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Let's face it, some games were held together with duct tape and hope. Some had enhanced editions, some had source ports, others had enhanced rereleases. So, I thought I'd have a bit of casual fun of mentioning several games, the reasons not to play the originals, and what instead to go with.

Deux EX: Don't get me wrong, Deus Ex is a genre defining giant and still plays very well. Getting it to run though, is rather like herding cats. There's also a small laundry list of potential quality of life improvements, so I suggest either using a launcher or the ever popular GMDX.

System Shock: Bearing in mind this originally came out for Floppy Disks on the publisher's insistence, (much to the ire of the developers), and while the Classic edition runs just fine, do bear in mind that the controls are closer to a computer workstation on wheels than an actual person. Night Drive's Enhanced Edition goes a long way towards making the game control as a game, though some are miffed that it did take over the role of several extant mods and source ports.
I would also consider suggesting the Shockolate Source Port, if not for the simple fact that said port is so early into development as to be a "some assembly required" kind of deal.

Descent I & II: Technically speaking, these two are perfectly functional, if a little held back by their DOS based design. While the lead developer of DDX Rebirth recently retired, the source ports are largely mature and code stable.

OpenRCT2 completely replaces the need for the original games. It can be windowed, it can run at modern resolutions, it's made by people who understand you want to have fun (so it isn't cheat resistant), and there's a boatload of bugfixes and enhancements (including a new save format where you'd have to be trying to run out of room.)

The vast majority of IdTech 0-4, & Build Engine games. "Does it Run Doom" isn't an enduring joke of the internet without merit; the innumerable amount of devices running the classic demon slaying FPS is boggling to be sure. And this is largely helped due to the absurd number of source ports for the games running on the various iDtech engines. This may be something of a Super Shotgun approach, but take your pick from the armory. Be it something close to vanilla like Chocolate Doom, or deeply modified like GZDoom.

Caesar III: Impressions games are quite up to their developer's namesake. The thing is, they often have a small handful of baffling issues that were never fixed. Augustus and Julius being sister projects, aim to alleviate the headaches of the system so you can deal with the headaches of the people instead; with Augustus bringing save breaking enhancements (such as roadblocks) to the fore, while Julius strives for purity while enhancing though other means.

X-Com & Terror from the Deep are fairly well made games. With some annoying caveats such as a hidden item limit, nightmarish inventory management, and generally being limited by 8 bit integers. OpenXcom by virtue of not being a DOS based system eliminates not only the majority of the stranger bugs (like grenades vanishing) but also the many irksome limitations, allowing for a more proper global coverage. Plus, OpenXcom is far more open to modding than the originals ever were.
In the future, I'd love to see OpenApoc join these hallowed ranks, but as it stands right now, it's but a pre-alpha.

I feel that covers the random smattering of games I wished to cover, how about you throw in your thoughts and suggestions? Maybe highlight out specific source ports for being awesome?
I just like open source ports, because if I really want it to work differently, I can fix it myself. Not that I have, to the most part (just a small patch for ja2). Instead, it's also a superior way to get Linux ports. Even if the original developer made a port which worked perfectly at release, some APIs change with time, and it's not possible to fix binaries (e.g. Eschalon 1-3 use an old ABI that causes mysterious crashes when e.g. mesa uses media instructions).

To that effect, I'd like to mention the primary (open) source ports of Jagged Alliance 2 (note: not 1.13), FreeSpace 2, Ultima 7, Diablo and, although I haven't played it enough to really evaluate it, Morrowind. And OpenXCom, mentioned above. I hear Arx Fatalis and Flashback are pretty well covered, too, but I've only played those enough to verify they start up.
Post edited April 13, 2022 by darktjm
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Darvond: Let's face it, some games were held together with duct tape and hope. Some had enhanced editions, some had source ports, others had enhanced rereleases. So, I thought I'd have a bit of casual fun of mentioning several games, the reasons not to play the originals, and what instead to go with.

Deux EX: Don't get me wrong, Deus Ex is a genre defining giant and still plays very well. Getting it to run though, is rather like herding cats. There's also a small laundry list of potential quality of life improvements, so I suggest either using a launcher or the ever popular GMDX.

