The Art of Saving

People kept telling me to play Dragon Age: Inquisition so I did the obvious thing and got the first game in the series, Dragon Age: Origins. It came out in 2009 so it wasn't too hard to get a handle on the interface.  But with the last two games I've played through being Deus Ex: Revolution and Hitman: Absolution (wait a second, what's with every single game title being 'SERIES': ... -ion !? Many sequels trying desperately to bring back fans while standing apart from the series... OLD GAME: NEW GAME. Good games though.), I was lulled into mental dependence on the modern luxury of the autosave.

Nowadays it seems like every 10-15 minutes of play in most games is broken up by checkpoints to fall back on when you screw up and your throat gets shredded by a rusty chainsaw, or when you fail to intimidate some highwaymen and they rob you, or when your cat jumps on the keyboard and your newly erected civic monument is permanently demolished.

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In the recent revival of indie roguelike games, the absence of checkpoint fail safes is a reaction against their ubiquity in mainstream game design. They reject the convention of a linear, piecemeal experience in order to give you a die hard, unique, unrepeatable experience each time you play. The idea of saving at all, is abhorred - there is never anything to come back to. Yet when playing Dragon Age I found myself in an awkward place between the two - the autosave and the antisave. Dragon Age seems to save at certain checkpoints, like entering a completely new region for the first time, but nowhere in between. Sometimes I'd spend forty minutes combing every square inch of a dungeon level, only to blunder a little too deep into the aggro radius of a camp around the corner and get TPK'd (if there's a way to retreat from fights I ain't found it yet) -- only to realize none of my giving wine to Alistair and rearranging my dog named Kyle's decorative furpaint and chest-looting was remembered by the game. There's something miserable about retracing your steps in an RPG, it becomes a ghost of your previous play. Anyway I kept "ghosting" dungeons and struggling -- so I had to develop the habit of intentionally saving again.

 

The little lamp goalies are a nice touch. I did not forsee myself being completely absorbed by Bloodborne. The most pleasent suprise of the year.  

The little lamp goalies are a nice touch. I did not forsee myself being completely absorbed by Bloodborne. The most pleasent suprise of the year.  

Unless the mechanic of the gameplay itself involves save points. Any 'From Software' game utilizes a similar save mechanic. Get to the lamp or fire without dying and as a reward you will be afforded the privilege of saving your progress and celebrating your tenacity (for like 5 seconds anyway.) 

Bloodborne disguises its save points as lanterns littered throughout the sprawling  multi-level nightmare labyrinths. Nixing any pausing or save menus. Which, psychologically, seems to alleviate any anxiety a player might have about how and where to save. Disguised as an effigy or a shrine, the cold blue glow of the lanterns never felt so warm or inviting. Auto saving in this game would totally ruin the experience, the game itself hinders on the sheer will of the player to complete the area and light the lantern - where your allowed, finally, to travel back to the hunters dream and level up your character, buy items and take some deep breaths. Bloodborne is the antithesis of autosaving. In a strange way this anti save type scenario works out very well for all those forgetful stoned gamers that wiff on saving their progress and direct frustrated heads up towards the spackled ceiling asking 'Why?'.  

'Would you like to save your progress?'  

'Would you like to save your progress?'  

The modern day AAA titles have totally scrapped the idea of 'lives' for their characters. Replaced with one perma-life if you will. You play, you get shot, stabbed, eviscerated then you get another chance. This can be in the form of a recharging health bar or hiding behind something until you somehow recover from the 18 bullets you've just taken. Yeah its just a game, but those lives use to mean something. An ominous but unsaid contract between the game and the player. If you use up all the lives your dead and you had your chance. GAME OVER BRO. I love the idea of that. Nintendo understands this as well. They could simply replace the lives system with a perma-life system for their platformers but there is no cost to the player. They are left to simply continue playing until they succeed. With no consequence at all.

The genius of the itemized save system is that your constantly searching for the 'ink ribbon,' or 'tent.' In Resident Evil finding a type writer save point is just part of the act of saving. You also need an ink ribbon to use the typewriter which is brilliant. So, instinctively, the player learns to not rely on any kind of computerized auto-save but rely solely on the items in there inventory and there own good sense. Few games have utilized this method of discovering a save point and requiring a specific item to activate it. It creates a deeper immersion for the player during gameplay. Problem is every game is different so we have developed specific habits for specific games and it fucks us up big time. 

