But Is It Art? – WCW Backstage Assault

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Like I said at the beginning of the year, I’ve been trying to focus on reviving series that had fallen by the wayside. Even though I’ve been focusing on the Street Fighter retrospective for most of the year – just one article to go! – I think I’ve done pretty well revisiting old concepts thus far. This month, I’m feeling a little artistic: I’ve honestly had this article planned for quite some time but never really found the time to focus on it. While my colleague SNES Master KI did his own take on the concept, his article was far more sarcastic than mine. Clearly, when discussing fine art, only solemn stoicism and objectivity will do.

After all, the point of “But Is It Art?” is to legitimately attempt to recontextualize games generally accepted as terrible as truly artistic endeavors. If video games are to ascend to the lofty realm of true art, they must emulate their predecessors in every conceivable way. And if the art world has taught me anything, it’s that bourgeoisie concepts like “gameplay”, “aesthetic” and “quality” have no place in the realm of art. No, true art defies convention – only a barbaric philistine would consider the “Super Mario men” to be the pinnacle of video games. We need to dig deeper: after all, if you judge a game on how well it functions, then you’ll never have a true understanding of art.

If the title of the article didn’t give it away, this subject of this article is WCW Backstage Assault on the original PlayStation and the Nintendo 64. While professional wrestling is certainly the lowest of art forms, meta-analysis of such degenerate entertainment is truly art: the 2008 film The Wrestler was nominated for two Academy Awards and won two Golden Globes, as well as the Golden Lion at the 65th Venice International Film Festival, an award I hadn’t heard of before looking it up – which clearly proves its intrinsic worth as a piece of art! If a film, a major motion picture, the pinnacle of what video games have always strived to emulate, could weave such acclaim from such tripe, then surely video games should be able to perfectly recreate this feat, neither exceeding nor falling short of their clear inspiration.

However, while many lesser critics would simply use a beloved game like WWF Wrestlemania 2000, its sequel WWF No Mercy or the SmackDown games for the sake of comparison, simply due to their fun factor, I’ve decided to look at a game considered one of the worst pro wrestling-themed video games of all-time. While most simpletons would dismiss Backstage Assault as nothing more than just a terrible game, only a true genius could realize that the game’s seemingly-horrible overall presentation is nothing more than an allegory for the tumultuous state of its licensor in 2000.

By 2000, the Monday Night War was slowly reaching its conclusion. Despite the financial backing of media mogul Ted Turner, an incredible winning streak of 84 weeks over the then-WWF and several major names still under contract, WCW’s days as the pinnacle of professional wrestling had come to an end. While the company would survive throughout the remainder of the year, it was clearly a shell of its former glory, having attempted several gimmicks in a misguided effort to regain its dwindling viewership.

Ironically, the video games would fair about as well as their inspiration. Through the early days of the fifth-generation, WCW’s video games – at least on the Nintendo 64 – were considered among the best in the business, with publisher THQ utilizing Japanese developer AKI Corporation (now known as Syn Sophia, Inc.) to develop exciting wrestling titles for the brand: WCW vs. nWo World Tour and its beloved sequel, WCW/nWo Revenge. However, by 1999 – the point where the WWF once again eclipsed its rival in popularity – THQ had jumped ship to “the Fed”, releasing WWF Wrestlemania 2000. To make matters worse, THQ also enlisted another Japanese developer, Yuke’s Future Media Creators, to develop a series of games for the PlayStation, which received mediocre titles when THQ still held the WCW license.

By this point, WCW had gone with Electronic Arts as their new publisher. While they lacked their modern-day clout, EA was still considered a fairly major deal at this point, making a name for themselves with quality sports titles like the Madden series and the NBA Live series – I actually liked NBA Live ’97 – as well as original titles like Need for Speed, Theme Park and my personal favorite, SSX. However, the game itself was developed by Kodiak Interactive, a small studio with few games under its belt. Ironically, Kodiak wouldn’t last much longer than WCW itself: both would close shop at different points in 2001.

Ironically, the video game publisher/developer situation actually matched that of WCW at large. A large name (EA) acted as a headliner, while lesser-known talent (Kodiak Interactive) would essentially hold the product together. Meanwhile, their ex-talent (THQ and AKI) moved onto the WWF, where they would achieve popularity and success they would have never seen in WCW. In the end, even the game’s development mirrored that of WCW’s contemporary downfall, truly a brilliant move on everyone’s part. This even bled into the game itself: to pad out the roster, various non-wrestlers like security director Doug Dellinger, managers like Jimmy Hart and Major Gunns and even head writer Vince Russo were added as playable characters, as opposed to showcasing lesser-known talent.

