Last time, you decided thatground pound attacks are better than reloads dumping unspent ammo.

60% against 40%, that one, which is a satisfying outcome.

Chunky disagreement but a clear outcome.

Riebeck from Outer Wilds playing his banjo by the fire

What’s better: time loops, or resuming interrupted reloads?

Time loops

Part of what I like so much about roguelikelikes is building my knowledge across runs.

This time, I know what to do.

Cover image for YouTube video

Time loops encourage us to play with every option and see them through.

It’s not like anyone will remember.

It’s welcome assistance and, cleverly, also part of the solution to one sprawling puzzle.

Resuming interrupted reloads

Gun’s empty, time to reload.

And, glory be!

You discover you’re playing one of those rare shooters with staged reloads.

Your warman simply slaps the bolt and you’re good to go.

I am always grateful to discover this.

It just feels rightor, it doesn’t feel wrong.

No empty magazines magically reinserting themselves.

No frustration when I unthinkingly switch guns or sprint for a split-second and need to start over.

Non-staged reload animations can bring interesting decisions and consequences, I will admit.

Times you must make quick decisions on whether you reload or switch, then live with the consequences.

Times you catch another player off-guard and out-of-ammo after choosing poorly.

But which is better?