Gaming News

Feeling conflicted about the way Atlus (and some other companies) handle ports, remakes and remasters

Gamingtodaynews1b - Feeling conflicted about the way Atlus (and some other companies) handle ports, remakes and remasters
Loading...

Warning: wall of text

I apologise if this comes off as a little ranty, but these are some thoughts I've wanted to get off my chest for a long time. There's a lot I want to say and I've realised that I just can't cut it down to three or four paragraphs, so it's going to be really long. If I knew how to make videos I would do that but I don't. I was going to post this to one of the Persona subreddits but any time I've even hinted at these opinions it's been negative received. But I realise now that I just really need to get it out there because it's bugging the shit out of me.

I like remasters, ports and (sometimes) remakes – when done tastefully, they can be a great way to keep older games relevant and introduce them to new audiences. Sometimes an underlooked gem is stuck on old hardware and is hard to obtain so it'll eventually be forgotten and near-impossible for anyone to play legitimately – this is especially true in the case of some JRPGs and other Japanese games, that have only managed to break into the mainstream in more recent years, the Persona franchise being a prime example of such a franchise. However, there's something about the way Atlus handles these ports, remasters and rehashes that really rubs me the wrong way. There are other companies I'm going to bring up as well, but Atlus games are the ones I want to focus on.

For the record, I won't be talking so much about the way Atlus handles pricing and DLC, believe me there's plenty I could rant about there but that's a post for another day.

1. The inclusion of new story content

Surely a game known for its story getting more story can't be a bad thing? On paper, you'd be right. When you're invested in a story and its characters, it's only natural that you'd want to spend more time in that world and get as much out of it as you can. It's why some people prefer watching the extended editions of movies over the original cuts, for example. But what's going on here isn't exactly the same.

Atlus re-releases typically contain brand new characters and plot threads. Which again, isn't a bad thing in theory, but it's how these things are incorporated into these already existing narratives that doesn't gel with me. In addition to inserting new things into the game, they also often significantly change what's already there, whether it be creating holes and inconsistencies where there were previously none, altering the flow and pacing of the story for the worse, or sometimes even straight-up retcons. Sometimes these things may not even be intentional and happen simply through the nature of taking an existing story that was already complete and trying to jam stuff in after the fact.

A couple of months ago I finished Persona 5 Royal and for the most part, I actually had a good time playing it (please remember this because it's going to sound like I despised it which isn't true). I thought a lot of the new gameplay mechanics were really cool and some of the tweaks were for the better, but the entire time I had to keep asking myself why it really needed to exist at all. For many reasons, one being that the OG game is only three years old, but the biggest point of contention being the new story material.

To just jump right into it, all of the 'twists' in Royal were extremely predictable simply by virtue of them even existing. If you've played the original game, any new scene or line of dialogue will stick out like a sore thumb. In one of the game's first sequences you're in the car with Sojiro where a newsreader on the radio talks about the accidents that would form a big part of the game's story. Right after, he mentions that a 15 year-old girl was killed in one of these accidents. Oh gee, I wonder who that's about.

With that single line I managed to piece together the game's big twist, that Kasumi is not really Kasumi, the real Kasumi is that car crash victim and the one we interact with is someone different. If you're still unsure by that point, it's made even more obvious during one of the first interactions with her where it's revealed that she has a twin sister. They ain't even trying to hide this stuff. And yes, I was right, that's the big twist.

Had this been a completely original story, I might not have figured it out so incredibly quickly, because a 15 year old girl killed in a car accident could have been anyone, there's not enough context to make that connection right away. I didn't call all of the original P5's twists because everything was new to me. But when you have a game that you've already played before and has new stuff added into it, it's only natural to assume that anything that's new is linked and meant to build up the new characters. That's how it's been in these other Atlus rehashes. They wouldn't mention something so specific if it wasn't going to be important later.

