Zing wrote:Everyone has had their share of holding several dozen lives in a Mario game. However, Modern Mario games have essentially no penalty for a "game over", other than having to spend a few seconds clicking "continue".
It's even worse in Skyward Sword. If you "game over", you start back at the last bird statue, whether you actually saved your game or not. I don't even know why the game asks you if you want to save, or why there is a save process at all! The game should just automatically save at whatever point it is making these checkpoints in the first place.
As for Mario, starting with Yoshi's Island the game saves every time you finish a level. They practically removed death from that game (and I think it was a brilliant innovation) so what purpose do lives serve besides yet another thing to collect?
And don't even get me started on where the Zelda series is now. It's a mere shadow of what it used to be, and Nintendo only gets away with it because they keep their fans so starved for quality games.
AppleQueso wrote:Since we're talking not only lives, but save systems too, I gotta ask...
What are your opinions on Resident Evil and its Ink Ribbons? You actually have to use an item to save, and this item has a very finite supply.
Pointless tedium. I think games should let me save whenever I want, or at least any time I do something significant, so to not only give me save points but to limit the number of times I can use them? I feel like the Resident Evil series (from an outsider's perspective, I've only played 4 and a bit of 5) had a really forced approach to "horror" between the limited saves and the tank controls. The resource scarcity would've been enough, as the simplistic brilliance of Amnesia proves.