But if it can be done by us at home, why wouldn't a professional developer be able to do it?
In a related question, if it's so easy to be done at home, why haven't any of these hobbyists turned pro and pitched the project to Sega? And yet it's the professional dev teams getting called "lazy" by the semi-anonymous people watching from the sidelines.
In a related question, if it's so easy to be done at home, why haven't any of these hobbyists turned pro and pitched the project to Sega?
They have. Blit pitched it to them over 5 years ago, and Sega turned it down. This is a situation of easier said than done. Many developers have pitched games to Sega before and gotten turned down. Other examples would be the Sonic skateboarding game pitch that Borman over at AssemblerGames found a prototype of and released, as well as more recently the Jet Set Radio Evolution pitch that Sega also rejected. Sonic Mania is the result of an existing relationship that Christian Whitehead formed with Sega after having handled the 3 mobile ports prior to that, and significant fan support over his initial YouTube video proposing the first one. The same situation is not appropriate for a professional company to get themselves into, it's more likely they'd get legal on their ass instead if they're trying to get a pitch to go viral by posting it publicly.
I should also mention that some of us making these comments do have a background in software development. I'd love the opportunity to fix this myself, but that's just not a realistic situation.
D3T is a capable outfit filled with professionals.
The problems/ shortcomings that are mentioned in various threads have nothing to do with them as a team, or their work ethic.
Let’s face it: everything comes down to the budget.
Sega most likely did not “break the bank” for these HD ports/remasters. Had they added another zero on their check, then we could have gotten 16:9 cutscenes/ 4K gameplay/ online forklift racing/ What’s Shenmue/ Passport features/ updated textures/ etc.
This 100x over. It is entirely down to the price point of the games and budget. Despite being upset about the lack of investment in the ports, I actually think they made a sound decision targeting the budget price point from a business standpoint. It will maximize the number of people who can afford the game, and potentially help in the future. (As long as it doesn't end up being shitty and the reviews tank as a result hurting sales after release)
None of this B.S. about "well, maybe it's hard for them to only affect a specific scene" is valid - No, it's not. Easiest way to describe this so it can be well understood is just look at the debug build of Shenmue that's floating around. Every scene has a unique ID that you can select & play back with that build. The full game, despite not having a scene select, works the same way. If they don't want to try and modify the game data it's very simple for them to throw in an kludge on top of existing logic that checks the current Scene ID and applies a camera modification specific to one scene as Esppirial suggested. We can even do this already just using cheat device codes, as they support conditional logic.
The games have already been finished because they need at least 6 weeks for manufacturing and distribution. What they've shown lately is exactly what we're getting and it's unlikely they'll want to change much in a later patch. For the price they're targeting, I'm satisfied with what they've done. Would I like better, yes, but I don't think the game would sell as well if they were targeting say $10 more for example and then it might not be worth it.
Best case scenario is they do well and go back and remaster the first two when the series is done. I know some people are hoping the success of 3 results in Sega picking up 4 themselves instead of an external company like Deep Silver, and I think this will go a long way towards making that happen.