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Daewon Media to Create a 'Bug-Free Forgotten Saga' Unseen Before

TL;DR (2-3 Sentence Summary)
The remake of Forgotten Saga has finally been revealed to the world. Although its release was recent, development began around the same time as the Asthonisia Story remake, making a criticism from a year ago somewhat embarrassing. As the reporter who wrote that article, I felt compelled to provide after-service for this game, so I visited the PlayX4 event where a demo stage was set up and met with Kim Hyung-gil, head of the game business team's development department at Daewon Media. It's absolutely not because I was an ardent fan of Forgotten Saga myself.
01 플레이엑스포 대원미디어 부스에 전시된 '포가튼사가 리메이크' (사진: 게임메카 촬영)
▲ 'Forgotten Saga Remake' displayed at Daewon Media's booth at PlayX4. (Photo: Gamemeca)

When Daewon Media unveiled 'Astonishia Story Remake' at PlayX4 two years ago, I expressed some skepticism, suggesting that a more fitting title for a remake would beSonori's 'Forgotten Saga'.It's a game that, thanks to its bold adoption of 'Free Scenario' - a first in Korean RPG history - showcased gameplay worthy of a masterpiece. Unfortunately, it was plagued by bugs due to the poor development environment and circumstances at the time, earning it considerable criticism. I argued that it had far more potential to shine through a remake than Astonishia Story, which had already received a remaster.

Now, that very Forgotten Saga Remake has finally seen the light of day. Although its reveal was recent, development reportedly began around the same time as Astonishia Story Remake, making my two-year-old critique feel a tad embarrassing. As the journalist who wrote that piece, I felt compelled to provide some form of aftercare for this game. Thus, I headed to the PlayX4 event, where a demo stage was set up, to meet with Kim Hyung-gil, head of the game business department's development team at Daewon Media. And no, it's absolutely not because I'm a die-hard fan of Forgotten Saga myself.

대원미디어 김형길 부장 (사진: 게임메카 촬영)
▲ Daewon Media's Kim Hyung-gil. (Photo: Gamemeca)

Q. When exactly did the development for Forgotten Saga Remake commence? Daewon Media revealed 'Astonishia Story' Remake at PlayX4 two years ago; did development begin after that?

A. Development actually kicked off with CFK around the same time as 'Astonishia Story'. It's been a little over two years now. We showcased 'Astonishia Story' first back then, and 'Forgotten Saga' required a bit more time to reach the desired level of quality.

Q. What's the approximate size of the development team?

A. While I can't give an exact number, the team operates dynamically based on project needs. We started with about 10 to 15 people during the initial setup and have maintained a similar scale throughout development.

Q. Is this a 'remaster' that simply polishes the graphics of the original 1997 release, or is it a full 'remake' built from the ground up?

A. The process itself is indeed a 'remake' built from scratch. However, rather than a radical reinterpretation, it's closer to how 'Hwanse Chohojeon' was remade – we've restored existing assets, meticulously rebuilt everything while preserving the original's essence. It's more accurately described as a 'Restoration-type Remake' rather than the typical remake outcome people might expect.

새로 만들어진 시작 화면 (사진: 게임메카 촬영)
▲ The newly created start screen. (Photo: Gamemeca)

원작은 소스도 스파게티처럼 꼬여 있기에, 처음부터 한땀한땀 재현했다 (사진: 게임메카 촬영)
▲ The original source code was a tangled mess, so we rebuilt it meticulously from the ground up. (Photo: Gamemeca)

Q. The original 'Forgotten Saga' was released in 1997, making it nearly 30 years old. Even by its original standards, its systems were considered somewhat dated, with criticisms about lacking mouse support and convenient features. Will the remake retain these inconveniences as 'retro charm', or will it incorporate modern quality-of-life upgrades?

A. User convenience has definitely been improved. For instance, we've added features like a quest log. However, we're striving to avoid drastic changes that would break the original's framework. While the specifics of convenience improvements and details would be best explained by the development team directly, we're proceeding in a way that preserves the original's flavour.

Q. Due to a rushed development schedule, the original had many unimplemented or half-baked features. For example, character-specific sub-quest lengths varied wildly, and some characters had no sub-quests at all. Many events and character relationships (like Kumaru, Darkblade, Gorax Garorin, Avengia, Adelbart, etc.) were briefly touched upon only to leave dangling plot threads. Will this remake include enhancements to these unfinished portions or additional content?

A. Unfortunately, this remake does not include content enhancements that expand the volume. We are essentially adhering to the original's scope.

This is an area where CEO Lee Won-sul, the original creator, was directly involved in the review process, providing significant input and commentary. However, due to various practical constraints, our primary focus has been on eradicating the bugs that plagued the original, ensuring a smooth play experience, rather than expanding the volume. We're addressing all quests and errors that were previously unplayable due to bugs.


