked with exploring Castlevania, looking for various keys and items to progress, allowing the stages to progress in far less linear fashions.

Potential Improvements: Just a straight port would be fine, though honestly if they decided to give it the “Castlevania Chronicles” treatment with revamped graphics and a remade soundtrack, I wouldn’t be opposed to it.

Snatcher (Sega CD)

Possibly the second most famous game associated with Hideo Kojima – sorry again, Zone of the Enders – Snatcher was an early example of a visual novel more than a standard point-and-click adventure game of its era. However, its storyline was so engrossing to many that it would eventually become a cult classic. There have been multiple releases of this game across various platforms, starting with Japanese computers PC-88 and the MSX2 and later released on the original PlayStation and Sega Saturn. However, the only official English release of the game was the Sega CD version.

Potential Improvements: Once again, the main concept that comes to mind would be to include every iteration of Snatcher – preferably with brand new translations, just like Rondo of Blood had in Castlevania: The Dracula X Chronicles. It would also be great if the MSX2 game SD Snatcher – meant to be both a slight reboot and conclusion to the original release of the game (which ended on an annoying cliffhanger) – were also included. SD Snatcher reimagined the visual novel as a cutesy RPG, with variations on the original game’s plot, a welcome lack of random battles and a unique battle system.

Mystical Ninja: Starring Goemon/Goemon’s Great Adventure (N64)

I’m still kind of baffled by the Goemon series. Referred to as “Ganbare Goemon” in Japan and “Mystical Ninja” elsewhere, there have been a literal truckload of releases due to its extreme popularity but very few have seen released outside of Japan. North America got a game for the Super Nintendo, one for the Game Boy (Europe lucked out with a second!) and two N64 games. Considering we’ve already seen re-releases for the other games in the series via the Virtual Console, it’s only fair that we also receive the remaining games already available in English, right?

Potential Improvements: Straight ports seem like the best way to go on this one. I can’t think of anything to add, unless Konami decides to do a massive Goemon collection with all new translations of the Japan-exclusive titles. That seems outside the scope of something they’d be willing to do though, so let’s just stick to hoping for straight-up Virtual Console releases.

Getsu Fuuma Den (FC)

Another game of interest to me, Getsu Fuuma Den is effectively the Murasame no Nazo to Castlevania’s Legend of Zelda: a similar game concept that looked like a great deal of fun but was strictly released in Japan due to fears that cultural differences would lead to poor sales. The game thrust players into the role of warrior Getsu Fuma on his quest to recover the three Pulse Blades to avenge the death of his brothers and defeat the evil demon lord Ryuukotsuki, who escaped hell and took over the Earth. The game relies on an overhead map system, not unlike Super Mario Bros. 3, but the action stages themselves effectively play like a more action-packed NES Castlevania game. They’re short, but there are many more of them and a certain level of exploration on the overworld is necessary to beat this game.

Potential Improvements: Bare minimum, I’d want just a full English translation. Of course, if Konami wanted to get on my good side, they would do a full-on remaster, like Castlevania Chronicles or The Dracula X Chronicles. Best of all, they could still include the original Famicom version (with that aforementioned translation) as a bonus unlockable.

As usual, before I wrap this up, I’d like to mention some honorable mentions. First, there’s the Parodius series – as much as I would have loved to have put these on the main list, there are just too many of them to choose from, so I’d probably just want a full-on collection of every game in the series. Next, Castlevania Legends for the original Game Boy. Most people tend to prefer Belmont’s Revenge when talking about early portable CVs, but I think we can all agree that Legends deserved a re-release way before the abysmal Adventure. Finally, there’s Pop’n Twinbee: Rainbow Bell Adventures for the Super Nintendo. A fairly standard Konami platformer, but that’s not necessarily a bad thing – just not good enough to make the main list. Likewise, I’d like to give a shout-out to the Bonk’s Adventure, Bomberman and Bloody Roar series: while they’re technically Hudson Soft properties, Konami owns their vast library of IPs, which is a crying shame.