Backstage Assault was unique among other wrestling games not because of any additional features, but due to the lack of an element that is present in pretty much every wrestling-themed video game in existence: the squared circle itself. The game’s action took place exclusively in backstage areas, hence the clever title. Now while many critics reviewing the game at the time of its release deemed this a catastrophic mistake, only a visionary like yours truly could determine the sheer genius behind such a decision. WCW’s in-ring product had declined in quality significantly, with a much broader focus being applied to the soap opera-esque storylines behind the scenes. Of course, it didn’t help that much of the intrigue of WCW by 2000 was focused on real-life issues behind the scenes which the writers would attempt to use as inspiration for storylines, recreate or just outright incorporate into the show itself. Any no-talent developer could create a wrestling game with a wrestling ring, but it took a true master of their craft to eschew the nonsense of depicting wrestling in a wrestling game itself.

On top of that, the plebian press of the early 2000s scolded this game for its poor gameplay. To make matters odder, Kodiak Interactive also developed the previous WCW Mayhem for EA, a game that was released a year earlier but had a far better reception, both with the contemporary press and the nostalgic fans of today. Meanwhile, 2000 saw a one-two punch of quality titles from WWF: the aforementioned No Mercy released on the Nintendo 64, while PlayStation fans in America were finally treated to an excellent wrestling game with the first game in the storied WWF Smackdown series. By this point, the overall perceived quality and popularity of the WCW product had taken a significant nosedive – is it possible that Kodiak Interactive noticed this and sabotaged the quality of their game on purpose? While short-sighted critics might consider such a concept counterintuitive, true art transcends the very boundaries of short-term financial gain. After all, who would value thousands or even millions of dollars over the pursuit of artistic brilliance?

Likewise, let’s discuss Backstage Assault’s unlockable material. While the game’s default offerings are meager, there is a deluge of unlockable content: additional fight locales, alternate costumes for various characters and enough characters to more than double the game’s roster. In that sense, the game truly showcased the major flaw of the original SmackDown: a lack of content. Far more importantly, the game itself once again emulates the WCW product. By this point, the company was focusing on various ridiculous gimmicks, instead of attempting to recreate the quality of professional wrestling that won them fans in the first place. Wrestlers based on rock bands and video game characters, ridiculous stipulations like the infamous “Judy Bagwell on a Pole” and “San Fransisco 49ers” matches and writing plagued by some of the largest egos in the business made WCW impossible for all but the most die-hard fans to watch during its final decline and eventual death.

Perhaps the most eerie similarity between Backstage Assault and its inspiration was what happened after them. Near the end of WCW’s existence, a group of investors led by Eric Bischoff (the man who helped catapult the company to the dizzying heights of its prime years during the mid-to-late 1990s) wanted to purchase the company, attempting to reboot it and salvage the product. Unfortunately, by this point in time, WCW’s parent company, AOL Time Warner had ousted Ted Turner and rearranged their strategies in various ventures. This meant that the guaranteed time slots on Turner’s cable networks – the major selling point of the wrestling promotion in the first place – were at their end. The investors pulled out and AOL Time Warner sold off the company and its intellectual properties to Vince McMahon and the WWF, signifying the end of the Monday Night War. Meanwhile, EA was planning a next-gen sequel for WCW Mayhem, one that was set to debut on the PlayStation 2 and improve substantially on their two previous releases. With the license no longer in existence, EA decided to rebrand the game with a completely different intellectual property: you probably know the final product as “Def Jam Vendetta”. Perhaps the most depressing revelation is that this would’ve meant AKI Corporation would have been able to develop one final WCW-themed video game – THQ had decided to use Yuke’s as their main developer for future games based on the WWF (or the WWE, as it would come to be called). In other words, it seems like the quality of the game and its licensor were equal, inexorably linking the fates of both products.

Now, I’m not delusional enough to claim that Backstage Assault was the final nail in WCW’s coffin, but it perfectly encapsulates the turmoil that was going on behind the scenes in the company in a fashion both allegorical and literal: for years, WCW had been a passion project of Ted Turner, so they were allowed to blow through as much money and resources as they wanted, before the regime change at Time Warner. Most importantly, Backstage Assault succeeds in a way that no other wrestling game that came before or after it has yet to even approach: it essentially acts as a time capsule (intentionally or not) for the state of the company that inspired it. By this point, websites dedicated to scoping out news focusing on behind-the-scenes information about wrestling promotions had begun popping up. Unfortunately, they hadn’t become quite as popular as they would be after 2000. As such, I think it’s safe to say that WCW Backstage Assault was significantly ahead of its time, a true masterwork that provided a brilliant (albeit interactive) look at the turmoil of WCW’s dying days.

