requiem_for_a_starfury said:
Not always, depends on the plot and setting. Take the Darkness, that covered up the auto reload system by having the darkness say it wouldn't let you die. Which fitted so well with the game, only spoiled by having you go back in time to the last save point rather than resurecting you like in BioShock.
The darkness had a wonderful system, and I also liked bioshocks to a point. But since bioshock is a survival horror, its hard to feel the imperative to survive if dying means nothing, yeah? The darkness might have been considered one in some regards, but I think that dying was a main theme of the gameplay and a crucial plot device, which made it an exception to the rule.
requiem_for_a_starfury said:
Well that all depends on skill and reflexes, I sure there are plenty of gamers who can get through most shooters quite easily. I've played games before where I've been able to breeze through without being killed, though usually it's the jumping puzzles that get me.
perhaps a setting system, along the lines of
-forgiving (infinite lives and respawns and anytime saves)
-moderate (autosaves only and resurrection with penalties for dying)
-brutal (save on quit only, severe and massive penalties for death)
and ontop of that, there is a seperate scale for enemy stength that is also easy, normal, or hard (constitutes your character power, enemy power, and enemy AI)
I'm sort of being idealistic, as this idea flies in the face of gaming trends being accessible to the lowest common denominator of gaming.
I would have enjoyed bioshock more if every time you were resurrected you had a permanent loss of stats of some type, and you had to re-salvage your weaponry from your corpse, and big daddies remembered you.
I mean, shit, for me its gotten to the point where i play most games on the hard setting the first time through, and I still manage to beat them with ease.
I can guarantee when I play halo 3 I will play it on heroic the first time through.