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Steam | On sale: Metro 2033, JC 2, Killing Floor, and Beat Hazard. And PO for MNC

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Posts

  • belaraphonbelaraphon michiganRegistered User regular
    edited December 2010
    playing metro 2033 for about 30 minutes last night gives me high hopes for the rest of the game. so cool with the forced character movements in the game.

    belaraphon on
    belaraphon.png
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    edited December 2010
    Trine is like delicious candy.

    At the bottom of a pit.

    Filled with spikes.

    Drake on
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited December 2010
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Olivaw on
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    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    edited December 2010
    Why do they still ask for confirmation if you want to quit, start over, reload, save or do anything?

    L Ron Howard on
  • LepwaveLepwave Registered User regular
    edited December 2010
    Should go back in time and not have checkpoints at all!

    Lepwave on
    XBL/CoX tags - Lepwave/@Lepwave
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  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    edited December 2010
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    What I don't get about some developers these days is the constant insistence on doing things from scratch when there are plenty of tried-and-true methods of doing things out there.

    Seriously, everyone should be using Source. (ok, I am biased, this is a Steam thread after all.)

    DisruptedCapitalist on
    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • BiopticBioptic Registered User regular
    edited December 2010
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    Bioptic on
  • JauntyJaunty Registered User regular
    edited December 2010
    Man source loads so slow though
    What was MW2's engine, that ran like butter on my machine and it looked damn good doing it.

    Jaunty on
    qcklw92m98s0.png
  • chipmanchipman Registered User regular
    edited December 2010
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    What annoyed me about Metro 2033 is that the game makes a checkpoint WHEN YOU GET SPOTTED.

    I've only had this happen a few times, so it could well be a coincidence, but it kept reloading at PRECISELY the point I'm seen. Who's idea was that?

    chipman on
    steam_sig.png
  • IcemopperIcemopper Registered User regular
    edited December 2010
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    But when does that become a crutch? What about the games that make you start at the beginning of a level again? There's nothing really wrong with that, in my opinion.

    What makes me crazy, like Olivaw, is reaching a checkpoint right when my health is low and a grenade landed at my foot. Then re-loading is pointless.

    Icemopper on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited December 2010
    Bioptic wrote: »
    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    The weird thing about this is that old Tomb Raider games--for example, III, and the most recent one, Underworld, both let you save wherever you want--though I think both will not let you save if you're, for example, sliding down a surface beyond your control or something.

    So clearly, they can do it.

    Synthesis on
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited December 2010
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    That's what Metro does!

    There is only ever ONE checkpoint, and if you don't like it, well then better get ready to play the whole goddamn level again!

    My kingdom for a fucking save system, Jesus

    Olivaw on
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    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited December 2010
    belaraphon wrote: »
    playing metro 2033 for about 30 minutes last night gives me high hopes for the rest of the game. so cool with the forced character movements in the game.
    It only gets better from there. Except for the amoeba bit. Fuck amoebas.

    And I never had an issue with the checkpoints in that game. But I'm of the perspective that if you aren't capable of dealing with things not going swimmingly all the time, you're not capable of enjoying a game like Metro 2033. Cowboy up, nancy.

    Monger on
  • FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited December 2010
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    Has it come to this? Are we, as gamers, now so damn lazy that we get turned off if we lose progress when we die in a game?

    I don't know, I come from the school of thought that if you die in a video game, you've failed. You will be punished. Sometimes, that punishment is to restart the level. Sometimes that punishment is to lose some items. Sometimes that punishment is to restart the game. Sometimes.. that punishment is to run, naked and vulnerable, for 45 minutes back to your corpse before it disappears, along with everything you've worked for. Oh, EQ.

    Figgy on
    XBL : Figment3 · SteamID : Figment
  • jclastjclast Registered User regular
    edited December 2010
    When PoP 2K8 did that everybody bitched that it made the game too easy and that death didn't mean anything.

    jclast on
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  • FiggyFiggy Fighter of the night man Champion of the sunRegistered User regular
    edited December 2010
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    Figgy on
    XBL : Figment3 · SteamID : Figment
  • Silas BrownSilas Brown That's hobo style. Registered User regular
    edited December 2010
    Figgy wrote: »
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    The idea isn't to be punished, it's to be challenged. As long as you don't surpass the challenge, it remains your defeat. Making it harder to face the challenge again does not make it any more rewarding or engaging.

