What game do you want remade for Better Gameplay?

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FoolKiller

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Most of the greats from the 64 era. The controls sucked. Goldeneye was great for its time but now, I can't play that shit.

Metal Gear Solid series needed to be updated sooner with the controls. I haven't played 3 because by then Splinter Cell demolished it in terms of controls.

I love Mass Effect but the bullet sponge enemies on Insane and the copy-paste buildings on all the non-story planets need to have more variety.

Gears of War: Ultimate - I respect the fact that they wanted to stay true to the original but they could have made it better by letting the controls be tweaked to feel more like the refined Judgement.
 

CaitSeith

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Jun 30, 2014
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Tilly said:
Mass Effect 1. Big time. Such a great game from narrative and world design perspectives. But my god was that gameplay clumsy. By ME3 they'd really polished it. Although made it a bit too shooter-like.
A bit? That's an understatement. But I agree. The Vanguard gameplay was really fun in ME3.
 

RealRT

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I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
 

Joccaren

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Mar 29, 2011
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RealRT said:
I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
So long as they don't turn it into an action RPG sure. Focus needs to be on tactics and telling the character what to do, not skill and doing it yourself. Not enough of those games these days, outisde RTS which is a completely different genre to itself.

Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
 

Joccaren

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Mar 29, 2011
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RealRT said:
I dunno, Devil May Cry 2? Although that would benefit from better everything.
Joccaren said:
I'll also throw in with the old KotOR games. Make them more like DA:O was, and it'd be good. The system for the old KotOR games though is just that bit too clunky.
Except for the combat. DAO combat can go fuck itself.
So long as they don't turn it into an action RPG sure. Focus needs to be on tactics and telling the character what to do, not skill and doing it yourself. Not enough of those games these days, outside RTS which is a completely different genre to itself.

Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
 

Ryallen

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Feb 25, 2014
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Something Amyss said:
The first one that comes to mind was a monster game that I don't remember the name of from the PS2 era. It had passable graphics at the time and some nice destruction capacity, but the handling was such that it would have been easier to find a real monster, hop on its back, and shout commands. I was trying to remember this game recently because I hear Godzilla is awful.
Are you talking about War of the Monsters?


OT: Mine would be Kingdom Hearts II. I loved the game when I was a child. But now that I'm an adult, I see now that the combat was clunky as hell. Attacking in the game isn't as quick as it needs to be, as well as blocking. Fix that and the game is golden.
 

pearcinator

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Mass Effect 1 (have it's gameplay like Mass Effect 3)

KOTOR (I just want a KOTOR remastered dammit!)

Goldeneye 007 (a remake of the N64 game with more modern FPS controls)
 

Tilly

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CaitSeith said:
Tilly said:
Mass Effect 1. Big time. Such a great game from narrative and world design perspectives. But my god was that gameplay clumsy. By ME3 they'd really polished it. Although made it a bit too shooter-like.
A bit? That's an understatement. But I agree. The Vanguard gameplay was really fun in ME3.
Well "a bit" relative to the fact that it was already intended to be shooter-like. Although it arguably felt more shooter-like because they cut back on the exploration and general role-playing a lot more.
 

RealRT

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Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
 

pookie101

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RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
 

RealRT

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pookie101 said:
RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
Yeah, too bad the tactics presets were still really amazingly useless and I didn't want to spend time fine tuning it and testing it until they actually get useful. You know how it was back in KotOR? You could choose one of three presets - and that's it and those presets were actually fairly useful, only rarely did I have to take control of other characters.
 

MrOmNomNom3

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Full Spectrum Warrior was good fun, but poorly optimized and had confusing controls. I can run Skyrim, a game that looks a lot better, on mid-graphics at 30 FPS, but FSW ran at 10.
If it was remade to be optimized better so it doesn't run like a fat guy running a marathon, wasn't confusing to a casual who mainly plays Binding of Isaac, made the game easier (Soldiers die in about 2 hits on the EASIEST DIFFICULTY, and because I don't want other soldiers to die, especially not my squad leader, I HAVE to get my other squad to run in, while there is about 2 heavy machine gunners firing at all times, take the guy, and get him out of there, leaving 3 more soldier corpses from the machine gunners shooting the squad to bits.), made it so that the best way to play isn't just you having ALL of your soldiers focusing on 1 soldier because they have no idea how to aim, updated the engine so that I don't have to constantly fight it to make it work (My play sessions consist of "NO, THE CIRCLES SAID YOU WOULD BE OVER HERE, NOT RUNNING TOWARDS THE DAMN MOUNTED MACHINE GUN SO THAT YOU'RE MOWED DOWN LIKE A BLADE OF GRASS FACING OFF AGAINST A DAMN LAWNMOWER!"), yeah the game needs a lot of patch work, but IF they remake it and get it to work BETTER, it would basically be the new XCOM except without the constant waiting to get BACK into the gameplay because it takes 3 IRL hours for the aliens to decide to do something. (A bit of exaggeration, but I was able to get 5 research things done, build 3 satalites, and still have time to take a piss and grab some food while waiting for the aliens to do SOMETHING so I can play the game again). Except it's real-time and not turn-based.
 

Atmos Duality

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Secret of Mana.
The gameplay is pretty roughshod and hasn't aged well.