But what do you think? Was WCW Backstage Assault a hard-hitting dissection of a professional wrestling promotion during its dying days? Or just a shoddy product that acted as a premonition of the horrible misdeeds one Electronic Arts would be destined to commit in later years? Let me know what you think in the comments section below.

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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.

 

Shedding Light on My Dark Souls

In 2009, Demon’s Souls was released.  Initially a cult favorite, its popularity grew and put From Software on the map worldwide.  The game spawned four titles that the copyright lawyers assure you are only spiritual successors, as well as a host of imitators.  The series really hit the mainstream with Demon’s Souls’ immediate not-sequel Dark Souls, and its incredibly challenging, unforgiving and epic dark fantasy quests became iconic.  Until reviewers passed the title on to Crash Bandicoot and Cuphead to hide how terrible they were at old-school platformers and action shooters, Dark Souls became the go-to example of a hard game.  It was the Dark Souls of lazy and often nonsensical comparisons.

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No, seriously, they compared this to Dark Souls, look it up.

My feelings on the series (Demon’s Souls, Dark Souls 1-3, and Bloodborne, the fan name for the collective being Soulsborne) are… complicated.  I wanted to like the series, lengthy and challenging action-adventure games in a dark fantasy setting sounded great to me.  But with all those stats and equipment to manage, despite being Japanese I would classify the Soulsborne games (or at least the earlier ones) as really hard WRPGs.  I have no problem with hard games if they’re in a genre I like, but WRPGs are definitely not one of those genres.  And the controls and hit detection seemed too clunky for such a demanding game.  But were my complaints legitimate, or just me refusing to adapt to a series outside of my comfort zone?  I was never completely sure, which was a major reason I haven’t said much about these games before.

Well, the series offered to meet me halfway, and I accepted.  Bloodborne and Dark Souls 3 addressed some of my major issues (the characters move faster and checkpoints are a little more sane), and I managed to beat both of them.  For reference, I made it around a quarter of the way through Demon’s Souls before giving up, and only played a little bit of a friend’s copy of Dark Souls to confirm it hadn’t fixed my issues.  I didn’t bother trying Dark Souls 2.  I’m not claiming to be an expert on the series, but am I a fan?  I’m still not completely sure, which is why I’m writing this article.  While playing Dark Souls 3 (I beat that very recently, while Bloodborne was a couple years ago), I switched several times between finding it an enjoyable and satisfying game, and being furious at it and wanting to quit.  But either way, it was addictive and dominated my gaming time.  When I finished it, I felt a wave of emotion that was part accomplishment and part relief.  I’ve been trying to understand and articulate my thoughts on the series, and I think I’ve finally gotten it.

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I hate this asshole more than any other boss in recent memory.

The Soulsborne games have a concept I love, they are in a genre that has great potential to draw me in.  I really want to like them, but I feel like there are some serious flaws that could be easily fixed.  However, many of these flaws haven’t been addressed, and I think a major reason for that is that reviewers and the gaming community are refusing to acknowledge these flaws.  As the series progresses, some of my problems are addressed, but others are completely ignored.  I trudge through these issues to get at the part of the game that I enjoy, while wishing that the genre could fix these flaws and feeling resentful towards the rabid fanbase of the series for refusing to acknowledge these issues as flaws.  As these thoughts went through my head, I realized there was a very close parallel to my feelings about Soulsborne in a different series.  Yes, for all the games that supposedly are the Dark Souls (apparently the first difficult game ever made) of their genre, Soulsborne itself fits into that mold.

Dark Souls is the Grand Theft Auto of the 2010s. 

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Forget King’s Field, this is the Dark Souls prototype.