05 06 원작에 없었지만 현대 게이머들을 위해 추가된 퀘스트 안내와 미니맵 (사진: 게임메카 촬영)
▲ Quest guidance and a minimap, added for modern gamers though absent in the original. (Photo: Gamemeca)

캠핑 시스템도 여전하다 (사진: 게임메카 촬영)
▲ The camping system remains. (Photo: Gamemeca)

Q. With both 'Astonishia Story' and 'Forgotten Saga' being remade, there's a lot of interest in clarifying their world-building. At the time of the original's release, before 'Astonishia Story 2' came out, the appearance of the sequel's protagonist 'Killian' differed significantly from his later depiction, and the timeline wasn't clear, leading to much user speculation. Have you established a definitive setting for the Astonishia world internally?

A. We haven't made any new internal decisions regarding that. Completely redesigning the somewhat flimsy settings and underdeveloped aspects from that era would be too extensive. Therefore, we're focusing solely on faithfully restoring the game itself, without unnecessarily tampering with past lore.

Q. Is there a possibility of supplementing new stories or future sequel lore through future patches or DLC?

A. We're keeping all possibilities open. While I can't say the chance of new stories or future developments is zero, it's currently just at the idea stage with ongoing discussions; nothing concrete has been decided.

마돌의 성 앞에서 아무 대화도 없이 곧바로 게임을 시작하던 원작과는 달리, 주점에서 대화를 나누는 컷신이 추가됐다 (사진: 게임메카 촬영)
▲ Unlike the original, which immediately started the game without dialogue in front of Madol's Castle, a cutscene with dialogue in a tavern has been added. (Photo: Gamemeca)


말칸이 캐릭터 위에 뜨는 것 외에, 기본적인 대사나 연출은 거의 원작과 비슷하다 (사진: 게임메카 촬영)
▲ Apart from the speech bubbles appearing above characters, basic dialogue and presentation are largely similar to the original. (Photo: Gamemeca)

Q. Is the primary target audience for this remake existing fans, or are you also considering attracting new players?

A. We believe the 'nostalgia and memories' that appeal to existing fans are the priority.

Q. The original was notorious for its 'unforgiving events'. For instance, you had to follow a specific pattern (Tavern-Another Building-Tavern) early on for a mandatory event to trigger progression, and then you'd lose all your money and equipment, forcing you to restart – quite hardcore and inconvenient. While familiar to old-school players, this could be a significant barrier for newcomers.

A. We spent a lot of time considering that aspect from the project's inception. There was a consensus that parts which were excessively unreasonable or unbalanced even by the standards of the time needed to be improved. We're adjusting unfair elements through balancing to prevent players from feeling bewildered.

저 술집에서 나와 다른 건물에 잠시 들어갔다 나온 후, 다시 술집에 들어가면 첫 번째 필수 이벤트인 '도둑 이벤트'가 시작된다. 참고로 처음에 비중있게 묘사되는 '마돌의 보물'은 필수 이벤트가 아니다 (사진: 게임메카 촬영)
▲ If you leave that pub, enter another building briefly, and then return to the pub, the first mandatory event, the 'Thief Event', begins. Incidentally, the 'Madol's Treasure' prominently featured at the start is not part of the mandatory event. (Photo: Gamemeca)


숨겨진 장소에 존재하는 보물 아이템도 여전하다 (사진: 게임메카 촬영)
▲ Hidden treasure items remain in their secret locations. (Photo: Gamemeca)

Q. Regarding specific convenience features, we're curious about the implementation of a 'dungeon minimap' or a 'battle speed-up system'. These were features partially implemented through official and unofficial patches in the original. What's the status?

A. We plan to support both the minimap and the speed-up system. The minimap is already somewhat implemented in the current PlayX4 demo build. The speed-up feature is temporarily absent during development, but given the strong demand from players during the 'Astonishia Story' remake, it's a crucial feature that will definitely be included in the final version.

Q. Will the PC version support mouse controls? The original required the numeric keypad (NumPad) for diagonal movement during combat, which could be inconvenient with the prevalence of tenkeyless keyboards these days.

A. Mouse support is not included. The game's mechanics aren't designed for mouse input, so it relies on keyboard mapping. However, we recognize the inconvenience of the original's NumPad-based diagonal movement and have modified the current demo build to allow menu rolling using directional key combinations. We intend to refine this further based on this demo and user feedback.

07 과거에는 NumPad를 써서 조작해야 했던 전투 시스템이, 이제는 롤링 형태로 바뀌었다 (사진: 게임메카 촬영)
▲ The combat system, which previously required NumPad operation, has now been changed to a rolling input method. (Photo: Gamemeca)

조작 가이드라인 (사진: 게임메카 촬영)
▲ Operation guidelines. (Photo: Gamemeca)

Q. Are there tutorials prepared for systems that were obscure without a guide in the original, such as the 'Detect Mirror' (which removed fake walls in dungeons)?

A. I haven't confirmed the specifics on that yet. However, the overall development direction is to definitely improve areas where user guides or UI explanations were lacking. We're planning an FGT for fan cafes and QA groups around August of this year, and we'll be incorporating feedback from upcoming user meetups to establish detailed guide specifics.

