Isn't that just Undertale and Deltarune?
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I don't know, you tell me. Never played either
Yes.
Yep, narratively Undertale uses the exact concept you're talking about.
It's not much of a mechanic for most parts of the game though.
Yes, IIRC Undertale it will only taunt you a bit at first, you have to play almost to the end before you really notice. But then it masterfully beats you against the 4th wall, hard, several times. (Speaking about eating the wrong cookies, yes it does feel like that.)
And then, when you start a second play-through, the 4th wall stays broken. (Personally I didn't care enough for the game for a second play-through, but if you read it up it's a whole thing, the game will not simply reset.)
Thanks for providing some context! I'm definitely intrigued now, I'll keep this one for my wishlist
Most rougelites kind of do this.
For "big" FPS games Deathloop kind of does it. You and the main villain are aware of a reset that happens when you die or the two day timer runs out.
Every loop you gain more knowledge, and every miniboss gives more power.
But to actually beat the game, you need to do a bunch of tasks in the right order in the right timeslots.
I don't think I ever finished it, but it was a fun concept
In Fable 2 when you purchase shops that earn you money it accrues in real time. If I plugged in my 360 I'd probably have 1,000,000,000,000,000,000,000 gold or something now haha
It likely uses the Internal clock. Just set it to the year 3000 and retire.
There was an upper limit on how much you could earn like this. I know, because you could also just disconnect from the internet and set the clock forward.
Kind of a primitive example, but in the old text-adventure Planetfall you had a robot sidekick named Floyd who, when you saved the game would occasionally comment, "oh boy, are we going to do something dangerous now?"
Inscryption
https://store.steampowered.com/app/1092790/Inscryption/
Don't read into it too too much. It's better experienced knowing as little as possible, but things are absolutely not as they seem
Undertale.
The Demon/Dark Souls formula is essentially this. The idea that (depending on the game and boss) you actually canonically tried and failed countless times before finally winning. I want to say there is an indie game that is approaching that from the perspective of the boss (Many a True Nerd did a video on it. it looked "fine").
Warframe has also played with this in a different way. The 1999 update is about a time loop where you get to know (and romance) the characters involved. And over KIM (like AIM but legally distinct!) they outright acknowledge that they don't know how many loops have occurred but trust you about it and blah blah blah.
And Undertale/Deltarune and Doki Doki Literature Club (among many others) also play with this to some degree.
But ACTUALLY keeping track of when you reload a save? I am not aware of any. Mostly because it would make the mechanisms that save files work by MUCH more complicated.
This gimmick instantly reminds me of The Stanley Parable. It isn't really related to saving and loading but it does "reset" you all the time. I find it an absolute gem of a game.
Never heard of it... Will keep in mind!
Shadow of Mordor and it's sequel, Shadow of War. The nemesis system makes death a part of the game, so a random orc that kills you gets a promotion.
Okay and then what happens with your character? Does it resurrect or you spawn a different one?
You ”resurrect” at a spawn tower I guess would be the best way to put it.
Tap for spoiler
the game has a hierarchy system where you go against different types of warlords, each with their own abilities and weaknesses, if you bring a warlord down to a certain health you can ”infect/command” them and utilize them to go into combat, breach castles or fight other warlords, gather enough warlords and you’ll see them roaming the map and help you if they see you in combat.
It’s quite a unique mechanic and I’m pretty sure Warner Bro’s copywriten/trademarked it or something along those lines.
This. It happens in the opening cut scene, so i don't think I'm spoiling anything. You get inhabited by a elf ghost, and the mechanic is that when you die, you go to like a spirit realm, then come back, and time has passed.
It's been a long while but IIRC in one of the early Metal Gear Solid games there was a baddie who would threaten to (and could) corrupt your save file, completely breaking the fourth wall in the process.
Psycho Mantis! You had to switch your controller to the other port so he couldn't read your mind! 😂
Psycho Mantis didn't corrupt your save file, but he would read your memory card and reference other games you'd played. Given the creepy vibes of the scene to begin with, this freaked out many an unsuspecting player.
Closer to OP's question, there was a villain in Metal Gear Solid 3 named The End, a sniper who was a very old man. If you saved your game during the fight and then waited over a week (in real-world time) before loading the save again, when you returned to the fight you'd find he'd died of old age while waiting for you to do anything.
Katana Zero does this. You have precognition and work out how to win an encounter before you actually do it. Later, it explores more interesting concepts like, "what if your opponent also has the same ability". The story is really good, so i won't go into it too much, but I highly recommend.
There's a game where the best way to experience it is to go blind and discover everything, I think you might enjoy it, it's called Outer Wilds, and it's one of the best games I've ever played.
Not an RPG, but the ancient civ-like Output would have a "news" article pop up whenever you loaded a save game. "Entire colony plunged back in time - scientists baffled" or something like that.
The zero escape series sounds exactly like what you're looking for. It's very central to the plot. It's more of a visual novel with puzzles than an RPG though.
Raging Loop is another VN with a similar premise.
Not quite the same, but the save points in Chrono Cross exist in universe and a twist later in the game reveals they're being used to alter people's memories.
Also running on low sanity in Eternal Darkness when it's been a while since you've last saved may cause the game to pretend to corrupt your save files or act like the GameCube lost power.
The Batman Arkham games gradually add visible damage to you as you die and reload. It's not exactly story relevant, but adds nice flavor.
There's also resetti in animal crossing that is a bit of the opposite. He just shames you and wastes your time for save scumming.
