I remember my mate who played Shadow of the beast on Atari STE and it took him 2 years to finished it(because he got stuck some levels) and all he got was Crap Ending![]()
if you think shadow of the beast is hard,try walker![]()
if you think shadow of the beast is hard,try walker![]()
I have never played Walker to be honest.It is even more difficult than beast?:nuts:
Bad endings after a really long game are so disappointing. In a way I don't mind when it goes to rolling credits as it feels like you have finished a film, but when it just says congratulations you have finished the game and returns to the options menu that really is disappointing.
Regarding save points vs quick save, I think it depends on the game. However, it is really annoying if you have limited time and need to stop playing but can't because you can't save the game where you currently are.
I liked the original Tomb Raider approach where you collected save gems and could use them at any point, but it limited the number of times you could save.
@Nobby_UK
I cannot agree with you.
I believe that the option to save wherever you like (actually to keep pressing the quicksave button after a jump or a kill) somehow spoils the gaming experience for me.
@Nobby_UK
I cannot agree with you.
I believe that the option to save wherever you like (actually to keep pressing the quicksave button after a jump or a kill) somehow spoils the gaming experience for me.
On the other hand, where's the fun in a game where you have to spend ages mashing the joypad with exactly the right timing to achieve a goal? If freesaving spoils your game, maybe it was a bad game in the first place.
Mrs Fitz get's pretty angry when she's playing a point and click Game, after getting 3/4 through the game get's stuck only to realise that she needed to do something earlier in the game that wasn't done and now she's stuck and can't go back thus having to restart the whole game!
It does depend on the game though. Quake 2, Half-Life 2 and similar FPSers works well with a free save system, but for others it reduces the point of level design.
I do like it when a game saves just before a difficult section, or an imminent encounter. The Final Fantasy games are good at this, and the fact you reach a save point heightens the tension as you know something is about to happen.
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