Bluepoint Games : Remastering The Game

The remastering maestros… remaestros

Developer Profile

When forming a game  development studio,  the common desire is  to build something of  your own; to unleash  your creative desires on a world that,  to this point, likely hasn’t been open to  hearing the message you want to share  with it. It’s a move that says ‘Here we  are, this is what we’re doing, and this is a  reflection of us through our art’. You don’t  really get into game development – in  the most part – so you can pick up  games that have already been made by  someone else, and tinker with their code  and assets so they can function on newer  (or just different) devices and look better  (or, again, just different). Basically, you  don’t get into games with porting and  remasters in mind.
Bluepoint Games started out with an  original release in 2006 – Blast Factor,  a downloadable PS3 title released in November 2006, when digital-only  console releases were in their relative  infancy. It was the studio’s first year of  existence, a game on the more basic  side of things, and didn’t really show  anyone much of anything, to be perfectly  honest.

gaming eBookworld

Gaming eBookworld
Had the team continued down  this road, it would likely have ended up as  just another studio you forgot released  a twin-stick shooter on the PlayStation  Network. Because seriously, there were  so many twin-stick shooters on PSN.
But that wasn’t the path Bluepoint  opted for, instead pivoting to the not-inthe-slightest new arena of remastering  games. Sony wanted to bring back a  bunch of its PS2 classics, wrapping them  in a bit of high-definition sheen and using  them as none-too-stealthy marketing for  the bigger releases on PS3. The God of  War Collection put the first and second  entries to Kratos’ action-adventure (and  violence) romps into one package, slapped  a 720p coat of paint on them, and threw  them out to the masses as a taster for the  then-upcoming God of War III (in the US,  at least: the Collection released post-GOW  III in Europe). It was well-received critically  and commercially, and was the moment  Bluepoint realised what its calling truly  was: to make the old new again.
Bluepoint’s second remaster followed a  similar path: a bundle of two PS2 games,  given a lick of HD paint, and re-released  on the PS3 as a bundle. The Ico & Shadow  of the Colossus Collection, though, did one  extra-special thing that made players  sit up and take notice: it fixed technical  hitches from the second game in the  package. This wasn’t just a lazy hack.

job thrown out for easy money; it was  something the team behind it clearly cared  about – at least to some extent – resulting  in players finally being able to play Shadow  of the Colossus without crushing frame rate  drops as experienced in the PS2 original.  There was no stopping Bluepoint now.


Metal Gear Solid saw the remastered  collection treatment (and Bluepoint’s  first move away from a Sony format, with  the bundle also coming to Xbox 360),  while a few titles – PlayStation All-Stars  Battle Royale, Flower, and Titanfall – were  straight-up ports from one system to  another, rather than remasters. But all  were of a type: games that had already  been made, being redone for another  format. Bluepoint became synonymous  with ‘this will be good’, so when Gravity  Rush and Uncharted were also fired out  of the remaster cannon – the former from Vita to PS4, the latter PS3 to PS4 – it  was of little surprise they were of a type.  Said type being ‘good’.
But it was, fittingly, Bluepoint’s return  to a game it had already remastered 


“The future of Bluepoint  seems healthy, with the  studio already working  on a PS5 project” 

once before that showed how strong the  heart of the studio really was. Shadow of  the Colossus, brought back once more in  2018, this time for PS4, saw more than  the bit of work bringing it up to a smooth,  playable standard, as seen in the PS3 doover. The project came about because of  Bluepoint’s good relationship with Sony,  but also because employees loved the  game and wanted to make a ‘definitive’  version of it. This meant not just another
coat of paint, but breaking everything  down and doing it from scratch – all  assets were remade and structured  around the skeleton of the PS2 original’s  codebase. Controls were updated, and  graphical effects offered choices for  players on the different tiers of PS4  systems – it was… well, definitive. The best  version of one of the PlayStation’s best  games, which has been released three  times but was only made by its creator  once. What a strange little situation.
The future of Bluepoint seems to be  looking healthy, with the studio, now  around 90-staff strong and still sitting  pretty in Austin, Texas, already working  away behind closed doors on a project  for the PS5. Rumours are being thrown  at the studio every day, with a remaster  of Demon’s Souls seemingly the top of  that particular pinch-of-salt list. Or maybe  Syphon Filter. Resistance? Silent Hill could  be a goer. Maybe the team will have a  third pop at Shadow of the Colossus. Who  knows? Whatever the case, it’s a fair  assumption the next game from Bluepoint  will be a remaster (or port) in some form –  and there’s even less doubt it’ll be handled  incredibly well, and turn out arguably  better than the original did. Unless it’s  Blast Factor 2, then all bets are off.

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