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You Don't Hate Remasters Enough
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In preparation for my commentary of
Arkham Knight, I found myself in need of
an answer to a very strange question.
What game do we mean when we talk about
Arkham Asylum? To a PC guy, that
probably doesn't make much sense. But
everyone else has long moved on from the
consoles it was originally released on.
They're broken, sold, collecting dust.
So, if they want to play Arkham Asylum,
and it being Arkham Asylum, that is
likely. What do they do? They play a
different game, a remastered version of
the original. They play Return to Arkham
Asylum. Back when it released, a return
might have been what it was. But as time
has passed and the gap in availability
between the original and the remaster is
widened, it's not a return anymore. It's
Arkham. To most people, you say Arkham
Asylum, this is the game they think of,
which sucks because Return to Arkham is
a joke.
I mean, it's great because it's still
Arkham. But when your existence and
price tag are entirely justified by
having better art than the original, and
you don't have better art than the
original, and you actually have worse
art than the original, and you're paying
far more money for that than you ever
would have for a port, then do you
really think I'm being harsh? Let me
convince you. Return to Arkham is more
realistic, which is not good. See how
the new reflections create a sleekness?
How things become cleaner and prettier?
What use does Batman Arkham Asylum have
for words like that? It makes for a nice
screenshot, but it doesn't make a better
experience. You got realistic materials
on costumes, and that takes from the
sense that this is Batman at his most
elemental. It takes from the comic book
style. Realistic lighting makes the
lighting look more pleasant, but much
less harsh. Instead of the burned whites
of a surgical lamp that create the
impression that it would hurt to stare,
we get clarity and accuracy and beauty
to the benefit of what? The remaster
saturates the electrical blues and
softens their shape, which makes them
feel more advanced, more reliable, more
safe, and again, we're going the wrong
way. Better to look scrappy, strained,
as though a fuse could blow, as though
it would sting to even be near them. The
realism of Return to Arkham, its perfect
reflections and textures, its overworld
and now slick with realistic rain, has
an inevitable effect. Reality
counteracts ethereality. The material
pushes out the immaterial. Basically,
where's the magic gone? That unspoken
magic, that soft sense of something more
that made a green moon make sense. It's
muted. It's quiet. The gates are closed.
And now this world is solid all the way
through. Look at what they've done to
the moon. I don't mean to go moonwoke,
but why did they whitewash the moon? The
moon was green because a green moon is
strange. The sky was red because a red
sky is mad. The color gives the moon a
presence, a life of some sort, as though
it was an extension of the spirit of the
island, or the island an extension of
the moon. It created the sense that the
madness of the asylum was elemental,
larger than its rocks and the makings of
man, deeper and older and more
inescapable. That is a gothic way to
feel. But Return to Arkham clearly
thought that was a mistake. So it breaks
out the bleach and scrubs it down to the
bone. I mean, isn't it offensive enough
that it trades something unique for
something generic? Isn't it enough to
say that Asylum's strength of atmosphere
was by far the most successful part of
its fiction and the remaster has
carelessly made it lesser? If it isn't,
don't worry, there's more. It conflicts
with what surrounds it. It creates
incohesion like with the user interface
which is still under the impression that
there remains a comic book style to
complement or the exterior appearance of
the asylum whose strangeness once in no
need of explanation now looks that
little bit more awkward for being pushed
so much closer to the ground. And
there's the inevitable incohesion caused
by injecting huge amounts of visual
realism into only some of a world. The
remaster updates textures and lighting
but not geometry. PS4 skin on a PS3
body. And then there's the cutscenes now
rendered in engine which helpfully
avoids any feeling of disconnect between
cutscene and gameplay. But the price for
that, you know, tone, personality, not
looking like a source film was, as you
can probably tell, really very much not
worth paying. There are people playing
Arkham for the first time right now. And
meeting a Joker who looks like that.
people who had no choice but play a
version of the game where the visuals
were made with no care nor interest in
what's actually best for the game. So,
it's no surprise you can find so many
small moments that discard intentional
composition in favor of what's prettier.
When we find Officer Balls's corpse,
notice how the lighting's lack of focus
means you get less of the sense that
he's been deliberately displayed, like
an exhibit. The Joker teeth no longer
cast shadows for some reason, and the
now yellow door behind him has lost its
grit and monstrousness. Truth is, the
remaster doesn't always look worse.
