top 1 is the classic
top 2nd is only fine if its the final boss, Kingdom Hearts did this
top 3rd is okay because it could flesh out and give us a character interaction
top 4th is fricking stupid cause typically boss arenas have no further use in games besides maybe a rematch area
bottom 1 and 2 are just shitty versions of top 2 and 3, they don't add to the scene
bottom 3 is whatever depending on the game, I like the option to not autosave
bottom 4 is the Resident Evil system of ink carts
normal save point on the ground but don't put it right in front of the boss door, make me walk for like 10 seconds so I don't immediately know there's a boss coming
I like the autosave
Obviously if there's a save point you would use it, so autosaving just saves time
And since the game autosave regularly, an "autosaving..." Message wouldn't immediately give away the boss fight
Let It Die, sort of.
When climbing high in the tower you often fill up on your inventory
You can either: >stop climbing, go back to base with the loot, having to climb all 100-200+ floors again to get to good loot >pay premium currency to send 5 of your items to base storage every floor
I can't fricking believe how many times #2 happens in Etrian Odyssey and my dumb ass goes "I don't need to save. I mean, what are the chances this is the boss?" and then I open the door, instantly die, and lose 2 hours of progress
not trying to be mean, but i burst out laughing reading this. Like I can picture this as a comic and the person playing the game to be; an oblivious doof, ignoring the signs, the dead boddies, and second guessing himself if he saved or not, the whole 10 yards.
I did it on every fricking boss, I even got all the way to the final floor, unlocked the portal to the hubworld, said "I don't need to go back and save" entered the superboss's room and got instawiped on turn fricking 1, I can't fricking believe myself
boss arenas are generally telegraphed well enough that anyone with a pulse can figure out one is coming up
the presence of a save point right in front of a door (as in #1) is enough
The only thing I hate about Lil' Cactus is how you need to talk to him right after you finish a quest, and there are some quests that trigger just outside your house, so it's easy to frick yourself over in entries in a few cases. But Lil' Cactus without that restriction is fricking great.
I started gaming on amiga and snes so I was used to password systems and save "crystals".
But now as an adult who has less time and more games than ever I love save states. I think a child couldn't use save states, so I'm happy I didn't have them as a kid. Because children don't understand where to use a save state and where you shouldn't. Now I can play the games on the go and make sensible choices where to save and what to replay when to fail. It's super fun and takes out the frustration of replaying sequences. Because I still have to replay sequences and I do die from time to time. But I never hit a wall and I can take a break at any time. As long as somebody isn't abusing savestates I think they are a great way, especially for games you finished before years ago without save states.
top 1 is the classic
top 2nd is only fine if its the final boss, Kingdom Hearts did this
top 3rd is okay because it could flesh out and give us a character interaction
top 4th is fricking stupid cause typically boss arenas have no further use in games besides maybe a rematch area
bottom 1 and 2 are just shitty versions of top 2 and 3, they don't add to the scene
bottom 3 is whatever depending on the game, I like the option to not autosave
bottom 4 is the Resident Evil system of ink carts
bottom 1 and 2 are just shitty versions of top 2 and 3, they don't add to the scene
The sword guy is next to the door, it gives the prompt when you're gonna enter, incase you forget i guess
2.
same as last time
UHHH
BROS?????
IM SCAREDDDD
The ultimate betrayal.
>you are entering a point of no return
>game saved
Why did you do this to me Psychonauts?
normal save point on the ground but don't put it right in front of the boss door, make me walk for like 10 seconds so I don't immediately know there's a boss coming
I like the autosave
Obviously if there's a save point you would use it, so autosaving just saves time
And since the game autosave regularly, an "autosaving..." Message wouldn't immediately give away the boss fight
i love the forth one especially after a hard boss, that said if it's annoying to get to the boss, i'd probably hate it
>What's your favourite save system Ganker?
I'm so glad my genuine favourite was included
what games does this other than shovel knight?
I thought it was an implausible EA games joke
Resident Evil. It works quite well in survival horror, it adds some more stress to the resource management.
my friendly neighbourhood, resident evil, paper mario ttyd
tomb raider 1 and 3 ps1 versions
Let It Die, sort of.
When climbing high in the tower you often fill up on your inventory
You can either:
>stop climbing, go back to base with the loot, having to climb all 100-200+ floors again to get to good loot
>pay premium currency to send 5 of your items to base storage every floor
Gloomwood on the hardest difficulty
Autosave without telling you is perfect.
Preserves the surprise, allows you to rollback IF something goes wrong.
I want to frick that save point
How did you forgot this one
Save wherever, whenever. Unlimited slots and quick saves.
You can create additional profiles in the main menu that allows separate playthroughs.
I can't fricking believe how many times #2 happens in Etrian Odyssey and my dumb ass goes "I don't need to save. I mean, what are the chances this is the boss?" and then I open the door, instantly die, and lose 2 hours of progress
not trying to be mean, but i burst out laughing reading this. Like I can picture this as a comic and the person playing the game to be; an oblivious doof, ignoring the signs, the dead boddies, and second guessing himself if he saved or not, the whole 10 yards.
I did it on every fricking boss, I even got all the way to the final floor, unlocked the portal to the hubworld, said "I don't need to go back and save" entered the superboss's room and got instawiped on turn fricking 1, I can't fricking believe myself
>save points can be destroyed to provide a large amount of gold/exp
>but you don't get to save in that spot
What game does this?
Shovel Knight
boss arenas are generally telegraphed well enough that anyone with a pulse can figure out one is coming up
the presence of a save point right in front of a door (as in #1) is enough
What game?
legend of mana telling li'l cactus about what you did and it writes it down in the diary
The only thing I hate about Lil' Cactus is how you need to talk to him right after you finish a quest, and there are some quests that trigger just outside your house, so it's easy to frick yourself over in entries in a few cases. But Lil' Cactus without that restriction is fricking great.
is this game good?
i love the artstyle but never had a psx to play it.
i even made fanart of the little creatures despite never playing it
ESC>save game
F5 to quicksave
1 under normal circumstances, as long as the game makes it clear a boss is in the next room.
6 for a point of no return
cute butterfly companion is nice but I'd go with the post-boss unlock
I started gaming on amiga and snes so I was used to password systems and save "crystals".
But now as an adult who has less time and more games than ever I love save states. I think a child couldn't use save states, so I'm happy I didn't have them as a kid. Because children don't understand where to use a save state and where you shouldn't. Now I can play the games on the go and make sensible choices where to save and what to replay when to fail. It's super fun and takes out the frustration of replaying sequences. Because I still have to replay sequences and I do die from time to time. But I never hit a wall and I can take a break at any time. As long as somebody isn't abusing savestates I think they are a great way, especially for games you finished before years ago without save states.
>game has mimics that can hide as save spots
>they introduce them in the middle of a long dungeon