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.
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.
Especially the facehuggers.
Who could imagine, today, that a single creeper like that would equal an immediate game over if it managed to wrap its tail around your neck?
That's unforgiving, really, and for all the FPS games I've played, and all these lethal beasts I've ran away from, and enjoyed perforating with axes and bullets in a strigent thirst for revenge, I have never been so afraid of an absurdingly small enemy as I was of facehuggers.
Fortunately, back then, the creatures weren't able to leap from roofs or walls. They were bound to the floor. If it had not been the case, it would have been an even worse affair, as I would have been obligated to look for every single dark corner, roof crack and airduct, coupled to the necessary survey of the motion tracker and the hope that my rifle wouldn't jam.
Oh yes, how many games actually had one of the most used and most powerful weapons become inoperable in the most sadistic taunting way, especially when there was an eight legged game over circling you?
Even some arcade versions of ALIEN or AvP had facehuggers jumping at your face, but falling off quickly. This cheapened them. The PC game was the one which really managed to make it real and dangerous.
In terms of play and differences brought by the patch, you could still find the "pre-patch" fear once you knew you used all of your quicksaves. Once again, you mentally kept your fingers crossed.
You would also re-experience it as you'd choose not to use them too often, and several times, this increased the tension, reinforced the mood, and thus it would happen that you'd actually forget about quicksaving, and that was like the good ol' times again. You'd even finish levels without using all of your quicksaves, and that was very satisfying, immersion wise.
Honestly, I think that a limited number of quicksaves is one of the best principles I've experienced in ages to adjust the difficulty, and it particularily suited this universe.
The bad point, however, is that there are games which fail at providing a real quickload, in the sense that it's not quick at all.
As for the difficulty, I think it was fairly conservative, as it could be set from the beginning by choosing a level from the title page. Difficulty would not necessarily increase the power of the creatures, or nerf your weapons or armour, since I never got that feeling, and that would have been cheap, really.
As an example, DMC3's latest two higher difficulty levels were simply absurd and uninteresting, with the basic ghouls being as strong and tough as mid-level bosses.
What changed in the AvP game, IIRC, was the amount of ammo and medipacks you could find, and eventually in the frequency of attacks. One of those rare games where you couldn't always know where the enemy would come from. Of course, you would understand the mechanics of creature spawning, after playing the same level a couple of times, and realise how unseen level design related volumes would trigger spawn points, but the spawn randomization made it such that even if you knew that a given room would start the production of enemies, they would sneak in from any hole or corridor (this is an aspect which the Invasion mod for UT2003 prefectly nailed), and so you had to check all angles past a certain door.
To conclude. I believe there is room for the hard and harsh game over. Especially when you need to build tension. A good tension I mean, the one that really elevates and perfectly espouses the game, not the Ghouls N' Ghosts kind, where it would actually piss you off to no ends.