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I’ve been watching old videos of the original The Binding of Isaac, and it’s strange looking back. As many huge improvements as Rebirth, the remake that came out a couple of years after, made to the base game, still it feels like something was lost in translation. Several things, actually…

Maybe it would be best to start with talking about all the reasons people generally regard Rebirth as categorically superior to the original. The first game had notorious framerate issues, many items didn’t work properly with each other, and it was built using technology that made it impossible to expand – many people say it reached the limits of Flash, Adobe’s multimedia tool, but Isaac was actually not just built in Flash, but built using Actionscript 2, the version of Flash’s scripting language that was deprecated in 2007. Since I’m building my own game in Flash (technically AIR, the standalone equivalent), this is a narrative that I feel compelled to correct whenever it comes up. Rebirth could have easily been built in Flash. But I digress: The point being, Rebirth fixes all these issues, so when viewed entirely within the scope of the shortcomings of the original it definitely seems like a superior game.

Looking back though, something seems off with what we have now – and it’s interesting to examine why that is. There are aspects of the design, art, and music that just fail to click in quite the same way.

The least contentious of these is the music. Nearly everyone preferred the music from the original game, composed by Danny Baranowsky, to that in Rebirth, composed by Ridiculon (Matthias Bossi and Jon Evans). The new soundtrack actually does some cool stuff, with music layers that fade in and out based on what’s currently happening in the gameplay – but this actually undermines part of what made Danny B’s score so amazing. With parts fading in and out, it becomes necessary to create a consistent base track for these to play on top of, which makes it impossible to construct an overall narrative flow to the music. Consequentially, Ridiculon’s music is background music in the truest sense, just providing accompaniment to the experience of the game, whereas Danny B’s score actually defines the tone of the game and creates its own narrative high and low points which interplay with the gameplay highs and lows to create a more complex experience. Combined with a generally more melancholy and creepy tone, it makes the overall musical experience of playing Rebirth rather lacking comparatively.

Aesthetically, I have a bone to pick with the game similar to that regarding the defamation of Flash. When they announced that Rebirth was going to have a “16-bit” art style, I thought that was a peculiar choice, but was willing to see what they came up with. What they came up with was, unfortunately, kind of a pathetic excuse – which seems harsh, but I promise I have a reason for saying that.

First, let’s talk about the art in the original. Isaac used vector art, a specialty of Flash: Vector art is a style of rendering that stores images and a set of drawing instructions, a list of lines and colors. This is a powerful tool because these instructions can be easily rotated, scaled, color-shifted, and so forth with no loss of quality, but it pays for this in making detailed art very processor intensive. Rebirth, conversely, uses raster images for its assets: Raster images are what we’re generally used to working with in photoshop and other editors, just a grid of colors which can look realistic at its native resolution but looks notably blocky at lower resolutions. 16-bit games used raster images at a set low resolution to create a crunchy but vibrant look that is still beloved today. However, the entire design of Isaac was based around arbitrarily scaling and coloring assets which, as mentioned, works a lot better with vector images than raster images. However, for whatever reason the Rebirth team didn’t want to work with vector images, so to conceal the shortcomings of scaled, rotated, or otherwise processed raster images they used super low-resolution raster images and called the resulting look “16-bit”.

This is kind of insulting. There’s no coherence to the resolution – even when the pixels align along the grid the objects that own the pixels move with subpixel accuracy, creating a smoothness that’s impossible in a true 16-bit environment, and as game objects scale up or down in accordance with the mechanics they turn into grotesque pixellated bullshit. Also, because they use such low-res assets, there’s no room for detail in any of the enemies: The original enemy designs, though crude, have an expressiveness to their lines that makes them creepier and more compelling. While pixel art has a great deal of expressiveness in its own right, within the context of Rebirth that expressiveness is curtailed by being constantly squashed and stretched, one of the ugliest things you can do to pixel art.

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The design issues with the game snuck up on me. In general, the gameplay choices made in Rebirth are very smart, limiting boring and overpowered tactics in favor of more interesting and aggressive ones, expanding the possibility space for encounters by adding lots of new items and enemies and rooms, and generally spicing thing up by adding new interactions. However, something weird started to happen as more and more items were added. I first noticed it with the item “Gimpy”, which is… exactly what it sounds like.

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…And this comes to a fairly fine point about what Isaac is and is not. The Binding of Isaac has a lot of kind of gross and shocking content, but all of it is contextualized by the understanding that this is a child’s conception of the world, and all the weird gross things in it are exactly the sorts of weird gross things that kids tend to develop obsessions with – bodily functions, deformities, and so forth. Up until Rebirth, Isaac items tended to fit one of three themes: Everyday objects granted extraordinary significance, religious symbols, or video game references. These make total sense from the perspective of a weird shut-in kid who only knows his toys, the random things he finds, and the creepy religious stories his family tells him. But once you add S&M gear to the mix, it no longer becomes about expressing Isaac’s character, about life in the mind of an isolated and possibly abused child, but just about being weird and gross for the sake of weird and gross. By itself Gimpy is just one item, but it indicates an overall trend away from being expressive and meaningful and towards adding stuff to the game just for the sake of having it there.

In the end, Rebirth’s flaws are covered up by the simple expedient of repetition. Once you play the game for a thousand hours, you don’t care that the music lacks narrative flare, you don’t even hear it any more. Once you play the game for a thousand hours, you don’t notice that everything is in a different resolution – the game just looks the way the game looks, why would it look any different? Once you play the game for a thousand hours, you don’t see a gimp mask, you see a way to restore health in difficult situations. You see the frame rate stable at 60 frames per second, you see the hundreds of weird and interesting item interactions. It may have made total sense to prioritize the things they did in developing the game: In so doing they’ve made a game that people who love Isaac can play for thousands of hours and still enjoy.

However, they’ve also made it so the chill I felt when I first played the game, the genuine sense of visceral discomfort and confusion and striving understanding, are now obscured behind a layer of generic video game.

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