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View Full Version : If You (Re)Made A Game Whats ONE (or so) Thing You'd Do?



IHatedSega
01-30-2013, 09:21 AM
As in, something thats always skipped game or console developers minds all this time that to you would be cool, innovative and different? Im not asking for a story, but a thing in story like a plot piece, setting, type of character.

My idea is a side scrolling beatem up, where the button layout would be like Ape Escape, and an idea I got from a review of a Guilty Gear game that had you use a button to turn around. This would work with a PS2 controller best, but basically youd use the R and L buttons to walk back and forth in the levels. The left stick would be for aiming/controlling your weapon. Right stick would be for special weapons that you use once all your other weapons are used up like death rays/shields/swords/doomsday bombs that of course dont hurt you since its a video game and such. X and O are your weapons buttons and you press square and triangle to use them. I like those control ideas, tell me if another game has used them, but with Ape Escape I love they had to use both sticks.

What are yours?

wiggyx
01-30-2013, 09:56 AM
Wind Waker. More dungeons, preferably the few that were dropped from the game to make it more baby accessible.

That game pissed me off so bad. So much potential, but so few actual dungeons to explore and WAY to many idiotic fetch quests. I fucking hate fetch quests.

kedawa
01-30-2013, 04:54 PM
WW needs a lot more than just dungeons. The fact that the entire game is based around water, and yet you can't swim underwater or fish is just inexcusable. It would also be nice if the boat moved faster than a starfish when the sails are down. Exploring around islands was brutal because of that. It may even be a good idea to have the option of direct control over wind direction with the c-stick, so that you could keep the sails up and still go wherever you want quickly.

Clownzilla
01-30-2013, 07:42 PM
Aerobiz Supersonic needs to randomize the world events. The game is still fun but knowing the cities that will have disasters or tourist booms in advance kind of takes out the challenge. All the events are generic and each probably have a specific numerical effect to your sales numbers in that city so I'm surprised nobody has made a hack to randomize what city is effected by these numbers.

wiggyx
01-31-2013, 12:20 AM
WW needs a lot more than just dungeons. The fact that the entire game is based around water, and yet you can't swim underwater or fish is just inexcusable. It would also be nice if the boat moved faster than a starfish when the sails are down. Exploring around islands was brutal because of that. It may even be a good idea to have the option of direct control over wind direction with the c-stick, so that you could keep the sails up and still go wherever you want quickly.

I'll never understand why WW is loved by so many. I'm totally pissed that Nintendo chose THIS Zelda for an HD remake. Why?!

Must be nostalgia...

IHatedSega
01-31-2013, 12:54 AM
I'll never understand why WW is loved by so many. I'm totally pissed that Nintendo chose THIS Zelda for an HD remake. Why?!

Must be nostalgia...
Nostalgia? Its 11 years or so old. This remake completely baffles me on every conceivable level. I dont see why they are bringing it back at all.

Kitsune Sniper
01-31-2013, 01:12 AM
Ghostbusters: The Video Game - I'd re-add the missing Parade level. And maybe spend more time fixing those cutscenes. Yeesh, everyone looks weird in 'em.

Gameguy
01-31-2013, 02:14 AM
I'll never understand why WW is loved by so many. I'm totally pissed that Nintendo chose THIS Zelda for an HD remake. Why?!
Which other Zelda should they have chose instead? Ocarina of Time which just got a remake on the 3DS? A Link to the Past or the original Zelda which are 2D and use sprites? Twilight Princess which just came out on their previous system? There's Majora's Mask but I'd expect them to save it for a handheld rather than a home system, just like they did with Ocarina of Time.

There's really not a lot of options. It has to be 3D because they want to show off the power of their new system, and it has to be easy for them to do as they won't have to remake the game from scratch. They could just re-render Wind Waker and make a few minor changes using the existing code, even if they really want to make more significant changes it's not like they'd have to start over from scratch. Remaking a 2D game would require more work, like remaking it from scratch. It's Nintendo so they'd want a quick cash in.

CatTehBus
01-31-2013, 04:14 AM
I would make the wall jump in Super Metroid easier to pull off

Daltone
01-31-2013, 07:19 AM
I'd remake Robocop on the Gameboy, just so I could get past that damn identikit bit.

XYXZYZ
01-31-2013, 10:41 AM
Blaster Master - Same game with a password or save feature. It's too long to finish it in one go. Though I've done it twice when I had more time/patience.

Castlevania II - I'd include boss battles that aren't a joke.