The same goes for Maruki – when the game was first shown off they released a series of teaser trailers that showed the original game's cast in impossible situations, hinting at some kind of alternate reality where their dead loved ones return to life and their general lifestyles are much happier. Their wishes have come true, in other words. These little teasers were effective in that they were surprising for returning players and showed that the new semester wasn't going to simply a time extension. But as soon you first sit down with Maruki in the game and he talks about wanting to make people's wishes come true, it's simply a matter of putting two and two together in your head to realise that he's the one behind it. I mean, who else could the new villain be?

It kind of takes away the fun of watching the story unfold because you can see all of the twists and reveals from a mile away, while the game thinks it's being clever by dropping 'hints' about what's to come, but they're so blatant they might as well have neon lights on them. Yes, game, I noticed that Kasumi is always referred to by her surname when in the presence of people besides the MC, very clever of you.

To be honest, there were only two things that actually surprised me in my playthrough of the game, the first being Maruki having a Persona, because it directly goes against what's established in the original game – that Palace owners can't have Personas because they effectively cancel each other out – so naturally I wasn't expecting the game to break it's own lore. The second being Morgana turning into a helicopter during the climax, because well I never had any reason to think he could turn into any other vehicle. I'm not complaining about that one, I don't really care that much. To be fair, in Persona 5 the Animation, Ryuji has one line where he says "Can't you turn into a helicopter or something?" so maybe it does have some basis, I don't know.

So your response might be, "What about people who never played the original game?" I can't speak for Persona 5 Royal, obviously. I can't possibly say what the experience was like for newcomers. But I can speak for my experience with a few other Atlus titles that received expanded editions, that I played over their original versions.

First of all: Persona 4 Golden – this was actually my first Persona game and I fell in love instantly. But even as someone going into it blind, I could tell that all of the stuff with Marie (the new character) was completely superflous and tacked on. Everything about her felt out of place, from her design (which isn't bad when taken on its own) and her story which reads like something out of a schlocky young adult novel. All interactions with her feel like the devs are trying really hard to convince you that she's extremely important, but it falls flat because you know she can't be that important if she was never part of the original story. And yes, when her true significance is revealed, it's contrived and corny.

She feels like a character from a completely different game, and personally I found her a pretty poorly written character to begin with, an amalgamation of some of my least favourite anime tropes (an amnesiac tsundere who turns out to have god-like powers… yikes). She basically has no involvement in the main plot (solving the murders) and it's only until the 95% completion point of the main story (if you fulfilled certain conditions) that her arc really has any significance. If you read the manga or watch the anime, she's not present at all and the story hardly changes at all.

All that being said though, at least most interactions with her are optional and you can just ignore her if you want to have an experience that is closer to the original game while still enjoying the new gameplay benefits. Additionally, the end of her story takes place just before the final arc of the game, rather than after the story has already reached its climax and given you that cathartic feeling of reaching the end. In a lot of these rehashes you have no choice to engage with the new story material and it's mandatory to reach the end credits.

As another example, currently I'm playing through Shin Megami Tensei: Strange Journey Redux, my first SMT game outside of Persona, so I haven't really been able to predict where the story is going to go exactly.

As is typical for an Atlus port, there's a new character and a new dungeon to go through. You meet her (it's always a girl – but at least this one isn't simping over the MC at every opportunity) in the second dungeon and she's hostile to you, wiping your team easily. She also has her own robot companion just like you. You encounter her again in the third dungeon, the same happens, and after that, you never encounter her again in the main story, only in the new dungeon, and even then it's once in a blue moon. There's one instance where you have to avoid her while getting to a certain point, but that's it. I've put nearly 70 hours into the game and I'm on the final dungeon, and yet I know barely anything about this person. I can count the times she's appeared on one hand.

So you can imagine me feeling confused when she's the biggest character on the front cover but is barely part of the story. That entire part might as well be an elaborate side mission, and I'm treating it as such, however I fully expect that I will have to complete all of that stuff to reach the game's "true ending", even though the actual story is reaching its grand finale and I'm looking forward to seeing the end.

