this post was submitted on 08 Nov 2025
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I am wondering how one would combine the punishing combat and the fact that the character is constantly dying with an alive world.
Not saying it is impossible, but a undead, ruined world is for sure the easiest way to have it 'make sense'. At least to me
Most games tackle it by making reincarnation a special trait of the protagonist, but yeah punishing difficult inherently kills story. You can't be immersed in a cut scene you're being forced to skip through for the 14th time. What's the motivation of any of your enemies? The stakes are so low, you'll just be back again ad infinitum. They'd be better fleeing or negotiating.
Would be hilarious if after a few attempts you would have different dialogue options.
One could make it work with a time loop setting, but then again you're probably right that it would kill the story except if maybe the main character would grow more and more frustrated, skipping the cut scenes as a part of the story itself.
I'm sure someone did that in a game already. Feel like we've moved away from the 4th wall breaking with modern (at least triple A) games sadly, they take themselves too seriously. 'Member when sonic used to tap his foot if you put your controller down for a snack?
Another Crabs Treasure
Looks very cute. How does the combat compare to Darks souls?
Similar but a bit fuzzy sometimes, the issue is they shoehorned in some platforming too that's less good
Still fun though
Returnal handles it pretty well... Though I guess the world is kind of dead in some ways