Sometimes its changes are either
inoffensive or even good in cases where
the prettier image has no real cost, and
there's value in that. There's value in
the simple beauties. And more often than
not, Return to Arkham is a very pretty
game. But it is not better art. It's not
more interesting, more memorable, more
effective, or more useful in support of
the narrative. and that isn't worth the
trade. Oh, and it still runs at 30 FPS,
too. So, at least you get the same
performance on a PS5 as you did on a
console now 20 years old. But this video
isn't about Arkham Asylum. It's about
remasters, and not a growing trend, nor
a small minority. There are good
remasters, but the truth is, the bad
remasters are most remasters. Why time
again do we find ourselves with no
choice but to play a version of a game
defaced? Good question. But first, it
might be wise to try remastering
yourself. Everyone wants to do software
these days, but software is difficult,
difficult, lemon difficult. It's not
lemon impossible, though. And there's a
website called boot.dev that proved even
a word cell like me can get to grips
with code provided the right tutor.
Substantial lessons that are then put
into practice, leading to crucial
experience actually doing what you'll be
doing on the job, along with clear and
measurable progress. In other words,
it's learning that's not boring. And
that's the learning that sticks. Python,
Java, C, other strange terms, taking you
from the start right to the end of
back-end web development. I managed to
get a baseline understanding of Python
in less than an hour. And I'm very glad
to hear they just came out with the
training grounds, a place where learners
can grind out challenges to practice as
much as they need before moving forward
with the courses. So, if becoming Mr.
Robot sounds as good to you as it does
to me, then check out the link below and
use code whitelight to get 25% off your
entire first year if you choose the
So, what is it then that makes remasters
so frequently awful? Maybe it's bad
philosophy. The idea that a remaster
needs you to believe is that the
original game looks the way it does
because of technical limitations. It's
because the hardware of the time wasn't
good enough, and whatever the game used
to look like is just what they had to
settle for. Which makes it make sense
that a remaster from half a dozen years
in the future could come down like a HDR
angel from a 4K cloud and lift it from
the shackles of the past, make it look
the way it always should have, the way
it always wanted to. That is what
remasters need you to accept. It
justifies positioning themselves as the
definitive version of a game, and it's
what makes the current gen player feel
privileged to be getting the best
possible version of an older classic.
But it's a lie. Thing is though, there
is a nugget of truth in there. And maybe
that's what makes it easy to swallow. We
didn't have the technology to make games
actually look realistic until around
2014. Games like Order 1886, Second Sun,
Unity, Arkham Knight, and Drive Club are
pretty much the first generation of
games that look realistic then and still
look realistic now. But go back any
earlier? Not quite the case. Before the
PS4 generation, if you had even a little
bit of realism in your visual style, you
were going to be held back and people
were going to be able to tell.
Assassin's Creed 2 probably didn't want
its character models to look like this.
It was a limitation and it is a flaw. So
maybe it does interest me if you can fix
that. Maybe in that regard, the remaster
is right and its existence is justified.
But that's not what remasters tend to
do, though. That's not what the
Assassin's Creed 2 remaster did. The
Assassin's Creed 2 remaster believes
that because the game was going for a
certain level of realism, it couldn't
have wanted to be anything else. It
knows that games at the time needed to
have some visual style to cover up for
their technical limitations. But it
mistakenly takes that to mean that the
game's visual style was only there
because it had to be. That that's not
how the developers really wanted the
game to look. And that they chose that
style over any other style they could
have chosen instead. Because, well, I
don't know. There never seems to be an
answer for that. Maybe they threw darts.
The Assassin's Creed 2 remaster is
pretty obviously wrong. The original
game needed style, but its dreamlike
ethereality was chosen, and it was
chosen for a reason. It contributed a
sense of being painted that fit with the
Renaissance period and the narrative's
attitude of expressiveness and freedom.
It contributed the sense of being aged,
historicity in that way, and of being
fragile, which helped to emphasize the
fragility of its world and Etsio's place
within it. But what it doesn't
contribute is realism. So, the remaster
kicks it in the balls. Marvel at it.
Remastered glory. It's more like
everything else and at a complete loss
for everything the original style meant.