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What really needs to happen here is some kind of disclaimer before each game clearly stating how and when the game saves by itself or that the player is responsible for said saving points. Nobody wants to redo the same area 30 times over. Old habits don't die as easily as our digital heroes do. Fallout 4 has caused me many hours of pain so far.  Amazingly I have not learned my lesson to 'quick save' fucking everywhere, all the God damn time. Turning any old corner in the wasteland can be extremely punishing. So you die. Then re-spawn a la Dragon Age. Waaaay the hell back where you really didn't want to be. 'Are you fucking serious,' or 'godamnsonofabitch' have been heard to be remarked. Finally, after many hours I've re learned the art of saving all over again. It tends to take me out of the moment and causes mild anxiety. Maybe that's a new kind of game mechanic done on purpose?

The take away here kids is to what?.....save as often as humanly possible, unless the game does not allow it or your in the very middle of a melee battle with a mutated bear. I feel with every game  i'm attempting the classic 'trust test.' I'm standing on a chair with my arms crossed over my chest and my eyes closed, ready to fall back into the open arms of whatever copy of game i happened to be struggling with. Usually i imagine the literal game packaging with gangly arms and legs attached to it ready to catch my sorry ass. I fall, hoping for the best. 

EXPLHORROR 3: NOPE! NO MORE...I'M DONE HERE.

Nancy Regans 'Just say no to drugs' campaign in the 80's was the supposed retaliation and answer to the 'war on drugs.' A fitting retort, and a new exclamation to all the would be 12 year old boggie sugar users and nerduels contemplating a tasty  joint being dangled in front of them by the same country supplying them with said narcotics.

Here, today, on Halloween were not dressing up like Nancy Regan, were replacing the word drugs with Outlast, Metro, Dreadhalls, Vanishing, Resident Evil. That phrase campaign is just as relevant today as we want it to be. I didn't say no to anything in the 80's and look at me now. A popular adage in the improv game is 'just say Yes', which i have been living by for years. But we all have friends who just have to 'say no to horror games.'  

Click the image or here for some more snarf worthy chilling tracks for Halloween.

Click the image or here for some more snarf worthy chilling tracks for Halloween.

Saying no to a great Horror game is really hard for me. Especially with all the great indie titles being released in the past years. Although many of them fall flat they are just as important. At the very least, we learn what doesn't scare us so we can streamline our terror and tailor our experiences for a truly personal exercise in fear. That's not crazy right? The more i play the more i realize when to put my severed foot down, what i just can not allow into my horrorscape any longer. This includes 

Rape: I've seen enough of this for a lifetime of celibacy. I'm done with rape and I get it. I don't need to see that anymore. In games it's pretty rare to walk into a huge rape scene (Tomb Raider, Hotline Miami 2). But with film its rampant, Usually its pointless and only serves the viewers discomfort. The power of rape on screen is that we are helpless as a viewer to do anything about it. I have a FF button and eyes that i can close but that's about it. There is nothing new or inventive to be done with rape scenes anymore and there is nothing to be gained by it. Of all horror i'm the most uncomfortable and annoyed with rape and one other exception.

Torture:  Nails  torn free from hands, knees stabbed slowly, eyes pulled out, you get the idea. We've all experienced torture in some way. I don't mean that 'friday can't come fast enough' kind of pain but real helpless, nightmary agony. I just can't take it anymore. The last torture anything i saw was Wolf Creek 2. This villain is amazingly well done. With John Jarratt playing the role of Mick Taylor. Hes essentially the protagonist of the story as well. You can see his face, he shows up at the beginning of the movie. He simply hates people and does very Snarff worthy things to innocent travelers.  Maybe its watching someone tied up in a chair, or the screaming, or the sound of the skill saw whirring at 1200 RPM. or the blood mist covering the body parts. It captures my imagination so well that i cant help but kick and squirm when i watch it because i can easily assume the role of the victim. It a very powerful device horror uses and something i just can't do anymore. Fuck, i had a hard time with watching Snake in Metal Gear 3. It physically effects me. My heart is jacked, my hands are sweaty and my mouth gets really dry. I respect the power of torture in a story but i just have to say ' Nope, fuck this' pause, menu, quit.

An interesting conversation i had a few weeks back with some friends involved rape vs torture. See i learned that for women Rape is a mans version of Torture. A man watching Saw should stir up the same reaction that a woman might have to a rape sequence. Except for us men, were not continuously thinking about possibly being overwhelmed and tortured as were walking home alone late at night. It was a great conversation that had me really realizing how women feel about rape and how ubiquitous those thoughts for women are. 

That being said the real reason we can't turn on our PC's and consoles at night is the tried, tested and always effective jump scare. What a cunt these things are. I feel like every time it happens to me i loose about a week off of my total life span. Incredibly cheap yet effective. They are here to stay and will be forever be keeping us on our toes.