As with pretty much any classic remake, I'll just check out how cool the screenshots are, silently wish they were that cool back in the day, and then not buy the game.
Jordan Mechner bringing downloadable revamp of seminal Apple II game Karateka to Xbox 360 and PS3 later this year.
The creator of Prince of Persia is ready to develop his first game since 2003's critically acclaimed Sands of Time. Jordan Mechner today confirmed that he is remaking his breakthrough 1984 hit, Karateka, for release as a downloadable game for the Xbox 360 and PlayStation 3 later this year.
Developed by Mechner in his dorm room at Yale, the original Karateka cast players as a karate fighter who takes on the warlord Akuma to free the kidnapped maiden Mariko. The bulk of the game consists of one-on-one fights between the player and Akuma's henchmen as the protagonist makes his way further into Akuma's fortress.
"Making the original Karateka was a labor of love," Mechner said in announcing the new version. "To have so many people embrace it and share their stories of playing it has been really rewarding. I am always surprised to hear how much impact that game had. In remaking Karateka, I want to honor the original game with a compact, pick-up-and-play game that is fluid, atmospheric, and beautiful."
Mechner answered some of GameSpot's questions to shed more light on how he will be approaching the remake of his Apple II original.
GameSpot: Why revisit Karateka now?
Jordan Mechner: I'm not sure why, but I've felt especially connected lately to the early 1980s and a lot of different things just seemed to be pushing me in that direction. I just published my old game development journals as a book, and certainly rereading those old journals made me think about Karateka.
Even in 2010 on the Disney/Bruckheimer Prince of Persia movie press junket, with these huge stars and everything there was to talk about, people were fascinated by the original Apple II era and kept asking me about it, and about Karateka, which somehow they still remember. Between screenwriting and writing for TV and graphic novels these past few years, it's been too long since I've gotten hands-on with a game--Prince of Persia: The Sands of Time was the last one--and doing a new indie Karateka as a downloadable game seemed like the perfect way to get back to my roots as a game designer.
GS: What do you think the biggest differences between the new Karateka and the original will be?
JM: The visuals and sound of the new game...the style of cinematic storytelling was something I really wanted to focus on. When I did the original Karateka back in the '80s, there was only so much I could do with the music and art direction given the technical limitations of the Apple II. Today, the sky is the limit. So the new Karateka will be a much more beautiful, immersive experience.
On a gameplay level, we've reinvented the controls and combat mechanic to a degree because of the expectations of gamers--and where we draw the line between fun and frustrating--have evolved so much in the last 30 years. The original Karateka was notorious for its relentless difficulty and especially for certain unexpected sudden-death surprises that made you go back and replay the whole game over from the beginning.
That "one life" philosophy wouldn't go over well today. But it was my way of not wanting to break the player's immersion in the fiction. In a story, the hero can only die once, right? That was the conundrum that led us to create the Dagger of Time and the rewind feature in Prince of Persia: The Sands of Time; it was a way to allow the player to fail in a life-and-death situation and still keep playing without breaking the reality of the story. For the new Karateka, we've come up with a new way to handle the problem of defeat that ties into the story and is true to the spirit of Karateka. I hope players will enjoy it and also be a bit surprised.
GS: Could we see this come to PC, mobiles, or handhelds?
JM: We might consider additional platforms down the road, but right now, we are focused on XBLA and the PSN. The opportunity to create a downloadable experience for these platforms is very exciting. They're perfect for the compact, pick-up-and-play experience that defines Karateka (old and new).
GS: What do you think of the fighting genre's evolution since Karateka? Any franchises you think have really done it right?
JM: Even though Karateka helped jump-start the fighting game genre back in 1984, I actually never thought of it as a "fighting" game. To me, Karateka is a story-driven action adventure game that uses karate battles as a means of advancing the plot. In terms of their evolution, I think of modern fighting-game franchises like Tekken and Mortal Kombat as among the last true "arcade-style" games that have stood the test of time. Karateka is a different kind of game.
GS: Why have you stepped away from day-to-day development since Sands of Time? Why come back now?
JM: Between the demands of the Prince of Persia film and my other screenwriting, TV, and graphic novel projects, the last few years have been a very busy, exciting and rewarding time. It's not that I wanted to get away from games; it's that I love all these different art forms equally. For me, they're all ways of creating a world, an experience and sharing it with an audience. I felt it was time for me to do another game; I was intrigued by the challenge of making a downloadable game with a smaller team, and Karateka was a perfect opportunity. The time is right.
SOOOO many hours playing this game growing up. I've been waiting for this for years. Hopefully this will lead to more old games bought to XBL and PSN. Great news!
I never played this game on the Apple II, but I did play it on the Commodore 64. It was one of my favorite games from the 80s. Given how immersive and fluid he was able to make the game on 8-bit systems, I can only dream of what he might do with today's technology. I'm looking forward to this one. PS -- Always remember to bow before the princess! ;-)
I had read somewhere, that this title was the Karate version of Star Wars. Except that it wasn't in space and Jedi's were replaced with Ninjas.
Anyone also remember 'North & South' on the Amiga/ST, now theres a great MP game waiting to be redone.
Good memories of my brother trying to beat that game on our C64..Looking forward to it. Check out 'Last Express' by him too..still have that one.
Ok just looked up Karateka on youtube, and yeah that game would be awesome to remake. Maybe have a few fighters to choose from this time. The regular karate guy of course, and another 2 or 3 with different fighting styles? Anyway, can't wait to see what he does with this. I'm follwing.
oh, the warm memories come flooding back. Id then like to see Ranarama, Nexus, Quazatron, Knight Lore and IK+ : )
Wow, Karateka.... one of those games I never managed to beat. That takes me way back. Some of you are so young. :lol:
This is great. I loved the original Karateka and Prince of Persia. I beat both of them on the PC many, many years ago. I still haven't beaten Prince of Persia 2 though. That game is awesome as well. I still have it for my PC. I have yet to play Sands of Time or The Last Express. It's too bad he didn't make a few more games. I would have loved to see some new IP's from Jordan. It'll be good playing Karateka again on my XBox 360.
Great to see the creator coming back for the labour of love to do this downloadable title, hopefully its priced no more than $5 or $10
I always liked the original Prince of Persia, however when Sands of Time came that quickly became the only Prince of Persia game for me. I agree the combat may not have been very polished (although free-form combat was great and not many games had that nailed then), but the story and palace scenarios are still my favorites from the entire series. Never heard of Karateka, could be interesting though. I will track it for now.
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