It's also confusing how this powerful, hostile woman is roaming the same uncharted land that your military operation is, that no humans have ever entered, has an AI helping her just like you, and yet no one ever mentions her? Why does no one acknowledge the existence of an additional dungeon that's completely different from the rest and I've been going to on the regular? It seems like a pretty significant oversight to just never bring that up. When you do eventually encounter other humans besides your team, it's a big deal and a major turning point in the story. The characters are shocked that someone else is here, as if we didn't just get our asses kicked by this woman 10 gameplay hours ago?

At this point it's obvious that the story wasn't written around her, she's just been added into this version because apparently people won't buy a remaster if it doesn't have a new character on the box?

P5 Royal does the same – the game is desperate to want you to feel attached to Kasumi and Maruki and think they're super important, but it just doesn't really work when their entire characters have to be written around a narrative that was already pretty air tight, linear and doesn't offer a lot of room for shuffling things about. It's not often that a story of any kind literally has certain events pinpointed onto specific dates, but Persona games do that. They have to shove scenes in here and there, but without directly contradicting important plot events, while still trying to develop them alongside the rest of the crew.

This leads to a lot of awkward parts where the game basically has to remind you that she exists in between the major story beats because even though her story doesn't really happen until after the original game's ending, they still have to develop her and try and endear her to the player. But for me, it just didn't really work. She rarely interacts with any characters besides the MC and she has zero chemistry with any other party members (they will still talk about her, though) and she simps over him so hard it's embarrassing to watch. They only have her talk to the MC for 90% of the game because he doesn't have any written dialogue so there's less chance of them creating some kind of plot hole or big continuity error.

It also leads to some seriously head-scratching moments where they insert important scenes for her that end up affecting the main story at large. For example, during October we discover the new Palace and Kasumi gets her Persona. It's insanely obvious that the Palace is Maruki's, but the game doesn't officially reveal it until the third semester. The only people to enter the Palace are Kasumi, the MC and Morgana. Afterwards Morgana tells MC that they shouldn't tell the rest of the team because "it would worry them". The fuck, mate? Are you telling me that my character is purposely withholding big information from the rest of the team for a flimsy-ass reason as that? And that we're just never going to investigate who the Palace belongs to? Get out of here with that bullshit.

It actually reflects badly on the characters, because I don't believe for a second they would have done that. It makes absolutely no sense that they would just never look into that until January. The game tries to dodge this by making the name hidden, but it's information that could be figured out pretty easily (simply ask Kasumi if she mentioned anyone's name before entering? Which she did) and it feels a little insulting that the game would think the player couldn't work that out. And when it is revealed, everyone's shocked and also no one cares that the MC and Morgana knew about its existence for 2+ months and elected to keep it to themselves. It's so dumb, and there are a bunch more instances like that that I'm not going to get into because this post will go way over the word limit.

Does this mean to say that I hate Kasumi and Maruki? That's the thing – I don't hate them at all. I think Kasumi's a little annoying, but she has a cute design and a fairly likeable personality. Maruki is actually great – his story is sad and sympathetic, he's entertaining and his motivations are understandable. But it's not their story, they're out of place.

Really, Maruki is a good enough character to be the star of his own game. If they'd saved him for a future Persona title and had him be the central antagonist in a story that was written with him in mind and really explored the themes of dreams and wishes a lot deeper, it could have been something really special. Don't you think he deserves that? I just can't understand why shoehorning new characters into the same game we played three years ago is more preferable to getting something brand new. For the devs, I get it – lower time and effort for a bigger payout. But the fans all love it, and it's just so bizarre to me.

Catherine was a game I really enjoyed on the PS3 so naturally I was really excited when they announced they were remastering it for the PS4. But the hype deflated almost immediately when they revealed that in addition to a series of gameplay additions, the game was going to feature a third love interest, when it was previously about a guy having to choose between two women (to put it extremely simply).

