You can believe and call it a Remake but it is technically a Remaster and it is not the first time a company calls a technically remaster as remake just for marketing.
You can believe all you want. It's a remake, period. The game has been remade. If you call Demon's Souls or Shadow of Colossus a remake, this is also a remake.
What the difference between that remaster and the PS3 to PS4 remaster? I have the feeling they had to rebuild way more code with PS4 remaster than what they are doing now.
Why do you pretend you know your stuff and then ask these questions? More on this below.
They are using the same code with upgraded graphics.
They may or may not be using
some of the same code, but it's a different engine. They
may be using the same
logic behind animations, etc, but the whole logic behind the AI is completely redone, for example. And
using the same logic is not the same as using the same code.
Answer (1 of 8): Yes. The features of programming languages are quite separate from the syntax of those languages. Most programming languages provide mechanisms for writing software using the same kinds of abstract structures. This is true for languages of a particular type (imperative, declarati...
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PS3 > PS4
- Porting of old Cell optimised code to X86 (varying degrees of difficulty, I suspect it was hard)
- Same physics, same AI, same art design, same (but uplifted) textures, same everything pretty much bar a few bells and whistles
- Result: Game looks pretty much the same, plays exactly the same, is fundamentally the same in every single aspect.
PS4 > PS5
- Rebuild game in new engine (more on this below)
- Same / similar physics (varying degrees of difficulty, I suspect it was hard)
- Different AI based on TLOU II
- Different art design, different textures, new mechanics
- Similar sound design (not the same, they needed to rework it to some extent for 3D audio)
- Implementation of motion matching from TLOU II
What you don't understand is that while TLOU on PS3 and PS4 was running on the
Havok Engine, that Engine was then acquired by Microsoft. When porting the game from PS3 to PS4, they didn't need to change the game engine, they just needed to refactor their code to account for X86.
TLOU II was built in a
proprietary engine, and this game is running on the same engine, or an iteration of it (most likely the later). So even if refactoring code and logic may be difficult between different platforms (Cell to X86) on the same engine, rebuilding the whole damn thing in a new engine and add new systems on top of it is magnitudes harder.
This shows that the decisions to not include some of the content from TLOU II are probably not "laziness", they are more than likely related to wanting to keep the original vision as authentic as possible.
You can disagree with my last sentence, that's entirely subjective and conjecture, but there's no argument that this is a remaster.
This is a remake.
As a side note, remaster has been a term coined by the music or movie industry to describe a process where you grab the old unmastered or mastered tapes / files of a movie or a song and go through the process of mastering them again. In music, which I'm more intimate with, the production process it's usually something like:
- Music is recorded by an artist or band in the form of individual tracks per instrument
- Music is mixed by the sound engineer which then usually requires a master (some bands opt to not master their music)
- Music is mastered by the mastering engineer
A remaster either grabs the product produced by the sound engineer and goes through the process of mastering it again, or grabs the product produced by the mastering engineer and applies a new master on it (increased audio levels, more compression, added reverb, new EQ, etc). Ideally you want this process done on the original mixed tapes or audio files, and not on top of an existing master.
There's also the process of producing a remix, where you grab the files produced in step 1 above and go through the process of remixing them. Mixing is the process where your whole soundscape is created, your stereo panning, individual instrument EQ, Reverb, Compression, etc. There's also the context of remixing in electronic music, where you grab existing tracks and rearrange them or implement them in different circumstances.