Yes, Soulsborne lines up almost perfectly with the beloved sandbox codifier that contains my personal punching bag (Grand Theft Auto 3 will always be terrible no matter how much the series improves).  And I think I’ve pinpointed what I find so frustrating about both the Soulsborne games and the pre-Grand Theft Auto V GTA games…

Recently, I’ve grown fond of the term “quality of life” as it relates to game design.  I define quality of life as features in a game that reduce frustration and inconvenience without making the game easier.  Being able to quickly equip items or abilities in real time instead of constantly pausing, information about items and stats prominently displayed and easy to access, the ability to retry challenges on the spot instead of being forced to commit suicide if you think you’ve messed up too much to finish an area.  And I’m sorry to say that in many ways the Soulsborne games seem to pride themselves on being anti-quality of life.  Want to fight a boss again?  In the later games you can almost always run to that boss easily without enemies getting any hits on you, but every time the boss kills you have to make that run again.  To make matters worse, you have to deal with a load time that’s longer than it would be if you could just respawn in the boss room.  You aren’t allowed to have a map, which isn’t even justified by realism, explorers made their own maps.  You… you can’t even pause.  There’s an offline mode, for God’s sake, let us pause!

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Seriously, how the hell is not being able to pause an offline game acceptable?

This is in addition to things that do make the game harder, but in ways I feel aren’t legitimate.  Having one shot at collecting the souls/blood you had at your last death is an interesting feature, but something needs to be done about how it punishes you for making progress between checkpoints.  Die early?  You can easily get your experience points back.  Make lots of progress then die?  You are very likely screwed.  And don’t get me started on using an item, dying, the enemies you killed along the way respawning, and that item STILL BEING GONE.  The line between challenging and cheap is always… one of those… to draw, but I think there are some elements of the Soulsborne games that are legitimately cheap.

So, what is my overall point, what am I hoping to get out of this?  Well, it ties back to the Grand Theft Auto parallels.  In 2008, Saints Row 2 came out, and in 2012 I finally tried the “GTA rip-off.”  It was night and day, SR2 kept everything I liked about GTA and fixed all of my problems.  That’s what I want: the Saints Row 2 of Dark Souls.  A game that improves the genre so much that previous games in it feel unplayable in comparison.  Something that even makes the developer of the earlier, more famous series take notice and improve their games.

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We may have the Dark Souls of everything, but what we need is the Saints Row 2 of Dark Souls.

So, back to the question of how I feel about Soulsborne, it remains complicated.  The later games are for the most part enjoyable for me, but I’m actively hoping for a game that will make me unable to ever go back to them.  So I guess I’m a fan at the moment, but a fair amount of that comes from Stockholm Syndrome.  Soulsborne draws me in with things I love, and holds them hostage with needlessly annoying and frustrating “traditions” that its fanbase refuses to acknowledge as flaws.  I seriously saw people arguing that the pre-patch Bloodborne load times were a good thing because they punished the player for dying.  Few internet gaming opinions have aggravated me that much.  For the time being, the Soulsborne games are good, but they could be so much better.  Let’s just hope that someday a Saint-like franchise fills these Dark Souls with light.

10 Games I Want Ported To PC: Dream Match Never Ends

So this is a little one-off, based on the usual PC ports series I’ve been doing. Before we get started, let’s recap what happened this month. For the first time since I’ve started writing these articles, my streak has broken. No new games on any prior or future lists got PC port announcements. On the plus side, Devil May Cry 4: Special Edition was announced for PC. Capcom also released the Gold Edition content from Resident Evil 5 on Steam recently. Finally, Ys: The Ark of Napishtim was recently announced for release outside of Japan on PC, it’s not technically anything on one of my lists (it was also on both PS2 and PSP in North America, but originated on Japanese PCs), but hey, Ys is Ys. It seems like this time around, more PC games were announced to be getting console ports than anything: Freedom Planet was announced for Wii U and the long-awaited Wii U port of Angry Video Game Nerd Adventures was finally given a release date (in North America, along with a confirmation for a release in Europe and a reconfirmation that the 3DS version is still being developed). Meanwhile, Shovel Knight was announced for Playstation consoles and Xbox One, with special bonus features on both platforms. Hopefully, by the time I write the next actual entry in this series, there will be something worth celebrating.

So what’s different this time around? Well, we’ll be ignoring many of the rules that are traditionally seen in this series. First off, I’ll be focusing entirely on licensed games. Generally, I’ve ignored them up to this point, due to the difficulties of renegotiating lapsed licenses (not to mention the fact that it’d be considered a waste by most companies for nothing more than a PC port). Hey, I called this article a “dream match” for a reason. Aside from that, I’ll be sticking to the seventh and eighth generations as per usual, just because porting anything earlier than that would just be ridiculous. Once again, I’ll be grouping together games, but given the list’s subject matter, I’ll be grouping games that share both licenses and publishers. Finally, just for laughs, I’ll predict how likely any of these ports are at the moment, on a scale of 1-10. So, without further ado, let’s get this show on the road.

