
Not saying that the game was perfect (trying to explore with the corruption mechanic was quite stressing, for example, and I get why some people didn't like that aspect), but it showed that this kind of high stakes gameplay without save-scumming is viable in an immersive sim, which is a genre that is traditionally very "save-scummy". Then the other achievement which requires beating the game in maximum difficulty, meaning all 4 components like in original needs to be that set to hardest (good luck with puzzles).

System Shock was a critical success and considered far ahead of its time. It was followed up in 1999 by System Shock 2. This is why I really enjoyed Prey: Mooncrash. Achievement brief: We will play on easy for all achievements, save and reload if you happen to do these achievements. System Shock was the first game in the System Shock series, developed by LookingGlass Technologies (later to be called Looking Glass Studios), produced by Origin Systems and released on September 23rd, 1994.

And as you say, it was soulsborne games and rogue likes that showed me how much more engaging a game gets when you take this away from the player (the stakes are higher because you actually have something to lose, your achievements feel much more real and earned etc). This basically means that you play with invincibility on because if you die, you just revert several seconds back.

Originally posted by maDDamon:I disagree, being able to manually save either takes away from the difficulty or lets games get away with unbalanced gameplay and difficulty spikes.Yeah, I grew up with games that let you quicksave and I developed the nasty habit of hitting F5 every ten seconds. It’s not a fully reimagined game like the Final Fantasy 7 remake, nor does it wholly abandon the aesthetics and art style of the original like the remake of.