System Shock: Bearing in mind this originally came out for Floppy Disks on the publisher's insistence, (much to the ire of the developers), and while the Classic edition runs just fine, do bear in mind that the controls are closer to a computer workstation on wheels than an actual person. Night Drive's Enhanced Edition goes a long way towards making the game control as a game, though some are miffed that it did take over the role of several extant mods and source ports.
I would also consider suggesting the Shockolate Source Port, if not for the simple fact that said port is so early into development as to be a "some assembly required" kind of deal.

Descent I & II: Technically speaking, these two are perfectly functional, if a little held back by their DOS based design. While the lead developer of DDX Rebirth recently retired, the source ports are largely mature and code stable.

OpenRCT2 completely replaces the need for the original games. It can be windowed, it can run at modern resolutions, it's made by people who understand you want to have fun (so it isn't cheat resistant), and there's a boatload of bugfixes and enhancements (including a new save format where you'd have to be trying to run out of room.)

The vast majority of IdTech 0-4, & Build Engine games. "Does it Run Doom" isn't an enduring joke of the internet without merit; the innumerable amount of devices running the classic demon slaying FPS is boggling to be sure. And this is largely helped due to the absurd number of source ports for the games running on the various iDtech engines. This may be something of a Super Shotgun approach, but take your pick from the armory. Be it something close to vanilla like Chocolate Doom, or deeply modified like GZDoom.

Caesar III: Impressions games are quite up to their developer's namesake. The thing is, they often have a small handful of baffling issues that were never fixed. Augustus and Julius being sister projects, aim to alleviate the headaches of the system so you can deal with the headaches of the people instead; with Augustus bringing save breaking enhancements (such as roadblocks) to the fore, while Julius strives for purity while enhancing though other means.

X-Com & Terror from the Deep are fairly well made games. With some annoying caveats such as a hidden item limit, nightmarish inventory management, and generally being limited by 8 bit integers. OpenXcom by virtue of not being a DOS based system eliminates not only the majority of the stranger bugs (like grenades vanishing) but also the many irksome limitations, allowing for a more proper global coverage. Plus, OpenXcom is far more open to modding than the originals ever were.
In the future, I'd love to see OpenApoc join these hallowed ranks, but as it stands right now, it's but a pre-alpha.

I feel that covers the random smattering of games I wished to cover, how about you throw in your thoughts and suggestions? Maybe highlight out specific source ports for being awesome?
Some additions as I am involved with the communities of several of these projects

DXX Rebrth: Is still under development, yeah the leader retired but he handed the project off to some close contributors and they have continued development work.

Openxcom: if you want expanded modding capability I suggest you check out Openxcom Extended as my forth coming mod makes use of many of its features.

Doom: WOOF! also came out, a modernization of MBF.
Post edited April 13, 2022 by Lord_Kane
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Darvond: So, I thought I'd have a bit of casual fun of mentioning several games, the reasons not to play the originals, and what instead to go with.
- Sam & Max Hit The Road and Day of The Tentacle (floppy version). Aside from no voice acting, they and several other games had the amusing developer mindset at the time of "floppy disc = easily copyable but people will never be able to afford to duplicate CD-ROM's!" based on sky-high early 90's CD-R drive & media costs. As a result the floppy versions had annoying manual based copy protection that was removed in the "talkie" CD-ROM versions.

- EGA vs VGA is a mixed bag. Eg, I prefer the VGA Leisure Suit Larry's to the EGA text parsers, yet also prefer EGA Loom vs VGA.

It's hard to know what to include to be honest. To me an original version would mean being different enough vs an official later re-release or running in a new engine (eg, GZDoom vs DOS) beyond just being a minor compatibility / widescreen patch (of which there are thousands), eg, I've never had any issue running +20 year old Unreal Engine 1 games like disc versions of mentioned Deus Ex or Unreal 1 just by dropping in the OpenGL / DX9 renderer.