Marvel vs. Capcom: Origins/Marvel vs. Capcom 2/ Ultimate Marvel vs. Capcom 3  – Capcom (360/PS3)

This is pretty much the main reason I wanted to write this spinoff list in the first place. It’s a shame that PC missed out on both UMvC3 and Origins, especially considering the fact that Capcom was getting pretty good about PC versions of their major releases around the time both of these games were released. I’ve always been pretty big on the original Marvel vs. Capcom and it’s a crying shame that UMvC3 is dead in the water these days, due to Capcom losing the license.

Rating: 3/10 – Disney’s got control of the Marvel license and the last I heard, they were trying to build a unified video game universe, not unlike their films. If that doesn’t pan out, I could see Capcom getting a chance to re-release some of these old games. I just hope that this time they don’t use that lame “Marvel doesn’t allow PC games” excuse. At this point, we all know it’s a load of crap.

Tatsunoko vs. Capcom: Ultimate All-Stars – Capcom (Wii)

Speaking of Capcom, this is probably tied with Street Fighter x Tekken for my favorite Capcom fighter last generation. Yes, I have incredibly weird tastes, deal with it. The point is, I definitely liked Tatsunoko vs. Capcom more than either version of MvC3. It was a stroke of luck that we got this game outside of Japan in the first place, and even though we lost one character, we got five new ones, including Frank West and Tekkaman Blade.

Rating: 1/10 – Capcom USA barely got the rights the first time around. When Marvel vs. Capcom 3 was first announced, it killed any and all interest in the game almost immediately. Even if Capcom had the chance to buy back the rights, it’s unlikely they would. The game exceeded expectations, but it wasn’t exactly the megahit Capcom always strives for.

The Simpsons – Konami (360/PS3)

Easily one of my favorite arcade beat-‘em-ups of all time, even if it’s just due to nostalgia. I was surprised to see this game show up on consoles a few years back, and frankly, I think it was the best possible port. Good online, 4-player co-op, achievements, there wasn’t really that much that could’ve been added but Backbone Entertainment did a stellar job regardless.

Rating: 3/10 – EA currently holds the rights to make video games based on The Simpsons and they seem to be doing pretty well with their latest mobile tie-in, Tapped Out. EA also attempted to make a mobile remake of The Simpsons Arcade game prior to the re-release on consoles, which was far less well received. Considering Konami was able to get the rights back for a port while EA still held the license, I think there’s a chance that this could come back. All it should require is some effort on Konami’s part. Having said that, I wouldn’t hold my breath.

X-Men – Konami (360/PS3/iOS/Android)

Another classic Konami beat-‘em-up, X-Men was another one of those arcade classics I loved as a kid. X-Men and The Simpsons were fairly interchangeable with regards to their base gameplay, but X-Men had an ace up their sleeve: instead of 4 players, you could have as many as 6 players in a single game at a time. At the time, such a thing was unheard of. The XBLA and PSN re-release recreated this gimmick through online play, which was pretty awesome if you ask me.

Rating: 1/10 – Take Disney’s reluctance to veer from a unified game universe and couple it with Konami’s sheer apathy for anything not related to Metal Gear and you’ve got a perfect storm. I really doubt we’ll ever see this re-released again, which is depressing considering the fact that, like every other game I’ve discussed so far, X-Men’s been discontinued.

Teenage Mutant Ninja Turtles [1989] – Konami (360)

One final Konami licensed beat-‘em-up, and it’s the granddaddy of ‘em all. The original Teenage Mutant Ninja Turtles was a fairly early release on the Xbox Live Arcade back in 2007. In spite of that, it also managed to have online co-op for up to 4 players, just like the later releases of Simpsons and X-Men. It’s just a shame that we never got the original version of Turtles in Time as a re-release and had to settle for a half-baked remake by Ubisoft instead.

Rating: 2/10 – Activision currently holds the rights to the TMNT franchise. However, they’ve also been willing to put the franchise in the hands of competent developers, like WayForward for example. If there’s enough of a demand for this specific game (as well as Turtles in Time), I could see Activision trying to pull some strings to take care of a new re-release. Of course, there’s also a pretty good chance that they’d consider just hiring a new team to make a new game based on these arcade classics and a more contemporary incarnation of the Turtles. It’s hard to say, honestly.

