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krugos2: I'm not familiar with the Simon The Sorceror remake, ...
I said "remaster", not remake. They basically put a blurring filter on top of the original game. (you know, like those you can also have in any dosbox or scummvm game)

Remake = making a new game based on the old one (the word says it all).
Remaster = keeping the original game, but improving* certain assets. *but sometimes/often doing the opposite.
Post edited October 01, 2020 by teceem
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teceem: I said "remaster", not remake.
My bad.
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mqstout: FF1: Move away from spell slots to mana points completely changed the game.
That wasn't the worst change.

The worst change was making the party stronger, but not boosting the enemies to compensate, making the game way too easy.

Then again, another particularly bad change is how the random encounter algorithm was changed to make it possible to get into back-to-back random encounters. (In the original, I believe there was a minimum number of steps between random encounters; the remakes (even PSX and I assume WSC) threw that away.)

(I note that Square's WonderSwan Color remakes seem to all have issues, with FF1 being the least serious, but I haven't played that version of Romancing SaGa (or the original Romancing SaGa, for that matter.)
SaGa 1 WSC:
* MELT and DRINK will not restore the user's HP when used by a party member.
* Other drain effects, when used by a party member, will have accuracy equal to the attacker's AGI - target's AGI, which means they'll never hit when AGI stats are equal, making them useless.
* (Note that these two changes don't apply if it's the enemy using the attack.)
* Also, the confusion bug is still present; a confused enemy will still attack you and never attack other enemies, and furthermore its single target attacks will hit your entire party.

SaGa 2/3 DS:
* Instead of invisible random encounters, you now have visible enemies that move in real-time, making these games no longer turn-based. (This is especially painful near the end of SaGa 3, where enemies move faster than you, making it impossible to avoid encounters without stopping time; at this point, the encounter rate felt far worse than in the original.)
* In SaGa 3, the ability for a party member to protect another, taking hits for them, was removed. (This means that there isn't any effective way to control which character the enemies attack, making defense-focused setups not viable.)

Final Fantasy 3 DS:
* Fewer enemies per battle.
* Status ailments used by the player almost never work. (In the original, they would almost always work unless you're fighting a boss.)
* The Black Belt job, for whatever reason, is now only available near the end of the game, making it not available in the one dungeon where its Build ability would have came in handy.
* The Onion Knight job, formerly the starting job, is now locked behind multiplayer. With Nintendo Wi-fi having been discontinued, the only way to get it is to find someone else with a DS and a copy of the game, or to hack your save (which can't be done on console without a third-party device). (Fortunately, the later ports of this 3D remake fixed this issue, though the others still remain.)

Final Fantasy 5/6 PSX:
* Load times have been added. Also, saving and loading your game takes a while (when it was near-instant in the original).
* Much of the music is not ported well and sounds quite terrible.
* FF5 PSX has a horrible translation (fortunately rectified in the GBA version).


Remembered another one:

Bard's Tale Trilogy Remastered:
* You can no longer save monsters to the Adventurer's Guild.
* You can no longer leave the AG guild if the only living party members are monsters.
* If the only living party members are monsters, it's treated as a game over, and the monsters are removed from your party (which could result in the loss of quest items, even if the developers went out of their way to prevent other ways they could be lost).

Wasteland Remastered:
* The game didn't launch with macro support. (Originally, the IBM PC version would let you set keyboard macros; the remaster only recently got that capability, according to the changelog.)
Post edited October 02, 2020 by dtgreene
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mqstout: FF1: Move away from spell slots to mana points completely changed the game.
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dtgreene: The worst change was making the party stronger, but not boosting the enemies to compensate, making the game way too easy.
The final dungeon was damned near impossible without exploiting weird cheese, with having to fight all four bosses and then the last boss, with a chance of a megamonster.