Adding a third love interest to a game like that significantly alters the narrative and arguably even makes it worse overall. Previously Vincent was a guy who fucked up and got himself into a bad situation, but now he apparently does it again with another woman? I'm just sitting here scratching my head, wondering why exactly was this necessary? That's not the game I played a few years back. This is some weird bizarro world version. I never bought it, because if you're going to mess about with the story like that in a game with a strong narrative focus, I'm not interested any more. You've fundamentally changed the experience.

From what I've heard from people who have played the game, she's just as poorly written, superfluous and awkwardly shoehorned in as I expected. There's probably some corny twist where she reveals her true identity, or that she's not actually real at all, or she's the key to the game's central mystery – whatever. It's always the same crap. The fact that such an addition to the story exists at all is enough to steer me away. It's funny reading about the devs bringing back the original voice cast so they could "preserve the integrity of the game", but the original game didn't have three fricking love interests.

This kind of thing makes the most sense when a game was clearly unfinished, or its story was lacking clarity in some areas or just generally felt uneven. Persona games are typically not like that. Their stories are usually pretty solid and well-thought out from start to finish. If I look at P5's narrative as a whole, I wouldn't change a thing. No, not even the fifth Palace arc. I'm not going to say it's perfect, but it's pretty damn good, and most importantly it's complete. There are no obvious unsolved plot threads or weird filler arcs, everything is wrapped up neatly and concisely, which is really impressive considering how long it is. I didn't finish the game thinking it was missing anything, put it that way.

By this point you must be thinking that I really hate the whole idea of expanding the story of a given work and adding things where there were previously none, but that isn't necessarily true. I think it's possible to do, just difficult.

Загрузка...

Take Dragon Quest XI for example. About a 1/3 of the way through the story, something big happens and the team gets split up. You're separated from your trusted party and forced into an uneasy alliance with spoiler while you spend the next chunk of the game getting the band back together one at a time. However, when you meet back up with your crew, they've undergone drastic changes and you have to get them back to their senses. For a lot of them this is a big part of their respective arcs.

If you play the original version of the game, this part of the game might have you feeling confused because you only get a short explanation as to how they all got to that point, usually after the fact. Clearly a lot happened during that time but the game only really shows you the MC's perspective. The Switch version of the game fills in these blanks by actually letting you play as those characters for a few brief chapters (lasting around 1-2 hours each, though I think Sylvando's was longer) and really just adds some extra context to a part of the game that was a little vague. You don't return to playing as the hero until you've completed them all, so it reframes the original game's question of "what happened to my team?" into "what happened to the MC?".

Is it a finely crafted bit of narrative? Not really, but it's a neat little extra and there is an innate appeal in getting to control other members of your team for a while and see things from an alternate perspective. I mean shit, I wish the game did what the Tales games do and let us play as those characters in the overworld all the time. There aren't any retcons, no new characters who are somehow now the most important person in the world, and (in my opinion) they don't fuck the game's flow significantly.

All of them simply explain what happened during a mysterious period in the story and provide additional character development that actually makes sense. I mean, the events during this time are a big part of Sylvando's arc but in the original version they are skipped completely, you would think that he wasn't affected at all by what happened at the end of the first act.

The new chapters are short and have enough unique things going on that they feel fresh. Jade's chapter is essentially a series of arena battles while Erik traverses a dungeon, and Rab's is mostly cutscene-driven. Even if they were total garbage, they'd be over in a few hours and you'd get back to the game proper without any new crap forced in there.

Yakuza Kiwami is a remake of the PS2 original which added some new cutscenes throughout the game which attempt to develop Nishiki as a character. It's debatable how effective these scenes are, but it makes sense to include them because he was supposed to be the main villain of the original game but he only appeared in about five cutscenes. His betrayal didn't really make a ton of sense and it was hard to take it so personally when we barely knew him. You see him in one scene, he's apparently your best friend, you take the fall for him and next time you see him he's an evil mastermind. The remake attempts to fill in those gaps a little and illustrate his descent into evil. This doesn't mean I'm going to throw the PS2 original under the bus, to be clear, but the remake offers a bit of story expansion that doesn't feel completely hamfisted.

