Counterpoint: budget re-releases of games (e.g. ‘Platinum’ on PlayStation) were often an opportunity to fix bugs, or sometimes even add new features. A few examples:
Space Invaders 1500 was a re-release of Space Invaders 2000, with a few new game modes.
Spyro: Year of the Dragon’s ‘Greatest Hits’ release added a bunch of music that was missing in the original release.
Ridge Racer Type 4 came with a disc containing an updated version of the first Ridge Racer, which ran at 60fps.
Super Mario 64’s ‘Shindou Edition’ added rumble pak support, as well as fixing a whole bunch of bugs (famously, the backwards long jump).
Those are just off the top of my head. I’m certain there are more re-releases that represent the true ‘final’ version of a game.
Just finished Deus Ex: Human Revolution for the umpteenth time, and managed to bag the achievement for not triggering any alarms (commonly regarded as one of the most difficult achievements in the game, alongside Pacifist)
Yes, a moderate degree of savescumming was used. I’m not sorry!
‘Previously On’ from Series 11 is worth a watch. And possibly the episode prior to it if you want context - but the main reason is just because it’s a load of stupid RvB humour and it’s brilliant.
RuneScape has an excellent fast travel system. In fact, it has a whole bunch of 'em, and you have to work for them; either by completing quests, or by training your skills. You can also get items to expand your inventory somewhat, but they only work for specific item types.
Thing is, what’s the alternative? Either you put a hard limit on the inventory, or you give players an infinite inventory. The latter can be made to work, but it also takes away the element of risk.
Perhaps ‘inventory size’ could be tied with difficulty settings. If you want a Deus Ex-type experience where you really have to be picky about what you bring, maybe that should be down to the player; and so should a huge inventory that lets you bring everything everywhere.
I would wager it was a last-minute change as a result of focus testing. There is a lot going on in DK64, and sometimes you’re too close to a game to realise that all those button combinations aren’t the most intuitive to new players - and given the slapped-together nature of the tutorials, it makes me think it was an afterthought at best.
Donkey Kong 64’s tutorial is very poor. Most 3D platformers give you a safe area or easy first level, within which you can explore and learn the mechanics at your own pace. DK64 instead forces you through several tiny tutorial gauntlets, and it’s a little jarring.