    Silas Brown on
  • CheesecakeRecipeCheesecakeRecipe "Should not be allowed to post in the Steam Thread" - Isorn Squalor Victoria, Squalor Victoria!Registered User regular
    edited December 2010
    The un-tweakable video settings piss me off way more than the checkpoint system in Metro 2033. I don't think i've had any weird checkpoint shenanigans yet.

    CheesecakeRecipe on
  • OlivawOlivaw good name, isn't it? the foot of mt fujiRegistered User regular
    edited December 2010
    Figgy wrote: »
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    Has it come to this? Are we, as gamers, now so damn lazy that we get turned off if we lose progress when we die in a game?

    I don't know, I come from the school of thought that if you die in a video game, you've failed. You will be punished. Sometimes, that punishment is to restart the level. Sometimes that punishment is to lose some items. Sometimes that punishment is to restart the game. Sometimes.. that punishment is to run, naked and vulnerable, for 45 minutes back to your corpse before it disappears, along with everything you've worked for. Oh, EQ.

    That's a nice big smug sense of superiority you got on you, buddy

    I should not be punished by my entertainment, nor should I be forced to experience the same portion of that entertainment over and over and over again because the designers didn't put in a goddamn save system

    Some of us don't play games to build character

    Olivaw on
    signature-deffo.jpg
    PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
  • LawndartLawndart Registered User regular
    edited December 2010
    Figgy wrote: »
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    Perhaps when it comes to plot-driven games, some people prefer to experience the narrative unencumbered by an arbitrarily high difficulty level.

    Especially when that difficulty comes from a flawed game save system and not clicking the "please brutally beat me about the face and neck with your difficulty, you fucking game" button.

    Lawndart on
  • Muddy WaterMuddy Water Quiet Batperson Registered User regular
    edited December 2010
    Call me a silly goose but I always prefer it when I only have to repeat the portion where I've failed, or not too far away from it. I don't like coasting through the same ten minutes repeatedly only to hit the same wall for the third time. Before I know it, I've wasted half an hour and can't even properly analyze my mistake 'cause I'm so bored by the time I get to it.

    Muddy Water on
  • jclastjclast Registered User regular
    edited December 2010
    Figgy wrote: »
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    The idea isn't to be punished, it's to be challenged. As long as you don't surpass the challenge, it remains your defeat. Making it harder to face the challenge again does not make it any more rewarding or engaging.
    Maybe the challenge is making it through the whole level a la bit.trip runner instead of "make it past this fight, checkpoint, now this fight, checkpoint, now this other fight, checkpoint" a la Halo. It's much more badass to rock it out for 10 minutes straight than 10 1 minute increments. If you don't have enough health to make it through the second fight maybe the answer is to get better at the first one.

    jclast on
    camo_sig2.png
  • Muddy WaterMuddy Water Quiet Batperson Registered User regular
    edited December 2010
    Yeah, I'm sure that system works for games like bit.trip runner or Super Meat Boy. Those are games are about beating levels, whereas we're talking about Metro 2033 here.

    Muddy Water on
  • subediisubedii Registered User regular
    edited December 2010
    jclast wrote: »
    Figgy wrote: »
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    The idea isn't to be punished, it's to be challenged. As long as you don't surpass the challenge, it remains your defeat. Making it harder to face the challenge again does not make it any more rewarding or engaging.
    Maybe the challenge is making it through the whole level a la bit.trip runner instead of "make it past this fight, checkpoint, now this fight, checkpoint, now this other fight, checkpoint" a la Halo. It's much more badass to rock it out for 10 minutes straight than 10 1 minute increments. If you don't have enough health to make it through the second fight maybe the answer is to get better at the first one.

    Yeah this is something that really varies depending on the game, I don't think we can really apply a blanket "every game should have infinite saves" or something.

    I mean personally, I know that SWAT 4 wouldn't have been nearly as tense if they'd allowed mid-mission saves, letting you save/reload after every room clear and every bullet. The whole point is thinking things through and nailing the execution. It was a deliberate design decision there, and it made sense.

    Likewise with checkpoint systems in general, at least when they're well executed. What Olivaw's describing is a stupid way of implementing checkpoints. Most games I've seen typically only save the checkpoint after the action bubble is completed and all the enemies have been removed, not in the middle of the freaking firefight.

    subedii on
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    edited December 2010
    Damn those developers, forcing us to abuse their flexible save systems!

    Sir Carcass on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited December 2010
    RAWR.

    So, that $20 shipping and handling I got hit for when I ordered from Valve on the weekend? The package came in today. With $17 in extra fees from when it crossed the boarder.

    A $30 order cost me $70.

