Contents

The Modern Remake Canon

Six remakes that argued with the original instead of just repainting it

Contents

The word “remake” covers two entirely different jobs, and the industry has never bothered giving them separate names. One job is restoration: take a game that aged badly in ways that aren’t about its ideas — a camera nobody could control, a resolution too low to read — and rebuild it so the original design can be judged on its actual merits again. The other job is argument: take a game’s foundational idea and rebuild it around what’s been learned about design since, sometimes agreeing with the source material, sometimes rewriting whole sections of it because thirty years of hindsight makes the old answer look wrong. The remakes that last are the ones that pick a lane and commit, rather than trying to be a nostalgia object and a modern game at once and satisfying neither audience.

This is a list of six that picked a lane. The biggest-selling remakes of the last decade and the best-argued ones overlap less than you’d think, and commercial success alone tells you nothing about whether a project actually had a point of view on the game it was rebuilding. What follows are the ones worth pointing at when someone asks what a remake is actually for — a reference set for the conversation about the form, ordered for argument rather than for sales figures.

Demon’s Souls (2020) — the restoration case, purest form

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Bluepoint Games’ rebuild of FromSoftware’s 2009 PS3 original is the cleanest example of remake-as-restoration in the modern era: the level layouts, the enemy placements, the punishing world tendency system are untouched, and everything that changed is resolution, frame rate, lighting and asset fidelity. That restraint is the whole argument. Demon’s Souls invented the design language that would become the Souls genre, and by 2020 that language had been reinterpreted by a decade of imitators; Bluepoint’s job was to let the actual originating text be read clearly again on its own terms, decades after its own genre-defining influence had already reshaped the medium around it. Bluepoint Games built a whole studio identity around doing exactly this, and Demon’s Souls is the clearest statement of that identity on record. Read the full case for why it’s the prototype with the better idea.

Resident Evil 2 (2019) and Resident Evil 4 (2023) — restraint, then argument

Capcom’s own remake programme is instructive because it contains both approaches inside one franchise, four years apart. Resident Evil 2 rebuilt the original’s fixed-camera survival horror as an over-the-shoulder game without losing the sense of a claustrophobic police station that runs out of ammunition faster than you’d like — a genuine structural change executed with enough discipline that the tension of the original survived the camera swap. Resident Evil 4, four years later, went further: rather than simply re-rendering a game that already controlled well by 2005 standards, Capcom rewrote entire story beats, cut some setpieces and expanded others, and argued — correctly, on the record of what shipped — that the source material had rough edges worth fixing rather than preserving. The full read on how RE4’s remake argues with its own original covers exactly where that argument lands and where the 2005 version still wins.

Final Fantasy VII Remake (2020) — the boldest structural bet

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No remake on this list took a bigger swing than Square Enix’s decision to expand the first several hours of the 1997 original into an entire forty-hour game, turning Midgar from an opening act into the whole first instalment of a trilogy. That’s not restoration and it’s barely argument in the Resident Evil 4 sense — it’s closer to adaptation, treating the source material the way a film treats a novel it’s condensing three volumes out of. Whether the approach works depends entirely on whether you think 1997’s pacing needed that much room to breathe; the case that it’s a remake that argues with memory itself rather than with the mechanics is the more useful way to read what Square Enix actually built.

Dead Space (2023) — the technical restoration with new organs

Motive Studio’s rebuild of the 2008 original sits closer to the Demon’s Souls end of the spectrum than the Final Fantasy end — the ship, the beats, the dismemberment-focused combat all survive intact — but it adds one genuinely new system, a persistent limb-and-suit damage state visible on Isaac’s body at all times, that the 2008 hardware couldn’t have supported. That’s the restoration model with one deliberate addition bolted on, rather than a wholesale reinterpretation, and the full review covers why that addition counts as restoration rather than reinvention.

Silent Hill 2 (2024) — the riskiest restoration

Bloober Team’s remake of Konami’s 2001 psychological horror landmark is restoration with the highest stakes on this list, because Silent Hill 2’s reputation rests substantially on atmosphere and ambiguity that a wrong technical choice could have flattened entirely — sharper visuals risk making the fog’s purpose as a hardware workaround-turned-artistic-choice look like a mistake rather than a decision. The full read on how carefully Bloober handled that fog is worth reading precisely because the original’s fog is one of games' best-known cases of a technical limitation becoming an artistic signature — and a remake removing the limitation risked removing the signature with it.

