How would you feel about a remaster or remake? I know the White Knight Chronicles series was pretty devided back in the day around it's release, but I love it so much and dumped a lot of time into the games and even enjoyed the late PSP game White Knight Chronicles Origins. I'd love to dive back in with an HD overall on current gen.
The game's production was handled by Jane Jensen, with assistance from veteran game designer Roberta Williams. Critics gave favorable reviews of Gabriel Knight, with praise to the voice cast and story. While the game was not a commercial success, it spawned a series, with a sequel, titled The Beast Within: A Gabriel Knight Mystery, released in 1995. A remake of the game to mark its 20th anniversary, titled Gabriel Knight: Sins of the Fathers 20th Anniversary Edition, was released on October 15, 2014, for Windows, Mac, iPad, and Android. The remake featured a remastering of graphics and music, a new voice cast, and minor changes in the arrangement of events.
One of the cool additions to Capcom's Resident Evil 4 remake is the Merchant Requests; basically, side quests that the enigmatic purveyor of firearms and upgrades will send players on in order to obtain the upgrade material known as Spinels. While sometimes it may involve fetching an important item or clearing a place of pests, the Merchant Request for the Merciless Knight might just be the most challenging yet.
I mean, they COULD do anything. I don't know if a remake of one of the quirkier, more niche Castle subthemes would necessarily be on the shortlist for what they'd opt for if they do another castle theme, though. I think they'd sooner either return to a more "basic" faction or come up with something completely new.
Of course, for fans, MOCing is always an option. Fright Knights' color scheme is wonderfully accessible (especially if you substitute newer greys for the older ones), and the design language of using inverse arches for curved roofs is not only still doable with modern parts, but arguably moreso than ever with the introduction of new curves and arches. And spooky figure parts are fairly plentiful in the collectible minifigures and in the selection of seasonal parts from the Build-a-Mini, so it shouldn't be too hard to give some of those classic characters a fresh look if you want! I've seen some fantastic Fright Knights MOCs over the years at conventions.
So to bring it back to this question, I would say it's unfortunately not likely, probably the best we could get is if they did a Castle set that included Fright Knights as one of the factions, or maybe a GWP remake of the Witch's Windship set (that's probably the Fright Knights set that I personally think of most, at least).
Star Wars Jedi Knight: Dark Forces 2 has just been released in the form of a fan remake after three years of development. This new version of the classic video game was created by a group of dedicated individuals working tirelessly to bring their vision of Jedi Knight to life using Unreal Engine 5, Ruppertle.
Ruppertle has clearly put in an incredible amount of work to create a game which is faithful to the original, but still feels incredibly modern. Whether you're a fan of the original game or a newcomer to the Jedi Knight series, this remake of Dark Forces 2 is definitely worth a download.
Well, 21st Anniversary really, but who's counting? Gabriel Knight 20th Anniversary Edition is a chance to return to 1993 to re-experience the Schattenjager's first case, but has it stood the test of time? Note to anyone who hasn't played it, this is mostly going to be looking at the game as a remake rather than as a brand new adventure. Some spoilers inevitably lurk within.
To my mind, there are two good reasons to do a remake. The first, which pretty much never happens, is when a game had an idea that it just wasn't able to pull off at the time, like, say, the original Space Quest. The second is when the world has moved on to the point that all you can see are cobwebs, such as happened with the original Quest for Glory. There are other reasons of course, not least making a quick buck off old IP from a dark vault, but they're the ones I can get behind.
20th Anniversary doesn't come close to living up to that. It's a passionless, jobbing remake that shoots for adequacy and generally hits it, celebrating the original primarily by highlighting just how good we had it back in 1993. Now, don't get me wrong. It's fine. Fine. It's the same basic game, and that game holds up incredibly well, considering - certainly more than, say, the first Leisure Suit Larry. Really, if what puts you off Gabriel Knight is its graphical resolution, then consider this one your Schattenjager in shining armour. The new voices are basically decent, if unsurprisingly inferior to the first game's star-studded cast, most of the graphics are okay, it's nice to have a better quality version of the soundtrack to replace the old MIDI one, and the new interface certainly makes it a much easier game to get into than the original, with its million verbs, pixel hunting, and deaths that actually kill you dead whether you saved lately or not. It's a smoother experience, to be sure.
