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Reader Comments (163)

Posted: Dec 25th 2008 11:21PM (Unverified) said

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To Ludwig and zpoc,

Please read my posts. I say nothing about difficulty level, am not lamenting the loss of 'old school' games, or being unwelcome to progress in the medium. I ended my first post by saying that "I applaud any attempts made by developers to fix those problems - including this one."

Ludwig, you say: "...You're not discerning between Elika and a regular checkpoint system at all..."

Yet I spent my whole first post discerning the differences between the two. I don't know how that was missed. To summarize: Checkpoints only invade the immersion when you die. Elika invades the immersion at all times during gameplay - despite their attempts to make a place for her in the story arc. In short, I believe this solution undermines itself. My first post explains how.

Ludwig, you also say: "...The only real difference here is that Elika is a character that exists within the narrative, whereas checkpoints are invisible..."

...exactly.

Again, to reiterate: I am strongly _for_ the consolidation of all game concepts into the game world itself when possible, and I applaud them for taking the chance to do so. I just think they fumbled this one.

Posted: Dec 29th 2008 12:06PM (Unverified) said

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I don't think that the problem is that you can't die. It's just that the penalty for death has been decreased. In other Prince of Persia games you had to find every sand tank and find as much sand as possible to avoid being put back at the beginning of a especially difficult puzzle.This Prince of Persia is like just a run through. You just press buttons to jump from place to place, the girl saves you everytime you fall, he just runs effortlessly through all obstacles.All timing and skills are almost depleted to nothing. All in an effort to make the game more user friendly. I never get it. Everyone wants to make all their games easier so everyone can play it but what about me who still wants a challenge. Sure a game can be hard or even frustrating but it made me want to come back and try again and again. If the game holds your hand throughout the whole game why bother? Where is the challenge? There should be a limit (Ninja Gaiden, Devil May Cry) but Mario 3 gave a decent challenge and was still fun.

Posted: Dec 29th 2008 5:14PM (Unverified) said

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God of War does a great job at allowing us non-power glove owners have a great time. It's challenging and has Wizard-mode for those who are video-game-masters.

Growing up in the 80s, I remember breaking many a controller over battletoads, TMNT, and ninja gaiden. For games to sell more copies they need to embrace a bigger audience - thus WoW nerfs it's content so drooling face-on-keyboard-rollers can sweep through. What they will need to do is what God of War did. Add back that Wizard-mode for all you super-g@meRz out there.

I was actually impressed with this post. I hate blogs, hate the intarwebs in general cause so many of you fuck-tards who aren't worth listening to think you're opinion matters. Blogs are fail. But this post is one out of a million which addressed the immersion breaking issue of death quite well.

For the fuck-tards who want all games to be haadk0R3 mode, stop typing and get to work flipping my burgers. You don't matter.

Posted: Dec 29th 2008 5:21PM tsaunat said

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I remember how impressed I was at the first "new" POP game that came out when you died and the prince would say "no that's not how it went", it was an intresting way of acknowledging the mistake and removing it from the "official" story.
Also another game that had death be part of the story was Soul Reaver where you would lose your corpral form and have to regain strength to manifest in the realm of the living again.

Posted: Jan 3rd 2009 1:26AM (Unverified) said

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In mario bros. Mushrooms and turtles are evel murderers.

Posted: Jan 12th 2009 9:24AM (Unverified) said

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Ef course they ere.
Reply

Posted: Jan 3rd 2009 12:09PM Cerpin Taxt said

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I doubt every game could have an Elika-like checkpoint mechanic. But, I think she's more important to the flow of the game of the game than the logic of failing in a game world.

I'm fine with checkpoints in every entrance or every event. But, the beauty of an Elika (in the non-literal sense) is that it happens fluidly. You fall, there's a close up to her hand (loading!!!), and you're back at the beginning of the last couple of obstacles you braved so incorrectly.

Yeah. Elika is just the personification of a forgiving checkpoint system.

Posted: Jan 5th 2009 5:00PM Swinghi said

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We can't have it both ways. I know Peter Molyneaux(sp) was saying something about Fable 2's development when he would have actual death. Whatever happened to that?

Posted: Jan 6th 2009 6:19PM (Unverified) said

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I remember a time when you played ET and you lost by falling into a hole(though I think we were supposed to go into the hole) and basically "Died."

I then remember playing mario and sonic and screwing up so many lives, that I died and had to start the whole level over again.

I remember how on starfox, if I died it was game over....

and I remember how on Steel Battalion, I wanted to kill my Xbox.

I say that we should still allow the concept of dying into the game. Only for the reason that you will(hopefully) feel horrible that you died(Unless you played as ET that is) The concept of you being rescued every time just seems "demeaning" I mean, if I play a FPS and know I am going to die because I screwed up big time, and there are no possible escapes. I would likely pull off a Tony Montana, die, and then start all over again, and realize that the next time I ever get there, don't do that.

Checkpoints are ingenious only for the reason of that you don't have to start all over again. I mean, how did those people who played the original Legend of Zelda with memory feel? Pretty damn good. All I say is that we should use death, and not just plain skip it(Unless you are ET, then you should just die.)

Posted: Jan 7th 2009 1:32PM (Unverified) said

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O HAI DERE.

Posted: Jan 9th 2009 2:14AM Scratchcard said

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I believe that in Destroy All Humans, when Crypto dies, a clone takes his place. So death can exist in a video game without hindering storytelling.

Posted: Jan 11th 2009 1:03AM (Unverified) said

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One that's a big staple in my mind in terms of being dead and not coming back is in Call of Duty 4 when you're a US marine (I think, can't remember though and my buddy is borrowing the game). He not only died but you watched him die, and died while playing him with nothing you could do to keep it from happening. That was just a big shock to me as I had never experienced anything like that before. Sure you had other characters that you played as still but that one was gone and not coming back unless you reset the game and played back through his story. Or take Final Fantasy VII: Crisis Core. If you've played through FFVII or have seen Advent Children or follow Final Fantasy pretty much at all you know what's going to happen to the character that you are playing as in the long run and there is nothing you can do to stop it. A lot of games have it where you die and come back but to me not many have an irreversible death in the way that these two examples do. No checkpoint, no restarting the level, just dead plain and simple.

Just for reference I have not yet gotten a chance to play Crisis Core because I do not have a PSP, I'm just using it as an example because it is well known what happens to Zack in the Final Fantasy VII storyline.

Posted: Jan 12th 2009 9:22AM (Unverified) said

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Cheap article?

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