4 ms·
Three games' approaches to death come to mind immediately: First, Braid, where your character can die in the usual way for a 2D platformer, killed by monsters
by ariehkovler 8y ago
Three games' approaches to death come to mind immediately:
First, Braid, where your character can die in the usual way for a 2D platformer, killed by monsters or falling in holes. But the game lets you manipulate time, so the answer to death is just to rewind a few seconds while the music plays backwards and you come back to life.
Second, the original Monkey Island. Unlike the Sierra click puzzlers of the time (King's Quest etc) you couldn't die. But if you stood at the edge of the cliff, you fell off and got a Sierra-style Game Over screen... for a few seconds. Then you bounced back up on a 'rubber tree'.
Finally, there's the original ZX Spectrum isometric platformer version of Batman. In that game, if you died in a particularly frustrating way or at the same puzzle repeatedly, the game would sometimes give you a "Dog's life", an extra life as a consolation prize.
Interesting article.
- LoSboccacc 8y agoyou could die in the first monkey islamd exceeding ten minutes submerged.
- akavel 8y agoI have some faint kind of an impression that I've once played (?) some game (?), where if your character died, it woke up in some kind of "netherworld", and there was also something to do there. (I seem to recall being hugely surprised and impressed by this course of events.) Does this trigger some more concrete memories about particular name of a game to anyone here?
- cjcenizal 8y agoAre you thinking of Prey? https://en.wikipedia.org/wiki/Prey_(2006_video_game) https://en.wikipedia.org/wiki/Prey_(2006_video_game)
- akavel 8y agoI don't think so, but I'm not sure. I didn't play Prey; but then there's some chance I could have watched some playthrough on Youtube, and only see that happening to someone else. Don't know.
- oweiler 8y agoMaybe Soul Reaver?
- deleted 8y ago[deleted]
- joveian 8y agoThe Braid mechanic was great for that kind of game. Hopefully more games will use it. IIRC, you could also speed forward again if you did that quickly enough after rewinding and it was a way to try to figure out what incorrect assumptions you might be making on some of the harder levels. I really liked how checkpoints are presented in Prince of Persia: Sands of Time (at least, not sure about others in that series). It introduces the game as retelling of a story and if you mess up enough to "die", the main character says "no, no, that's not how it went" and then you continue from the last checkpoint.