Teenage Mutant Ninja Turtles: Danger of the Ooze – Activision (360/PS3/3DS)

Speaking of Activision and TMNT, there’s a recent game that I’d actually like to see hit PC at some point. Danger of the Ooze was developed by WayForward (one of my favorite devs of all time), and it’s a Metroid-like where you’re allowed to switch between all 4 Turtles at will. Needless to say, this is probably the one TMNT licensed game that’s drawn my interest since Konami’s old beat-‘em-ups.

Rating: 7/10 – You know, I’m actually surprised that this didn’t come out on PC in the first place. Activision’s released TMNT games on PC since getting the license, so this just felt like a weird omission. Hopefully, we see this hit more platforms in the future.

JoJo’s Bizarre Adventure HD Ver. – Capcom (360/PS3)

So we go from licensed beat-‘em-ups back to Capcom licensed fighters. I’m a simple man with simple tastes. I’ll be honest, I skipped this one on consoles after playing the demo: it just seems like the Western-produced re-releases of old Capcom games put more effort into everything. Regardless, the base game was still pretty fun, it was just a bit pricey given the package ($20 for one game, compared to $15 for MvC Origins and Darkstalkers Resurrection, which both come with 2 games). Still, a solid Capcom fighter is a solid fighter in general, plus it’s one of the few titles made for the CPS-3, Capcom’s most advanced arcade hardware.

Rating: 2/10 – Bandai Namco’s got the rights to this franchise locked up at this point. Then again, they let Capcom use it the last time for a re-release, at least until the rights lapsed. I wouldn’t be surprised if Bandai Namco would let them do it again if Capcom’s really interested. As with all those Konami beat-‘em-ups, I kinda doubt it though.

Jojo’s Bizarre Adventure All Star Battle – Namco Bandai (PS3)

Speaking of Jojo, there was another more recent fighter based on that particular iP. It’s a 2.5D fighter, but still manages to maintain the manga’s style. It’s a truly beautiful game, and while it may not be the most advanced fighting game ever, it’s still an interesting take on that particular sub-genre.

Rating: 5/10 – Unlike every other game I’ve talked about so far, Namco Bandai still holds the JJBA license and are even working on another licensed fighting game (JJBA: Eyes of Heaven – this time, for PS3 and PS4), so there’s a way better chance that we could see a re-release compared to everything else I’ve discussed so far. Plus there’s the fact that more anime-themed Bandai Namco games have been heading to Steam lately (particularly the most recent Naruto and Dragon Ball Z games). Unfortunately, considering that they’re focusing on Eyes of Heaven at the moment, chances for a re-release are still fairly low.

WWE All-Stars – THQ/2K Games(?) (PS3/360)

When it comes to sports games in general, I’ve always preferred arcade-style games over sims. While no wrestling game has ever topped THQ’s first attempts at WWE games (No Mercy and Wrestlemania 2000 for the Nintendo 64) in my heart of hearts, one of THQ’s last attempts came pretty close, while delivering its own unique arcade-flavored take on the medium. Compiling a roster of long-retired greats and then-current WWE Superstars, All Stars was truly an underrated gem. Hopefully, if we ever see a re-release, they’ll manage to include all of the DLC in the base package.

Rating: 3/10 – On one hand, THQ’s dead and it seems like the rights to all of their WWE games reverted to the new license holder 2K Games, so that in and of itself would make the game an easy slam dunk. On the other hand, some of the wrestlers included in the game’s roster aren’t on the best of terms with WWE, so that in and of itself would cause some problems. I think our best bet would be a sequel/successor, but considering even modern WWE games don’t hit PC, I’m sure even that wouldn’t hit PCs. Oh well, I’ve still got WWE Immortals…even if that’s just a mobile game.

Goldeneye 007 Reloaded – Activision (360/PS3)

Speaking of N64, Goldeneye was probably the first console FPS I ever enjoyed. I was never really that big on its spiritual successor Perfect Dark, but the original was a classic in my book. As such, I was fairly excited when Activision announced that it was remaking the game for the Wii, and somewhat moreso once it was announced that it was getting refined further and released on the Xbox 360 and PS3. Just a shame it never hit PC.

Rating: 4/10 – Activision lost the rights to the James Bond license back in 2013. Oddly enough, the license has yet to resurface elsewhere, at least with regards to console releases. MGM is apparently working on a game for smartphones and tablets, but aside from that, there’s really no information. Hopefully, Activision can broker a new deal and get Goldeneye 007 Reloaded out on modern platforms.

