Rewinding is One of the Best Features a JRPG Can Have

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  • Опубліковано 8 жов 2024
  • Ігри

КОМЕНТАРІ • 8

  • @corbeneck
    @corbeneck Місяць тому +2

    If it wasn't for savestates fighting games wouldn't be the same, aside from uses in training modes, it's also the basis of he most popular netcode variant, rollback. Instead of delaying your inputs to match up to the opponents, the game predicts you next input for you in real time and rewinds to a snapshot if it predicted incorrectly

    • @IntentionalBrandon
      @IntentionalBrandon  Місяць тому

      I hadn’t even considered how save states might be useful for fighting games. That’s incredible 😯

  • @eightbitpizza
    @eightbitpizza Місяць тому +1

    I am definitely a fan of save states. Their existence does not force anyone to use them, but they are a great accessibility option. I agree with the points you've made here. At the end of the day, if I want to challenge myself without save states, I can. But if I want to experience a game without losing time because I don't care to essentially waste my time to "git gud", that should be an option for me. A more recent example for me is Jet Force Gemini, which came to NSO fairly recently. I never could beat that game as a kid - and now that I have beaten it (thanks in good part to save states), I discovered how much of the game I was missing out on because some parts were just too tough for Little Eightbit. I'm all for making games more accessible to more people. Developers go through everything that they do to make a game, so why wouldn't they want more people to play their creation?
    Great video, homie! Stay awesome!

    • @IntentionalBrandon
      @IntentionalBrandon  Місяць тому +1

      Who has time to git gud?! Not I! I love how effective save states are at improving accessibility.
      Also, Jet Force Gemini was such a treat back in the day. I never got anywhere close to beating it, but I remember having a lot of fun with it with friends.

  • @hyde_stopStealingMyUsername
    @hyde_stopStealingMyUsername Місяць тому +1

    Difficulty is the most important thing in any videogame for me personally. Rewinding makes games easier = bad in my book. I don't care about QOL that much tbh. When I played SMT 3 Nocturne I loved that I couldn't just save anywhere and I also liked the random encounters. There was a moment when I was playing for an hour without saving, used an item that prevented encounters with lower level enemies and right as I was about to be able to save, I encountered higher level enemies and got one-shot. That was one of my favorite videogame moments of all time...

    • @IntentionalBrandon
      @IntentionalBrandon  Місяць тому +1

      I love this. Everyone enjoys different aspects of games. That would utterly wreck my motivation to pick it up again 😭
      If I a game had a rewind option, would that be a negative for you? Would you want it locked behind a setting you have to choose before you start a playthrough?
      Also, Nocturne is amazing 😍

    • @hyde_stopStealingMyUsername
      @hyde_stopStealingMyUsername Місяць тому +1

      @@IntentionalBrandon That would be one solution. Though I should probably get used to restricting myself from using certain mechanics instead as most games nowadays introduce mechanics with the intention to make games less frustrating. So I'm not necessarily against it when it comes to single player games..
      Fighting games are a good example where I think it can be damaging though. Many modern fighting games having 'easy input' as an option with little drawback will lead to newcomers not being able to play older fighting games (or games like Tekken that don't have easy input) and also invalidates the practice veterans had to go through

    • @IntentionalBrandon
      @IntentionalBrandon  Місяць тому +1

      @@hyde_stopStealingMyUsername, I find that if a game has a mechanic, it’s hard for me to stop myself from taking advantage of it. Usually not a problem, but for people who don’t want it to be easier, I could see that causing issues.
      Fighting games have always been interesting in that respect. The barrier to entry is so high for a lot of them that I wonder if the input method is holding them back from reaching a wider audience. Not something I’ve ever looked into, really, but I have wondered. They can be tons of fun, but for a lot of them, you really have to put in work to get to the fun.