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Shadow1980 said:

Now that we have a SF64 remake confirmed, I want the next one to be a sequel with the same kind of gameplay. Just move the story to a new solar system and increase the general length of the routes to make the game a bit longer (say, 2-½ to 3 hours per playthrough) and increase the number of routes needed to 100% the game. Just as a possible setup for the story, a small excursion fleet from another solar system inhabited by as-yet unknown but definitely hostile aliens attacks Corneria, team Star Fox fights them back (say, taking down some fighters on the surface before flying into orbit, with the boss being a big capital ship) and follows the escaping ships to their own solar system to strike back.

As for the price, $60 just for this SF64 remake is perfectly reasonable to me for a game that lasts "only 2 hours." It has tremendous replay value, something that gets lost. You have to do at least several different routes to visit every level. Then there's the self-imposed challenge of beating your high scores, not just on each level for but the whole game (Protip: The best route for a high score is Corneria>Sector Y>Aquas>Zoness>Macbeth>Area 6>Venom). I spent so many hours trying to do just that in the late 90s/early 00s. I paid $60 for the original back in 1998 and felt it was worth every penny. It'll still be worth every penny for the remake, especially considering that $60 is worth a lot less now than it was 28 years ago considering the dollar has lost about half its value since then.

The mentality of "Price divided by number of hours for a single playthrough determines value" needs to go away forever.

I totally agree on the premise for the sequel. This remake looks great, but we desperately need some fresh material. You can only experience the same backdrops, plot beats, and missions so many times.

I also agree on the "price per hour" argument. It lacks nuance. I think most of us would agree that a 60-hour game with a mediocre gameplay loop is inferior to a 6-hour game with the most blissful, transcendent gameplay you've ever experienced. Now, I do think the amount of content matters -- I've docked games for failing on that front -- but content reveals itself in different ways. And content is only as good as the rules, mechanics, and challenges that underpin it.