Both times I managed to equip it right before getting ambushed by a difficult boss cri

Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.

  • buckykat [none/use name]@hexbear.net
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    2 months ago

    The bare minimum for a fully functional save system is a way to fully record a previous game state and then later return to it.

    This is not present in soulslikes.

    • purpleworm [none/use name]@hexbear.net
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      2 months ago

      So you don’t like that you can’t have a selection of multiple save slots like in, for example, Skyrim? I think I probably have, by coincidence, a bias toward older and more primitive games that functionally couldn’t do that on the fly, but that doesn’t mean that they don’t have save systems. Not having a save system means that when you turn the game on, there isn’t save data there and you need to start from the beginning or use a code or something. Certainly, to say that not having multiple save slots is “removing the save feature” is silly. They do save.

      I suppose it wouldn’t be the end of the world to have a “Continue” or “Reload” option when you die, but given the auto-saving that means there would need to be a separate save for the last time you were at a bonfire unless you want to reload to .3 seconds before the death blow, and then you’d be motivated to return to the bonfire for every little thing in case you want to reload (like in any game with freely-accessible save points) or else you need to just eat the reset because again, reloading the save is usually disadvantageous and otherwise is usually trivial. That means there would probably need to be manual saves to avoid that issue, and then that gives the game a perverse incentive for constantly saving and immediately redoing every encounter until you get a perfect take. idk, it just seems like a less interesting game to me, but it’s fine that we like different things.

      • buckykat [none/use name]@hexbear.net
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        2 months ago

        The bare minimum I described as fully functional is present in Super Metroid. There is only one save slot for each playthrough, loading that one save brings you back to exactly the same game state you last saved. This is perfectly fine.

        It’s even better to have manual saving to unlimited files accessible through the host machine’s filesystem as well as dedicated hardware buttons for an additional quicksave/quickload slot but that all goes well beyond bare minimum fully functional. Autosaves can sometimes be okay as long as they don’t overwrite anything.

        Soulslikes don’t even have the bare minimum save system that Super Metroid has.