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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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

Under Reconstruction: Ys V -Lost Kefin, Kingdom of Sand

If you haven’t figured it out by now, I have something of an obsession with remakes. The only real problem I have is that most of the time, I feel like they’re being wasted. It’s the same with movies: most of the stuff getting remade is already perfectly fine. It just seems like a waste in many cases, in some cases, the remake even turns out worse than the original (Wander of the Dragons, anyone?). Isn’t the point of remakes to improve on the source material? Why remake a perfectly good game when there’s so much trash out there just begging for a second chance?

Welcome to the first entry in a new series: Under Reconstruction. Similar to some of the other series I’ve written on here, this is going to be a proposal series, taking a look at weak games in various franchises (with at least a cult following) and determine the best way to rehabilitate them into something worthy of their respective series. …or at least cut down on how terrible it is.

Today’s topic is the fifth game in the Ys franchise: Ushinawareta Suna no Miyako Kefin for the Super Famicom. This topic hits me a little more personally than usual, as I spent the better part of this year doing a marathon run-through of 5 games in the series, concluding with Ys V. Now Ys V wasn’t the only clunker I played through: the SFC version of Ys IV (Mask of the Sun) was also fairly mediocre, but it has two competent companion titles (The Dawn of Ys on PC-Engine CD and Memories of Celceta on PlayStation Vita) to pick up the slack. Ys V only has a remake on the PS2 handled by Taito, one that fixes some of the original game’s issues, while creating entirely new ones in the process.

Ys V is generally considered the black sheep of the Ys franchise, but apparently originally that title was held by the third game in the series. Wanderers from Ys was a deviation from the traditional top-down perspective commonly associated with the early Ys games, opting for a side-scrolling system that led to some unfavorable comparisons to Zelda II. However, this all changed when the game was remade as The Oath in Felghana, generally considered one of the best games in the entire franchise. There’s also been something of a pattern in the Ys series’ releases as of late: Ys Seven was followed by the aforementioned Memories of Celceta, which was a reimagining of Ys IV. When the eighth game in the Ys franchise (recently reconfirmed by Falcom, to my relief) was first announced, fans of the series began to speculate that a similar remake or reimagining for Ys V would be on the horizon.

Gameplay

Ys V was a significant departure from earlier games in the franchise. What separated Ys from most action-RPGs of its era was its combat system: instead of using a button to attack, the player would simply bump into enemies off-center to deal damage to the enemies. Bumping dead center would either lead to traded hits or just damage to the player, depending on which game you were playing. However, both original versions of Ys IV revealed some significant shortcomings with the Ys series’ trademark. In Mask of the Sun on the Super Famicom, poor collision detection, stiff movement and precise hitboxes forced all but the most skilled players to grind in order to compensate for the game’s shortcomings. The PC-Engine CD’s Dawn of Ys, on the other hand, veered in the opposite direction. The addition of diagonal movement broke the traditional engine wide open, making killing enemies far easier than in previous games.

In order to compensate for this, Ys V elected to use a more traditional attack system. Unfortunately, this did not come without issues. Compared to the earlier top-down games in the series, combat felt sluggish, especially during boss fights. This was only compounded by the addition of a jump button, which was awkward as it sent Adol forward a set distance every time. This came into play with some awkward isometric platforming (not unlike that of Super Mario RPG) and worse yet, boss fights that required you to jump and slash to land hits, leaving little to no time to dodge. Even more bafflingly was the decision to give different swords completely different attack styles. Some swords slashed, allowing for a wider range, while others did more of a poke, which allowed for better range, but only facing forward. Regardless, it’s somewhat jarring to totally have to switch up your tactics simply based around what weapon you’re using…and since Ys V generally follows the same item progression as other games in the series, it’s pretty much unavoidable.

For as bad as Ys V was, it definitely had a net positive impact on the series overall. The following game in the franchise (Ys VI: The Ark of Napishtim) refined on the gameplay mechanics introduced in Ys V and would eventually lead to the release of two games that are generally considered among the best of the entire franchise: the aforementioned Oath in Felghana and Ys Origin. So while Ys V was filled with its own hiccups, it was an experiment that would eventually bear fruit and help perpetuate the Ys series until they eventually made the jump to 3D on the PSP.

Having said that, I’d probably use either Oath in Felghana or Origin as a base when it comes to developing this new game’s gameplay, just as an homage to the fact that this game was the progenitor of those games. There’s also the fact that the system used in Ys Seven, Memories of Celceta and apparently the upcoming Lacrimosa of Dana are all party-based: Ys V really lacks an assortment of characters that are battle-ready and I’d rather not shoehorn in a bunch of OCs to compensate for that. It would also be a nice change of pace for fans of the earlier games in the series.

Aside from that, most of my advice for the game’s base gameplay mechanics are pretty simple: “make it better” isn’t a constructive suggestion after all. First and foremost, ditch the separation between experience for physical attacks and magic: all that really did was provide me with less incentive to use magic (more on that later). To pay tribute to the original Ys V, I’d like to see two separate physical attack buttons to reference the “slash” and “poke” methods of attack I mentioned earlier: balanced so that slash is faster and provides more peripheral range, while poke deals more damage and has further reach. Finally, I’d fix the jumping mechanics. It looks like later games fixed that issue, but I figured that it was still worth mentioning regardless.

