Post by ommadawnyawn2 on Oct 31, 2021 19:14:12 GMT -5
Ideas for a Shaman King 2 (GBA) remake or remaster: -Added area maps and you can check the hub map while in an area -Less linear structure -Alternate patterns for the repeated bosses -Can use the dragon via the hub map menu instead of as an in-game ability -Can look around without a spirit equipped for it and the camera is tighter while falling -Removed weight limit for the consumables inventory besides for burgers and above -A tougher enemy is more likely to drop a healing or temporary buff item since there's no leveling system -Can spot boss battles from the hub map or escape during them -Can use more special attacks while crouching without your avatar standing up
-Fixed control/interface issues (no control config and you double tap down to perform a backwards dash for dodging (also can't jump or attack cancel out of a dodge move), the returning animations before using certain abilities (could've worked like this: triggers at full or near full MP and adds a little bit of a damage/effectivity boost), annoying delay after you're knocked down by certain enemies like the boxers, can't dash backwards during a special attack, the grappling hook controls fine but is still as slow, can still be hit from above from touching an enemy while performing an uppercut slash, etc)
-Reduced backtracking (you still have to backtrack through visited paths to go to previous locations on the map - can't just move past them on the map, if you screw up a box puzzle you have to re-enter the path instead of just moving a couple of screens away, various temporary dead ends from ability gates)
-Some of the ability gates that are basically locked doors could be made more interesting (green flame pillars, big boxes, semi-petrifying gas filled rooms, stone block doors) -Frozen enemies don't hurt when moved into -Added MP restoratives that you can buy and/or no 4 seconds delay on the MP regen -Box puzzles stay solved and can be reset with a default ability instead. Other obstacles also stay removed -The spirit ablity to speed up underwater movement shouldn't restore gravity so you can't jump as high and have to switch back and forth between sets -If you start using an ability and it's interrupted then all the MP it cost isn't wasted -Change the few cheap enemy placements near pits as well as enemies jumping into you from above -Improve the sometimes vague item descriptions -No useful items are placed haphazardly instead of rewarding exploration -Eliza/poison gas protection should've been a passive+always on ability via a gear piece -Less enemy repetition in the mid-late game -Rebalanced ability items - stronger ammo-based and familar-based ones for example. Some could be removed or tweaked to be more distinct -3+ save slots per game -Add the dojo from the prequel or something similar back in for a bit more NPC interaction and exposition -Better visual transitions between areas and higher fidelity sample-based audio
Since this is such an old thread, it's interesting to look at what games from the handful of posts from 2006 actually did get remade not long afterward:
Bionic Commando - It really seemed like Bionic Commando was going to come back with a well regarded remake of the first game. Then the big fancy new game flopped as did the sequel to Rearmed.
FFIV - Considering a 3D remake of FFIII was already announced at that point, a 2D remake wasn't going to happen although the DS port is nicer than III's. There was of course The After Years which had a reception in the west that could charitably be called divisive. I didn't get very far, but I suspect that the game's origin as a mobile phone game lead to design decisions that made sense on the go and didn't translate to a home setting.
FFT - Announced just a few months later! The slowdown that War of the Lions introduced made the whole thing a bit of mixed bag. There is at least a fix for the PSP version now. If I ever manage to get back to replaying the FF games after losing a lot of steam after III, I need to give it a try with the fix.
Punch Out - I guess the Wii game isn't technically a remake, but it also only introduced one new character in addition to sneaking in Donkey Kong. I get the feeling that it was a game too obvious to not have a motion controlled version, and it's not going to come back again because of that. It almost seems like Fitness Boxing took its place on the Switch even though it isn't really a game per se.
Then there's games that got remakes much later:
Final Fantasy VII - I don't think anyone would have expected the remake to go in the direction it did.
Link's Awakening - Of course not as a 2D game, but the 3D look it got was pretty nice.
Samus Returns - Also as a 3D game, and I liked it well enough although it does have its detractors. Dread did show that giving the property to Mercury Steam wasn't a bad idea in general.
I've stated this before but Demon's Crest (SNES) plays wonderfully - you have lots of neat abilities and the general gameplay is fun and has that Capcom polish. It has great graphics and music with a superb, creepy atmosphere. Unfortunately, the layout of the game world kind of sucks. Case in point - you get lots of new weapons for your base form that enhance mobility - one that lets you create flying platforms, another that lets you shoot goo on spikes so you can stick on them etc. You never really have to use these though because you will most likely get the Air Crest before these, which allow for free flight anyway.
It's not the biggest deal and it's still a fun game but I think I would actually enjoy a remake that more thoroughly explored your weapons and forms. It never feels like it's living up to it's potential for me.
Oh and as much as I haven't really cared for the FFVII remake, I would be first in line for a big budget FFVI remake.