Change nothing except graphics, make it look like the pachinko machines
Remaster - The "HD" version of a game.
Remake - A brand new game that closely adheres to the design and narrative of a previous game.
Reboot - A brand new game, with new design concepts.
Reimagining - Similar to a remake, only with far more liberties taken with respect to the design and narrative.
Even publishers use whatever suits them.This solid be required reading, too many people use the terms interchangeably.
Those are actually remasters. At least Demon's Souls is as they still run the original code alongside the new graphical overhead.Probably like Demon's Souls and TLOU. Faithful remakes.
There's no "to me" it's either a remake or a remaster, if it's a remake "to him" it's because it's technically a remaster, he just believes he overhauled everything so it was "almost" the same as doing a new game to him.“To me, what makes this a remake instead of a remaster is the sum of its improvements”
Those are actually remasters. At least Demon's Souls is as they still run the original code alongside the new graphical overhead.
Think of it as a house needing renovation.They are remakes. A remaster just upscales the original assets, improves the resolution and framerate, etc. Any release that has all assets completely remade is a remake, but then a remake can also change more things from the original. But they are not remasters.
It's very known and accepted that it does. The way bluepoint remasters games is running two engines in parallel, the original one and their own. Then they just overide the original one for graphics, physics and whatever else they feel is necessary, but never what isn't (necessary).And DeS doesn't actually run the old PS3 code underneath, it's just based on it and retains the same enemy AI etc. If it did, it would be IDENTICAL to the PS3 version in every way except the surface visuals, which it is not.
Bluepoint: I think when you initially look at our engine and our technology, we spent a lot of time making sure that we can basically accomplish the task of running two engines side-by-side. One of the great things about some of the titles we've been able to work on is that they're great titles in their own right and so as we look at the game and we want to replace certain key pieces, we really tailored our technology to be able to extract certain pieces, put certain pieces of the game through our own technology but then also run the original game engine side-by-side. And so with that comes a lot of considerations from memory usage to performance to what kind of threading models and stuff we use to basically allow us to have the most amount of flexibility within each game.
Source: https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-interview(...) A lot of those things just required tweaks and we try to practice 'don't rewrite it unless it's necessary' and more of a mentality of 'bug fix rather than rewrite'. I think it pays tribute to the original engineers just how much of the original code is actually in that game.
Think of it as a house needing renovation.
If you change/fix the beams or any other part, can you say that this house was remade from scratch? Plenty of assets can be remade from the ground up, but the house you get in the end is still the one you had, only hopefully better. If you change the ceiling in this analogy you will have a new ceiling but technically just remastered your house. As long as the old house is standing it's still a remaster.
If you demolish it then built it again trying to keep the feeling the house had, that is a remake. There are grey areas and more complex scenarios, you can expand an old house only keeping some walls making it lose it's original soul and that's repurposing without respecting the original, or you can build from the ground up and then get things from the old house to populate the new (like a fireplace) because the new one didn't feel cozy without it or something. It's still a remake if you did that, but you felt you needed things to channel the old and ground it, it's like fixing the landing per see.
It's very known and accepted that it does. The way bluepoint remasters games is running two engines in parallel, the original one and their own. Then they just overide the original one for graphics, physics and whatever else they feel is necessary, but never what isn't (necessary).
Last week DF even did a framepacing test with From Software games, including demon souls PS5, and they all exhibited the same latency problem when framesynced and running at 30 fps. If the game wasn't running the original code it wouldn't behave like that as you can't fake something so specific to From Software core technology, almost like a signature at this point. It could also be that it was fixed/replaced and didn't exhibit that behaviour but it did, hinting that it's not down to the rendering overhead but something deeper in the engine logic (they fixed the bad framepacing though).
Source: https://www.eurogamer.net/digitalfoundry-2018-shadow-of-the-colossus-tech-interview
There you go, that's their work pipeline. They never remade any game from the ground up, and probably never will, it's not their modus operandi.
Demon Souls is a very, very, very good remaster, technically. (and that's a compliment, that they can make an old game shine like that - one could argue that remaking it on unreal engine and losing the spark in the process would actually be easier, remaster is not a derrogatory term, which is what a lot of people seem to think. IMO it's not inferior, it's often the superior way to do things and being able to keep them as they were if they want to, also change them if they want to - a bad game wouldn't get a remake anyway and lot's of remakes are crap because they can't surpass the original, there's a reason Bluepoint is the best, and that's because they technically do the best remasters - not remakes.)