Now we've got water that's all but
sterilized itself into invisibility. And
a professional was paid money to do
that. Now the game suffers constantly
from the mismatch of the realism of the
textures with a completely unchanged
2009 looking geometry. Now the
soundtrack and the visual design of the
user interface are lesser because they
were made to support a different vibe. I
guess the remaster must have heard
Dreams of Venice and thought it was just
a coincidence that it was called Dreams
of Venice and not super realistic 4K
Venice. But that's the thing, the
remaster doesn't actually give us super
realistic 4K Venice, does it? That's
just what it would like to be. What it
really is is slightly more realistic
Venice. And that causes a big problem
because if you throw out the style that
softened the roughness of your mediocre
graphics and then you don't actually
improve the graphics that much, their
mediocrity becomes all the more exposed
and you've caused the problem you were
trying to fix. Look at Montigion. What
the [ __ ] Look at it. Actually, don't
look at it. I feel like I'd be better
off posting this type of gore on live
leak. And the remaster just doesn't seem
to care that the music stayed the same.
The track that plays here, Sanctuary, is
a blend of a sort of homely feeling of
comfort with a contrasting sense of
creeping anxiety and a grief that speaks
to all the nuances of Etsio's heart.
Does the game still look like the words
I've just said? It doesn't. It looks
happy. It looks like a normal afternoon.
Don't you think the supposedly
definitive edition of a video game
should care about these kind of things?
And sometimes there's literally just
less graphics in the remaster. Where's
the reflectivity of the marble gone? You
know, they made a movie about this exact
thing where according to some [ __ ]
beauty standard, these industry suits
kept trying to remaster Demi Moore and
she ended up turning into a busted ass
horrible flesh monster. Now, according
to some, the moral of the story is that
we shouldn't pressure women into
thinking they need the latest ray traced
reflections or something, but I think
Far had something a little more socially
conscious in mind. Demi Moore is
Assassin's Creed 2. And honestly,
somebody had to say something about it
because when games get turned into
horrible flesh demons, we thank him for
the privilege. To the remaster's credit,
I think the vibrancy of certain colors
does add a sense of life, which has no
place in Montreion, but works for the
Carnival of Venice and Florence. I think
the game looks fine, but it's not the
definitive Assassin's Creed 2. Also,
guess what? 30 FPS. Yep, 30 FPS. You
could run the original at 30,000 on your
average fridge these days, but a PS5
that can teleport you to real life
Mexico in no seconds at 60fps, 30 for
Assassin's Creed 2. Take it or leave it.
I'd say leave it, but it's not like you
have a choice. Okay, now it's time to
talk about Life is Strange. [Music]
[Music]
People hated it because there were women
in it. People loved it because there
were women in it. It was really [ __ ]
stupid and quite lovely. and its vibe
struck such a chord with people. It was
nostalgia for a place you'd never been,
but of course you had been here. Because
Arcadia Bay was a capturing of the
feelings of a bittersweet childhood
memory, a return to a complicated past
and a misunderstanding of the human root
of that vibe is why so many games have
tried to be the next Life is Strange,
but none of them have even come close,
including Life is Strange Remastered,
which which is great. No, I'm kidding.
It's dog [ __ ] Far less offensively than
Return to Arkham of the Etsio
collection. And unless you're on a
Switch, you even have a choice. The
remaster didn't replace the original,
but it never looks much better than the
original, and it quite often looks a
little bit worse. So, yeah, I think
selling yourself entirely on the premise
of at least usually looking better, that
qualifies as being rather ass. Color
grading randomly screwed with, mostly
for the worse. Reflections on the
fountain are just, I don't know, gone.
Chromatic aberration, too. A strange
move considering the ethereal vibe and
theme of photography. Lighting is hit or
miss. better on real rare occasion.
Sometimes it's a neutral change, but
then there's moments of flatness, and
that's such a loss. They touched up the
facial animations a little, mostly in
the eyes, and it's mostly a decent
upgrade, but it can rob certain moments
of their personality and their numbness.
It's hard to believe the remaster team
could have thought Max's empty stare
when she's at the killer's mercy was.
