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I would like to have the OPTION to skip to where I want to make some important decisions without having to watch the same thing over and over until I can watch what I want.
I completely support and agree with kill-chan's viewpoint. That feature you all are requesting is more akin to visual novels which is not what this game is. It's a cinematic experience.
My suggestion mirror's kill-chan's. Space your playthroughs out. Additionally, if you're simply achievement hunting with no care of exploration, read a walkthrough and map your goals so you can do as few playthrough as possible.
Fast forward please!
I don't know if anybody here has played the Infectious Madness of Doctor Dekker but is has a similiar issue. It's not as fast paced as Late Shift, but there are no take backs and only one save.
One thing the developers have mentioned they MIGHT do is open up the game AFTER you have beaten it to allow things like chapter hopping and the like.
So I would suggest something similar: first run it plays like a movie (more enjoyable anyway when you have no idea when the choices are going to pop up on you so you have to be incredibly focused the entire time) and then after that FF or chapter oprtions or SOMETHING.
Any comments on this thread developers? The game is fun, this would make it better.
I was forced to quit around the last few seconds on each scene before the credits show up in order to witness all the endings without replaying the entire games another 5 times or less.
They definitely need to add a skip with pre-set choices or each chapter slection or allow player saving manually etc. Solution can be diverse
manual save is not really necessary. since this is just an 1hr short movie.
and with fast forward you can finish it within 5 minutes.
For the location of the save file.
Most of the decisions that affecting the ending are all after the car crash incident.
When you first get pass that point, quit the game.
Navigate to Program Files (x86)\Steam\userdata\(your_steamid)\584980\remote
Backup GameData.
I do not agree with Kill-chan's POV about ruining the creator's intention. Why does the creator's intention even matter? This is about creating the best player/customer experience, not about fulfilling and satisfying the creator. It also goes against the spirit of interactive stories and engagement in general by not giving a ♥♥♥♥ about what would make the experience more enjoyable for the player. Just like choices in the game, choices about HOW to play the game should go hand in hand. What's so bad about giving options?
the point of the game is: by making different choices you create a different movie.
the whole package is a game. each run makes a movie.
and movie =/= game.
if the movie is different, that's the first time you're watching it.
if that's the first time you're watching it, you don't get the full experience if skip.
and if you only do a complete "playthrough" of the first run and skip during the next runs, you don't get the full experience of the whole game.
this is how I see it. I might be completely wrong, but in my experience , restrictions are the result of 1) intention of tailoring the experience due to the particular nature of the game, 2) technical limits, 3) grandeur mania, 4) pure lazyness.
I vote for 1)
you might want to ask the team directly on social media and see what they think about it.
Pretty much agree on all points. Hate to say it, but it's a current gaming/society trend. If people were playing games back during Atari 2600/NES/Sega Master system eras, they'd throw a fit at not having all the easy jump features they're used to. That and in the era of "we buy new phones every year or two", people's attention spans, patience, and tolerance is at an all time low...
Could you sound any more self entitled with this statement? It's their body of work. You have no idea how much they care about it on a personal level. Gaming can and is yet another art form, so yes it's about personal expression. Stop trying to dumb down the act of creation to a point of churning out products on a factory line aproved by test margeting. Jeepers, but have a heart.
in this kind of products, if the director is reeeeeally good, scenes you've already seen will surely look the same, but might give a different... vibe (can't find a better word) in that different context.
maybe the director wants you to notice that.
What you may see as an integral part of experiencing the game fully (ie: not allowing for skips or chapter jumps even after completing a full playthrough), I see as an arbitrary and needlessly frustrating limitation. I will continue to see it this way regardless of what the creator was going for (which is what I meant by asking why their intention even matters). Intention is one thing, execution is another. If they deliberately built this limitation as part of the experience, I will continue to disagree with that choice and what they believe it adds.