Well, that was a pretty fun take on the usual list. While no new ports from my official lists have been announced, I’m still ahead. Hopefully the next two months will give me some other games. On the other hand, I’ve been inspired to do an entire spin-off series for these PC port lists at some point down the line. Don’t worry, it’s not related to the subject matter of this list. You’ll just have to wait and see.

Broad Strokes

For anyone that’s spent any significant amount of time interacting with the gamer community at large, you’ll know that there are certain specific phrases and subjects that provoke controversy, usually causing a conflict between two diametrically opposed but equally zealous sides of the argument. We’ve seen the big offenders: who has the worst DRM, used games, sexism/racism/social justice/etc. However, there are also those phrases that invoke an overwhelmingly negative reaction, to the point where there is little to no debate. One such phrase fills the entire online gaming community with overwhelming vitriol: “we’ve decided to try to broaden the audience”. I’ll be honest, I’m kind of on their side: retooling games to capture a larger market share tends to leave long-time fans of specific series and genres out in the cold and it’s been done so many times with the significant majority of attempts ending up as diluted failures, as opposed to visionary titles that bridge the gap between newbies, casual players and the long-time hardcore fans.

One has to keep in mind the reason why games tend to get retooled in order to appeal to a wider audience. The answer’s pretty simple: money. Like it or not, the majority of video game publishers are businesses, many are traded publicly on various stock exchanges. Above all, these companies have a responsibility to put the interests of their stockholders above all else, and making big bank is job 1. Of course, the art of making video games in the first place is getting more and more expensive by the generation, and this is especially evident now since we’ve just entered a new generation, with a whole new set of standards to meet, at least with regards to AAA titles. It only takes one big-budget bomb to wipe out a developer now, so there is absolutely no room for error anymore. Sometimes, a successful game isn’t even big enough to keep their dev team running: Irrational Games was recently closed despite their latest title, Bioshock Infinite, selling over 4 million copies.

Despite the understandable reality of the situation, gamers still remain cynical and hostile towards the broadening the appeal of video games, especially “hardcore” gamers. It’s not difficult to understand why this is the case, though. Many attempts at taking older games and crafting sequels for a larger audience have ended up as shallow reflections of their predecessors. Simply put, most of the time, the new games end up being dumbed down. I don’t mean simplified for the sake of streamlining (which I’d actually argue is a good thing), but literally dumbed down. As in a shell of its former glory, a game that resembles the originals in appearance and name only, but retains none of the compelling gameplay that made its old fanbase fall in love with it in the first place.

Of course, there’s another narrative here that’s become more common. Instead of the hardcore gamers fighting to keep the spirit of the original game alive in future incarnations, I’ve seen several game journalists pose an alternate explanation: hardcore games are nothing more than a bunch of big babies who refuse to “share their toys” with casual players. Of course, this is just another phase of yet another on-going narrative within the industry: the culture wars between “casual gamers” and the “hardcore”, but I’ll go into greater detail with that another time. The main thing to keep in mind is that many hardcore gamers feel that games that typically cater to them are being retooled in order to bring in a wider audience, but at the cost of what made that experience special to them in the first place. It was all perfectly encapsulated in the Dark Souls II “easy mode” controversy: a simple mistranslation in an interview led fans of the series to rage over the loss of one of the few modern games considered hardcore and gaming journalists tore into them, like a pack of wolves into a crippled doe. The whole situation was ridiculous, but it illustrates the issue at hand: many long-time fans tend to be left high and dry when publishers appeal to a larger audience.

While modifying games for wider appeal take on a multitude of different forms, I have noticed that there are some common methods that typically crop up, especially in the case where the new games offend the pre-existing audience. Perhaps the top offender is simplifying the gameplay. While this isn’t always detrimental to the gameplay (in many cases, I think it’s actually beneficial), there’s a difference between streamlining the game and removing the game’s complexities. Related is reducing the game’s overall difficulty, usually achieved by removing obstacles and dumbing down enemy AI. Of course, this isn’t always intentional: poor AI and level design are the hallmark of poor designers. One last common culprit of expanding a game’s audience is tacking on a multiplayer mode to a game that is either awkwardly implemented or simply isn’t needed. While this is commonly done to prevent trade-ins and attempts to appeal to hardcore gamers instead of casuals, it still has the negative effect of taking away resources from single-player campaigns.

