Latest news with #remaster


Forbes
20 hours ago
- Entertainment
- Forbes
The 3 ‘STALKER' Remasters Do The Bare Minimum, And That's Fine
The three S.T.A.L.K.E.R. remasters are great for console players, even when they, er, aren't. The ever-growing list of 2025 remasters continues this month, and it's now the turn of the original S.T.A.L.K.E.R. trilogy to join the ranks of Tomb Raider IV-VI, Suikoden I & II, Lunar, and The Elder Scrolls IV: Oblivion. The S.T.A.L.K.E.R.: Legends of the Zone Trilogy Enhanced Edition dropped on May 19, and having now completed the OG Shadow of Chornobyl and sinking a good 10-15 hours between Clear Sky and Call of Pripyat, I can confirm two things for PS5 and Xbox players (but I'm sure PC players, who've been modding it for years, may disagree): The three S.T.A.L.K.E.R. remasters have undergone a visual overhaul, with an impressive amount of detail devoted to lighting, which now adds effects such as godrays, screen space reflections, and global illumination — perfect for console players, given how atmospheric it's always been on PC, especially with mods. NPC models, weapons, and environments have been given a new lick of paint, while attention's also been paid to water shaders, wetness effects, and skyboxes. The cinematics look better than ever, too, thanks to 4K pre-rendering. Textures have also been edited, including the notable removal of Soviet-themed artwork (alongside, it seems, rubles as currency). Unlike GSC Game World's team, I've not lived in Ukraine since it was invaded, so I can't judge on this decision, even if the rest of the game sticks remarkably doggedly to the source material. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder They kept the ferris wheel in, at least. Console players on PS5 and Xbox Series X/S can pick between quality and performance modes, but you really should stick with performance, as the frame rate absolutely trumps whatever meager details are boosted. Consoles also receive keyboard and mouse support, as well as that all-important integration for cross-platform mod sharing. For PC players, there's Steam Deck optimization, Steam Workshop mod support, full gamepad compatibility, and cloud saves. Most importantly, owners of the original games on Steam or GOG receive the corresponding enhanced editions for free (the original's upgrade appeared in my GOG library on release day). Those buying remasters on PC will get the classic games for free. When you jump into the first S.T.A.L.K.E.R. — I'd be surprised if anyone started with the other two — there's a good chance you'll've forgotten how good the voice acting and music are. The cinematic boosts are fantastic, even if they still feel like an early-stage PS3 game, much like the wider experience. Finally, we also get a weapon wheel, but one that makes ammo changes or gun modes unpredictable. That's pretty much where the UI improvements end, and you realize GSC Game World sticks to the source material like glue. The left analog stick and D-pad work independently, making navigation a chore; picking missions, finding your place on the map, and item interactions are a drudge; interactive switches or levers aren't labelled as such; save state dates are weirdly pegged to 2012; and you have to wait for the slow fade-in of '(X) Talk' to interact with other stalkers. Most egregiously, and going against basic accessibility standards we really should expect from remasters, absolutely no attention has been paid to the STALKER games' unusual subtitles, which rarely (if ever) reflect what's being said. This ranges from minor omissions to significant gaps in the voiceover, such as key locations or your next steps. In the weirdest moment of all — Call of Pripyat's opening sequence — the narrator says entirely different dates and years to the subtitles. Sure, this was the case in the original, and people might see it as a quirk of the series, but subtitles exist for a reason, and it feels lazy. Despite everything that's dropped on consoles recently — and with the impending release of the Switch 2 next week — I couldn't stop playing S.T.A.L.K.E.R.: Legends of the Zone Trilogy Enhanced Edition. I've had to uninstall it, because despite all the recommendations I've had for Clair Obscur: Expedition 33, Blue Prince, and Revenge of the Savage Planet (plus the incoming Switch 2), I was utterly unable to leave the Zone. The S.T.A.L.K.E.R. trilogy needs no (re)introduction, and certainly doesn't require another review to rake over 16-to-18-year-old faults; what matters is that GSC has brought a brutal, weird, and truly unique game kicking and screaming into the modern era, with just enough spice to make it incredibly attractive and playable on consoles. The support adds something extra for those willing to mess with, and inevitably break, a game that already has its fair share of odd problems. Ah mate, not this prick again. I'm not a Soulsborne guy. Still, put me in any FPS, and I'll clear it on veteran, unless it's S.T.A.L.K.E.R.. It encourages you to learn without really teaching you, and it's keen to punish you for not taking advantage of absolutely everything it doesn't fully explain. I save-scummed my entire way through the Sarcophagus, despite playing on novice difficulty, and had two medkits and one anti-rad pack to my name before the credits rolled. I lost 10kg of bullets, medicine, and throwables in the final hour, and it was all worth it for the inevitable 'greedy' ending I always get. After I tried and failed to review S.T.A.L.K.E.R. 2 — a game so broken before launch that after 45 hours reviewing it, its developers dropped a day zero patch that voided 90% of my notes and broke the game in different ways — the S.T.A.L.K.E.R.: Legends of the Zone Trilogy Enhanced Edition reminds you that the better experiences are often simpler, even if you constantly feel like you've been dragged through a hedge. It's far from perfect and won't hit the heights of PC community mods, but for newcomers and veterans who want a peek at what it's like on PS5 or Xbox, it's absolutely worth a go.