This might not be quite what you're looking for, since it's an MMO, but there's a lot of unique quest dialogue in Runescape for those who know what they need beforehand - whether because they've done it before or because they're following a guide.
For example - Doric's Quest - a simple early game quest where he asks for some items:
Player: You know, it's funny you should require those exact things!
Doric: What do you mean?
Player: I can usually fit 28 things in my backpack and in a world full of quite literally limitless possibilities, a complete coincidence has occurred!
Doric: I don't quite understand what you're saying?
Player: Well, out of pure coincidence, despite definitely not knowing what you were about to request, I just so happened to have carried those exact items!
Doric: Oh my, that is a coincidence! Pass them here, please. I can spare you some coins for your trouble, and please use my anvils any time you want.
There's even an extra line about having the exact quantities of the items if you aren't carrying anything extra.
Outerwilds
I now want to make a game that does exactly that.
If you quick save in an area with killable NPCs they would know and some would look at you and back away slowly, others would turn an run like in GTA, maybe one or two go wide eyed and freeze and just stare at you waiting. If you had previously killed any and reloaded then one goes "Oh no, not again."
I would make puzzles or locked areas that are impossible to open UNTIL you figure out that knowledge, but if you reload after learning that and try to shortcut the process the puzzle would either change so you fail again or even better, you could solve it and like a door opens, but then when you go into the next room there is a scroll or book tome thing that would lecture you about cheating or something funny and then make you do a second different puzzle to proceed, that would be an infinite series of rooms if you reloaded, but if you solved then organically then you could finally escape the loop and the door exits the loop.
If you don't play for a while and load up an old save, make some characters aware of the passage of time and comment things like "oh I thought you forgot about us." Or even specifically call out the exact amount "Really? 49 days waiting on you. Did you even think about me?"
I LOVE the idea someone else mentioned of an in-game antagonist being able to corrupt your save file or even transfer themselves to one of your other save files. How freaky would it be if they corrupt your save, so you have to load an old save before you met that antagonist and then they fucking show up and KNOW WHAT YOU DID.
Or if it reads your other saves and the NPCs could make rude or insulting comments about them. "Been playing Mario instead of spending time with us again? Is a plumber really better than us? Ouch." Or if you played any spicy games one of the characters would look at you and wink and go "I was watching you Friday night, you animal." And really freak you out.
I really love the 4th wall break idea of an antagonist that becomes self aware and breaks out of the game. There was a Star Trek TNG episode where Data and Geordi do a Sherlock Holmes holodeck thing and create a Moriarty character that could "outsmart data" and he becomes sentient and breaks out of the holodeck and it's a whole thing and I love that concept for a game.
There are so many amazing possibilities.
I cant think of any game that does this, but i can think of why. Forcing players to basically not be able to win until they do arbitrary failures and reload would make for an annoying and frustrating experience. Youre sitting there knowing nothing you do matters, so all of this will just be a chore. And if you do have the option to get it right the first time, then the mechanic is wholly pointless.
The closest you get are things like achievements or rewards for not saving or having the save deleted on death.
Forcing players to basically not be able to win until they do arbitrary failures and reload would make for an annoying and frustrating experien
The thing is that is would be a better emulation of RPG if you couldn't reload at every death. The main difficulty is to have multiple story path which would lead to different outcome rather than a real win.
Actually, life is strange turn the video game roload mechanics into the rewind power
Prince of Persia on the GameCube (I think? It was a long time ago!) had a mechanism very like this, where you manually rewound time after you died/failed. More Action/Adventure than an RPG, though.
Prince of Persia: Sands of Time. Came out on all the big consoles of the time iirc.
Only ever saw my cousin play it a couple times as a kid so I cant account for much of its mechanics, but I definitely remember the title (and the time play ofc) and the envy I felt for him, because this game specifically piqued my interest back then.
You had to kill enemies and then stab them with a special dagger to extract special sand that filled up an on screen guage.
That guage represented how far back you could rewind the game if you died or did something you wanted to undo.
My favourite part about this is that the entire story of the game is a giant flashback story as told by the prince.
Every time you died, the prince would say something like, "No, no, no, that's not what happened. Let me tell the story again."
The sequels, Warrior Within and The Two Thrones, also push through the storyline based on the fact the your character changed the past, did so multiple times, and kept screwing it further until hitting the big reset button.
Warrior Within has a scene where you watch a parallel version of you (you don't know it at the time) get killed, go back in time, and then relive that scene as the parallel version but you make your past version get killed instead.
I can’t think of an RPG exactly that does this, but Postal 2 will poke fun at you when you save too often for its liking.
There’s a point in dotHack for the PlayStation 2 where you cannot progress until you power off and on the console and reboot the game. In-universe you’re waiting for another player of an MMO to message you in-game, and in real life the devs want you to give up, play another game or go to bed, and try to progress another time.
Not exactly what you're talking about, but canonically in some of the souls games and specifically elden ring you are a being that is immortal, but pathetic, theoretically. So dying over and over is just kind of written into the lore
OneShot's plot focuses on the gamer's relation to the protagonist, Niko, so try that!
This game has a game mechanic that is similar to what you describe: https://store.steampowered.com/app/311240/Zero_Escape_Zero_Time_Dilemma/
You are faced with lots of challenging and deadly traps/puzzle that almost always end with your death. But you can jump back to earlier times in the story and with your new knowledge you can make better choices.
I'm not sure about an RPG but this sounds similar to the main character's time manipulation powers in the original Life is Strange