Imper1um said:
Wow, nice. That was hilarious.
I would like to know why developers feel the need to dumb down death mechanics. It's getting really annoying!
Death mechanics wouldn't be worth anything in this game. It'd just be another one of those things where you just start over again with no consequence anyway. Death meant something when running out of lives meant your game was over and you need more money for arcades, or in older NES and such games where you had no save files, dying too much and running out of lives meant starting the entire game over again.
Now we have checkpoints and saving after every level, and dying is just pointless. Oh no, I died? Okay, I'll just start this one level over from the last checkpoint. Oh no, out of lives? Okay, I'll just start this same level over again from the start, although I might be slightly inconvenienced with a trip back to the title screen first. Neither of those are really a consequence for failure, so if a game like Kirby's Epic Yarn comes along and decides to cut the last of the bullshit and just not kill me as killing me wouldn't get in my way, I say fine.
I mean really, I have a bit of a problem saying that Kirby's Epic Yarn has no challenge because you can't die. I can't help but think back to Killzone 3 which I finished recently, and how if I died I just went back to a checkpoint. No matter how many times I died, boom, back to the checkpoint as many times as I needed until I won. It's not really more challenging to finish Killzone 3 because I can die (it is more challenging than KEY in other ways of course, but being able to die isn't increasing the challenge). Getting to the end of levels in Killzone 3 and winning was just as simple as winning Kirby's Epic Yarn as far as death consequence goes: just keep playing until you get through because there is no consequence for failure.