Let's take another Persona game as an example – Persona 3 and its expanded version Persona 3 FES. The main game's story had a powerful but also kind of strange ending, and FES includes a new epilogue chapter called The Answer that takes place afterwards and sheds light on what happened and how the characters deal with it.

Now, I don't particularly like The Answer that much in terms of gameplay or story, but at the very least, it is completely seperate from the main campaign and totally optional. You can even access it immediately if you want. And yeah, say whatever you want about the actual content, but at least it takes place after the original game is over, acting as a lite-sequel of sorts, and isn't 'replacing' the original game's story with some awkward-ass retelling full of changes and retcons. If you do want to ignore it completely, you can. How shit would it be if they tacked it onto the end of the game and made you play through it if you wanted to reach the credits?

2. Why not make a sequel instead?

Instead of creating a completely unnecessary divide between two games that are essentially the same thing at their core, why not make something new using the existing framework? It doesn't necessarily have to be Persona 6. I'm sure that game is going to be a huge update to the current formula like Persona 5 was to Persona 4, both in terms of mechanics and aesthetics. It's probably gonna be a few years away but I don't mind, I can wait. But if they're going to milk P5 in the years leading up to that, why not make a direct sequel as something to tide us over until the next big thing?

Direct sequels to JRPGs aren't super common, but they exist and they can work. Final Fantasy X, Final Fantasy XIII, Tales of Symphonia, Tales of Xillia, Pokemon Black & White, Bravely Default and even Persona 2 are examples of games that received sequels that continue the story instead of basically doing a soft reboot every time. There are like ten Kingdom Hearts games if you count those. Shin Megami Tensei IV got an alternate timeline kinda-sequel in the form of SMT IV: Apocalypse and Digimon Story: Cyber Sleuth got a side-quel with Hacker's Memory. So it's not like it can't be done. Call it Persona 5-II, Persona 5.5, Persona Subtitle, the name isn't important.

Think about it, wouldn't it be awesome to really explore what the world is like following the aftermath of P5? I wasn't a huge fan of FFX-2 overall but I loved revisiting those old locations and seeing how they've changed following the first game's events, and catching up with all my old friends. Most JRPGs throw you into a brand new world which is great but having that continuity can be really interesting.

It's one of the reasons I'm actually really excited to play Persona 5 Scramble when/if they ever localise it, because it explores events happening months after the original game instead of rehashing them or doing some kind of alternate dimension shenanigans like the Q games. We're getting to see the characters grow further and go on new adventures, and yes I know it's only set a few months later and I don't even expect it to be the best story ever but at least it's NEW.

Doing a sequel would be a brilliant opportunity to get experimental and try out new ideas before returning 'back on track' for the next main entry, and they could still write a story that's both original and compelling in its own right, while enhancing the lore and characters of the first game. Maybe this time they could finally give us another female MC? They could bring back characters from previous games as cameos or even team mates. Maybe we could have a Pokemon-esque rival who has the same powers as us and is trying to stop us but isn't necessarily a villain, and we fight them multiple times throughout the game? The possibilities for experimentation are endless.

Wait a sec, remember in the original teaser for Royal where Kasumi says she doesn't support the Phantom Thieves and she believes that people should sort out their own problems? Remember when they did nothing with that in the actual game? There you go, there's your rival. That little personality trait only existed because they wanted to introduce her early on, but realised that putting her in the party at any point in the main story would create way too many plot divergences and they needed a reason for her to not be in the team until after the original ending.

Reusing assets and mechanics surely wouldn't be an issue, either. Persona 4 was made very quickly after the surprise success of Persona 3, and they did it by reusing a lot of stuff from that game. Sure, those are PS2 games and things were different back then, so maybe not the fairest comparison, but it's not like it doesn't still happen today.

