That's a pretty good example of where they got it backwards.Eraser wrote:Far Cry sported a checkpoint save system, which worked pretty well for me to be honest. Many people bitched about it not having a quicksave though.
Consider that a rigid checkpoint system for saving is better suited to a linear game that walks from a to b in a preset line (half life, D3). On the other hand, games that allow for freedom in accomplishing goals need quicksave because you don't know where the player is going to come across various elements of a level (Thief, Far Cry).
Then again, Far Cry went all-out with an amazing free-roam game engine, then stapled a very linear experience over the top of it, which was a bit shame.