Magic

Now onto the weakest part of the original’s gameplay: the magic system. The magic system in the older games in the series was simple: equip some kind of relic (wand, ring, whatever) and you’d either get access the magic’s effect at the cost of some magic points. Simple stuff. Not so with Kefin: things became a lot more complicated. Basically, you have various elements of 6 types which are hidden throughout the game’s setting. You take these elements you find to various alchemists, who are able to craft items known as “Fluxstones” from specific combinations of three elements. Each Fluxstone can be equipped to any weapon (all 5 of them) and used at a cost of specific MP. Did I mention that you also have to charge the spells by holding one of the shoulder buttons before you can actually use them? Needless to say, the magic system in this game was a mess.

I’d say I could have come up with a better magic system in my sleep, but that would only be half-true: I just sort of outlined this one as I was drifting off to sleep one night. First things first, ditch the fluxstones. Crafting specific spells permanently without the knowledge of what they can do is stupid, period. Instead, we limit the number of elements found in the game themselves, 18 elements – 6 of each type found in the original game: fire, water, earth, wind, light and dark. Likewise, each weapon would have a set number of element slots, ranging from 1 to 3 depending on the strength of the weapon. As such, magic would be limited to a single button with the charge times dropped, much like the earlier games in the franchise.

As for the magic attacks themselves, they’d be pretty simple with three levels of attacks based on how many elements are equipped to Adol’s weapon at a time. Level 1 [a single element] would provide an “elemental slash” attack that would use a minimal amount of MP. Fire, Water, Wind and Earth would each act according to a “rock, paper, scissors” style of buffed damage on elemental enemies of specific types, while using an element on an enemy of the same type would heal it (like in the original Ys V). Likewise, dark and light would have their own system, where opposing types do double damage and same types only do half damage.

Level 2 [2 elements of the same type] would cast an elemental projectile, like the fireball from the old Ys games, and cost a moderate amount of MP. For example:

  • Fire casts the aforementioned fireball from earlier games, possibly with an added “burn” mechanic to slowly drain health from the enemies it hits
  • Water casts the ice ball (from Dawn of Ys), freezing enemies on impact
  • Earth could generate a seismic wave, which would deal massive damage on grounded enemies, but have no effect on flying enemies
  • Wind could cause a short-range projectile attack
  • Light could cause a weak homing attack that tracks the closest enemy
  • Dark could cause a chain lightning attack that could hit multiple enemies in proximity, but have the lowest range

Finally, Level 3 [all 3 elements of the same type] would cast a “magic attack”, either causing a powerful long-range attack or grant Adol some kind of special effect at a high MP cost. Here are the examples I came up with:

  • Fire – lava geyser
  • Water – tidal wave
  • Earth – earthquake
  • Wind – tornadoes
  • Light – a temporary boost for Adol’s attack and defense stats until his MP depletes
  • Dark – Adol would be invulnerable until his MP depletes (Shield Magic from Ys II and The Dawn of Ys)

Adol would also be able to combine different elements to create hybrid versions of the Level 1 and 2 attacks. Having all different elements would create a hybrid slash, which could cover the weaknesses of individual elements. Having 2 of one type of element and a third would create a hybrid projectile – one with the main traits of the dominant elemental projectile, but some added bonuses from the additional element: for example, water + water + light would create a homing ice ball and dark + dark + fire would add burn damage to the chain lightning attack.

Story

Conversely, Ys V’s story wasn’t particularly bad. At worst, I’d probably describe it as sparse. To the extent where by the end of the game, the storyline finally kicked into high gear and I started enjoying it, but by that point it was too late. There’s no simple answer that will automatically fix the story’s issues from the original, but I do have a few suggestions. For those of you who haven’t guessed it, this section is going to be filled with spoilers – so if you haven’t play Kefin and still intend to, stop reading now.

First off, I’d expand on the following characters:  Dorman, Rizze, her lieutenants (Karion, Baruk and especially Abyss [who didn’t even get a boss fight]) and the Ibur Gang (especially Terra, considering she ends up showing up in the sequel). Jabir should also be established earlier on in the game, he felt tacked on in the final product, pretty much literally appearing out of nowhere. Even if you just keep his identity secret and allow him to do monologues off-screen, that would be better than what he got in the Super Famicom version. Speaking of the Super Famicom version, keep Stoker and Foresta in the game. They were interesting and I still don’t understand why they were omitted from the PS2 version.

Next up, and this is crucial: bring in Dogi. Dogi is pretty much a key element in any Ys game that stars my favorite red-haired swordsman and Kefin was definitely poorer for having lost Dogi. In fact, Dogi was originally intended to be in Ys V, but was omitted due to time constraints. He actually ended up appearing in the PS2 remake. This would also have the added benefit of expanding on Effie’s character, as she was originally intended to be Dogi’s love interest in the game. When Dogi was dropped, Effie’s role was significantly downplayed – scaled back to simply saving Adol from his latest shipwreck and nursing him back to health.

