Demakes Decoded at PAX East 2024
Description
This past Sunday, for the first time since before the pandemic, I had the opportunity to share a panel with attendees of PAX East!
Demakes Decoded: From HD to 8-Bit
In an age of HD remasters, demakes buck the trend by reimagining a modern game for a more primitive console. Ever wanted to play Silent Hill 2 on the NES, Disco Elysium on Game Boy, or Portal on N64? Now you can! But how much of a game’s core gameplay is dependent on technology? What features are important to preserve, and how do you adapt the rest? Is it really the same game — and do the original copyright owners think so? We’ll chat with four demake devs about their projects, inspirations, and challenges, exploring how they balance modern innovation, technical constraints, and retro nostalgia.
Featuring:
- Ken Gagne (he/him/his) [Editor, Juiced.GS]
- James Lambert (he/him/his) [Developer, Portal 64]
- Jasper Byrne (he/him/his) [Designer, Superflat Games]
- Colin Brannan (he/him/his) [Developer, Disco Elysium: Game Boy Edition]
- Animal Planet (they/them) [Developer, PicoWars]
The audio from this panel is presented as a bonus episode of the otherwise defunct IndieSider podcast. Stream it below or from Apple Podcasts, YouTube Music, Pandora, Overcast, Spotify, Pocket Casts, iHeartRadio, TuneIn, or RadioPublic, and click past the jump for a written transcript.
Transcript
Ken Gagne: Welcome to the last day of PAX East 2024. Thank you for waking up before the crack of noon to join us for Demakes Decoded: From HD to 8-Bit. My name is Ken Gagne, pronouns he/him. Very excited to be sharing with you a panel of amazing developers today. A little bit of introduction and information before we get started. First, I want to start with a blank slide, land acknowledgment saying that we are residing on the ancestral and unceded lands of the Massachusetts people whose name was appropriated by this Commonwealth. We pay respect to the Massachusetts elders post and present. We acknowledge the truth of violence perpetuated in the name of this country and make a commitment to uncovering the truth.
So this panel is about Demakes Decoded: From HD to 8-bit. And first, how many people here have no idea what a demake is? We got one person, two, three, four, five. Excellent. So for those five people, let’s establish what a demake is. A demake is not Resident Evil 4. That would be a remake. We’ve had some amazing, wonderful, very enjoyable and highly received and acclaimed remakes in the last few years. Resident Evil 4, Super Mario RPG, that weird game by Square that nobody thought would ever come back. And of course, Final Fantasy VII: Rebirth. So those are all remakes.
A remake is re-imagining an older game for a newer system. It’s not just applying a new coat of graphics like The Last Of Us. It’s such a technological leap that they are actually almost going back to the drawing board and making a new game inspired by the original game. A demake, what we’re talking about today, is just the opposite. It’s re-imagining a newer game for an older system going backwards in time. And we have four developers here today who I’m about to introduce.
So first, who remembers Portal? Yeah. Portal came out in 2007, 17 years ago, for Windows and Xbox 360. 11 years before that the Nintendo 64 came out, and James here has ported it, has ported Portal to the N64. And this is what it looks like.
James, say hello!
James Lambert: Hi, I’m James Lambert. Yeah, and I ported Portal to the N64. And I guess I just repeat what he said. It took me about two years to get to this point. And then the YouTube channel, if you want to check it out, you can see kind of the progress in the videos. And unfortunately you can’t get the ROM for me right now because Valve told me to take it down. But I’m sure if you searched online, you would be able to find it somewhere, but not just from me.
Ken Gagne: Yeah, it’s like the Streisand Effect. The more you remove it, the more visible it becomes.
James Lambert: Of course, yeah.
Ken Gagne: Where are you coming in from for the panel?
James Lambert: Yeah, I’m from Utah. That’s it.
Ken Gagne: Well, thank you for coming all this way.
James Lambert: And nobody else is.
Ken Gagne: Another game that is actually going in both directions right now, a remake is coming for Silent Hill 2, which was originally released for the PlayStation 2 in September of 2001, where, speaking of James, James Sunderland is trying to find his dead wife, who he mysteriously received a letter from. And even more mysteriously, the game has been ported to the 8-bit Nintendo called Soundless Mountain 2. And the master of that thesaurus would be Jasper Byrne here. Hello, Jasper.
Jasper Byrne: Hi there. Yeah, I made this one in 2008, so it’s quite a long time ago now. But it was originally for a competition for demakes run by The Independent Game Source, or TIGSource. It was a forum where a lot of indies used to post back in those days. And to my surprise, actually won the competition. And so that actually ended up getting it noticed a little bit by, I guess, journalists and stuff. And ended up leading onto me doing another game like Lone Survivor, which was sort of using what I’d learned from this if you like. So another 2D survival horror game basically. So yeah, it only goes up to the apartment section, but I did always want to finish it.
Ken Gagne: But all these demakes are fully playable. These aren’t just tech demos, which is pretty awesome. You can actually just download them and play them. The next panelist we have is somebody who was inspired by Disco Elysium, which is a noir-style game that came out for Windows originally in October 15th 2019. And it just seems a natural candidate of course, to port to the original Game Boy. So we have Disco Elysium: The Game Boy Edition by Colin Brannan.
Colin Brannan: Hello everybody. Yeah, it was like a pandemic project for me four years ago really. I was just trying to figure out something to work on in my spare time. I hadn’t done anything creative in a few months. And there’s a really neat tool out there called GB Studio, which I totally recommend to anyone for making Game Boy games like this. And so this is actually completely without code. I’m an artist, not a programmer or an engineer. So yeah, there’s some really cool stuff you can do with such a small tool and then they even let you export an actual ROM. So people have been playing it on actual Game Boy hardware as well, which is super cool to see f