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Usually the game should keep your last checkpoint though, unless you are replaying a mission.
the ability to quicksave and quickload whenever really would take any cahallenge away completely, and the need to actually learn to play the game..
with limitless quicksaves and quickloads anyoone could just rush headfirst into combat in maximum difficulty wearing just a pistol, and saving after each demon kill, would eventually plough through even the most "tough" battles, without there actually being any challenge, and without the gamer actually learning how to play the game..
not every game holds your hand and purposefully makes it as easy as poosible for all players..
some games have alearning curve, and you actually have to learn how to play the game properly first, to have actual chance of playing it through even with medium settings.. this is one of those games..
for you having a meltdown for losing just few minutes of gameplay for dying.. you are kinda perfect example of what constant savegames have done to gamers.. you have actually a "meltdown" when game gives you adequate challenge..
and, imho, there has to be a prospect of loss, the actual possibility of losing something, like even mere few minutes of progress, for it enabling some actual feel of accomplishment. without the first, there really can't be the latter.
i personally think DOOM is a wonderfull game, and i'm looking forward of learning it properly so i can manage a playthrough with the hardest setting, you know, the one with perma death ? .. for me, and.. for the concept in general, the bigger the possibility of loss there is, the grater the reward feeling of accomplishment in the end.. and the fear of simply dying once and losing ALL of your game progress, the feeling one gets when finally finishing the game with that level of difficulty and challenge.. the rewarded feeling is quite grand i would imagine..
..
if DOOM is too much for you to handle, go and play follout 4 for example, with easy setting and quicksaving every 5 seconds, and you will have no meltdowns and no fear of losing any progress ever.
what a hollow victory finishing a game like that would be in the end..
..
well, this was just my personal, biased opinion, take it as you will.
Funny how some people think it's "a missing feature", it's clearly an intentional game design decision, to prevent wuss players cheating through the game by saving before every big fight.
Save scumming isn't a problem of any description. It's something console players invented to make it sound like checkpoints aren't terribad.
I've never known a game to be ruined because you can hit quicksave rather than walking back in from a checkpoint, and I've never known a game to be improved by 10 minutes of pointless repetition before trying the same area again.
This game is like TNO and Alien: Isolation in that it gets away with the crime of having checkpoints like a moronbox console because it is that good and the way they are used is (gasp) actually thoughtfully done, but let's not pretend quicksave is some kind of unforgivable gameplay deficiency on Steam, a PC gaming platform that has its roots in the Half-Life series.
BS. I'm PC player (since 1991) and think unlimited saving in this type of game is for wussies. Some console games allow saving any time, so it's not even related to consoles.
Just because old game designers made bad decision and allowed unlimited saving, doesn't mean games shouldn't progress to challenge the player.
This.
I think being able to save in this whenever you wanted would make it far too easy.
OP if you cant be bothered about playing 10 minutes in a boss fight, gaming isnt for you.
Ive been killed tons of times in fights in Doom and keep coming back for more , after a few tries i manage to move onto the next bit of the story.
Very satisfying.
the old games were more difficult too.
just more idiots making excuses for developers. "it's actually a good thing, hurr durr"
^This.
The old games were a lot smaller levels, and far more simplistic.
Being able to save whenever in Doom 2016 would totally wreck it gameplay wise.
This.
It isnt about repeating boring bits its about the challenge.
So this is what gamers of today have become just to rush through a game as easily as they can ^^, this is what it sounds like to me.
I am not that good a player and am only playing on Medium difficulty, yet i have done some bits six or seven times (not whole levels), each time working a way to sort out the enemies better.
Its called gaming, it isnt repeating boring sections.
On this point I think you're right - for better or worse the game has already been (quite well) designed around it.
Still, we are at the mercy of the designers from one encounter to the next because (regardless of the flimsy rationalisations people put up "the less we get the better!") checkpoints are a limitation and an inferior system.
It's all well and good while the flow of gameplay is being managed well, you just have to cross your fingers and hope you won't come to some point where there is a long checkpoint and you are suddenly playing a Wii game.
The best thing would have been to include both manual saving and checkpoints (like, for example, Serious Sam or The Witcher 3), so the people in both camps can have it their way. You don't need to belittle people who disagree with the idea that only the developers know best on when to save a game.