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The Five Greatest Enhanced Remakes - And Five That Weren't So Great, Part 3

Posted by Peter Smith
And now, the bad...

Metroid: Zero Mission (Game Boy Advance)



Is Metroid: Zero Mission a terrible game? By no means. On its own terms, it's rather good. But as a reconception of one of the greatest, most influential games ever made, it's a disaster, taking everything that made Metroid spooky and replacing it with a thick layer of corn. Metroid was heavily influenced by Alien. Remember the petrified extraterrestrial skeleton in Alien? What if that bastard had gotten up and started bombarding Sigourney Weaver with some hack's idea of ancient wisdom? Wouldn't that have pretty much thrown the movie's chilly austerity out the window? Like so many latter-day games, Zero Mission thinks comic-book jibber-jabber is cooler than eerie silence. This lack of subtlety is echoed in the gameplay itself, which, while it controls a lot better than Metroid, is chock-full of egregious hand-holding and advice-giving — pretty much the exact opposite of the original's sprawling openendedness. Metroid is practically Lovecraftian in the way it makes you feel tiny and alone in a vast and hostile universe. Don't look for that feeling in Zero Mission. Oh, and it also mangles the most immortal climax in videogame history — the truly unsettling slaughter of a shrieking brain in a jar, followed by a hair-raising escape sequence — by tacking on a (sigh) stealth section. — PS

Super Mario Advance 4: Super Mario Bros 3 (Game Boy Advance)



I can hear you, fanboy. The exasperated sigh, the cry of indignation. Super Mario Bros. 3 is the same great game it's always been on this GBA cart, sporting the snazzy 1993 Super Mario All-Stars graphics. But, first of all, I don't need to hear Mario yelping at me all the time. I know it's a-him. I'm perfectly fine entering a level without being told to a-go. The talking isn't the biggest problem, though. It's that Nintendo actually created a wealth of brand new levels for Super Mario Bros. 3, levels that brought over mechanics from both Super Mario Bros. 2 and Super Mario World, and left them off the cart. You had to buy the game, then buy an e-Reader, then buy packs of random cards from Wal-Mart and EBGames to play them. Oh yeah, and they changed the ending. What could've improved on a classic instead leaves me reaching for my NES. — JC

Ninja Gaiden Trilogy (SNES)



A scandalous missed opportunity, Ninja Gaiden Trilogy collects two of the greatest NES action games (and their mediocre third sibling) and gives them a graphical non-makeover, at points even downgrading. The gorgeous parallax in NG3's desert level is inexplicably MIA — dude, this is the SNES! Every level should have parallax that handsome, and you can't even keep it where it already was? The music is butchered too, despite the SNES's powerful sound chip — some of it is even missing. And some of the excised effects dumb down the gameplay, like the omission of the lightning in stage 3-1 of NG2. The whole point of that stage was that you had to operate in the dark; now, it's just like any other. Only one thing is really improved, and that's that the port of NG3 has the difficulty settings of the Japanese original, not its maddening U.S. counterpart. But the first rule of remaking is (or should be) "do no harm," which means Ninja Gaiden Trilogy flunks out of med school. — PS

Sega Ages Vol. 5 and Vol. 13: Golden Axe and Outrun (PlayStation 2)



The Sega Ages line, compilations and polygonal remakes of the publisher's classics, is certainly a noble effort. Letting players revisit games like Panzer Dragoon, Space Harrier, and Gunstar Heroes is just plain good, benevolent even. Making Outrun, one of early gaming's brightest visual achievements, into a washed-out, muddy looking budget title is the opposite of benevolent. You just don't make Outrun uglier than Cruis'n USA. It's wrong. Golden Axe, well, that was never much of a looker in the first place. But why would you make it more drab? Why would you add cutscenes? Why would you take out the opportunity to beat up gnomes for magic potions? It just doesn't make any sense! — JC

Mario Kart Wii (Wii)



A stretch, I know. But the inclusion of classic tracks from the original Super Mario Kart highlights how much gameplay depth has disappeared from Mario Kart's gameplay over the years. As an "enhanced remake," Kart Wii's version of Ghost Valley 2 is a bust. Don't try to make that awesome shortcut jump, cause the feather — an item that took actual skill to use — is long gone. In its place are a boatload of zany items that'll blast you from last place to first and back over the course of one lap. Yeah, it'd probably entertain your Amish cousins (or whatever other gaming-illiterate demographic Nintendo's targeting these days) for half an hour, but would my friends Mike Brownell and Mike Schlauch make it the centerpiece of a decade-long continuing struggle over who's the uncontested master of gaming/the universe? No — they'd both recognize it as far too spastic and random to function as a scale of justice. — PS

Click here for Part 1.
Click here for Part 2.


