+1
I filled up all 99 saveslots in ScummVM while playing Zak McKracken and I don’t know why they limit it. (Okay, more while playing around with it after finishing the game; I only got up to 60 or so while actually playing.)
Oh well, in 2018 I’m quite happy with saveslots period, even if imo disk space should pretty much be the only limiting factor.
Here’s a video about it:
Sushi:
So if you backup your savegames per playthrough or any other way you’d like to organise them - by act, by flashback /start/end/… in separate folders, it should be pretty simple to find back exactly what you want in even 10 years.
Yeah, that works in most games. Perhaps easier/better in TWP than in most.
My previous ramblings about the topic:
I don’t think Zak has an absence of “look” per se. It felt like a half-way point between the “read” of MM and the “look” of MI/Indy4/whatever.
The main problem with a lack of a talk verb is that you can’t easily get a repeat of what you need to do if you drop the game for a week or two. But this isn’t a problem with the lack of the talk verb per se. Various characters (like the shaman) spontaneously say things, just not necessarily all the pertinent things.
In the talk implementation you’d hav…
Because in a book you can go back anywhere you want at any time. Videogames are the only medium in which that is sometimes made difficult for no apparent reason. Because you can create your own archive of the autosaves outside of the game. It just makes it more annoying.
That can range from a simple I’d like to see/do X again to a more involved choosing the other option.
Being able to start any levels/chapters once you finished it is a reasonable compromise but comparatively still pretty annoying.
Ideally you’d have the chapter thing (so you can ignore it) PLUS your own saves (i.e., bookmarks).
The mere, what was it, ~10? save slots in Thimbleweed Park were its biggest technical flaw imo. I (almost) never want to overwrite anything. I only want to add.