History Main / CheckpointStarvation

23rd Dec '16 4:39:37 PM Gosicrystal
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** ''VideoGame/GrandTheftAutoV'' finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally [[LostForever kill that potential crew member on the way to the goal.]]

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** ''VideoGame/GrandTheftAutoV'' finally fixed the problem by introducing checkpoints for all missions, even short side missions that take a few minutes to complete. It also adds a quick save feature to your in-game phone, so you can save at any time (without the mandatory 6 hours of time passed if you save at a safehouse). However, random encounters (even if they include cutscenes) are always a one-shot deal without the option to retry again. Hope you didn't accidentally [[LostForever [[PermanentlyMissableContent kill that potential crew member on the way to the goal.]]
22nd Dec '16 6:41:04 PM MyFinalEdits
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** ''VideoGame/SuperMario3DWorld'' has two of the last three levels, Champion's Road and Mystery House Marathon. The former is a brutal six part MarathonLevel, while the latter is ''another'' Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere.

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** ''VideoGame/SuperMario3DWorld'' has this with two of the last three levels, levels from World Crown, Champion's Road and Mystery House Marathon. The former is a brutal six part MarathonLevel, while the latter is ''another'' Marathon Level consisting of thirty ten second challenges in a row. Neither of them have checkpoints anywhere.



** ''VideoGame/SuperMarioMaker'' at first did not had checkpoints to be placed in levels, until a November 2015 update allows players to place checkpoints in any level.

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** ''VideoGame/SuperMarioMaker'' at first did not had have checkpoints to be placed in levels, until a November 2015 update allows players to place checkpoints in any level.level. The trope still applies to the pre-built sample levels, as all of them have remained unchanged since the game's release.



** The first game usually doesn't have this due to multiple middle rings, but there's one point in [[BrutalBonusLevel Endless World of Yoshis/Crazy Maze Days]] in the GBA remake where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a SadisticChoice; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** The first game also has the first four extra levels, having no middle rings at all, while all of them are quite difficult. The very first level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.

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** The first game usually doesn't have this due to multiple middle rings, but there's it does in the first four extra levels, having no middle rings at all and all of them being quite difficult. The very first regular level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
** There's
one point in [[BrutalBonusLevel Endless World of Yoshis/Crazy Maze Days]] in the GBA remake where this is a problem. You see, there's a long falling section with instant kill spikes, and after that, a checkpoint. Problem is, checkpoints work only once, leaving the player with a SadisticChoice; use it straight after the spikes and then hope you don't mess up the next three or four rooms (and in that time, you have to dodge those spikes another two times), or use it after the tricky section has been beaten all three times and you've got the key, in which case once mess up will put you right at the start of the second area.
** The first game also has the first four extra levels, having no middle rings at all, while all of them are quite difficult. The very first level doesn't have one either, but it's a relatively small and easy level so it's not a big deal.
area.



* ''VideoGame/DarkSouls'' is downright ''brutal'' with bonfire (checkpoint) placement at times. You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.

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* ''VideoGame/DarkSouls'' is downright ''brutal'' with bonfire (checkpoint) placement at times. times.
**
You generally only get one or two per level, and some levels have none at all. While you can usually open up shortcuts on subsequent runs through areas and minibosses don't respawn, getting to some bosses can be incredibly difficult. Then after that, most bosses can kill you in one or two hits.
30th Nov '16 5:13:55 PM Kadorhal
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** The original game features large, open levels ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and [[GameBreaker completely changes the game balance]], so the starvation is likely intentional even if it is annoying.

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** The original game features large, open levels ''with with checkpoint saves''! That means that saves and ''nothing'' else. Worse, if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and [[GameBreaker completely changes the game balance]], so the starvation is likely intentional even if it is annoying.



* ''VideoGame/PAYDAY2'' had Pro Jobs, before they were removed with "Hoxton's Housewarming Party" in October 2016. Further-increased payment and experience from normal heists, but with the caveat that failing ''any'' day of the heist kicked you back out to the lobby to select a different one.