While none of them are a big deal individually, it also doesn't take long to notice that most of the incidental details have simply been thrown out. Grace, for instance, no longer has her conservative brown skirt, but has switched to easier to animate jeans. Gabriel can no longer climb the ladder in his bookshop. When the police leave the first crime scene, it's off-camera. There's no longer the repairman fiddling with the thermostat in the police station, just a Post-It note saying not to fiddle with it. Gabriel no longer hugs his grandmother when he visits her. Now, sure, there are good reasons not to bother with these things, especially as a lot of it would be tricky for the 3D models or require a lot of work creating one-time assets. Going back to the original after playing this though just reinforces how much more soul it squeezed out of pixels than its remake ever manages with polygons.
One big, big, big exception to this criticism is the new graphical novel cutscene style. This is fantastic, going from the simple panels and very limited animation designed for the original floppy-disk game to a new, dynamic, gorgeously done motion comic style. I confess, I didn't have high hopes for them. The first one, at the lake, is bloody awful and totally misses the intended emotion. That turned out to be the only dud though. The rest offer some of the best individual changes and improvements the remake has to offer, with a sense of life and expression and style that greatly improves on the originals. In particular, in a game that all too often lacks it, they explode in moments of genuine passion, making full use of fire and splatter and cinematography in well-directed sequences that both work well as direct replacements for the original panels, and as perfectly effective alternatives to other scenes. The ceremony on St. John's Eve is an example of the latter - portraying it in the graphical novel style avoids a lot of custom animation and modelling, and allows for the characters to be powerful and expressive in ways the 3D figures never even get close to elsewhere.
Again, like most of the problems with 20th Anniversary, these things don't matter all that much in themselves. They're nit-picks. After a point though, little things start to smack of a lack of care and attention that runs depressingly deep throughout, which is all the more obvious in a remake of a game noted for having so much blood and sweat poured into it that its boxes shipped damp.
By far the biggest disappointment of the remake though is what should have been its best feature - the behind the scenes content. 20th Anniversary has gathered together a ton of it, including original storyboards, concept art, comments from the original team, snippets of what could have been... and then pissed it all away with poor execution. Everything is displayed in a tiny Journal window in the middle of the screen, with nowhere near enough space to put things. You can't zoom in on/fullscreen the pictures to see them properly, only squint at tiny resized versions. I just don't get this. Why take so much time to gather all this stuff and then degrade it all for the sake of the interface?
Worst of all, even when the archives have something of interest, there just isn't space for it. The result is that the game's idea of a worthy trivia nugget is the likes of "Original bookshop vs. the new. I wanted more New Orleans flavour in the remake." Or discussing a storyboard with Sierra's former Vice President of the Bleeding Obvious, "These ideas were later used to inspire drawings, paintings, video capture and 3D animation." I confess that I haven't looked at every screen and there may well be a few gems, but this is not exactly the loving nostalgia I was hoping for. I wanted to know more about the background, of alternate stories, of what could have been, of what plans were in mind for the next game, of the stories behind the research - the good stuff straight from the horse's mouth that we don't generally get to find out about, and certainly not 20 years down the road. Instead, I quickly got bored of seeing these scraps, craving something meatier than the average tweet.
It might be 26 years old, but Jedi Knight: Dark Forces 2 is still a banger. It's so good, in fact, that we were still singing its praises as recently as 2020, praising its lightsaber-swinging and movement. But there's no getting around it, Dark Forces 2 is an ugly game by today's standards, which you'll only notice if you actually manage to get the thing running on modern machines. Thankfully, someone's decided to remake the whole thing in Unreal Engine 4.
The fan remake comes from a developer named Ruppertle, who mostly tinkers with Arma mods when they aren't remaking '90s PC classics from scratch, and you can currently play through two levels from the original game in it. On top of that, there's four wave-based survival levels, and a sandbox mode. Oh, and a 3D model viewer, in case you want to sit and marvel at the poly count for a while.
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