Monday, March 12, 2012

The plausible escape: Are reloads jarring?

What'd be nice is if more games didn't rely on the reload button for death.

Far cry 2 (despite its flaws) did this really neatly where you had a buddy and if you went down, you had these great black out scenes of him carrying you and shooting enemies. It'd black in and out, making you want to see how bad things were each time (and also skipping some time in between to save you waiting as long, I suspect). After they saved you, they then had to get away themselves (they could get shot doing this) and to 'recharge' their save you had to go meet them in a safehouse.

This is just so much better than hitting reload!

To a small degree lord of the rings online does this as well, in that once an hour you can recover from being downed, so you never leave (ie, jarringly teleport to a recovery circle) where you got hurt.

A way of being beaten in the game, but without the completely story flow jarring effect of a reload.

Or; that's a question - are reloads and their effect on continuity potentially making games less fun for you?

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