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darthspudius: But that is not the case. They don't just respawn infront of you. God knows I have had to respawn enough to know. Strange idea on paper but it is nowhere near as bad as people make it out to be. If you need to use the checkpoint you activate it when you don't need to back track. Problem solved.
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Jennifer: Oh, okay. That sounds less bad then, but I'm still not a fan of it.

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LoboBlanco: Plus one time I pressed the key right next to the "quick save" (I couldn´t see the key in the dark) and I accidentally did a "quick load" in a situation that totally made me swear never ever again a "quick save" and as a matter of fact I almost never use a "normal" save. Only in RTSs when the mission gets too long for one go.
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Jennifer: That happened to me once in Unreal. Since then I always make sure that the Quick Save and Quick Load are at least several buttons away from each other :P (Like F5 and F8 instead of F5 and F6)
I don't blame you for not liking it but condemning the game like it's the worst thing ever is just a shame. Because it is a well made, beautiful game. Though it does resemble Hitman 2 more than Bloody Money (my favourite).
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darthspudius: I don't blame you for not liking it but condemning the game like it's the worst thing ever is just a shame. Because it is a well made, beautiful game. Though it does resemble Hitman 2 more than Bloody Money (my favourite).
I haven't actually played Absolution yet. I never got into the original Hitman games (the lack of saving really put me off). I heard fans of the original games complaining that Absolution was watered down and too easy, so I figured I might actually like it then and I got it on a sale XD I haven't had a chance to play it though. I'm planning to catch up on a lot of games over the next few months once I have less work.

So how exactly does the saving work in Absolution? Is it regularly spaced checkpoints that trigger when I reach certain areas? Or is it more like the Prince of Persia games where there's a save item that I choose to interact with and can reuse if I want to? And then once I save, the enemies in the level respawn so I need to keep going forward without backtracking if I want to avoid redoing the same battles?
On normal difficulty you have 7 saves per mission in Hitman 2 and Blood Money and I believe it's the same for Contracts. It's only the first game that has neither in-mission saving or checkpoints, only saving the progress as you complete a mission at a time. Quite annoying if there's an obstacle at the end of the mission, or worse; a technical issue and trying to find a workaround can take ages which is why I gave up on it (I've completed 2nd and BM, enjoyed both a lot).
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darthspudius: I don't blame you for not liking it but condemning the game like it's the worst thing ever is just a shame. Because it is a well made, beautiful game. Though it does resemble Hitman 2 more than Bloody Money (my favourite).
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Jennifer: I haven't actually played Absolution yet. I never got into the original Hitman games (the lack of saving really put me off). I heard fans of the original games complaining that Absolution was watered down and too easy, so I figured I might actually like it then and I got it on a sale XD I haven't had a chance to play it though. I'm planning to catch up on a lot of games over the next few months once I have less work.

So how exactly does the saving work in Absolution? Is it regularly spaced checkpoints that trigger when I reach certain areas? Or is it more like the Prince of Persia games where there's a save item that I choose to interact with and can reuse if I want to? And then once I save, the enemies in the level respawn so I need to keep going forward without backtracking if I want to avoid redoing the same battles?
There is checkpoints dotted around a level and once you're done you find the check point, strike it and move on. You also get autosaves too. But it's not a difficult game, which in my opinion made it a bit more fun. Got a bit fed up of difficulty. However it's abit hard on the highest difficulty obviously. Someone new to the series can start here and do fine. :)
I presume "quicksave" here means "save anywhere"? I generally don't use quicksave at least if it uses only one gameslot (save just before dying, duh!), but save-anywhere by manually saving the game. That's good enough for me, as long as I am able to save at any time.

I'm fine with checkpoint systems as well, as long as they are placed sanely, e.g. always a checkpoint right before a hard part of a game so that I don't have to replay 10 minutes of easy boring parts, just to reach the hard part where I keep dying over and over again.

Then again, depending on the game, I might still want save-anywhere just so that I can easily experiment and try out stupid things in the game. That was why I much preferred the PC version of the original 1996 Tomb Raider (save anywhere) to the Playstation version (checkpoint save system). In the PC version, I could freely try dangerous jumps and stuff which I was not sure would be successful, ie. can I really reach that other ledge from this point. With the Playstation version, I wouldn't want to try things like that as they could mean having to replay big parts of the game again. So I'd try to play the Playstation version in a safer and more boring manner, never experimenting any difficult and dangerous stuff.

I admit that in e.g. mission based space combat sims and flight sims save-anywhere would probably feel wrong though, not sure why. As long as the missions are not too long.