If you want to feel threatened, then don't buy so many healing potions, and let me be coddled in peace.rapa-nui said:Fable has a similar problem in that you could carry an unlimited number of healing potions, so combat had virtually 0 risk.
To a degree, it's true that they traded fear with strategy. But the fear was still there, in a way. Simply because the creatures were very vicious and dangerous.Archon said:Arbre, I remember the awesome tension of AvP pre-patch. My heart raced in that game - one of the best experiences I've ever had. I didn't play it pre-patch but it sounds like they replaced fear with strategy, which isn't a bad tradeoff - certainly better than infinite quick saves.
I really like the idea of adjusting the amount of available saves based on game difficulty level. It seems like a much preferable alternative to some of the more gimmicky ways designers use to make games harder (even though they aren't hard at all because of saves). All too often I think games can be ruined when choice becomes a matter of "see what happens, then rewind" - this is very damaging in strategy games, for instance.