They've done the realism thing in a sort
of different way. It's not HD textures
or flattening out the style. It's adding
the details that would realistically be
there. Clothing sometimes gets a
material texture, and most natural
surfaces now have lots of detailed
flora, a diverse arrangement of grasses,
weeds, and fallen leaves. On the upside,
realism, if you were inclined to view
realism as an upside, which would be
strange in a game like this with such a
defined style, the original looks like
it could have been a sketch in Max's
notebook. It looks painted, dreamed, or
remembered, which is exactly the kind of
feeling Life is Strange wanted to evoke.
And needless detail is a small
detraction in return for nothing. So,
there's an interesting question here.
What would a good remaster of Life is
Strange be like? Let's start with a
different question. What would a good
remaster of Assassin's Creed 2 look
like? At this point, such a thing might
seem difficult to imagine, but I still
wouldn't mind having those character
models fixed. I had realism where
realism wanted to be, but couldn't be.
Never supplant a game's art direction
with realism simply because you can.
That's pretty much the difference
between the remaster of Halo Combat
Evolved, which is generally regarded to
be one of the biggest piles of dog [ __ ]
humanity has ever produced, and the Halo
2 remaster, which is usually quite good.
You have a game where the textures look
like the crisp packet you pull out of
your dog's [ __ ] You recognize that
probably wasn't a productive or
intentional stylistic choice. You fix
it, and you don't view the simplicity of
the art direction as a mistake. So,
there is a way this can be done. But
what about Life is Strange? That's
different. Because to whatever degree
realism was a part of its look, that
realism was already achieved in the
original. It didn't have bad character
models like Assassin's Creed 2. It
didn't have pop-in or busted ass
textures. It wasn't held back, and for
the most part, neither was Arkham
Asylum. There's a texture here and there
that could do with a higher resolution,
and it is obvious that the game isn't
using modern graphical techniques. But
is it also not clear that it has no need
of them? Is there anything wrong with
this image? A bad remaster would throw
in a bunch more realism anyway, and
that's exactly what we got. But then,
what's left for a good remaster to do?
Maybe a pump up the stylization. It can
be done. It has been done. But modding
the blacks of Watchd Dogs Blacker,
contributing a handful of new skyboxes
and careful consideration of the tone
would seem a far easier lot than
improving upon the style would be for
most other games. Think about what you'd
be asking the remaster team to do. See
those original artists, the ones who
knew the game's art direction best
because they created it in collaboration
with the writers and the level designers
and the graphics engineers and the other
creative and technical teams. Yeah. Now
do their jobs better than they could.
You can see how that might be difficult,
disrespectful, implausible. So if you're
looking to be a good remaster, kind of
seems like you're running out of
options. Maybe sometimes the good
remaster is the one that doesn't exist.
So why does it exist? Why was Arkham
Asylum remastered? Well, the answer to
that is money. philosophy will only get
you so far. There are many things I
cannot explain. Like, why is it only the
games that need a visual uplift the
least that get remastered? Because those
are usually the games that sold the
most. In a healthy creative industry, it
would be the other way round. But
instead, remaster and remake teams are
frequently asked to fix the work of some
of the most artistically complete video
games, not only of their time, but of
the medium itself. Yeah, good luck.
Here's another problem. Ports of old
games don't sell like remasters. Because
a remaster can do something a port
can't. A remaster can make an old game
feel new. Not because of what it
actually does to the game, but simply
because it is a new release. And if it's
new, then it's current. And there is a
cherished, though sometimes imprisoning
sense of community in what's current.
And if it's new, that means it's meant
for you, the modern gamer with modern
tastes who might otherwise feel
apprehensive about the accessibility of
older titles, or even something
approaching shame because old games
aren't current. And that kind of thing
is for nerds. And it's validating for a
game you love to be honored this way and
for it to be made new again, which of
course means it isn't old anymore. And
maybe in some part neither are you. And
thanks to some personal blend of all
those things put together. More people
will buy a remaster than a port. And
they'll buy it for a higher price.
Listen to how fans of Arkham Origins
talk about their interest in a remaster.
They want to be able to play the game on
modern hardware. But the fact that
that's a straightforward argument for a
port, not the thing you're forced to buy
for more money instead of a port is
completely ignored. They want something
more. They speak about its exclusion
from the Return to Arkham collection as
an insult. As if what happened to Asylum
and City was an honor. Now, if you want
your takes a little less controversial,
then I've got just the thing. Last of Us
2, whose remaster is a joke, and
everyone knows it. You can't even tell
which is which without one of Digital
Foundry's electron microscopes. No one
believes them when they say they tried.
