Beastro
Arcane
I like limited quicksaves as a system, for games where that's appropriate - you can see it in some older FPS games. Saves become a resource to be managed and if you end up getting killed right at the end of a a long/difficult level after using all your saves in the first 5 seconds, then it's your own fault when you have to do it all again and you've learned to deploy your saves better next time.
I'd agree except for the problem (and increasingly a problem with modern games) of bugs fucking with that kinda system.
All things ideal, I wouldn't mind it and having to use saves strategically, but with some games you wind up having to use the saves to avoid overly reoccurring bugs fucking with you.
I ran into that with Blood Money and the limited amount of saves on the higher difficulties. Pissed me off going to take someone down only to clip through them and have them go on alert as a result of spotting me attack them (through them).
The worst part for some reason was the steam boat level where it just kept happening.
I think the option to save the game should always be available for the player — not because you might lose a fight but because the game could crash, you could run into a bug, there could be a power outage, or you could suddenly have to stop playing for whatever reason. Losing five minutes of progress isn't a disaster if it's a rare occurrence, but an hour or more? Fuck that. I'm all for preventing savescumming, though, like fixing die rolls so that you can't just reload over and over again until you get a 20, or discouraging reloading in other ways.
This is why I never finished Blood Money. I got right to the near part and the comp CTDed (Which also wiped my saves). After that I was so bummed thinking of redoing that level I left the game for a bit only for my laptop to die a month or two later.
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