As a result this will take an enormous amount of time and money as opposed to pure remake with occasional pimp-ups.
What do you mean by "pure remake"? The only kind of revisit that wouldn't take mountains of manpower and money is a lazy Dark Souls-style remaster with only a scaled up graphics and a few postprocessing trinkets. But such a thing would be pointless and nobody is asking for it.
Recreating the game in a new engine, with new assets and systems, will always take a huge effort. It almost doesn't matter if they make the game closer to Witcher or the OG Gothic.
Agreed on the lack of talent tho. If this demo is the best proof of concept they could come up with it's not a good sign. How big this "THQ Barcelona" even is? Can anyone check the credits?
Pure remake in this context means "don't change the foundational design principles all the content stands on". Remaking a game this way is cheaper because you already have a holistic design that's already proven to work. Any change to system design might send a ripple effect throughout the rest of the game.
This definition provides a lot of wiggle room, so yes, you are correct there are different kinds of remakes which would fall under this category. From HD texture packs or direct engine ports on the cheaper end of the spectrum to complete re-work in the the vein of Black Mesa, ResEvil2 (I'm not actually sure about this one, I haven't played any RE game), latest AoE2 remake, or Modern Warfare remake, on the the more expensive end.
Sure, they will have to do a lot of work regardless. They have a completely different engine and have to rebuild the game in it. In this case they need to program in (at least) a new dialog system (setup tech, cameras, dialog processing, face animations...), quest system, UI, inventory management, daycycle simulation tech, animal AI. And they have to remodel, retexture an reanimate everything as no assets hold up to today's standards.
That's tons of work. But! Imagine they decide to introduce inventory weight limit. That's a tiny change, right? Technically yes, but the consequences are immense. The entire game will change in flow. Loot and rewards will have to change. The entire economy will have to be reinvented and rebalanced.
By far the worst culprit in my eyes is the dialog system they've chosen to create for the remake. It requires:
a) NPCs to stand in place rigidly
b) Manual setup of in-dialog positions, animations, and cameras and
c) extra attention to every spot where the dialogs will happen. Because they are actually mini theater stages and they have to follow the requirements made by a), b). One poorly placed barrel and Diego will go through it during his fancy dialog animation #8. If the table he repeatedly sits on isn't placed at the right place, the whole thing falls apart.
Not only does it require a lot of work on its own, it also goes completely counter to most of content designed in the original Gothic 1 and all of it will have to be re-thinked (re-thought? that sounds weird to me), re-implemented and the new version must be re-proven to work.
That's the extra-extra work I'm talking about.
With that said, I sure as hell wouldn't want just a simple remodel and retexture of Gothic 1.
As I implied in the review I would advise them to:
- remodel the world without changing the layout. Maybe change distances and scales (bigger forests for example). Maybe expand it a bit.
- remodel and re-animate every asset
- keep the visual design of enemies and how it informs you about their threat level. You don't want to watch health bar sizes or even lazy-ass Witcher-like level numbers in a Gothic game.
- keep the principles of daily routines of NPCs and animals
- keep the warning behaviors of the animals
- keep the basic principles of the dialog system
- keep the basic principles of "crime system" and trespass behaviors
- keep the atmosphere (this means keep the color palette, music, progression beats, story beats, themes, and writing or be very fucking good at imitating it)
- change the combat system but keep its out-states (mainly that friendly enemies don't die immediately after defeat - they are merely knocked out.)
- keep the progressively changing combat styles
- keep the difficulty curve and retain how it informs the capabilities and possibilities of your character in the game world (you can't be able to kill a well-armed man in the starting location ffs! That's not Gothic, that's Skyrim.)
- curb player's ability to go anywhere by retaining the high-danger-zone design and use it approprietly
- maybe rethink the progression/RPG system but don't introduce endless sources of XP (like respawning animals). Retain the inability to master everything
- rework the inventory and journal
- maybe rework how magic works
- re-create music and sounds
- add some quests and NPCs if you wish
- flesh-out the world a bit more if you wish
This list could go on for a while but I guess you catch my drift
I also don't think it's financially viable to take the Gothic 1 setting and plot and have it "grafted" onto a cheap Witcher3 knock-off. Old fans will probably hate it and it probably won't attract any significant newcomers. Why?
a) They have better games to satiate their needs (Witcher, Cyberpunk)
b) Gothic is, let's face it, a very generic fantasy setting with unremarkable plot. The strength is in the game concept and numerous minor moments which you can't easily sell in a trailer.
In other words the game will not stand out.
Now if they were making a sequel that would be a different situation. There's a great difference between retaining content and design rules of an exiting game, and thinking "what are the core and distinct values of the franchise? let's create something new." I would still bitch about some aspects but I would be way more lenient to accept changes. That's why I have no problems with the massive changes between Witcher 1, 2 and 3, but I would roll my eyes so hard I'd sever my optic nerves if they tried to remake Witcher 1 using Witcher 3 formula.