There’s no better way to characterize the harmful effects attempting to broaden a game’s demographic improperly can have on the game’s overall quality than listing some examples. The first one that came to mind was Resident Evil 6: it attempted to recapture their old survival-horror fanbase from RE4 while holding onto the more action-oriented third-person shooter audience from RE5, but only delivered a bland, mediocre game decried by gamers and journalists alike. Mass Effect 2 and especially 3 were criticized for ditching some of the RPG elements from the original in favor of cover-based shooter gameplay, while Dragon Age 2 had been accused of reducing the gameplay to mindless hack-and-slash action gameplay. Dead Space 3, while otherwise a fine game, was tainted by microtransactions, which EA added under the pretense of “appealing to mobile gamers” and you can probably guess how well that turned out.

Banjo-Kazooie: Nuts and Bolts has been argued to be an example of this as well, ditching the game’s classic collect-a-thon gameplay (and openly mocking it at times), though the only real evidence we have that this was done to appeal to a broader audience is an interview with the game’s composer, Grant Kirkhope. This practice isn’t even limited to the previous generation: Final Fantasy Mystic Quest was developed because Squaresoft was under the impression that JRPGs were too difficult for Western audiences. However, the most drastic example is probably Bomberman: Act Zero, which reimagined the classic character in a gritty, grimdark reboot with mediocre gameplay.

That’s not to say that there aren’t examples where attempting to broaden the audience for a particular title ended up making it a better game overall. Take for example, Street Fighter IV and its various expansions. As Street Fighter III ended up being a commercial failure for Capcom, SF4 ended up taking on gameplay more similar to that of the SF2 games, with slower, more deliberate action and reduced the complexity of various game mechanics. The parry system was dropped, while “focus attacks” were added in, which ended up being used by tournament players in a number of ways. Perhaps most controversial among hardcore fans was the transition from 2D sprites to 3D models, as this evoked the failed “Street Fighter EX” spinoff. However, the gameplay stayed entirely true to the game’s roots, resulting in a 2.5D game. Old fans of Street Fighter from the 90s ate the game up, and after a brief period of hostility, so did the majority of fighting game enthusiasts. That’s not to say it won over everyone in the community, but with the FGC, you have to realize there’s just no pleasing some people.

My next example is probably going to be the most controversial: the “Super Guide” function that’s appeared in recent Nintendo platformers. Yes, yes, I know it’s generally a win button that’s considered lame by most “real” gamers, but hear me out on this one. First, it’s optional, so even if it gets triggered in-game (after dying 5 or so times), you’re never actually forced to use it. Second, Nintendo’s made a pretty big point of trying to cater to casual gamers as of late, especially compared to Sony and Microsoft. So, with that in mind, Super Guide is probably the best solution to this problem: novice players have a way to continue on without getting stuck at some particularly difficult level and Nintendo has free reign to beef up the difficulty. And trust me, they have: Super Mario 3D World and Donkey Kong Country Returns are incredibly difficult games if you beat them without any help, even if you don’t take their post-game campaigns into account.

One last major case where simplifying gameplay to broaden an audience had a net positive effect was Saints Row 2. While the original Saints Row was your typical Grand Theft Auto knockoff, SR2 removed some of the more obvious design flaws that hurt GTA’s base gameplay: a lack of checkpoints during missions, long drives back to the starts of a missions and being penalized for causing chaos outside of missions. While game reviewers still thought of Saints Row as a low-rent GTA clone, many gamers prefer it, even to the then-recent GTA4. Furthermore, by differentiating itself from GTA in later games, the Saints Row series gained an audience of its own, being one of THQ’s most successful original franchises and was one of their first titles to be obtained after their bankruptcy.

The point I’m trying to make with this article is simple: video game budgets have swollen to the point where what would’ve been considered phenomenal sales a decade ago are simply not enough to keep AAA development going. Appealing to a wider demographic is one way to circumvent that and that’s not an inherently bad thing. What is bad, is using that as an excuse to deliver a shoddier product: one that doesn’t streamline existing gameplay, but rather scraps the elements that made the original game so engaging for its fans. That’s why core gamers revolt every time any publisher mentions “broadening the audience” – because it’s become a code phrase for “here comes an inferior product we’re literally pushing out to exploit casual gamers, but using a cult-classic IP to draw in the hardcore too”. If you ever want to buck that trend, you’re going to have to work hard to make games that are easy to learn but difficult to master, as opposed to just appealing to the lowest common denominator like you normally do. You need to make games that literally appeal to everyone, from the novice casual player to the veteran hardcore gamer. In short, deliver more games like Street Fighter IV and less like Resident Evil 6.