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* ''VideoGame/PAYDAY2'' had Pro Jobs, before they were removed with "Hoxton's Housewarming Party" in October 2016. Further-increased They'd give increased payment and experience from normal heists, but with the caveat that failing ''any'' day of the heist kicked you back out to the lobby to select a different one.
new heist.
30th Nov '16 3:50:43 PM Kadorhal
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* ''VideoGame/FarCry'' features large, open levels ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and [[GameBreaker completely changes the game balance]], so the starvation is likely intentional even if it is annoying.

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* ''VideoGame/FarCry'' ''VideoGame/FarCry''
** The original game
features large, open levels ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and [[GameBreaker completely changes the game balance]], so the starvation is likely intentional even if it is annoying.annoying.
** ''VideoGame/FarCry2'' features no autosaves of any variety - the game only prompts you to save when you use a save point in either faction's headquarters or a cleared safehouse, if you pass the time by sleeping in a safehouse, or after riding between bus stations. This isn't restricting at all on PC, since there are also manual saves through the pause menu and a quicksave button. On consoles, however, this is a maddening restriction given the amount of time you need to spend even driving between save points and wherever a mission starts from, tells you to go, or ends at.



** ''Future Soldier'' has checkpoints that, while perfectly fine for the lower difficulties, are spaced out just far enough to make things potentially tedious for those playing on Elite difficulty, especially if the level has a tactical challenge that requires playing on Elite. Unlocking the "Fixed Stock" attachment for singleplayer is considered one of the hardest things to do in the game, mostly because you have to [[StealthBasedMission go through nearly all of the final mission without being detected]] on Elite difficulty, with only one or two checkpoints to fall back on if you screw up at any point during it.

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** ''Future Soldier'' has checkpoints that, while perfectly fine for the lower difficulties, are spaced out just far enough to make things potentially tedious for those playing on Elite difficulty, especially if the level has a tactical challenge that requires playing on Elite. Unlocking the "Fixed Stock" attachment for singleplayer singleplayer, one of the best attachments in the game, is considered one of the hardest things to do in the game, mostly because you have to [[StealthBasedMission go through nearly all of the final mission without being detected]] on Elite difficulty, with only one or two checkpoints to fall back on if you screw up at any point during it.



* ''VideoGame/PerfectDarkZero'' has only 2 checkpoints per mission; one at the very beginning, and one about 3/4ths through or before the end level boss fight. This is fine for the shorter missions, but very noticeable on the longer ones. Dark Agent difficulty completely disables checkpoints.

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* ''VideoGame/PerfectDarkZero'' ''VideoGame/PerfectDark Zero'' has only 2 checkpoints per mission; one at the very beginning, and one about 3/4ths through or before the end level boss fight. This is fine for the shorter missions, but very noticeable on the longer ones. Dark Agent difficulty completely disables checkpoints.




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* ''VideoGame/PAYDAY2'' had Pro Jobs, before they were removed with "Hoxton's Housewarming Party" in October 2016. Further-increased payment and experience from normal heists, but with the caveat that failing ''any'' day of the heist kicked you back out to the lobby to select a different one.



** Both ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' have [[SelfImposedChallenge cheats that removes all the]] {{Check Point}}s in the levels.

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** Both ''VideoGame/DonkeyKongCountry2DiddysKongQuest'' and ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'' have cheats which [[SelfImposedChallenge cheats that removes remove]] all the]] the {{Check Point}}s in the levels.
6th Nov '16 1:08:48 PM thatother1dude
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* ''VideoGame/DragonQuest'' series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field and in a dungeon, so this trope is in effect. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, ''Hand of the Heavenly Bride'', the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.