So why does it exist? Because that word
that they exalted with this fugly ass
orange on the cover art sells. And it
did. So old games in no need of a
remaster get remastered anyway. Games
that are not available on current
hardware are remastered instead of
ported. And there is an incentive not to
port an old game onto a new system if
you even so much as might remaster it
because you want to sell that potential
game for the highest price to all those
who just want to be able to play it.
Maybe I'm too cynical, but consider the
fact that the original version tends to
magically disappear from storefronts the
moment the remaster becomes available.
Wouldn't want to confuse the customer.
I'm sure would be the excuse, but now
you've no choice but to buy Assassin's
Creed 3 remastered and Dark Souls
Remastered, whose original versions
online was shut down to make way for the
new and improved. Here's another
problem. The remaster is not sold based
on how beneficial its changes are to the
experience, nor is it reviewed on that
basis. The remaster is sold based on how
upgraded it can seem in a cherrypicked
instant of a YouTube comparison video.
And most of the time it's either
reviewed on purely technical terms or
not at all. In a second long snapshot of
a random scene, it's impossible to
consider the changes made to color
grading to know or to recall the
emotional intentions of the moment. It's
decontextualized. And in that
environment, what matters most if you're
looking to form a positive impression
are the simplest aesthetic values and
what's most immediately perceptible. You
need to look like you have more graphics
than the original. You need to be able
to see the difference and see that it's
a big one. You don't need to make the
game look better for any longer than
about 5 seconds. Is Hayam's arrival in
America supposed to feel cold? Is Boston
supposed to feel warm and welcoming?
Well, no. But the point is, all you can
tell from the trailer or the comparison
video is that the remaster looks
prettier, and that creates an incentive.
Assassin's Creed 3 remastered has two
big ideas. Make it bright and make it
orange. with all the graphical might of
the eighth generation. And to be
perfectly honest, it does actually look
pretty nice. Meadows are now idyllic
meadows. Towns are now idyllic towns
filled with warmth and notes of calm and
divinity. Wonderful news for your
screenshot tools, but pretty as it is,
what use is that to Assassin's Creed 3.
Connor is meant to feel torn between two
worlds as he walks through Boston, his
lands ravaged by war. But now his lands
in Boston both look like a [ __ ]
postcard. Are those the right notes to
play? The better question is, did that
matter when these decisions were being
made? There's another side to Assassin's
Creed 3 remastered, something that
changes the conversation. It's the fact
that a lot of it actually just looks
like dog [ __ ] By a lot of it, I mean
everyone's faces, everyone's bodies, and
all the cutscenes where that heavenly
orange glow seems to look a lot more
like an ongoing supernova. Shadows gone,
faces already in the process of melting
off, it seems. But the textures have
more pixels in them, I defiantly shout
as the cosmic rays turn me into a future
civilization's petroleum. Now, this is
curious because unlike before, there's
no upside. You're not trading artistic
merit for surface level aesthetics.
You're just getting the part where they
turn you into a hunculus. And everyone
can see that. So, what the [ __ ] going
on? Cuz that can't be explained with
philosophy or incentive. No, but it can
still be explained with money. Remasters
are made on the cheap. I mean, probably.
It's not like they publish their
financials, but there are some things we
know like that they are frequently made
in short periods of time and usually
outsourced to smaller studios. They're
contract work and contracts go to the
lowest bidder. And if quality is what
you're looking for, that's a really bad
place to be. Or maybe not. But I can't
think of any other explanation. Because
if there's one thing I know for sure,
it's that there is no such thing as the
artist who believes that is better than
that. There is something they did not
have, and I'm willing to bet that it's
either money or because of money. Dark
Souls Remastered is probably bad because
of money. It has a new lighting system,
and sometimes that new lighting system
is of use. Most of the time though, its
effect is a sort of mild and general
blandoning. Name the scene, and if you
expect it'll be a more flatly lit
version of its prior self, you'll be
right nine times out of 10. Darkness,
brightened, contrast, flattened. The way
the light plays off clothing, armor, and
skin, reduced of character so severely.