Forbes
2 days ago
- Business
- Forbes
‘Gex Trilogy' Heads To Everything Except Nintendo Switch 2
Gex Trilogy Feel that '90s breeze blowing in? It sure smells like Book It! personal pan pizza to me, but it's also carrying Gex Trilogy, a remastered collection of all three Gex platformers from Limited Run Games. The revamped compilation features the original 2D Gex, plus both 3D sequels in Gex: Enter the Gecko and Gex 3: Deep Cover Gecko. The new release is hitting all major consoles except Nintendo's imminent Switch 2, so for those wondering, that's legacy Switch, PS5, Xbox and PC. LRG is asking $39.99 for the digital collection, which I think it pretty fair, given that the Croc: Legend of the Gobbos remaster goes for $29.99, and it doesn't include Croc 2, but Gex Trilogy gives you all three major releases in one convenient package. However, I'd wager much more work went into re-releasing Croc, at least from what I can currently see. As per usual, Limited Run Games is selling physical editions of Gex Trilogy, like the Classic ($75), which arrives in a retro PS1-esque box with a steel book, poster and soundtrack sampler. The Tail Time edition ($200) is the big one here, featuring box art by none other than acclaimed Final Fantasy artist Yoshitaka Amano (I guess it pays that the Gex IP is owned by Square Enix), a full soundtrack, a steel book with art by Marcos Lopez, a poster with art by Alex TJ Campbell, an inflatable Gex doll, a debonair Gex statue, a pin and some trading cards. Gex Trilogy I truly have mixed feelings about anything 'collectible' these days, because I think the human race has more than enough stuff for a thousand generations—as well as a thousand landfills—but I am really looking forward to playing the Gex Trilogy and reliving some solid gaming memories. FEATURED | Frase ByForbes™ Unscramble The Anagram To Reveal The Phrase Pinpoint By Linkedin Guess The Category Queens By Linkedin Crown Each Region Crossclimb By Linkedin Unlock A Trivia Ladder I've actually never played the oringial Gex, so that will be cool, but I did live inside the worlds of Gex: Enter the Gecko and Gex 3: Deep Cover Gecko on the PlayStation for quite some time. They were commendable if somewhat average 3D platformers on a console that, in a lot of ways, couldn't compare to the N64 in such an arena. And I bought a copy of Jersey Devil, man. We were starving. Speaking of, I'm not sure what kind of ports these are specifically, as in PlayStation or N64, because both consoles had their own versions of the later two games. From early footage, it looks like LRG is porting from the PS1 versions, if I had to guess. A recent trailer touts new features, such as widescreen support and analog controls, and while those are great, the announcement of analog controls feels a bit… strange? The 3D Gex titles always had such options, even on the PS1. Maybe they've been improved? Hopefully. Otherwise, it seems we're basically getting the old Gex games wrapped in LRG's Carbon Engine, kind of like their release of Tomba! Nothing too incredibly special, unfortunately, and I haven't seen any Crocumentary-style museum extras announced just yet. Maybe they're in there, though. Additionally, it also looks like it's exclusively the Dana Gould voice-acting in the remasters, which is what I grew up with, but I've read how some UK fans aren't too happy about this, because the actors were different overseas. A toggle would have been nice, though I'm sure it's a rights issue. Granted, even with all it's sure to be outdated pop culture references, I'm still excited to dive back into the Gex universe, mostly because the barebones games remain pretty special to me, even if they were never top-tier experiences. I only wish these titles had gotten a more overhauled and loving treatment, because I think they would have truly shined with a noticeable graphical update. It appears perhaps more effort went into the physical collector's editions than the actual remasters, but I'll reserve official judgement for June 16.