Q. The original had many elements that might raise copyright issues by modern standards, such as references to 'King of Fighters' or 'Tekken' characters, and 'Hobbits' from Lord of the Rings. How are these elements being handled, including the playable character 'Q' (a parody of KOF's Kyo)?

A. In this remake, all elements that could cause copyright issues have been removed or replaced. These were parts that were consumed as parodies without clear licensing agreements in the past, so we've conducted a thorough investigation to ensure legal compliance.

For instance, minor NPCs are being repurposed as independent characters or replaced entirely. The specifics of changes to core characters like 'Q', or the introduction of new official collaborations, will be finalized during the final pre-release checks. As for 'Hobbits', given their established presence as a generic fantasy race, we're carefully examining whether they fall under copyright guidelines.

20 원작에 등장했던 KOF 패러디 캐릭터인 '큐(Q)'. 최강 캐릭터 중 하나였던 그를 리메이크에선 볼 수 없을 지도 모르겠다 (사진: 게임메카 촬영)
▲ 'Q', a KOF parody character from the original. It's possible he won't appear in the remake, despite being one of the strongest characters. (Photo: Gamemeca)

Q. Cultural parodies popular in the 90s (e.g., Lee Kyung-gyu's 'Honest Refrigerator') might not be easily understood by modern audiences. Will dialogue also be adjusted for the times?

A. Our priority has been modifying dialogue text to purify and refine lines that are offensive by today's standards regarding gender issues or social sensitivities, rather than altering the comedic elements themselves. The extent to which era-specific humor like 'Honest Refrigerator' has been adjusted will need further confirmation from the development team.


처음 캐릭터 직업 등을 고를 떄 주어지는 문항도 현대 감성에 맞춰 재구성됐다. 원작의 경우 1번 답만 계속 선택하면 나중에 원하는 직업으로 선택되었는데, 이번엔 그렇지 않았다 (사진: 게임메카 촬영)
▲ The initial character class selection questions have also been reconfigured for modern sensibilities. In the original, continuously selecting the first option would eventually lead to your desired class, but that's not the case here. (Photo: Gamemeca)

Q. Does the 'Passman', the bobblehead character modeled after the original creator Lee Won-sul, still make an appearance?

A. Yes, he does. Just like in the 'Astonishia Story' remake, he's included here. Additionally, '-Man' also appears, adding touches that preserve the original's feel. For your information, this demo build is a full client version starting from party creation, not just an excerpt.

Q. Regarding items with varying effects across different versions in the original (e.g., 'Hergela Potion', which used to raise ability caps but became a healing potion, or the effects of Ghiar Khan's Staff), which version's implementation is being used?

A. We are consulting directly with the original creator, Lee Won-sul, to decide which version to base these elements on. While he's not directly involved in coding, he provides clear direction as the original author, suggesting, "How about we change this part like so?" and actively shaping the direction. As many details are still undecided, we're open to receiving a lot of input.


메뉴는 좀 더 보기 편리해지고, 일러스트도 깔끔해졌다 (사진: 게임메카 촬영)
▲ The menu is more visually organized, and the illustrations are cleaner. (Photo: Gamemeca)

초점에 따라 먼 곳은 살짝 흐리게 보이는 효과도 들어갔다 (사진: 게임메카 촬영)
▲ A slight blur effect is applied to distant objects, adjusting for focus. (Photo: Gamemeca)

Q. What is the target release date and platform? Given the original's notorious release delays, it might be amusing to have a playful homage where the release is intentionally delayed by a few minutes multiple times.

A. (Laughs) While a few hours' delay as an event-based homage could be a fun anecdote, a real delay could lead to backlash from fans saying, 'It's finally out after 30 years, and it's delayed again!', so we're being cautious.

Our internal target is to complete development within this year. Although the release date question will likely come up at the user meetup this weekend, even if development concludes this year, the actual launch might be around the first half of next year due to physical package production and review processes. We're aiming for a simultaneous release on Nintendo Switch and PC (Steam).

Q. Lastly, could you share a message with the fans who will experience Forgotten Saga Remake for the first time at this expo?

A. This is the first time we're unveiling and offering a playable build at this expo. We're also collecting impressions and feedback on the game here, so we'd be grateful if many of you would come, play, and leave your valuable opinions. The feedback we receive will be actively incorporated into refining the game before its release.

We are well aware of the disappointment some users experienced with bugs and option issues early in the 'Astonishia Story' remake. We've learned a great deal from subsequent patches and improvements, and with 'Forgotten Saga', we aim to gather as much feedback as possible before launch to deliver a smooth and polished experience from day one.

Furthermore, we apologize for the inconvenience caused by not releasing 'Astonishia Story' on Steam previously. This time, we're targeting a simultaneous launch on Switch and Steam, so you can enjoy it on a familiar platform right from the start.





플레이엑스포 대원미디어 부스에 위치한 포가튼사가 리메이크 시연대 (사진: 게임메카 촬영)
▲ The Forgotten Saga Remake demo area at Daewon Media's PlayX4 booth. (Photo: Gamemeca)
This news was translated by AI.