What'd we miss? What'd we unfairly vilify, and what'd we overpraise? Tell us in the comments section.

Previous Top Tens:
The Ten Greatest Classic Mega Man Levels

The Ten Videogames That Should Have Been Controversial
The Ten Greatest Opening Levels in Gaming History
The Ten Most Adventurous Sequels
The Ten Greatest Fire Levels

+ DIGG + DEL.ICIO.US + REDDIT

Comments

John H. said:

I do have issues with the inclusions of Metroid Zero Mission and Mario Kart Wii.

MZM: I agree COMPLETELY with your assessment of the game's style, but there is one thing about the game, something that a lot of people either overlook or seem ignorant about (perhaps understandably) that is awesome.

That is this: the game's handholding is, ultimately, a sham.  The game seems to force you to go to Point A then B then C then win, but in fact it does no such thing.  The game contains sneaky, -intentional- ways around nearly all of its forced sequence!  It's the first game that really takes sequence breaking and builds right into the gameplay, and in that way it pays full homage to the original.  Not only is it possible to win with 15% of the game's items or less, but there are even special ending pictures for doing it!

Mario Kart Wii: Well let's look at this honestly.  Those wacky evening items have been in Mario Kart since the second installment; the N64 Mario Kart was one of the worst games in that regard, AND it had horrible rubber-banding AI as well.

Yet playing it on the internet, which allows for glorious 12-player matches, and getting schooled time and time again by the same 8000+-ranked players makes it clear that for all the random nuttiness, the game is still more about skill than luck.  And in that regard, I'm as surprised as anyone.

July 7, 2008 4:16 AM

Peter Smith said:

John - good points both. On Kart, to be fair, I really like Double Dash. I hold my ground on Zero Mission though, because although it's true that you can sequence break extensively - and I appreciate that - it's more the *mood* of hand-holding that kills it for me than any forced change in the gameplay. There's a big difference between being given a route with the option to alter it, and just being thrown into the dark with nothing; mood-wise, my preference is definitely for the latter.

July 7, 2008 10:45 AM

lol said:

Congrats on being a joke of a website.

FACT: Mario Kart Wii is not a remake. That's not something that is arguable.

And the fact that you even considered SMB3 as a weak remake, yet leave out something like Sonic GBA pretty much proves you have no place writing this.

July 7, 2008 1:16 PM

Peter Smith said:

But Sonic GBA is a port...

July 7, 2008 1:33 PM

Zero said:

Another crappy list from this crap site.

July 7, 2008 2:18 PM

Ghutto said:

Mario Kart Wii? Remake? Ridiculous...

July 7, 2008 3:00 PM

doesn't matter what I say here said:

Sonic GBA is not a port, if it WERE it would be fun to play.  It is just as much a remake as Mario 3 on GBA, they added spin dash and level select in the "anniversary mode."

July 7, 2008 3:01 PM

Fawful said:

Pretty stupid list all around, congrats.

July 7, 2008 4:06 PM

Autobobby1 said:

Well, after reading this terrible article...don't quit your day job. Unless this is your day job. If that's the case, then by all means your should quit.

July 7, 2008 4:36 PM

Joe Cam said:

If you can't make that shortcut jump in Ghost Valley 2, it's because you suck at the game, not because it's not possible.  I make that jump everytime I play Ghost Valley 2 and it's one of my favorite tracks in the game, but hey, if that was you in the video playing, I can see why you don't like the game, probably because you suck at it and keep running into walls.  Way to be a chapion.

And how the hell is Sonic Genesis not included?