They don't even look like the things
they're supposed to be anymore. Metals
become plastic, and characters come to
look like their own action figures. Look
at the [ __ ] fog doors, man. Usually,
I'd be all for traversing the white
light. But honestly, this time, stay
away from me. I look hideous. Dark Souls
Remastered is too lazy to have actually
committed any major artistic trespass.
Mostly they've just taken a bit of
kitchen towel and dabbed it across the
surface of the game, trying to suck up
as much personality as they could. And
yet, despite the relatively minor
offenses, it stands out among the Return
to Arkhams and the AC2s for the same
reason as Creed 3, not having an upside.
It's not prettier. The textures are
higher resolution, but the remaster
exposes the game's graphical
shortcomings more often than it erases
them. You get a worse looking game for
nothing in return. How does that happen?
Technical talk is speculation. I don't
know. and I don't know anyone who does.
Maybe it has something to do with the
old art assets not being made with a new
lighting system in mind and not having
the money or ability to change that.
Maybe it's something similar. You make
broad systemic changes, but you don't
have the time to make specific tunings
for each individual scene. Maybe that
explains the legendary edition of Mass
Effect 2 that has far better lighting
tech and far worse lighting. I think
that's close to being the truth, but I
can't be sure. of anything besides this.
Money is why the remaster of Silent Hill
2 was the way it was.
>> To change the [ __ ] font to Comic
Sands in the HD. Yeah, cuz cuz
And so it was for Dead Rising and Dark
Souls and Warcraft and GTA 3 and Vice
City and San Andreas and so many more.
And that leaves me with only one place
left to go. When remasters tell us that
they will make our games look better,
why do we believe them? I've avoided
talking about the second party in this
mess until now, but that's us. That's
the gaming public who accept the
remasters premises when they tell us
that realism and new graphics
technologies will make our games look
better. Something is wrong with the way
we think about art. Because if you said
what remasters say about games, about
something like Spongebob or Akira, you'd
be laughed at. If you said the same
thing about a painting, people would
think you're insane. What's happening
there? Well, I think the start of it is
the simple fact that the gaming public
has developed a deeply ingrained
association of realism with quality.
Because for decades, the games that
could be the most realistic were also
the games that could be the longest, the
most explosive and entertaining, the
most accessible, and reliable. The ones
with the best multiplayer, the best
acting, and not uncommonly, pretty good
narratives, too, because those were the
games with the most money. People trust
realism because for nearly 30 years,
they've had a reason to. The four most
visually realistic games of 2025 are
four of its best. And to be clear,
realism is awesome. It's privileged. It
shouldn't be. But the last thing I want
this video to suggest is that you're
some kind of low IQ Neanderthal for
liking graphics. I'm glad that cars in
games can look like the cars I actually
want to drive. The games that want to
deal with Earth as it exists or ever
existed, that want to represent its
beauties or those of the universe beyond
are able to do so. I'm happy that
HideioKhima can just put Leia Sedu in
Magic Mexico. and relatedly that
detailed physical acting is a thing that
can be done. I look forward to every
coming advancement. But there's also
something else and that's the harder
thing. Gamers. Yeah, gamers. Modern
audiences. Yeah, I'm going there. Gamers
don't respect art much and on average,
but come on. We still haven't even
managed to widely convince ourselves
that games are a legitimate art form.
So, it's no surprise that we're
struggling with the notion that visual
art in games is, you know, actual art.
Pay attention to the language we use
when we talk about art in games.
Presentation, we call it in casual
conversation and even in our reviews.
Like that's what it is, a means of
presenting what the things that actually
matter. Like it's makeup, dress up,
rather than being as much the game as
any other part of it. We're happy to
call it art. We're happy to use that
word interchangeably with presentation.
But we don't mean it. We don't treat it
like art, like we'd treat that same art
if we saw it outside a video game. And
that's why when this gets changed to
this, there are people who care more
about how many pixels are up there
instead of how many stars. Or when
remasters [ __ ] with the color grading,
seemingly at random, people don't seem
to realize that by changing the color,
you change the scene. Orange lighting is
different from gray lighting. When
Desmond is rescued from Abstergo and
taken to be among friends and allies,
that's orange for a reason. It's warmth.
It's home. It's an echo of Florence.
