Gone are the SNES-style looks, but that’s not all. Now that wait is over though, as the title arrived last month, with a significantly changed formula. We caught up on that review while the sequel, Lovecraft’s Untold Stories 2, was delayed. It’s a fun game, with a terrific 16bit(ish), retro look and some slick twin-stick(again, ‘ish’) gameplay. ![]() Running and gunningīG actually published a review of the original Lovecraft’s Untold Stories just a few weeks ago. But if you’re expecting more of the same, think again. A new player has no way to know when the game is saving and when it isn't.Blini Games’ isometric horror shooter returns, with Lovecraft’s Untold Stories 2. I have no issue with the game's difficulty, but if you're not going to allow a player to quit the game, it would be nice to explain that upfront. Which is why most actual roguelikes (not action roguelites with shorter play sessions) let you exit the game and return later. Other games that use sparse checkpoints use them as respawn points, but you don't respawn in a roguelike. I was more than a little surprised when I played for an hour, exited to do something else I needed to do, and returned with all of my progress erased, even though there is a Continue option in the main menu. Being able to exit the game and return to it later without losing progress is, imo, a pretty important convenience that in no way affects game difficulty.Īutosaves are standard enough that I assumed the game would save after each room (considering the Quit option makes reference to a save system). Quitting those games without saving deletes your save. Once again, this does not mean there is no permadeath. ![]() A save & quit function does not ruin permadeath, and out of dozens of roguelikes I have played, almost every one has let you quit the game and return to the same save later on. Old thread, but this is not a question of difficulty.
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