I guess in the end, this was probably the most bittersweet of these lists I’ve had to write. Konami’s currently in a bad place right now: if not in terms of finances (they still seem to be in a good place there, at least for the moment), then definitely in terms of corporate climate. Proclaiming that they were ditching the video game market in favor of pachinko machines and mobile games (before immediately backpedaling), abusing their employees and effectively becoming so much of a super-villain, I’m sure it would make the heads of Activision, EA and Ubisoft blush like schoolgirls. Konami still holds the rights to many series I like, so their recovery would be in my best interest. Unfortunately, at this point it just feels like the only way for these old games to survive is by burning Konami to the ground.

10 Games I’d Like To See Re-Released #05: SNK

Man, I’ve been slacking off a bit lately. I intended to have this up by the first of the month, like I usually do, but because I slacked off on next month’s article – and I’ve decided to have the companion piece to that pushed back to next month – I ended up just relaxing and recharging, instead of writing this one. In terms of games I ended up achieving, I can’t really claim victory here, but I am incredibly happy to hear that the original Dead Rising is being re-released on PC, PlayStation 4 and Xbox One. While this technically wouldn’t have made my list, considering it was a last-generation title, it’s good to see that it will no longer be tethered to the Xbox 360 permanently. In addition, both main iterations of Dead Rising 2 (the original and Off the Record) are also hitting PS4 and XB1 – both games were already released on PC. I was kind of hoping we’d also see re-releases of Case Zero and Case West – but DR1 was really what I was most looking forward to in terms of re-releases.

Since I’ve gone on hiatus with PC ports, I feel like I might as well do my bragging about it in here. At the start of July, I got hit with a bombshell I wasn’t really expecting: Aksys Games got the rights to bring Falcom’s Tokyo Xanadu to North America and to make matters even sweeter – they’re financing a PC port of the game on Steam. It’s unknown if it’ll be a direct port of the Vita version, or if it will also include content from Tokyo Xanadu eX+, the enhanced PS4 port, but regardless I am ecstatic for what this may mean for future Falcom releases on PC.

Before we get started with the list, let’s go over the rules I’ve been keeping when writing these articles. I’m going to be looking at games from the 6th generation (Dreamcast, PlayStation 2, GameCube and Xbox) and earlier. I’ve decided to focus on one company for each article, and because I live in North America, I’m not counting any international re-releases, so if anyone decides to be a smartass and tells me I can buy some of this stuff on Japan or Europe’s services, that’s not going to work for me. If I can’t buy it legitimately from America, I’m not counting it. I’ll also be discussing any potential improvements that could be made to these games, in the case that they would receive an HD re-release. To make things reasonable, I’ll also be avoiding games that saw re-releases on 7th generation and later consoles, through PlayStation Classics, Virtual Console or other similar services. Of course, more substantial re-releases than straight emulations would be ideal, but at least the games themselves are easy enough to obtain and play.

To celebrate the recent release of The King of Fighters XIV, I’ve decided to delve into the library of the newly-rechristened SNK. SNK has been starting to re-release some of their classic fighting games on PS4 with full online functionality, as well as some of their arcade classics on PC via Steam and the Humble Bundle. However, I am clearly a very greedy individual, so I just can’t get enough SNK classics. Here are 10 games I’m absolutely hoping they re-release sometime soon.

Crystalis (NES)

I bet you were expecting me to start with a fighting game, weren’t you? Well, Crystalis is perhaps the best Zelda game on the original NES, at least in terms of official releases. The unnamed protagonist awakens in a post-apocalyptic world, where science and technology have been abandoned for magic. In order to defeat the devious machinations of the Draygonia Empire, our hero must combine the powers of the four elemental swords: Wind, Fire, Water and Thunder in order to reform the legendary sword, Crystalis.

Potential Improvements: Considering how poorly done the later GBC remake was, I’d prefer it if they just kept this one as true to the original as possible. Just put this sucker on the Virtual Console on Wii U, 3DS and NX (if it continues the Virtual Console program). That’s pretty much the best we can do for it.

The King of Fighters 2003/NeoWave/XI/’94 Re-Bout (Arcade/PS2)

Admittedly, this is kind of overkill, but these are all great games and since they’re in the same series, why not? 2003 and XI were the first two games in the series’ third arc: commonly referred to as the “Tales of Ash” Saga; ’94 Re-Bout was a remake of the game that started it all, with enhanced graphics, playable bosses and the addition of Edit Mode; while NeoWave was just a pseudo-remake of 2002 made for the Atomiswave arcade hardware.

