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Zane Oct 3, 2008

RE5 is doing away with typewriters as a save system. I am not sure how I feel about that because the typewriters are so iconic in the RE series (for better or worse). I thought RE4's save system was the best thus far - adios ribbons! - but I'm not sure if updating with a "modern" checkpoint system is going to be for the better.

Capcom changed things up for the better in RE4 despite some cautious speculation, so maybe this will be for the better. Either way, it's an interesting thing to change.

Angela Oct 3, 2008

RE4's checkpoint/save system was a dream.  Being able to reload from either was a major convenience, especially for perfect runs. 

Goodbye, typewriters... you will be missed.  You ribbons can burn in hell, though. >:)

XLord007 Oct 3, 2008

Angela wrote:

RE4's checkpoint/save system was a dream.  Being able to reload from either was a major convenience, especially for perfect runs.

Definitely one of the game's best features.  I did that one big room in the castle over a dozen times in a row before I was satisified that I had mastered it.  So much fun.

charmed699 Oct 4, 2008

Do you know what kind of item will be used for the new system?

I could see fire signals working for some reason...

Zane Oct 4, 2008

charmed699 wrote:

Do you know what kind of item will be used for the new system?

Nothing. The producer of the game said: ""Actually, I really like typewriters; they're really typical of the Resident Evil series. But this time, the save system will be a combination of checkpoints and chapters."

So it looks like the game will auto save and put in checkpoints throughout the levels instead of manually allowing the player to pick and choose when and where to save.

Qui-Gon Joe Oct 4, 2008

Zane wrote:

So it looks like the game will auto save and put in checkpoints throughout the levels instead of manually allowing the player to pick and choose when and where to save.

Hmm... not sure I necessarily like this idea.  I liked having the two systems working in tandem.  :\

Zane Aug 19, 2009

Qui-Gon Joe wrote:
Zane wrote:

So it looks like the game will auto save and put in checkpoints throughout the levels instead of manually allowing the player to pick and choose when and where to save.

Hmm... not sure I necessarily like this idea.  I liked having the two systems working in tandem.  :\

Bump to an old post now that some of us have had the chance to play through RE5. Any thoughts on the save system now?

I still prefer RE4's combination of checkpoints and manual saves, but RE5's wasn't too bad. Then again, both times I played I was playing with friends just for fun and not for any technical reasons, so the system suited both the action-oriented gameplay as well as easily picking things back up once you (or your partner) gets hosed. I'd say 8/10 for two player functionality, but if I was going in alone I'd be inclined to give it a much lower score.

Amazingu Aug 19, 2009

Hmmm, I somehow missed this topic when it was posted originally, but I'll give my two cents, as we're doing the whole RE4 thing now too.
Actually, as much as typewriters ARE iconic to the series, they're....kind of pointless if you also include a checkpoint system, no?
Even if you want to make a perfect run, reloading from a checkpoint should work well enough...

Angela Aug 20, 2009

Amazingu wrote:

Actually, as much as typewriters ARE iconic to the series, they're....kind of pointless if you also include a checkpoint system, no?

But the problem is, they act as automatic saves.  Problematic when you want to have complete control over your inventory.

I dunno, RE5's save system was just sort of confusing when first starting out.  Like, certain checkpoints didn't act as automatic saves, a la Gears 2 -- just the ones that actually SPECIFY check point reached/Saving.  It was also difficult to gauge what got saved as far as items you've collected.  You even had to quit the game a specific way to assure what you've collected actually stays with you.

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