This one also falls under gameplay, but it really applies to both: I’d keep the elements that Adol can equip to his sword separate from the elemental crystals used to revive Kefin. On that note, I’d also give each individual element its own purpose: the first element would be hidden in a specific chest in its corresponding dungeon and act as a boss key (boss doors would only be able to be opened by an elemental slash corresponding to the dungeon’s element) and the second would be a reward for beating the dungeon boss (along with the crystal). The third, however, would be a good excuse to expand on Kefin itself though. At one point in the game, Adol literally just has to hit various switches to move onto the next area. Instead, I’d purpose an additional 6 dungeons in Kefin with the expressed purpose of giving Adol complete mastery (the third element) of each element in order to continue on with his quest. It would have the added benefit of adding to Kefin’s importance in the overall storyline. On that note, I’d also expand on the final dungeon of the game, maybe hide all of the Isios items in there as opposed to just having them by the switches.

Regarding the villains, I’d like to see some specific changes made. First off, I’d like to see some expansion on Dorman, specifically regarding his motivations. Originally, Dorman was conceived as a descendant of royalty from one of Kefin’s rival kingdoms, destroyed during Kefin’s prime. I’m not exactly fond of that origin, so I don’t mind that it was discarded. Still, explaining his reasons would be a nice expansion on them. By that note, I’d like some changes to be made to the final boss. I’d like to see Jabir demoted to penultimate boss and the final boss position taken up by Rizze herself. Considering she was the main villain during the second half of the game and got hijacked by Jabir at the last second, she deserves it. Even if we end up with the clichéd “I was of the Kefin Royal Family. But now I’m even more, I’m a goddess!” shtick, it’s better than Jabir appearing literally out of nowhere and Rizze basically just being useless at the end.

The last thing I’d like to add is somewhat selfish, but I feel like it’s necessary given its omission from the original version. I’d like to hear some more mentions of the older Ys games, especially IV. The lack of references to earlier games just felt a bit odd. Maybe it could be explained by the new locale, but hell, even The Dawn of Ys threw in a reference to Wanderers from Ys and that technically took place AFTER Ys IV. Hell, what would be really cool would be if there were references to all four versions of Ys IV as rumors surrounding the mysterious red-haired swordsman.

Setting

At first, I was going to say something about how lazy the name “Afroca” for the Ys universe’s counterpart to Africa was. Then I found out that the continent where the earlier games in the Ys series took place was called “Eresia”. Three guesses what continent that was supposed to represent. Needless to say, I dropped my objection. On the other hand, it is the setting of Ys V itself I’d like to see somewhat modified, to see it draw more inspiration from its real-world counterpart, as opposed to just being “generic Squaresoft RPG land”. Keep Xandria as-is, perhaps change it into a Eresian colony and port town. Likewise, I’d keep the town of Felte as-is, I liked its Middle Eastern motif. Kokiriko Village and the Zeibe Ruins took on something of a Mesoamerican design with its pyramids, I’d prefer it to take on more of an Egyptian or Nubian look.

Graphics

Unlike most of my articles, I actually have a particular graphical style in mind for a remake of Ys V. 3D graphics seem more likely than 2D, especially since that’s the direction Falcom has been heading these days, but in this case, I’d prefer a more old-school “super deformed” for the characters, much like the Ys games of old. The Super Famicom version of the game went for a slightly more realistic character design, which I feel was a disservice to the game itself. Ideally they’d go for a 2.5D look like some of their earlier games: mixing 3D worlds with 2D character sprites, but in this case, I’d be more than open to a full 3D recreation of the games of old. I’ve seen it work with such games as A Link Between Worlds and Bravely Default, so imagining it for a Kefin remake seems perfectly valid in my eyes.

Music

I’ve heard some people say that Ys V had one of the weakest soundtracks in the franchise. I’m inclined to agree. That’s not to say it’s a horrible soundtrack by any means, just that compared to the other games in the franchise, it’s not particularly memorable. Having said that, I’d keep the majority of the soundtrack for a remake. Some of my personal favorites include Field of Gale, Thieves of Brotherhood, Break Into Territory, Crimson Ruins, Bad Species, Wilderness and Turning Death Spiral. In fact, if I really had any major issue with the music itself, it would be that the instrumentation leaves the music sounding like a generic SNES RPG, with a soundfont torn straight out of a Squaresoft game. The solution to this is pretty simple: let Falcom’s in-house JDK Sound Team take a crack at rearranging some of the original soundtrack and add in some new tunes as well.

Wow, this ended up a lot longer than I would have ever expected. This whole concept just sort of emerged from my utter frustration with playing Ys V and originally manifested as a small checklist of things to look out for if Falcom were ever to do a remake. I probably won’t end up with anything quite this long in any future entries of Under Reconstruction. What did you think of the article? Do you agree that Ys V should be remade or do you think that the Super Famicom and PS2 versions are good enough? Do you disagree with any of the changes I made? Feel free to sound off in the comments section, I’d love to hear some feedback.