    That sucks.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • jclastjclast Registered User regular
    edited December 2010
    subedii wrote: »
    jclast wrote: »
    Figgy wrote: »
    I mean, if you want the game to bring you right back where you were a second ago when you died, what's the point in a game being challenging at all? You might as well watch a video of someone else playing it. Death is just a 5 second loading screen inconvenience, at that point.

    The idea isn't to be punished, it's to be challenged. As long as you don't surpass the challenge, it remains your defeat. Making it harder to face the challenge again does not make it any more rewarding or engaging.
    Maybe the challenge is making it through the whole level a la bit.trip runner instead of "make it past this fight, checkpoint, now this fight, checkpoint, now this other fight, checkpoint" a la Halo. It's much more badass to rock it out for 10 minutes straight than 10 1 minute increments. If you don't have enough health to make it through the second fight maybe the answer is to get better at the first one.

    Yeah this is something that really varies depending on the game, I don't think we can really apply a blanket "every game should have infinite saves" or something.

    I mean personally, I know that SWAT 4 wouldn't have been nearly as tense if they'd allowed mid-mission saves, letting you save/reload after every room clear and every bullet. The whole point is thinking things through and nailing the execution. It was a deliberate design decision there, and it made sense.

    Likewise with checkpoint systems in general, at least when they're well executed. What Olivaw's describing is a stupid way of implementing checkpoints. Most games I've seen typically only save the checkpoint after the action bubble is completed and all the enemies have been removed, not in the middle of the freaking firefight.

    I agree that it sounds like Metro 2033 has some terrible checkpointing. All I was trying to say is that one bad example doesn't mean that something is universally terrible. The checkpointing in Halo is pretty darn good, for example.

    On the flip side I think HL2 wouldn't have been anywhere near as fun for me if I knew I'd get a checkpoint after every fight and could just load that checkpoint and magically have full health. If I scraped by a fight with no margin for error on the next fight that wasn't Valve's fault. And a few times it bit me in the ass to the point that I reloaded an older save with more health and got better there instead of trying to figure out how to make it through the next encounter without ever getting shot. It made the whole thing feel more tense and I think it fit the mood of the game very well.

    jclast on
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  • IdolNinjaIdolNinja Registered User regular
    edited December 2010
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    IdolNinja on
  • HyperAquaBlastHyperAquaBlast Registered User regular
    edited December 2010
    I remember in Gothic 1 I accidently pressed quick save instead of quick load when I was dead. So my only save was 3/4 of the way through dead by a raptor clone eating my dick. Learned my lesson on having only one save.

    Now Risen has auto save that saves when ever you are out of danger and have walked a few steps after changing something in the game world or just long enough between saves.

    HyperAquaBlast on
    steam_sig.png
  • Muddy WaterMuddy Water Quiet Batperson Registered User regular
    edited December 2010
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    Yes. GTA 4 was one of the worst offenders in this regard. Especially that half-hour long final mission.

    Muddy Water on
  • jclastjclast Registered User regular
    edited December 2010
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    I could swear that after you fail a mission your phone rings asking if you want to try again. Sure, you endure a load, but you're right back at the start of the mission then. And it does have checkpoints, just not good ones (I think) because they are far apart and often place before the logical point instead of after it.

    jclast on
    camo_sig2.png
  • ButtcleftButtcleft Registered User regular
    edited December 2010
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    Don't forget how hard I raged over the follow the train mission.

    Buttcleft on
  • subediisubedii Registered User regular
    edited December 2010
    Damn those developers, forcing us to abuse their flexible save systems!

    Game design decisions aren't just taken with regards to what to enable the player to do, but just as importantly what to disallow. And this feeds back into the gameplay design itself. Half-measures typically have a detrimental effect on gameplay.

    subedii on
  • IdolNinjaIdolNinja Registered User regular
    edited December 2010
    jclast wrote: »
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    I could swear that after you fail a mission your phone rings asking if you want to try again. Sure, you endure a load, but you're right back at the start of the mission then. And it does have checkpoints, just not good ones (I think) because they are far apart and often place before the logical point instead of after it.

    Yes, the cell phone works that way. But many of the missions have you driving somewhere as the first part of the mission and you can't skip that.

    IdolNinja on
  • MongerMonger I got the ham stink. Dallas, TXRegistered User regular
    edited December 2010
    Olivaw wrote: »
    Figgy wrote: »
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    Has it come to this? Are we, as gamers, now so damn lazy that we get turned off if we lose progress when we die in a game?