For one, the combat is decent to start, but becomes clunky as the game goes on.
Boss battles (after the first three or four) are more about spamming magic than anything and become hilariously one-sided affairs if any effort is put into maintaining spell levels.

While SD3 (Its Japan-only sequel) addressed those issues, it ended up a whole lot blander as a result.
Combat became "buff/debuff, tap attacks, use charge, repeat" which while functional, doesn't particularly engage either.

So, my redesign, mechanically, would involve giving all 8 weapons more "personality" and different functions within the environment. (axes bashed barricades and the whip was used to cross gaps, but I'd expand on that)

Magic would be redone entirely, in such a way that casting spells is viable without interrupting the action, but isn't the end-all be-all either.
 

pookie101

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RealRT said:
pookie101 said:
RealRT said:
Joccaren said:
Origin's combat wasn't always the most balanced, but at least it was functional. DA:I on the other hand.... [Add that to the list of games that need a gameplay update. Gameplay in Inquisition just didn't work. Lack of auto-attack, lack of proper enemy targeting [Half the time you swing at mid air rather than your ability being use on the damn enemy you're targeting], the terrible tactical view that let you order your characters around for... 2 seconds? before they'd go back to doing their own thing, the inability to see half the battle most of the time as everything was just out of view or hidden behind some tree or something... Dear god that game needs some fixing, and its damn recent to -.-. How could I forget it].
My biggest gripe with DAO combat was the amount of micromanagement necessary for it to be efficient - I despise controlling every step of every character because in my opinion, there's only one character I should be controlling, that's why I spend time coming up with their name, choosing their backstory, making their face and so on and so forth. DAO party member combat AI is really amazingly pathetic. I didn't play Inquisition and played only a teeny portion of DA2.
best part of party AI in DAO was tactics. you could make it amazingly detailed and cover most eventualities. so much so that once set i never had to control the other party members.

DAI i would like the addition of DAO's tactics system actually. in DAI it was pointless

for my contribution.. it would be system shock.
graphics overhaul, full mouse look, and brand new GUI
Yeah, too bad the tactics presets were still really amazingly useless and I didn't want to spend time fine tuning it and testing it until they actually get useful. You know how it was back in KotOR? You could choose one of three presets - and that's it and those presets were actually fairly useful, only rarely did I have to take control of other characters.
personally i liked the detailed control having healing spells cast when anyone got under 75% health and potions used when under 50% for instance. but still it would be nice to have both detail and one click options
 

Hjalmar Fryklund

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Atmos Duality said:
While SD3 (Its Japan-only sequel) addressed those issues, it ended up a whole lot blander as a result.
Combat became "buff/debuff, tap attacks, use charge, repeat" which while functional, doesn't particularly engage either.

So, my redesign, mechanically, would involve giving all 8 weapons more "personality" and different functions within the environment. (axes bashed barricades and the whip was used to cross gaps, but I'd expand on that)

Magic would be redone entirely, in such a way that casting spells is viable without interrupting the action, but isn't the end-all be-all either.
As much as I enjoyed SD3, the magic casting did break the pacing really hard. Both the spell selection and the casting pausing the game every time made for an awkward flow.

That being said, there were definitely a good few spells which needed the pause (the nukes come to mind).
 

Blitsie

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JohnZ117 said:
Vampire the Masquerade: Bloodlines, excellent story, characters, dialogue, but some of the clunkiest combat encountered, especially in boss fights. It would definitely benefit from a better movement system overall, as well.
Agreed! Those last segments (especially the apartment block) where its just non-stop fighting for a really long time got pretty painful due to the combat system and it would definitely raise the game in perfect 10\10 territory for me if that ever got improved haha.

Anyway, Advent Rising would be my choice mainly so that it can get good sales and the trilogy can be finished haha. The premise was awesome but sadly the credits hit just as the story got really, really good and what ultimately brought it down was its lack of refinement and polish. The whole game just felt clunky and messy. If one keeps the story the same but gives everything else some TLC, we'd definitely have a helluva gem on our hands.
 

Scow2

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... Quest for Glory 3. As the first of the VGA QFG games, its gameplay is the worst. They DID remake the first one, and I stop at the 3rd after getting so used to the awesome recent 2nd game's remake.

Which is a shame, because the 3rd is my favorite aside from the actual gameplay and combat.
 

Atmos Duality

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Hjalmar Fryklund said:
As much as I enjoyed SD3, the magic casting did break the pacing really hard. Both the spell selection and the casting pausing the game every time made for an awkward flow.

That being said, there were definitely a good few spells which needed the pause (the nukes come to mind).
Aye. And the other big problem with magic (and level 2/3 techs, which are treated as magic spells by the game) in SD3 is that later in the game, several enemies automatically (and instantly) retaliate against magic/techs that don't kill them with their own techs/magic.

Which not only breaks the pace further, but actively punishes the player for using their characters abilities.

One would suspect that it encourages the player to be more judicious with their nukes, but in practice it just necessitates a quick trip to the AI behavior screen to mandate only level 1 techs (which all have higher DPS on average anyway), and to save magic nukes for bosses (or buffing)...unless you want to cheese the game with Silence effects, if your party has access to them.

Basically, if you don't want SD3 to degenerate into a lethal special effects sideshow (well, maybe once since SD3 is one of if not THE best looking game on the SNES), you're best off avoiding using offensive magic and techs entirely.