Likewise there's a lot of subjective remasters. Eg, a lot of older games have had Remastered sound, yet despite not being technically the best I just loved that "Adlib" sound. I definitely prefer the controls of Grim Fandango Remaster, and yet the original running in ScummVM means it (and many others) runs on an Android tablet whilst a Remaster may not. Monkey Island 1-2 is another subjective case where a lot of us did the Talkie Edition, ie, merged the voice acting of the new with the original pixel art style. Likewise Spiderweb Software have improved things with Avadon / Avernum / Geneforge "HD" versions, but only for half of the original series. So there's a lot of "mixed bag" stuff where both new and original versions have their advantages.
Post edited April 13, 2022 by AB2012
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Dragon Quest 3: In the original Famicom version, and the NES translation (Dragon Warrior 3), the way HP and MP growth works is poorly behaved. In particular, it turns out that using a Vitality or Intelligence seed will slow down your HP or MP growth. Plus there are some other bugs (more than typical for a DQ game, as DQ games typically are mostly bug-free), including one that will prevent the main character from ever being able to cast Return outside of battle. Play the SFC version (without the translation patch, as that introduces a nasty bug if you create too many characters) or the GBC version (in English (JP version is rather buggy), but reload if a stat goes down while playing Pachisi (known bug)) instead.

Dragon Quest 2: In the original Famicom version (but not Dragon Warrior 2), if your party wipes during the final part of the game, only the main character gets revived. You then need to make your way to the town and pay to revive your other two characters, which is a pain, and becomes impossible if you've been relying on the Open spell to open locks (as that character can't cast spells while dead). Add in the fact that saving and reloading involves writing down a lengthy password and I can't recommend this version. Play Dragon Warrior 2, or one of the remakes, instead. (Even then, I would advise avoiding the SFC version; I think it has the worst music of any version of the game, and it seems there's at least one bug in it.)

(By the way, in case you're wondering, the Final Fantasy games, at least the older games, are far buggier than the Dragon Quest games; FF1 and FF2, in their original versions, are especially bad (though not as bad as SaGa 1).)
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AB2012: Likewise Spiderweb Software have improved things with Avadon / Avernum / Geneforge "HD" versions, but only for half of the original series. So there's a lot of "mixed bag" stuff where both new and original versions have their advantages.
At least in the case of Avernum, I think I prefer the mechanics of Avenum 1-3 to those of the more recent remakes.
Post edited April 13, 2022 by dtgreene
Two Worlds -

The second one is legit a janky but fun mess with some cool ideas. The first one is just poor, though it can create a laugh or two on the way
System Shock's controls were innovative like most of the feature set the game has compared to the games of its time, the game can be fully controlled only by mouse or by mouse and keyboard or keyboard only even in its original form.
In 1994 there was no control's standardization for games that had look up and down features. There were similar titles (POV and shooting) but System Shock was and still is a one of a kind and needs a different set of controls compared to the titles of the time, in the plain game you can shoot enemies at different levels and locations within your FOV without the need of looking directly at them.
What SSP and Night Dive's edition accomplished is to actually hurt the game simply because once the control scheme is changed a most of the game HAS TO be rebalanced, and I really mean it, otherwise you get a dumbed down-shadow of its former self game that has barely a few things in commmon with the original.
Everybody plays the game with mouselook but they miss the orignal project, the dev's vision, the monumental effort to inovate.
Sometimes I really think that gamers deserve bland games and the endless stream of watered downs sequels and soul less clones with no real innovation.
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AB2012: - Sam & Max Hit The Road and Day of The Tentacle (floppy version). Aside from no voice acting, they and several other games had the amusing developer mindset at the time of "floppy disc = easily copyable but people will never be able to afford to duplicate CD-ROM's!" based on sky-high early 90's CD-R drive & media costs. As a result the floppy versions had annoying manual based copy protection that was removed in the "talkie" CD-ROM versions.

- EGA vs VGA is a mixed bag. Eg, I prefer the VGA Leisure Suit Larry's to the EGA text parsers, yet also prefer EGA Loom vs VGA.
And if I might interject a little, with ScummVM, it's practically Pick & Mix day with your favourite adventure games, being able to set up an environment however you please. You want crisp CGA graphics with Roland MT-32/SC music? You do you.
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Darvond: Caesar III: Impressions games are quite up to their developer's namesake. The thing is, they often have a small handful of baffling issues that were never fixed. Augustus and Julius being sister projects, aim to alleviate the headaches of the system so you can deal with the headaches of the people instead; with Augustus bringing save breaking enhancements (such as roadblocks) to the fore, while Julius strives for purity while enhancing though other means.
Augustus and Julius are absolutely fantastic. I never thought Caesar 3 would get a new lease of life years later, and even playing natively on Linux - from a fan project no less. Nothing but admiration for that team.

OpenMW is also excellent in that regard although not as guaranteed to be 100% feature complete with the original due to the many mods that were commonly used with Morrowind.

