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Lives and continues have no place in games post-SNES/Genesis

Odoul

Member
After 10 years and many tries I am finally getting into Devil May Cry. Being patient and looking at patterns is actually clicking and I made further than I ever had. Everything is cool except for one thing.

What kind of shit for brains thought limited continues and making you start a mission all the way over was a good idea?

It's the boss that's kicking my ass, don't waste my time and make me run through the entire level of respawning enemies for that!

Do the sequels get rid of this junk?
 

BigDug13

Member
My God man. I read that title 4 times before I could decipher it. I kept reading lives like "he lives to fight another day" instead of "insert quarter for 3 lives."
 
deal-with-it-dog.gif


While we're at it, let's get rid of life-bars in fighting games. I always lose, and I'd rather not lose anymore.
 
I actually did understand what you were saying with the title, and in most cases I agree.

With the exception being Mario, because that 1-up jingle is too iconic and I wants it. Considering Mario games pretty much hand out 1-ups like candy, Nintendo obviously agrees with you.
 
How does Metroid crouch?!?!
t2DKwCY.png


In all seriousness, lives and continues absolutely have a place in modern gaming. If anything, the constant checkpoint-coddling is what makes me hate most modern games.

Being forced to replay the entire area to get back to where you were is your incentive to not die.

*Credit for the image goes to NeoGAF user Brinstar, if memory serves me.
 

Zoc

Member
They make it easier to understand success and failure states, so I don't have a problem with them. The Assassin's Creed games might have been better with a system like this.
 

Orayn

Member
They're just another tool used to balance game difficulty, and any tool can be misused. You not liking their application in one game doesn't make them bad or obsolete.
 
This is basically a Negative vs Positive reinforcement feedback thread.

I for one believe that it depends on the game. For me gameovers to title screen are basically legacy policies been dragged from the arcade era. I rather have meatboy and many other games that basically respawn you directly to checkpoint. I ain't got time for gameover screens.
 

Coxswain

Member
I really, really, really wish there were more games in the modern day that had Lives and Continues.

Very few games these days hit the happy middle ground between "Keep trying, all you want, with absolutely no pressure, because you'll never lose any progress, at all" and "If you fuck up once, you lose eeeeeeeverything (at least all the way back to a save point".


Their inclusion is a pretty big part of why Monster Hunter and Lost Planet 2 are some of my favourite games in the modern era.
 

poopninjamvc3mk

I sucked six dicks to get this tag.
Not the type of post I ever expected from a regular member on Neogaf. Seems like something a junior or someone on gamefaqs would create.
 

davepoobond

you can't put a price on sparks
It's a holdover and I agree with it for the most part. But it depends how they do it if they do implement it.
 

ToxicAdam

Member
If you don't have that moment (or several moments) where you throw down the controller and scream FUCK at the top of your lungs, then winning won't feel as sweet.

It's science.
 

Tain

Member
yes, all 2D action games should basically be super meat boy and stuff like muchi muchi pork and hard corps uprising are bad games with bad game design

i'm about to suffocate in vomit, brb
 
Lives and continues are pointless outside of quarter munching arcades, yes, but getting rid of them shouldn't allow you to scrub it up.

GIT GUD
 
How about this? Not every game should be limited to the same trope, concept and play mechanics just for the sake of making them all the same? Some games are fine with multiple lives and continues, others are best without them. It's all about what works over trying to conform everything to the way you "think" things should be.
 

Sorral

Member
Sorry OP, but I don't practically remember the game being that hard and you still have the option to save at every mission regardless of the continue numbers.

It had some clunky controls especially if you were coming from playing DMC3 first, but I honestly don't remember it being hard and the game might as well play itself if there wasn't any kind of punishment for losing/dying.
 

ban25

Member
I'm currently working on an S-rank playthrough of DMC1 on Hard, and it's very rewarding. I beat DMC3 five times on the PS2 and once more on the PS3 remake. The challenge is central to what makes these games enjoyable and re-playable. You may be frustrated now, but if you stick with it, you'll come to appreciate the challenge.
 
How about this? Not every game should be limited to the same trope, concept and play mechanics just for the sake of making them all the same? Some games are fine with multiple lives and continues, others are best without them. It's all about what works over trying to conform everything to the way you "think" things should be.

Bingo.
 
My God man. I read that title 4 times before I could decipher it. I kept reading lives like "he lives to fight another day" instead of "insert quarter for 3 lives."
I thought it meant characters from the SNES and Genesis era that have overlived their usefullness?

Anyway, yeah I came to agree with OP, once I understood what he was trying to say.
How about this? Not every game should be limited to the same trope, concept and play mechanics just for the sake of making them all the same? Some games are fine with multiple lives and continues, others are best without them. It's all about what works over trying to conform everything to the way you "think" things should be.
Or even hide it better. For instance, a side scrolling shooter that grants you three lives could be three health "chips" instead. But in the end you are actually right. Every game is different.
 
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