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* ''VideoGame/DragonQuest'' series allows the player to get saved only at a town church. Some towns don't even have one. You can't do a hard save in the field and in a or dungeon, so this trope is in effect.just a SuspendSave. Every game since the first, however, has offered the ability to teleport instantly to a town that allows you to save as a relatively low level spell and a very inexpensive item, and also a spell to instantly evacuate dungeons. However, in the 5th game, ''Hand of the Heavenly Bride'', the return-to-save-point spell isn't available until about the halfway point in the game, which can cause issues.issues.
* [[HarderThanHard Survival]] difficulty in ''VideoGame/{{Fallout 4}}'' disables manually saves besides a SuspendSave and only autosaves when you sleep in a bed. This effectively makes beds {{Save Point}}s and since there's no [[ZipMode Fast Travel]], you may have quite a distance between saves in remote areas. There are also a few drawbacks to sleeping for more saves instead of because of exhaustion: Sleeping more spends more time, building up hunger and thirst, and lowers Adrenaline, a damage increase you get for kills. Dividing the same amount of sleep into shorter rests keeps you from restoring health and increases risk of disease.
4th Nov '16 3:54:14 AM REV6Pilot
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* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' have a variant. There are plenty of auto save points, and if you die in combat you respawn at one of those. However, when you quit, you respawn at the nearest fast travel point, and there is usually only one per map. This can be annoying if you need to quit before finishing a mission.
%% On Xbox. Please edit if different on other platforms.

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* ''VideoGame/{{Borderlands}}'' and ''VideoGame/{{Borderlands 2}}'' have a variant. There are plenty of New-U auto save points, and if you die in combat you respawn at one of those. However, when you quit, you respawn at the nearest fast travel point, Fast Travel station, and there is usually only one per map. This can be annoying if you need to quit before finishing a mission. \n%% On Xbox. Please edit if different on The ''Borderlands'' DLC campaigns have it even worse: there is only one single Fast Travel ''in the entire campaign'', and it's typically set a ways away from the crossroads leading to other platforms. maps, so if you simply ''have'' to quit the game in the middle of a mission set far from the initial map, you'll be forced to slog ''aaaallll'' the way over to the mission objective's location again.[[note]][[TropesAreNotBad On a silver lining]], if you're done with a mission and have to turn it in at the DLC's first map, something that happens often, it's a trivial matter to quit and re-load instead of plodding the entire way back.[[/note]]



* ''VideoGame/FarCry'' features large, open levels -- ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and completely changes the game balance; so the starvation is probably quite intentional, even if it is annoying.

to:

* ''VideoGame/FarCry'' features large, open levels -- ''with checkpoint saves''! That means that if you wander off the beaten path or take a route other than the one the developers expected you to take, then it is entirely possible to miss the save point. The game contains a DummiedOut quicksave feature, presumably as a developer tool, which can be modded back in with a one-line config file tweak. Doing so (and using it) makes it very obvious how tightly the levels are tuned and paced around the save points, and [[GameBreaker completely changes the game balance; balance]], so the starvation is probably quite intentional, likely intentional even if it is annoying.
5th Sep '16 11:52:57 AM nombretomado
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* [[HarderThanHard Nightmare Mode]] in ''VideoGame/AliensVsPredator'' disables the checkpoint system, meaning you get bumped back to the very beginning of the mission if you ever die (which, given the enemy's increased damage output, happens a lot).

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* [[HarderThanHard Nightmare Mode]] in ''VideoGame/AliensVsPredator'' ''VideoGame/AliensVsPredator2010'' disables the checkpoint system, meaning you get bumped back to the very beginning of the mission if you ever die (which, given the enemy's increased damage output, happens a lot).
3rd Sep '16 8:11:13 AM Yeow95
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* ''[[VideoGame/{{Frogger}} Frogger: He's Back!]]'' had a startling lack of checkpoints in its levels--when Frogger loses a life, runs out of time, or collected a frog, the player was sent back to the starting point of the level. Considering the levels are large and mazelike in their design and Frogger is a OneHitPointWonder, this is a huge problem.
18th Aug '16 2:46:28 PM CamelCase
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* ''VideoGame/LittlBigPlanet'' has this, not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Check Point at the beginning.

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* ''VideoGame/LittlBigPlanet'' ''VideoGame/LittleBigPlanet'' has this, not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Check Point at the beginning.
18th Aug '16 2:45:49 PM CamelCase
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Added DiffLines:

* ''VideoGame/LittlBigPlanet'' has this, not in the story levels, but some community levels only contain a few checkpoints, or sometimes just one Infinite Check Point at the beginning.
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