Editorial - Curious Case of Saviour Schnapps
Gamepressure write in defense of the Saviour Schnapps system in Kingdom Come: Deliverance.
Much ado about saving
After breaking down to you this lengthy outline of mechanics designed to make our decisions in games more impactful, I ought to get to the point, or rather the game that inspired this whole article – Kingdom Come: Deliverance. The Czechs from Warhorse also wanted to attribute more gravity to the decisions – not only the big ones that shape the world and the story, but also (and perhaps mainly) the small ones: risky actions such as pickpocketing, for instance. In order to do that, the number of possible ways of saving the game was drastically limited to beds, bathhouses and special (rather expensive) potions, complete with checkpoints during missions.
Saviour Schnapps in Kingdom Come isn’t a new idea, as a matter of fact. Older players may recall a similar solution being utilized in PlayStation version of Tomb Raider 3 – at the beginning of each level, the player would get a few crystals that allowed to save the game. You could find a couple more further down the road, but the game was still considered to be significantly more difficult than the PC version – sometimes even to the point of absurdity, if judged by today’s standards.
The decision generated much discussion. Even though Kingdom Come has probably as many pros as cons, the discussion was mostly fixed on the game’s saving system. The solution utilized in the game was a bitter pill, mainly for the PC players, who have developed an almost compulsive quick-saving instinct over the years. I’ve seen some truly paradoxical situations, where some core players, who usually bemoan the way video games have become way too simple because of the casuals, were complaining about this system spoiling the game.
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