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Different engine does not mean remake.
If you read the thread, and others, it's because the developers are hack programmers and tied the physics engine to the FPS rate. Unless I want to play at 30FPS, some of the physics are simply ♥♥♥♥♥♥ up at 60FPS or above.
Absolutely ridiculous that this is still done in this day and age. It's only done because it's a cheaper and lazier way to develop the product. Most games DO NOT tie in physics to FPS. Except Bethesda, but that's because they are cheap and lazy.
I cann't forgive this garbage platforming, these games are a product of their time but they came out AFTER Super Mario 64 which pretty much set the standard.
No I don't buy modern AAA games, I like platformers and adventure games. Rayman Origins and Rayman Legends are both top notch. Super Mario Oddysey or 3D World, Ratchet and Clank, etc.
- Spyro's charge-turning is tighter (or at least appears to be). It feels more like actual turning instead of drifting, like in a karting game.
- Gem detecting unlocked from the start.
- Pressing triangle while gliding makes Spyro retain some momentum, as opposed to falling straight down like in the originals.
- exiting a level near an enemy spawn makes it drop its loot (try entering Misty Bog, then leaving it. The boar will vanish and leave a collectible behind).
Recreating a game from scratch means remake.
RE1 Remake is a remake with better graphics and little to no improvements from RE1 from DS.
Graphics change only (or almost) is a remaster not a remake.
It dont have new areas, more features, more and new enemies and mechanics are basically the same, aside from small changes that are not exactly big changes.
RE from nintendo DS plays a lot different from RE form PS1 because a lot of the game is different but the remaster for PC is just a remaster of RE from DS with little changes and improvements at mechanics but mostly just graphics.
OH! BUT THEY REMADE FROM SCRATCH!!!
They remade . . the same exactly game without a change to its core, placements, no changes overall (just one or two changes to mechanics that dont really change the gameplay to its core) and just graphics and 3D improvements . . .
They remade the whole game (3 games) as a remaster.
"They created a tool to bring back the source and didnt even chang the hitboxes or tried to improve upon what was there"
https://www.youtube.com/watch?v=-v0RvdXO0aA
Remasters take an existing codebase, tweak it a bit and include new assets to improve the graphics and such.
Remakes work entirely from scratch.
You simply cannot recreate a game from scratch and call it a remaster, that's an incorrect usage of the word.
https://www.thegamer.com/remaster-release-remake-difference/
EDIT, as a response to your edit:
Mind linking something that isn't a YT video?
"Spyro Reignited Trilogy is a platform video game developed by Toys for Bob and published by Activision. It is a collection of remasters of the first three games in the Spyro series: Spyro the Dragon, Spyro 2: Ripto's Rage! and Spyro: Year of the Dragon."
"Toys for Bob utilized an in-house emulation tool called "Spyro-scope" which showed the schematics of a level's geometry and revealed patterns in enemy pathfinding."
Just remaking the whole game and making it exactly the same dont make it a remake when it is just a remaster of the previous game.
https://www.ign.com/articles/2018/07/27/spyro-reignited-trilogy-devs-on-getting-spyro-right-how-they-rebuilt-the-original-games
"“We basically had the entire game running, then simultaneously this [tool] is pulling numbers and data on everything: coordinates for the level mesh, the placements for every single character, for every single gem, the value of what those gems are,” Paul Yan, Toys for Bob co-studio head said.
Spyro Scope allowed Toys for Bob to track countless little variables about the worlds of Spyro, piecing them back together from this unique tool as a foundation on which to build the Reignited Trilogy. And in rebuilding those levels, Toys for Bob did put its own spin on the worlds, expanding on the storytelling of the original games with aesthetic details modern design allows for."
That would mean they used previous codebases as a reference point, not directly included that base in the new games. Note how the line before outright says they couldn't get the original source code, so they had to use the already-compiled games.
Remaking a game does in fact make it a remake, especially since I already pointed out some gameplay differences in Spyro 1.
- Spyro's charge-turning is tighter (or at least appears to be). It feels more like actual turning instead of drifting, like in a karting game.
(no, it is not, it is the same turning while using charge of when used the arrows instead of the analog stick)
- Gem detecting unlocked from the start.
I guess it is due to the fly following you, not unlocking.
- Pressing triangle while gliding makes Spyro retain some momentum, as opposed to falling straight down like in the originals.
You fall off to ground by pressing square.
- exiting a level near an enemy spawn makes it drop its loot (try entering Misty Bog, then leaving it. The boar will vanish and leave a collectible behind).
They remade the game as a remaster of the original games and used tools to make it so ... so, u want to call it remake, ok,l I will call it remaster and move on :)
Mario 64 set the bar really high for its competitors. Back in the day, Sony was still trying to compete in the mascot platform genre, and it was not until this same company did Ratchet and Clank that they got it right. Spyro was a decent first try, but it fell a bit short. It was still a very decent entry, compared to the much more simplistic Crash Bandicoot.
You gotta give them credit through. They could've just remaster the original games, but they went full remake. Yes, the old mechanics does hurt the game when compared to modern standards, but they even went as far as not selling this at AAA price.