and you can't have everything respawn either like in souls. I get what you're saying, but the way the maps are designed (and how their highscore system works), your idea of this implementation can't really be applied. but with the huge difference of there not being a quicksave or save in general. there are some instances of that being the case iirc, but most of the time it's more organic and open, like the classic doom or most oldschool shooters. this is not doom 2016 where rooms get completely closed off. that's not how the maps (and the highscore system) are designed anyways which you have to bare in mind. if you want to challenge yourself, don't just do it with a room. but so does quicksaving which this game doesn't have at all.īut, again, a map is 10 minutes on average. Yea, that's exactly how they implemented it. I don’t want the game to hold my hand if I can’t get through a part easily, and I don’t want to have to restart the whole level to have some semblance of challenge. And that’s the one thing that’s been keeping me from getting it in EA. It always sounded like it was the worst of both worlds instead of being good for really anyone. So it essentially becomes a battle of attrition which requires almost zero skill, and your only other option is to treat the level like it’s a perma-death mode. At least that’s the way it was described in posts on the Steam community page and in reviews. When you respawn, none of those enemies respawn with you. You move on and kill some more things and let’s say you die before even starting the next big room checkpoint. Like, you clear one room/arena, the game check points. /r/GamePhysics - Clips of game physics shining and glitchingĭesign based on /r/FlatBlue created by /u/creeschĪll I know from loosely following the game is that the devs decided to do some bizarre implementation of checkpoints where enemies don’t respawn like they do in almost every other shooter ever./r/gaming4gamers - middle ground between purely-for-fun and more serious subreddits.
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