Potential Improvements: Online play is really the only thing I’d want for these re-releases. Graphical enhancements are optional, but would probably be appreciated by most people. Personally, I’d rather see bonus features like image galleries and sound tests.

SNK Gals’ Fighters (NGPC)

I was a huge fan of the NeoGeo Pocket Color back in the day. In fact, I actually owned one while it was still active in the United States and it really helped me to become the SNK fanboy I am today. To be honest though, a majority of the games SNK released on their slick little handheld were derivatives of arcade titles, with the most popular “original” titles being their crossover games with Capcom. However, there was at least one original fighting game IP on the NGPC I’d love to see re-emerge, even only as a re-release. SNK Gals’ Fighters was another crossover fighting game, this time taking various women fighters from games like King of Fighters, Samurai Shodown and Last Blade and put them into a more comedic setting not unlike Capcom’s Pocket Fighter. A fully realized sequel and/or remake of this game would be my true goal, but that seems unlikely without at least some kind of a re-release to gauge interest.

Potential Improvements: Online play, full stop. Everything else was at a point where it can’t really be improved, due to the small scale of the system it originated on.

Rage of the Dragons (Arcade)

This is probably the most legally murky of the choices on this list, Rage of the Dragons was a spiritual successor to the Double Dragon fighting game on NeoGeo, which was loosely based on the live-action movie adaptation. Playmore couldn’t get the rights to make an actual sequel, so instead they decided to create an homage: starring such original characters as James and William – the Lewis brothers and “Abubo”. All-in-all though, a solid tag fighter from the NeoGeo’s later days.

Potential Improvements: Once again, online play would be the most important thing for me. What would be really cool though, would be if they were able to work something out with Arc System Works (the current owner of the Double Dragon IP) to do a “Double Impact”-style release with the original DD fighting game. That game was great.

Savage Reign/Kizuna Encounter: Super Tag Battle (Arcade)

This is the point in the list where things start getting obscure. First up, we’ve got a fairly unknown duology of SNK arcade fighters. Savage Reign was generally considered a very forgettable fighting game, but its sequel, Kizuna Encounter, was a fairly solid game. The first tag-team fighting game SNK ever made, Kizuna significantly improved over its predecessor with a more interesting cast and improved gameplay engine. I’d mainly include Savage Reign just to show how far Kizuna came.

Potential Improvements: Online play, ‘nuff said. Including both the original arcade and arranged CD soundtracks would also be a nice gesture.

Aggressors of Dark Kombat (Arcade)

Another obscure game, fittingly made by ADK – the creators of World Heroes, who were later acquired by SNK – Aggressors of Dark Kombat is a unique fighting game compared to the majority of those that appeared on the NeoGeo. While some Fatal Fury games allowed characters to jump into the background and foreground, Aggressors allowed players to full-on walk in 3 dimensions, not unlike a beat-‘em-up like Final Fight, Streets of Rage or Sengoku. In addition, the game also utilized a similar control scheme to beat-‘em-ups: one button for attacks, one for grappling and one to jump. The game also featured the ability to grab and use weapons found throughout the battlefield (again, like most beat-‘em-ups). Matches consist of a single round, but both characters’ health bars have multiple layers, leading to long fights. The closest we’ve seen to a revival was the appearance of Kisarah Westfield in NeoGeo Battle Coliseum.

Potential Improvements: Online play is really the only recommendation I can think of, though honestly, this would probably do best in a collection with other ADK-developed titles, not unlike 2008’s Japan-exclusive compilation, ADK Tamashii for the PS2.

Dark Arms: Beast Buster 1999 (NGPC)

SNK’s non-fighting game releases are generally considered fairly obscure, but Dark Arms is probably the weirdest entry on my list. Based on the pre-NeoGeo lightgun shooter Beast Busters (which received a smartphone sequel a few years back), Dark Arms was a top-down action RPG-style game featuring a demon hunter who enters the spirit world in order to prevent an outbreak of monsters in the main world. Your mentor is the Master, a grim reaper-esque fighter who gives you a weapon, called the Catcher, which you can use to collect the souls of felled monsters in order to create an ultimate weapon: the titular Dark Arms. Probably one of the most unique titles on the NGPC, I’d love to see modern audience get the chance to play it.