Even outside of JRPGs, there are tons of sequels that do the same thing over reinventing the wheel and doing everything again from scratch because it's just so much more cost-effective and there's no need to fix what's not broken.

The Yakuza series has managed to sustain itself for years by reusing stuff to keep costs down and put games out faster. They've kept the same city in every game, not changed the core gameplay a great deal (until now) and they've even been reusing a lot of the same canned animations dating back to Yakuza 3 at least. The fans are fine with it, the games sell decently well and they use the budget to focus on the set pieces and big story moments where it really matters. I don't deny that I would like to see a Yakuza game where everything looks as polished and detailed as any Western AAA game, I agree that Kamurocho has gotten a little stale but the newest one looks like they've put some money into it.

Put it this way, wouldn't you rather that Kasumi and Maruki could be part of a game where the story is written with them in mind first and foremost, rather than being awkwardly pushed into one that had nothing to do with them? A story where they can really explore the themes of dreams, wishes and wanting to escape one's traumas on a much deeper level, with characters, stages, music and aesthetics that reflect that? Eight or nine new Palaces instead of one? I know I would, that's for sure.

Yes, it would take a little longer to release and be a bit more expensive to make, but as a consumer, don't you think that would be worth so much more than just replaying the same game with new bells and whistles?

3. The idea that the original version is "obsolete", "outdated" or "not worth playing"

A common sentiment I see regarding remakes in general, not just the Atlus ones, is that their existence essentially negates the original version and renders it obsolete if not worthless. This is something I have complicated feelings about and I don't want to make big blanket statements like "it's wrong" because there are plenty of instances where it makes perfect sense to retire an older version of a game.

For instance, a few months ago I played through the PS4 remaster of Yakuza 3. It now runs at 60fps instead of 25-30, all of the cut/censored content from the original Western release has been restored, and the localisation has been given a refresh to make it more faithful and consistent with the rest of the series. While I had a lot of fun playing the original game, I don't feel bad about letting it go because the core of the game is still exactly the same, it's just been given a sorely-needed refresh, and it feels so much better to play.

There are tons of older games that are no longer easily accessible and games that are in dire need of cleaning up, so it's always great when they return on modern hardware with said improvements. I'm still waiting for the day they port Paper Mario: The Thousand Year Door because I never got to play it and I'm not paying those eBay prices.

There are plenty of other examples, but you get the point. Generally speaking, I'm not against replacing an older version of a game. I could even potentially get over the Atlus method if the only additions were strictly gameplay and accessibility based, but when you're messing about with the story and putting in weird and unnecessary stuff, I find that pill a little harder to swallow.

I see a lot of people denouncing the original versions of a lot of these games now that they've seen these expanded versions, and it makes me sad. I frequently see people saying that the original Persona 5 is no longer worth playing, using words like "negated", "obsolete" and "irrelevant". Saying things like the OG game is "missing" stuff. Instead of being happy that Persona 5 is being included in the PS+ Collection on PS5, they're annoyed that it isn't the Royal version. I've seen people saying they feel ripped off for buying "the crappy one" or that they should have waited the three years to get "the true experience". (!!!)

It even extends beyond just the one game too. I've read some comments saying they're not going to play the upcoming Persona 5 Scramble spin-off because it doesn't have any of the new Royal characters (it was developed around the same time). I've seen others saying the same thing about the anime and manga adaptations – to be fair, you wouldn't be missing much by skipping those, but that's not the point. It's like the original version is no longer being considered canon anymore, it's complete madness.

A while back it was announced that Catherine Classic was being included in Humble Bundle on PC and I was seeing a lot of comments saying that it's not worth the time and you should just play Full Body instead, even if it means waiting for a PC port that might not even happen. Breaks my heart, man. These great games should just be thrown in the bin now? Remember when Persona 5 came out just three years ago and it was universally acclaimed and won a bunch of awards? Guess it's just a paperweight now, huh? Nah, that doesn't sit right with me at all.