My favorite example in this category has to be Horn of the Abyss for HOMM3 though. Just because it is a fantastic quality of life mod for an already fantastic albeit aging game which adds so much without feeling like an amateur mod.

If I'm honest I like Augustus more for the technical achievement but HOMM3 is more replayable as a game so the QoL mod for that has to be first for me.
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Judicat0r: -no don't play Enhanced System Shock!-
Not really. It was just an iteration of Ultima Underground's engine. Which like Daggerfall, both Underworld games have been exported as source ports by this point.

I'm not entirely sure how adding mouselook dumbs things down, given that the game still has it's charmingly original hitboxes where sometimes you'll be standing right under one of Shodan's cameras and still couldn't hit it.

But hey, people complained about games using the left & right analogue sticks.
The game's control setup is its most terrifying element. The left analog stick moves you forward, back, and strafes right and left, while the right analog stick turns you and can be used to look up and down. Too often, you'll turn to face a foe and find that your weapon is aimed at the floor or ceiling while the alien gleefully hacks away at your midsection. Add to the mix a few other head scratchers - such as how the triangle button controls item and health use - and you'll be wondering how Sony let this get by without requesting a few different control configuration options.

Beyond the control issues, Alien Resurrection is gruelingly hard. That is, it's hard to the point where you'll spend as much time reloading your save file as you will spend playing the game. The near-mythical PlayStation mouse peripheral is supposed to solve many of the game's control problems, but the 99.9 percent of PlayStation owners who've never even seen the device will find the game almost unplayably difficult to control and unreasonably hard to enjoy. It's a dramatic answer to a problem far more easily solved by adopting the control scheme from EA's Medal of Honor.

Fans of console first-person shooters or the Alien film series will probably be better off waiting for Fox's recently announced Aliens: Colonial Marines for the PlayStation 2. While no concrete details have been announced for the game yet, this is one instance where the unknown is preferable to the devil you know.
Post edited April 13, 2022 by Darvond
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Linko64: Two Worlds -

The second one is legit a janky but fun mess with some cool ideas. The first one is just poor, though it can create a laugh or two on the way
That doesn't sound like what this thread is about, as the 2nd isn't a remaster of the first. But just wanted to say that I disagree here, I liked the first, mainly the exploration of a huge and diverse world, while the second struck me as having removed all that was good in the first and doubling down on what wasn't, plus putting in a lot of what'd be generic MMO daily quests in a single player game.

On topic, definitely Grim Fandango Remastered, the point and click controls make it playable, can't imagine trying to play it with the original controls.
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Cavalary: On topic, definitely Grim Fandango Remastered, the point and click controls make it playable, can't imagine trying to play it with the original controls.
I second this.
I also agree about source ports in general, especially when they can bypass the awful dosbox.
A few I can think of

The Witcher, that weird chain combo conbat system just feels wrong after the playing the action slashing styles of the later titles.

GTA 1-3, Vice City is where they really hit it off.

DOOM, bit controversial but DOOM 2 felt better overall to me and all the WADS and TCs for it just make it far superior in my eyes. Oh and super shotgun.
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thraxman: A few I can think of

The Witcher, that weird chain combo conbat system just feels wrong after the playing the action slashing styles of the later titles.

GTA 1-3, Vice City is where they really hit it off.

DOOM, bit controversial but DOOM 2 felt better overall to me and all the WADS and TCs for it just make it far superior in my eyes. Oh and super shotgun.
Not quite the spirit of the thread, but an interesting post nonetheless.
Ultima VI Nuvie, which has been incorporated into ScummVM, fixes a lot of issues with the original (and the games also built on the same engine), such as zooming out the view to make exploration feel less cramped. I think it even has support for the FM-Towns version with the full voice acting.

Not getting in specific games so much, but console emulation has progressed in many cases to such an extent that you can get a lot of benefits from playing through an emulator. Upscaling resolution to make 3D games look sharper, reducing texture warping on Playstation games, eliminating sprite flicker and slowdown on systems like the NES, widescreen modes, and you can even get the mode 7 effects on the Super NES and Gameboy Advance to render in razor-sharp resolution. Vitor Vilela did a patched version of the SNES version of Race Drivin' that changed it from a pathetic slide show into one of the most impressive examples of 16-bit 3D there is.