Potential Improvements: To be honest, I’ve got nothing to add. A straight port of the original would be a great treat, especially as a budget title.

Fatal Fury: Wild Ambition (Arcade/PS1)­

The King of Fighters XIV isn’t SNK’s first foray into 3D graphics. They’ve actually been experimenting for quite some time. While most people argue that the KoF spinoff duology Maximum Impact was their best attempt, I was fond of an older title. Wild Ambition was effectively a remake of the original Fatal Fury, in the sense that MegaMan Powered Up was a remake of the original MegaMan: the basic plot remained the same, but there were some pretty extensive changes made – changes that no one really cares about since it’s not canon anyway. The roster’s been rearranged – with many of the old forgotten characters replaced with more popular ones from later iterations, like Mai Shirunai and Kim Kaphwan.

Potential Improvements: This isn’t going to surprise anyone, but online play is pretty much the only thing I’d add to this, especially if they use the PS1 version as a base.

Breakers Revenge (Arcade)

Probably the most obscure game on this list, Breakers Revenge was a revamp of a 1996 fighting game developed by Visco. The main reason it’s on the list is because it was exclusive to the arcades: there wasn’t a release on the AES or the NeoGeo CD, despite both platforms being active when it was released. I’m not sure exactly who owns the rights to this one, as Visco and SNK co-published it, but considering the fact that Visco’s currently making slot machines and flat screen TVs, I’d guess it would be easy enough for SNK to secure the rights.

Potential Improvements: I’m not even sure if I should continue writing this section, because it’s obvious just going to be online play. Although, honestly, I also wouldn’t mind seeing the original Breakers packed in as a bonus.

Samurai Shodown 64 & 64: Warrior’s Rage (Arcade)

Ever since SNK expressed interest in reviving some of their other old properties, one name has risen to the top of the list: Samurai Shodown. SNK’s #2 fighting game franchise – mostly due to the fact that until now, none of its characters appeared in a mainline King of Fighters game – Samurai Shodown has had a very successful run for the most part. The obvious choice of action would be to re-release the classic 2D games again. Unfortunately, considering the fact that Samurai Shodown Anthology, which contains every major release in the series, was released on the Wii and PSP, they’re still somewhat easy to get one’s hands on. So I’ve decided to ask for the next best thing: the lesser-known 3D releases for the Hyper NeoGeo 64. Samurai Shodown 64 and Warrior’s Rage told their own story, taking place after the second Samurai Shodown game. It also introducted the world to Asura and Shiki, two fairly popular characters that would later appear in NeoGeo Battle Coliseum. Plus, no matter what, it can’t be as bad as Samurai Shodown Sen.

Potential Improvements: Online play would be my main request, but what would be really cool would be if they included the Samurai Shodown games from the NeoGeo Pocket Color, as they were scaled-down remakes of the 64 games. It would at least be interesting to have them compiled, at least for the sake of comparison.

Admittedly, it was harder to narrow this list down than it usually is. So my honorable mentions will be a little more in-depth than they usually are. First, we have Metal Slug Advance for the Game Boy Advance: one of the rarer spinoffs of the series, built from the ground up as a home gaming experience as opposed to the standard arcade run ‘n gun. Then there’s Buriki One, another Hyper NeoGeo 64 game. What appeals to me about B1 is its unique control scheme – buttons are used for movement, while the joystick is used to perform attacks and its tenuous connection to the Art of Fighting series. Finally, there’s The King of Fighters EX2: Howling Blood, another GBA game. It’s effectively the closest thing I’ll ever see to a King of Fighters R-3 and it’s a respectable game in its own right. I’d just love to see it get some more love.

Despite my overall love for SNK as a company, it was harder to make this list than I would have originally expected, but that’s mainly due to the fact that so many of the games I would’ve wanted received re-releases either during the seventh generation or even recently, with their latest round of re-releases on PS4 and Steam. Hopefully, some of the games on this list will be among SNK’s next choices when deciding which games to re-release in the future. By that token, let’s also hope that their classic slogan, “The Future is Now” is more literal than figurative.