    I don't know, I come from the school of thought that if you die in a video game, you've failed. You will be punished. Sometimes, that punishment is to restart the level. Sometimes that punishment is to lose some items. Sometimes that punishment is to restart the game. Sometimes.. that punishment is to run, naked and vulnerable, for 45 minutes back to your corpse before it disappears, along with everything you've worked for. Oh, EQ.

    That's a nice big smug sense of superiority you got on you, buddy

    I should not be punished by my entertainment, nor should I be forced to experience the same portion of that entertainment over and over and over again because the designers didn't put in a goddamn save system

    Some of us don't play games to build character
    That's not the kind of game Metro 2033 is. It's harsh, and it's harsh for reasons of thematic consistency. It has to be what it has to be in order to offer the experience that it intends to. If anything, it's probably too lenient with a lot of its design choices, but there are concessions it had to make to be functional as a shooter on a console.

    Basically, you can sit and bitch that you want to be playing a game that's not Metro 2033, or you can play Metro 2033.

    Monger on
  • jclastjclast Registered User regular
    edited December 2010
    IdolNinja wrote: »
    jclast wrote: »
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    I could swear that after you fail a mission your phone rings asking if you want to try again. Sure, you endure a load, but you're right back at the start of the mission then. And it does have checkpoints, just not good ones (I think) because they are far apart and often place before the logical point instead of after it.

    Yes, the cell phone works that way. But many of the missions have you driving somewhere as the first part of the mission and you can't skip that.

    I misunderstood. I thought you meant you were driving a cross the city to initiate the mission.

    jclast on
    camo_sig2.png
  • simulacrumsimulacrum She/herRegistered User regular
    edited December 2010
    IdolNinja wrote: »
    The lack of a checkpoint system in Grand Theft Auto 4 drove me nuts. Some of those follow the vehicle (train, helicopter, etc) missions were extremely difficult if you weren't intimately familiar with the city. I don't mind challenge, but having to waste 5 minutes driving across the map each time just to start it again after failing was frustrating and not fun.

    Yes. GTA 4 was one of the worst offenders in this regard. Especially that half-hour long final mission.

    Especially if you kept dying at the helicopter section. >.>

    simulacrum on
  • ButtcleftButtcleft Registered User regular
    edited December 2010
    Figgy wrote: »
    Bioptic wrote: »
    Olivaw wrote: »
    Okay

    It's the year 2010 right

    It's not like, 1998 anymore

    So why the LIVING FUCK do developers insist on making games use a FUCKING CHECKPOINT SYSTEM

    So you get to a checkpoint and die and can't get past it because it saved in the middle of a firefight and WHAT THE FUCKKKKKKK

    Fuck Metro 2033, man. fuck

    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    Has it come to this? Are we, as gamers, now so damn lazy that we get turned off if we lose progress when we die in a game?

    I don't know, I come from the school of thought that if you die in a video game, you've failed. You will be punished. Sometimes, that punishment is to restart the level. Sometimes that punishment is to lose some items. Sometimes that punishment is to restart the game. Sometimes.. that punishment is to run, naked and vulnerable, for 45 minutes back to your corpse before it disappears, along with everything you've worked for. Oh, EQ.

    I agree with Figgy.

    Buttcleft on
  • DisruptedCapitalistDisruptedCapitalist I swear! Registered User regular
    edited December 2010
    Synthesis wrote: »
    Bioptic wrote: »
    Checkpoints, if done well, I'm okay with. But by 'done well', I mean 'before and after every micro action-bubble, combat encounter, platforming segment etc.' There's no reason you should be losing more than 30-60 seconds' progress after reloading a checkpoint. And it's still worse than 5-10 seconds via quicksave.

    Also - checkpoints shouldn't fucking overwrite each other! Not quite as bad as Olivaw's anecdote, but in several of the recent Tomb Raider games I'd fuck up a jump after a protracted climb, somehow survive the fall, and have to spend several minutes agonisingly working my way back up.

    The weird thing about this is that old Tomb Raider games--for example, III, and the most recent one, Underworld, both let you save wherever you want--though I think both will not let you save if you're, for example, sliding down a surface beyond your control or something.

    So clearly, they can do it.

    I don't know about III, but in Underworld, your save will place you at the most recent checkpoint to time when you saved.

    DisruptedCapitalist on
    "Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
  • Undead ScottsmanUndead Scottsman Cybertronian Paranormal Eliminator Registered User regular
    edited December 2010
    What's with all these fucking Steam games requring me to "install direct X' before I can play them? It's not like it's a one-time thing either: every Telltale game needs it, and Crysis was giving me grief about it too. How many times can my poor computer handle DirectX being installed?

    Undead Scottsman on
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