

With the cursor, left click the power button on the in game computer.

In total, there are seven different settings, if you include difficulty. Doom was extremely immersive for me when I completed all four episodes back in the mid 1990's, despite the presence of quicksaves.Pop up Blaster is a game that allows you to shoot popups with guns, and has various options that allow you to change everything from how hard the game is, to how the game looks and sounds. all had arbitrary quicksave and quickload! I can't fault the devs for wanting the player to embrace their aesthetic vision *in toto*, but I think that options for players are good to have, even if not every player takes them. On the other hand, it unnecessarily shoves in a checkpoint system that is a relic of early consoles, as a way of attaining the difficulty of 'old school shooter,' despite the fact that Doom, Heretic, Hexen, Duke3D, Quake, Blood, Shadow Warrior, etc. It thus avoids many of the conveniences of modern-day shooters. On the one hand, it wants to be an 'old school shooter' that lacks regenerating health, lacks a cover system, and swarms you with mobs of enemies at a time. Hard Reset seems to suffer from an internally conflicted vision of what it wants to be. But I realize that's not the case for everyone, so I can't generalize. (Rather, you just start the whole game over again.) In Hard Reset, fighting the same closed room of enemies five times in a row because you keep dying on the very last wave of enemies isn't very immersive for me in fact the frustrating repetitiveness takes me *out* of the game quite a bit. But no roguelike asks you to do what Hard Reset asks you to do: fight the same exact battle sequence over and over and over again. Not being able to undo any mistakes does provide quite a bit of immersion. Originally posted by gwelty:I play lots of roguelikes with permadeath and no save scumming, so I do like that kind of game. The dev himself was clear multiple times in the forums that the feature would never be added. Having no quicksaves was a *very* controversial move according to many purchasers of the game. I preordered the game on September 10, 2011, three days before it came out, because I was so impressed with the demo. There used to be *huge* fights over the lack of this feature when the game first came out.

So it looks like the functionality was finally added at some point, but it doesn't seem to be referenced in these forums.Ĭan anyone confirm that my method works for them, as it works for me? I got this stuff from an old config.cfg I had from 2013. I can then come back and resume the game from there at any time.

Every time I hit F5 it gives me the green 'saving' icon in the lower-right-hand corner of the screen. I don't have to rely on checkpoints at all. This gives you quicksave and quickload ability at any point within any level. Then add the following lines to binds.cfg: I'm not 100% sure those lines do anything. The reason I ask is because, when troubleshooting my "no menus" problem, I discovered a way to enable quicksaves in this game.
