Shiken said:
The director may have his own definition of what a remaster or remake is. That does not mean it is right. Not to mention you are going off of a translation which has proven in the past to not be 100% accurate. In either case, his word is not absolute. I am going off of what the game is, mostly remade on a large scale. But if your definition of a remake differs, I guess we will have to agree to disagree as I cannot say you are wrong anymore than you can say I am. To me, when most of the game is new assets and remade it is a remake. To you, any form of code remaining from the original makes it a remaster. There is no real definition out there as to which interpretation is correct, so all we can do is respectfully bow out of the conversation. We will only talk circles at this point, and that gets us nowhere. |
You keep saying most of it was remade, but that’s simply not true.
Takahashi: Unsurprisingly, productions costs and development time are a limitation. There was no way to recreate everything from scratch. Therefore, we first decided what we would create anew and not. In particular, weapons and equipment, enemies and map models, among other assets, were limited to texture updates and there were texture upgrades for shaders, the faces and hands of player and key characters, and new equipment and the Monado. We recreated cutscenes and facial animations for scripted scenes.
Although a line was drawn, staff showed their commitment to the project, and assets such as enemies and map models that had not initially been planned to be upgraded received upgrades here and there. Although these updates aren’t built from scratch, it would be nice if you could tell the difference.
And I would expect the director of the game to know what the heck the nature of his project is.