July 7, 2008 4:46 PM

Amber Ahlborn said:

Well, shame to the drive by trolls spitting on the site because they disagree with one top ten list.  That said, yeesh.  I'm dedicating a rebuttal to Zero Mission but on Mario Kart Wii, no sir, you are wrong.  It takes greater skill than ever to nail that jump in the ghost valley but it's utterly doable even without items.  And while I do agree the items may be getting a little out of hand, if the races were as chaotic as you implicate then nobody would be able to win consistently and I wouldn't be universally feared for my devastating driving skills (I exaggerate but still, take me on Mr. Smith).

July 8, 2008 12:10 AM

Joe Cam said:

Great skill to nail that jump? Are you freaking serious? Just hit the jump and do a trick in the air to extend your hangtime.  Done.  Jump made.  No items or special powers needed. I've done it with every weight class and both on bikes and karts.  If you can't get over that gap, it's user error.  That's why that little bump is there to give you air.  Even better, start your drift before the jump, do the trick in air, land it and get the drift boost around the next turn.

July 8, 2008 12:53 AM

Amber Ahlborn said:

Joe, that's what I meant.  You have to get yourself going fast enough which does take driving skill otherwise you just hit the ledge and bounce off. This is in opposition to the original race that simply required luck of the draw in getting a feather.  It also takes skill if you use an item like a mushroom to assist.  Time your boost wrong and you shoot off the far side of the track after making the jump.  I didn't say you needed a master's degree in racing.  I simply said it takes greater skill than before, which is true.  That some people find it easier than others does not negate the assessment.  No need to throw your hands in the air get all freaking serious about it.  "If you don't make the jump its user error" - Umm, yeah?  That would be the skill aspect.

July 8, 2008 11:22 AM

Joe Cam said:

Seems you're getting mixed up here between what you're saying and what the article is saying.  The article says not to try the jump ever, at all because the feather is gone and the feather is what required skill to use.  You're saying it takes skill to hit a jump while driving and doing a trick in the air.  Either way, making this jump is simple now and whether you think otherwise or the article thinks otherwise, I laugh at your horrible assessment.

July 8, 2008 4:31 PM

Amber Ahlborn said:

Actually Joe, I think you've simply misunderstood me.  Let me try again.  The article says the feather item in the original game took skill to use (it does take proper timing).  I'm saying the Wii version of the track also takes skill without needing a lucky item pick up.  I'm not saying it takes great skill. I am saying it's less dependent on luck since you can make the jump without an item.  It's not a guaranteed success however, because if you aren't going fast enough, you'll hit the far ledge and bounce off, thus losing a great deal more time than you would have gained.  In a heated race it takes some degree of decision making on whether or not to risk the jump based on your speed and the field of racers around you.  My end assessment is that the jump in Ghost Valley plays out differently than it originally did, not that it's better or worse, just that it's different.  It's not broken, but feel free to love or hate the change.  I don't feel strongly either way since I'm not a fan of that particular course.

Now, perhaps it's my statement that it takes greater skill now (managing your speed) than it did before (timing the feather).  This is just my perspective.  I don't recall having trouble timing the feather but I do occasionally miss this jump in the Wii game.  This could simply be due to there being a greater number of items that can mess up your speed.  Your experience is no doubt different than mine.  Even so, what is there to laugh at here?

July 8, 2008 6:38 PM

Amber Ahlborn said:

Actually, after rereading your post a few times I think what this boils down to is:  You say the jump is easy and I say it's not necessarily easy while the article says the feather is gone so don't bother.  Alrighty then.

July 8, 2008 6:49 PM

GTP45 said:

Wow, what a shitty fucking list for worst remakes. Metroid Zero Mission under WORST remakes? What did you hate? The fact that it had tons of sequence breaking, meaningful additions, great super metroid type gameplay, bosses that actually looked terrifying instead of being no taller than samus. Or maybe its the fact that in order to get 100%, you are REQUIRED to deviate from the objective path.

Oh and by the way, when you post your mediocre lists on NeoGAF, actually post in the thread instead of hiding back like pussies when your mediocre lists get torn apart, and rightfully so I must add.

July 9, 2008 1:51 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

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