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Wow...looks pretty damn good. Wonder how intense the rewrite was; David Brevik said that much of the game relied on the precise resolution and framerate for ev
by Dirlewanger 6y ago
Wow...looks pretty damn good.
Wonder how intense the rewrite was; David Brevik said that much of the game relied on the precise resolution and framerate for everything to work. It wasn't a matter of just upping the resolution and everything worked fine.
I swear though, if this is anything like Warcraft Reforged, I'm truly done with this company.
- hartator 6y agoIt probably is though. Is any remaster any successful?
- t-writescode 6y agoWindwaker HD and Link’s Awakening’s 2 remakes were pretty well received
- xkeysc0re 6y agoYes, a few of the Metal Gears. FF7. Legend of Zelda Master Quest for Gamecube. Counter-Strike: Source. Demon's Souls.
- huckyaus 6y agoHave to disagree with you on Half Life: Source. It’s way too glitchy to enjoy from start to finish. I’d recommend playing Black Mesa instead.
- t-writescode 6y agoYou and I must have played different copies of the game, then
- endgame 6y agohttps://www.thedragonstrap.com/ https://www.thedragonstrap.com/ was absolutely beautiful, and done with real care and attention by dedicated fans.
- Dirlewanger 6y agoThe Starcraft remaster was largely well-received.
- OnionBlender 6y agoDoes Demon's Souls count as a remaster?
- geoah 6y agoFrom what I gathered so far the engine hasn’t been touched. The actual d2 is running underneath and an overlay is running on top with the new graphics. Can’t find any sources for this but it has been mentioned by MrLlamasc and a couple of others d2 streamers commenting on blizzcon streams.
- geoah 6y agohttps://www.ausgamers.com/news/read/3634147/diablo-2-resurrected-is-an-impressive-remaster-heres-everything-you-need-to-know https://www.ausgamers.com/news/read/3634147/diablo-2-resurre... > Announced during BlizzConline, Diablo II: Resurrected is basically a dream scenario for the seminal action-RPG release -- it retains the core experience of the game yet still manages an impressive remake-level visual overhaul. A spectacular looking 3D overlay that sits on-top of a 2D core.
- soneil 6y agoWorth noting MrLlamasc hosted the d2 dev "round table" at blizzcon this evening. Not to disagree with you in the slightest, just that it may lend him a little more credence than commenting on streams.
- gnramires 6y agorealMyst is amazing, easily recommended!
- xenihn 6y agothe age of empires 2 remaster has done well
- rcoveson 6y agoYou've got a lot of good replies already, but I think the best example has got to be Black Mesa, the Half Life remake. It even has a better Metacritic user score than the original Half Life. Lots of remakes aren't very impactful, but that doesn't mean they're unsuccessful. All they intend to do is reawaken some love for a franchise, and provide a more accessible option for people who missed the original game. I can only think of one (recent) example where it went really badly.
- ThatPlayer 6y agoThe recent Tony Hawk Pro Skater 1+2 was pretty good. Blizzard has absorbed the studio that made it too
- cosmotic 6y agoThe screen shake looked pretty legit.
- reitzensteinm 6y agoIf you've got the budget, you can keep the existing simulation under the covers identical, and build a 3d mapping over the top of it. That's how most RTS games are built. Company of Heroes for instance has a low fps deterministic simulation which provides the multiplayer game logic, and high end end 3D mapping with physics and particles etc layered on top to make it pretty.
- hertzrat 6y agoAny links to more details about this?
- reitzensteinm 6y agoThis is the classic article about AoE networking, which describes the deterministic simulation at the heart of AoE and later AoE 2: https://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php https://www.gamasutra.com/view/feature/131503/1500_archers_o... The vast majority of details like animations are not implemented in the deterministic simulation. If we play our copies side by side, our villagers probably aren't animating exactly the same, the particle fx can be based on different random seeds (or just not present depending on culling or graphics details), etc. But anything that impacts gameplay is absolutely deterministic. It's OK if our villager is graphically facing left on my screen and right on yours, but the unit of wood they just chopped happened on exactly the same simulation frame. Modern RTS games take this pretty far. In Company of Heroes when a tank blows up, people are thrown out and bits of it fly away and hit other units etc. The 3D FX is free to do whatever it wants to, with the one restriction that it cannot in any way impact gameplay. A tank can land on a soldier, but maybe it did on my screen and didn't on yours, so we can't make the soldier die! And in the simulation running on the game company servers, there aren't even any 3D graphics or physics running. So the same technique can be used to upgrade old games. You run an invisible copy, and build a 3D version that looks at the location of the sprites and game state and makes it look pretty. Inputs in to the 3D version (you're probably rendering a 3D camera with perspective any maybe even rotation) are translated back to inputs to the 2D version. This is absolutely fool proof in terms of maintaining consistency. It is guaranteed. But it's not a trivial task, you have to build a completely new rendering system in a way that's more complicated than you'd implement in a fresh game (say Diablo 3).