What an interesting game this is. I struggle with it… it somehow feels like less a game than Into the Nexus. Recreating a few of the worlds (omitting Eudora, Umbris, Hoven, Orxon, Oltanis Orbit (Gemlik Base), Oltanis, Drek's Fleet… half the game. Quartu is completely changed - many of which were my favorites).
Turns out the maps from the original games don’t really feel very substantial when coupled with modern R&C controls. Bulking up the enemy presence helps a bit, but only a little.
I could sit here and complain more, tbh, but I think what’s been said about this game has been said. It was a disappointment, like the film. I’ll instead focus my comments on the art, which I found lovely, and things I did like.
Also, the screen shots added are comparisons between the remade areas with their direct counterparts in the original. I find the updates stunning.
Also… they could have added an arena to pad the game length. A very odd omission imo.
+music is sort of a recreation of the original game’s soundtrack, but lacking in flair. Oops, I said I was being positive.
+ we get the story of R&C 1 through Qwark’s perspective. This accomplishes a few things = him seeming more heroic and less terrible than he was in the original is just Qwark’s own perspective of what happened. The game has an unreliable narrator. Including Nefarious within the story helps him brush the fact he bullied Nefarious and dropped him into a vat under the rug. The simplification of Ratchet’s personality is how Qwark might have saw him in the original, a naive do-gooder. The omission of Umbris and Oltanis make sense, as those are locations he was embarrassed at. This is simply a way I enjoyed reading the story, it’s certainly not confirmed.
+ love the updates to the original levels that are here. Kerwan in particular finally hits the grandeur the original game imprinted into my imagination. The expanded train sequence showed the potential this could have met as a remake. We got Resident Evil 3, but we could have gotten Resident Evil 2.
+ nefarious being added to the story was at first enjoyable. Him appearing in his original squishy form was fun… but turning Drek into a sheep and usurping him as the main villain was contrived. Drek being stripped of his status as a conniving capitalist was a bummer, especially as capitalism’s injustices to human rights had only gotten worse since the original game by 2016. (Apologies for inputting my own politics in here, but all art is inherently political so you wah wah).
+ the return of a few of Nexus mechanics was interesting. The mechanics were great, so I have little complaints. Exploring an expanded Gaspar (again.. THE POTENTIALLLL 😭😭😭😭😭) was a blast with the jet pack.
+ giving Batalia a snowy makeover gave the area some more life, but I never cared much for that level and I still didn’t here.
+ the absence of many of the quirky characters you encounter was a bit sad, but retaining the enemy variety from the original game was an impressive feat for modern games (or at least 10 yrs ago). Idk if fans realize this, but an enemy model during PS2 era would have taken character artists about 1/5th of the time it took in 2015. Higher fidelity models do not benefit in timely completion with modern tech, it simply allows for more accuracy to our imagination.
+ this was Jim Wards last major performance in games as Qwark. RIP him and his captain Qwark, a childhood favorite of mine. There was a bitter sweetness to finishing this game. At my age, I doubt I will ever play it again. Maybe when I’m old as shit. My great grandma played these games in her 80’s (fucking awesome old lady being a gamer lol. Unheard of back then).
Notes on screenshot 1-3: this was such a faithful to the original recreation of Kerwan. Neither UYA or Tools achieved the lush greens, bustling traffic, or towering buildings seen in the original in an impressive way. I also love that they prioritized beautifying the level over staying accurate to the original’s construction or building placement. Such good choices.
Screenshot 4-5: the original level art worked on PS2, but when you compare it to remake you realize “oh, these buildings were just sci fi shapes. What was this location? An office? A home? A vague town street? Remake attempted to answer those questions with adding purpose to each corner. Random corner shapes become a store front or computer consoles. The town corner seen I pic 4 now has a tunnel connecting it to the outside world, making some more sense of its odd street placement. Just a lot of good choices I very much enjoyed exploring. An aspect of the art direction I was not a fan of, however, were the overly cartoonish shapes and exaggerative features of BG elements such as the warped shopfront sliding gates, or the large paint variation detailed on metal panels. It doesn’t quite feel faithful to the art of the originals, which had some more structure to its world. The environment art was ALWAYS very stylized, but more in a Hey Arnold way, not a Courage the Cowardly Dog way (a great show btw).
Ok I’m done. Ranking wise, this was the worst one so far, but insomniac completely rebounded with Rift Apart, so I don’t mind.