It's contrast to the blues and grays of
where I was held captive. Replace the
sun with silver and you're diminishing
that contrast. A statement that would be
pretty uncontroversial if we were
talking about a movie. But with games,
there's a tendency to just let it go
like it never meant anything. Like
there's no purpose to the colors of a
scene. Like it just depends on whether
you prefer the color orange to the color
gray. There is something gravely wrong
with the way we look at art in games.
They've got us paying anything they ask
to have our games bleached and Botoxed,
intention and expression airbrushed away
so we can better perceive a blade of
grass. They're not going to change, so
it's going to have to be us. And with
that, I'd like to return to Arkham.
Yeah, Arkham City is not much better
than Asylum. City's moon was always
white, but you're never under the
impression that if it wasn't, they
wouldn't have changed it. Look at what
they did to the skybox. Why would you do
that? It's so strange. Because the rest
of the game goes in the other direction,
guided by the philosophy that every
visual element would be better if it
stood out as much as possible from its
surroundings. Bolder colors, brighter
lights, clearer details. From the
indentations in a building to the
creases in Batman's cloak. What that
means in terms that matter is that
everything looks less aged and less
weathered. A broad sense of struggle of
an old world crumbling into a ravenous
sea. Shivering in the wind and the cold,
abandoned as the city's warm lights loom
tall, so far from reach. all watered
down. As clothing looks fresh from the
press, like it's been worn for a day,
not enduring hell for months. While
characters like Catwoman are so overpron
pronounced, so clean and sharp and
crammed with attention-grabbing details
that they begin to feel out of place in
their own world. Reflections embolden
the neon tenfold, bringing a sense of
life to a world meant to be fading out.
And yet, the color grading is gone.
Blue, orange, now all of its black, and
you lose that sense of temperature. The
cold has lost its bite. Look at the
steel mill. How the fire used to be the
dominant source of its light. And now
look at the remaster. Where's that sense
of heat? Oh, and before I forget,
where's my other 30 FPS? Why is this
[ __ ] chugging like it's 2011? What hurts
is that this is the new Arkham City. For
so many, this is the only Arkham City,
the only one they ever knew or ever
will. As games continue to be remastered
instead of ported, what will happen to
their image and their memory? What art
will we think of when someone says their
name long in the future as the gap in
accessibility between the original and
the remaster grows ever larger? How much
more time do we have until publishers
decide to make a quick buck by replacing
the PC versions? How much longer until
it happens to our favorite games of
today? How long before they start
getting AI to do this? Stop killing
games and stop defacing them. And stop
believing their insult just because they
sprinkled it with glitter. Or expect a
future where ports don't come and the
best of our generation is contracted out
to the lowest bidder to be remolded in
plastic again and again and again and again.
again. [Music]
And extra special thanks go out to L
Hudson, Lex Williams, Andre Baltuta,
Holy Shift, Dennis Williams, Combat
Wombat, John Lemley, Dylan Schaefer,
Murphy, Have a Nice Day, Dan Walker, DJ
Week, Century, Chino, Chase Baker, Dogs
Ate My Pancreas, William Vosella, Joe
Simmons, Arcturus, Navy Husky, Empty the
Poet, Deluxo, Dr. Harvel, Enzo, John C,
Ethan, SEC, Pib, Fat Guy, 688, Purple,
Pee, Joshua, Lovejoy, Va, James KD,
Cole, Bramlet, Walshie, White, Best
Girl, Tentmaker, Cfka, New XC, Very
Professional, Dodo, Douglas, Totally
Straightup Anonymous, Yo, Mark Carter,
Nikita Shosin, Dog, Best Dog, Icate My
Husband using your voice, Nebulous,
Rascal, Bumble, Grumble, Double Crumble,
Bumhole, Pummel, Shovel, Puddle, Huddle,
Jumble, Tidemore, La Lockwood, Anna
Hagunt, Christopher Sha, Eddie Rams,
Daniel Tankisley, The Lightweight White
Lightweight to Light Whites, Oh My God,
Why 2, Robert Thompson, XD, Shadowfrog,
Chan, Triplicate, Pugsley IV, Midgets,
Shooting Sharp 34, Microlapse, Edward
Franklin Woods, Crane, Virgil's JCE,
Plague BT, Cave Snail, Matten NG, and
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