Legend of Zelda - I never liked the fact that you get the red ring right at the end of the game, you only get to use it for a few screens in level 9. Also, the blue candle's 1 use per screen just wastes time. I would just have the red candle in the shops, and put the red ring in level 7 where the red candle is supposed to be, and put a healing potion or something in level 9 where the red ring is supposed to be. That way, you get a little more use out of the red ring. In fact, I've made a ROM hack that does just this.

Phantasy Star - I'd weaken the enemies, or do whatever it takes to make the game not such a tedious chore to play. :-/

I'll add more if I think of them.

kupomogli
01-31-2013, 05:12 PM
Tactics Ogre Let Us Cling Together PSP version.

I'd change a few things in this game.

-I'd change it so that all job classes are all on the same level whether you use them or not. This is part of what made the PSP version so boring. Every new class you got you had to level them all the way from level one or the characters that were currently that job class were worthless so you stuck them in the corner and let everyone else do the work. Just got the White Knight class? Dragoon class? Terror Knight class? Etc. You need to level them up to atleast a level or two below the current level.

People might bash the PSX and Super Famicom version of Tactics Ogre because of the training feature which you didn't need to use it as often as some people think. Throwing your allies into training on the PSX/SNES version took no time at all to get your characters on the same level, and if you wanted to level them up a few levels, again it didn't take any time at all. The PSP version required a lot of grinding to get classes up to the same level.

-You might also progress far enough into the game and weapons were available in shops but you were unable to equip them, but the enemies you fought in the next story battle had these weapons and armor or weapons and armor that were more powerful, so the battles dragged on for even longer because you took next to nothing off of them. I'd remove weapon level requirements. Stupid that they added them in the first place.

-While the skills system was a nice feature, I'd remove the -ology type skills. These skills allow you to take off more damage against certain enemies, but these skills won't level up unless you specifically fight those types of enemies. So by the time you fight dragons, it doesn't matter if you have Dragonology equipped as a skill because you'll still take nothing off of them. These should be removed and damage should be scaled as if everyone had max level for everything, including enemies.

-Remove overpowered skills from certain monsters. Dragons and other such monsters gain so much attack and defense from gaining levels that they're always much more difficult until late game when you get the really powerful weapons. I agree with this portion as you can only use two large monsters in battle(although enemies can use more per battle.) However, fighting these monsters during the game already start with their special attacks, and after receiving 50-100 damage, they can use their special attacks and take around 200-300, usually killing any characters in a single hit or coming very close.

-I'd reduce MP costs and make certain spells take off more damage. Magic users in this game, atleast as far as I got in the PSP version, the beginning of chapter four are a joke compared to melee characters. Just about every melee class healing magic and/or low level attack magic. When they take off so much more physical damage than a magic user, how much MP some spells cost, and the fact that magic users have to be somewhat close to cast their spells, there's really not much use of any magic class outside of using a priest.

They made some very stupid choices when remaking this game, with requiring you to grind a lot in order to use different classes to major balancing issues.

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With the PSX/SNES version of Tactics Ogre.

-Make it so that dexterity, not agility, is what calculated hit percentage. Classes like Terror Knight, Dragoon, Knight, etc, would not have to cross class with a Ninja to have good hit percentage, meaning you could benefit from their other stat gains. This would also make enemy classes more powerful as well as they would also have better hit percentage.

-Reduce damage from arrows to 5/8 damage. I use mostly melee characters and magic/support characters in my group to actually keep balance in the game. If I used an all archer team on this game it'd be way too powerful. The damage scales exactly the same as a melee weapon does. What's the point in using a melee weapon if you're going to be counterattacked when you could use bows and take the same damage with no penalty?

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Castlevania Harmony of Dissonance.

-Reduce how floaty the jump is, so more like Maria's jump on Rondo of Blood. Make the whip quicker. Except when dashing, Juste is the slowest Belmont ever. Even Christopher is faster.

OwaynOTT
01-31-2013, 06:06 PM
Id bring back 2 characters per kart like in double dash for all Mario kart games after it.
Id also love to see a mario kart that had all the levels of each release on one disc.

MachineGex
02-01-2013, 12:14 AM
I always thought in 2 player tetris, when you made a tetris, you get to send the other guy a special piece that you made. A weird shaped piece. You could design 4-5 weird shaped pieces before the level and then when you get a tetris, you get to drop one of you special pieces on your opponent.

Or, when you get 5 tetris's you could reverse your opponent's control. Like moving left would actually move you right. You could also have other power ups, I have lots of ideas.