![]() ![]() Sometimes there would be restrictions, such as not being able to save when enemies are present, but this is generally the easiest save system from a player's standpoint. Pause menu saves: games like Metal Gear Solid, Final Fantasy VII (in the Overworld), and most sports games gave players the ability to save in the pause screen (or other menu).This broke the game up into distinct segments and create natural stopping points. Level saves: games like Devil May Cry and many level / mission-based action games and arcade fighters required the player to complete a whole level or mission before being allowed to save.I'm not sure if it was the first to use this particular style of system, but it was definitely one of the best implementations that I played!ĭuring the PSX era of the late 90's, game saves generally took one of 3 forms: Resident Evil took a unique path in terms of it's save-game system. Maybe some day, I'll get around to writing about how Resident Evil 4 killed my interest in the franchise. But I actually am a big fan of the original game (it was one of my favorite PlayStation games). Most of my readers know me as a Silent Hill fan, so it's uncommon for me to heap praise upon Resident Evil. What I can do, though, is take a moment to reflect on the genius of the classic Resident Evil save system. I haven't played the game yet because RE5 sucked, and the demo for RE6 sucked, so I can't comment on that game. I've heard that a lot of players are complaining about the save system of Capcom's new Resident Evil 6. ![]()
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