The commercial argument nobody says out loud

There’s a business reason this genre exploded across the last five years specifically, and it’s worth stating plainly rather than treating remakes as a purely creative phenomenon. A remake carries a fraction of a new IP’s development risk — the world, the character designs, the core mechanical identity and often the marketing recognition already exist, proven, with an established audience who will show up for a title they already love the idea of. Against nine-figure budgets and increasingly cautious publishers, that risk profile is the quiet explanation for why so much of the industry’s biggest remake energy landed inside a five-year window rather than being spread evenly across console generations the way it might once have been. None of that undercuts the design achievement of the six games above — a lower-risk greenlight doesn’t make Bluepoint’s restraint or Capcom’s rewrite any less considered — but it explains why publishers kept saying yes to the pitch, and why the genre is unlikely to slow down while the underlying economics keep favouring it.

What the list rules out

Notice what isn’t here: remasters that only touch resolution and frame rate without rebuilding a single system, which are a real and useful category but a different job entirely, closer to a film print restoration than anything that requires a design argument. Also absent are remakes still too close to release for the “did the argument land” question to have a real answer yet — this list rewards distance, because a remake’s true test is whether it’s still the version people reach for once the novelty of “remember this?” has worn off. Demon’s Souls, both Resident Evil rebuilds and Final Fantasy VII Remake have all cleared that test, still discussed on their own design merits rather than as a curiosity from a launch window that’s since passed. The other two are close enough to it that the early verdict looks durable, though a canon list should always leave room to revise its own membership once enough distance has actually accumulated.

It’s also worth being explicit about what a remake canon can’t substitute for: the original games it’s discussing. In at least two cases here — Demon’s Souls and Silent Hill 2 — the source material remains genuinely difficult to access on current hardware, which raises the stakes of the remake considerably. When a remake becomes the only practical way a new player will ever encounter a design, the restoration model carries an almost archival responsibility that a straightforward argument-remake, with its source still readily playable elsewhere, doesn’t have to shoulder in quite the same way.

The throughline across all six is that none of them treated the source game as a marketing asset to be re-skinned. Each one made a specific, defensible claim about what the original got right and what it would do differently given the chance, and then built the whole project around defending that claim. That’s the bar a remake canon should actually hold games to — not whether the textures got sharper, but whether anyone involved was willing to argue.

Why a studio’s history predicts the outcome

The single best predictor of which lane a remake will pick turns out to be which studio is doing the rebuilding, more than which game is being rebuilt. Bluepoint’s entire commercial identity — Shadow of the Colossus in 2018, Demon’s Souls in 2020 — is built on the restoration model specifically, which is why both projects show the same discipline: touch the fidelity, leave the design. Capcom’s internal remake division has instead made the argument model its house style across multiple titles now, rewriting rather than merely re-rendering, which is a riskier commercial bet because an argument can be wrong in a way a restoration mostly can’t. A studio that has only ever done restorations taking on an argument-shaped remake, or vice versa, is the situation most likely to produce the “why does this feel off” reaction that surrounds the weaker remakes not covered here — a studio applying the wrong tool to a job it hadn’t actually decided how to approach.

The tell that separates the two categories

If you want a single question to sort any remake into one category or the other before reading a single review, ask this: could you play the original immediately afterward and recognise every major beat, encounter and system, purely with better paint on top? If yes, it’s a restoration, and the bar for success is whether the technical rebuild respected what made the original work rather than assuming everything old needed fixing. If the answer is no — if entire sequences, mechanics or story structures were rebuilt from different first principles — it’s an argument, and the bar shifts entirely to whether the new version’s specific claims about the original’s weaknesses hold up under scrutiny. Conflating the two categories is where most remake discourse goes wrong, treating a restoration’s minor fidelity choices as if they were the sweeping rewrites an argument-remake makes, or judging an argument-remake by whether it stayed faithful to a text it was explicitly built to disagree with.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.