![]() ![]() ![]() That I think is a bigger problem but as this is classic FPS design with mostly digestable levels, it's not a deal breaker. Because otherwise you can just say "I will try to finish this level without dying, if I die I will restart." And thing is with Prodeus you can't actually leave a level unfinished, the game doesn't save your progress if you turn it off. Why doesn't the fact you can save anywhere destroy Doom's difficulty for you? By all rights it should, if the checkpoint system bothers you in Prodeus. And really I would posit this to like, everyone here being everyone here is presumably into Doom. I have always resented challenge in a videogame being based on endurance and repeating stuff you've already done. Whilst the ideal save system for me is save anywhere, Prodeus' system borderline is that. I see so many complaints about the checkpoint system and I legit don't understand them. If you can write your concern on the Steam forums would be great, i trink as it's a EA atm, this kind of opinion it's critical to the full release of the game. My idea would be a extra checkmark or option in the difficulty, so it's can be disabled on campaing maps (or maps that's are bit sized) and the possibility to have on in some custom maps. This it's one of the problem that i wrote on my review, on the long end, will hurt the replayability, but it's make more easy to complete in custom maps. It's a shame too, because everything else about the game is awesome, but this one design decision is just beyond baffling. It removes all motivation I have to play the game. Why do enemies stay dead after I die? Who thought that was a good idea? If I can just brute force my way through all of the encounters, why should I even bother trying to play well? I don't need the game to be insanely difficult, but this is supposed to be an adrenaline fueled fps, and if there's no threat of failure, there's no adrenaline. It's all due to one problem: the checkpoint system. ![]()
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