But apparently I'm in the wrong for suggesting that it's still worth playing, at the very least as a first time experience. At least right now I have price on my side, since OG is way cheaper and if you're getting a PS5 it will be essentially free. But once the price of both versions become nearly identical, it will be a lot harder to argue in defence of vanilla.

If they ever do decide to port the game to additional platforms like PC, Switch or Xbox, it's only natural they will port the Royal version, meaning that will be many people's first experience of the game and the OG will become more and more forgotten over time. I hate to see a great game getting left in the dust like that.

4. Why I'm so conflicted about it

What I'm feeling here though stems from the fact that story additions aside, these newer versions typically ARE better in a more objective, general sense. Like, if you simply put them side by side and compare them in a bullet point kind of way, the newer versions usually include a bunch of helpful and convenient changes that do make the experience a lot more fun. New mechanics, new music, new areas, new items, minigames, rebalanced gameplay, a plethora of accessibility features like new difficulty options, improved localisations, additional language support, and so on. Stuff that surely anyone would appreciate seeing. That SMT game I'm currently playing was apparently infamous for its difficulty back in 2010 and this new version made things a lot more fair and player-friendly, which I can certainly agree with from my experience which is challenging but (mostly) reasonable.

A while back my sister told me she was interested in playing Persona 5 and asked me which version she should borrow from me, money wasn't an issue but she was only interested in a single playthrough. I can't realistically expect someone to play through a 90+ hour game twice. I honestly didn't really know what to say. My gut wanted to say original because it's the "true experience", but as a game, Royal is undoubtedly better. Even now, when I think about doing another playthrough, I'm unsure which one I would play. I don't like Royal's story changes very much (when taken in the grand scheme of things), but at the same time some of those new features were actually really cool and I would probably miss them.

5. The precedent that it sets for future titles

I remember when Persona 5 was still relatively new, I was seeing tons of discussions throughout the various Persona subreddits compiling wishlists of changes and additions they all want for the "inevitable re-release" like it was some kind of guaranteed thing. The game was barely months old and fans are already talking about the enhanced edition. To be honest, I thought this was crazy talk and I couldn't get my head around it.

Perhaps naively, I didn't think they would actually make a rehashed version of Persona 5, because what would have been the point in today's digital age? At least with Persona 3, you could argue that DLC expansions weren't possible on the PS2, and if they were going to add a new chapter they might as well tweak some things in the main game too. Made sense. And Persona 4 was being ported to a brand new platform, which is something I always like. But when the game was already on PS4, it wouldn't really make sense to just release it again… also on the PS4? Perhaps I was a fool to assume they wouldn't do something so… greedy?

When you look at the success of all of these, it all makes sense. P5R broke series sales records and reviewed extremely well, pretty much all of the other ports did well too. If you were the company, why wouldn't you do that every time? Takes less time than an entirely new game, the fans are happy to buy it again for full price, you make a killing.

From this point onward though, I'm fully expecting almost every Atlus release to get an expanded version not long after its original release. When Persona 6 comes out in 2024 or whenever, they'll probably have Persona 6 Platinum waiting to go two years later. New waifu, new story arc, new features, everyone's gonna love it. As for me? I couldn't really say. I'm sure it probably would be a better game than its original version. I just wish it didn't have to be this way. I say all of this because I love these games and I respect the creators' original visions first and foremost.

TL;DR: Bringing back older games is great, but do really we need to mess about with the story while doing it?

Source: Original link


Loading...
© Post "Feeling conflicted about the way Atlus (and some other companies) handle ports, remakes and remasters" for game Gaming News.


Top 10 Most Anticipated Video Games of 2020

2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.

Top 15 NEW Games of 2020 [FIRST HALF]

2020 has a ton to look forward to...in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.

You Might Also Like

Leave a Reply

Your email address will not be published. Required fields are marked *