Digital Trends
20-05-2025
- Entertainment
- Digital Trends
Onimusha 2: Samurai's Destiny remaster proves that they don't make them like they used to
'They don't make them like they used to.' As a movie buff, no phrase in the English language gets my eyes rolling more than this. For decades, I've had to hear that phrase repeated to bemoan the state of cinema. I've always found it to be a silly statement. For one: Of course they don't. Art, and the tools we use to make it, changes. What gets me more is when the phrase is used to tear down modern film. The implication that the art we grew up with is inherently better than what's around now always feels like a hard-headed snap take that only shows how resistant we are to change. Recommended Videos But after playing — of all things — Capcom's new Onimusha 2: Samurai's Destiny remaster, I find myself coming back to that phrase. Returning to the PS2 classic in 2025 is like digging up an ancient artifact. It's a hypnotic time capsule that feels unlike any new release I've played this year. Its cinematic ambitions, paired with the limitations of video games at the time, creates an unmistakable texture that can't easily be replicated. In this case, they truly don't make them like they used to. Back to 2002 Before diving into the remaster, my relationship to the Onimusha has always been at a distance. I didn't have a PlayStation 2 growing up, but I was an avid reader of magazines like EGM and knew about every big game on the system. From that perspective, Onimusha always felt larger than life. It had the feel of a prestige game, right alongside works of the era like Shadow of the Colossus. Magazine screenshots left me to imagine a dark, serious action game that probably looked a lot like Elden Ring does to me now. I was in for an adjustment as soon as I started Onimusha 2: Samurai's Destiny. An opening story explainer comes out the gate swinging as I'm told that Nobunaga Oda is a.) dead and b.) commanding an army of demons. That detail is delivered so straight-faced in a dramatic voice over that I couldn't help but crack up. It's totally absurd, a B-movie premise treated with the gravity of a historical epic. That attitude continued throughout my playthrough. Capcom's ambitions were lofty for 2002, aiming to create a truly cinematic experience nearly a decade before tech allowed for it. If this were a movie, you'd likely label it as 'amateur.' The script is filled with hacky jokes as characters constantly 'hubba hubba!' over women. Cutscenes are shot through stiff camera placements that never quite feel like they're in the right place. The voice cast has big high school theater energy. And to be very clear: It's positively awesome. Like many games of its era, Onimusha 2 feels otherworldly. It's just off-kilter enough in every respect that it approaches surrealism. A fierce demon will pop up out of nowhere, give a hammy monologue, and then start sprinting in and out of bushes like a Scooby Doo villain. It's purely comedic on paper, but there's a serious reverence for the lore and world that Capcom created. It's a tone that's always oscillating between wacky and serious, two feelings that many modern games tend to keep separate. It's not a tone that's unique to Onimusha either; it's a running theme of the era. I have the same feeling when I play Capcom's early Resident Evil games. They're full of stilted acting and awkward one-liners, and yet, I'm able to take that world seriously instantly. Games like this were exceptional at crafting strange languages and making players fluent in them as quickly as possible. That idea doesn't just apply to cutscenes, but gameplay too. It's very clear that Onimusha came in the wake of Resident Evil's success. It has fixed camera angles that build tension by hiding what's around every corner. Rooms are lined with random puzzle boxes that I need to solve to reveal hidden ladders. I learn about the world through plain text item descriptions that flatly pop up on screen. All of those design touchstones of the era create a texture that's both hyper specific and hard to put to words. It's remarkably atmospheric, claustrophobic and eerie even in its silliest moments. I'm not escaping into another world that is under my full control; I have fallen into a mysterious place dictated by the laws of a creator, and I must learn how to abide by them to make it out alive. It's the same feeling as entering a hedge maze on a foggy evening. Video games don't feel like this anymore — at least not the biggest ones. Developers have finally cracked how to actually make a game feel 'cinematic,' with the bar raised for acting, writing, and cinematography. That leads to digital worlds that feel more familiar, grounded in a visual language that's recognizably human. Even this year's Dynasty Warriors: Origins trades the series' oddball acting and head-scratching wackiness for something that feels comparatively grounded. Playing Onimusha 2 feels like watching a 1930s Hollywood drama that deals in stage acting and larger-than-life gestures. That's perhaps why I'm so bullish about the current remake and remaster craze. Onimusha 2 is special because it's a product of its time. It is defined by the weird quirks that redos like The Elder Scrolls IV: Oblivion Remastered so often attempt to flatten. Capcom is thankfully light with its adjustment here, giving it a clean resolution bump, reworked controls, and auto-save. The latter is more trouble than it's worth, as dying loads the auto save. If that has left you in a bad position, you'll have to quit and reload your proper save from the main menu. The rest of the package is filled with extras like at galleries that leave the main game untouched in all its glory, giving me plenty of space to appreciate it for what it is — a strange adventure that's still swimming around my brain while so many new games go in one ear and out the other. This doesn't make Onimusha 2 better than today's prestige games, just as I reject the idea that no modern movie could go toe to toe with Gone With the Wind. Playing its remaster now more just highlights how different game design is two decades after its original release. The medium is more defined, with established design rulebooks that prioritize immersion and emergent storytelling over airtight direction. I feel like I know exactly what Capcom's upcoming Onimusha revival will look like, taking the form of a traditional third-person acting game with blockbuster production value. It'll be a product of its own time just as Onimusha 2 is now. Maybe today's young adults will reminisce on it in 20 years and say that 2045's games just aren't the same as the ones that launched in the now fabled PS5 era. I hope that happens, because that will be a signal that the medium has moved. They shouldn't keep making them like they used to; yesterday's games should always feel like historical documents that tell us something about the artistic landscape of the time. Onimusha 2's remaster is a perfect opportunity to travel back to 2002 and soak in all the oddball energy of a medium in an experimental creative peak. The Onimusha 2: Samurai's Destiny remaster launches on May 23 for PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch, and PC.


Geek Culture
13-05-2025
- Entertainment
- Geek Culture
'Grand Theft Auto IV' Remaster Reportedly Hitting The Streets Later This Year
Grand Theft Auto VI might have been delayed to May next year, but new rumours suggest that Rockstar Games is gearing up for a remastered port of 2008's Grand Theft Auto IV , and that it could be released as early as this year. The latest rumours come from known Rockstar insider Tez2, who wrote on the GTA forums that someone at the studio had 'hinted' at a GTA 4 port. 'By now it should've gone up a year in development,' the insider added, 'We may end up seeing it drop later this year.' According to Tez2, the port was one of the reasons why Rockstar took down the Liberty City Preservation Project earlier this year, a fan-made mod which would have added a playable version of GTA 4's map into GTA 5 . The insider also hinted that a port of 2012's Max Payne 3 was also in the works, and would release after the GTA 4 remaster, writing that 'If [Rockstar follows] their plan laid out from the pandemic days, they'll do an MP3 port after IV . So that is an opportunity to do a bundle or a Definitive Edition. Max Payne 1 & 2 remakes, and a Max Payne 3 port.' As always, these rumours should be taken with a pinch of salt, although they do make sense considering Grand Theft Auto IV is set in Liberty City, which is also where Grand Theft Auto VI protagonist Lucia Caminos is from, so releasing a port before release not only serves as a good way to tide fans over while they wait, but also introduce some links between the two games. For now, all fans can do is wait for official confirmation from Rockstar on the rumoured remaster. In the meantime, its next mainline entry, Grand Theft Auto VI , is due out on 26 May 2026 for the PS5 and Xbox Series X|S, and has recently received its second trailer alongside more details on its characters and world. Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. Grand Theft Auto Grand Theft Auto IV Rockstar Games


Digital Trends
12-05-2025
- Entertainment
- Digital Trends
Tony Hawk says that more Pro Skater remasters are on the table
If the impending remaster of Tony Hawk Pro Skater 3 + 4 has you itching to see other classic skateboard games, you aren't alone: the legend himself says he has 'aspirations' to see more games, like Tony Hawk's Underground, remastered for modern consoles, but the final decision isn't up to him. Hawk spoke with Screen Rant at THPS Fest, and when asked if he wanted to see more games, Hawk replied in his usual, humble way: 'I always have aspirations. It's not up to me generally. I'll campaign all I can, but I'm working with a much bigger company that's a lot smarter than me.' He did clarify that there were not any discussions about a remaster of Tony Hawk's Underground, but that the success of THPS 3 + 4 would influence the release of future titles. Recommended Videos The remake of Tony Hawk's Pro Skater 1 + 2 launched in 2020, and THPS 3 + 4 was reported to have been cancelled in 2022 after Vicarious Vision's merger with Blizzard. It has since been revived (with a release date of July 11), but it shows the franchise is not set in stone. According to Screen Rant's interview, the THPS remasters are determined on a case-by-case basis. While there's no guarantee, a successful launch of THPS 3 + 4 could make a remaster of Underground much more likely. While the two existing remasters are essentially straightforward skating games, Underground took a different approach and presented a career mode that let players step into the shoes of a customer skater and build their fame up through competitions. In that way, the game is more of an adventure title than a skating sim, but it's still a Tony Hawk game at its core. The gaming landscape is somewhat devoid of skating games at the moment. The Tony Hawk series is by far the most popular option, although EA's Skate franchise is expected to receive a new entry sometime in 2025. Outside of these, however, choices are limited to smaller-scale titles like OlliOlli World or the quirky Skatebird.