Why does the campaign's checkpoint system feel so punishing?
#1
I've been trying to get into the new single-player campaign everyone's talking about, but I keep hitting a wall because the checkpoint system is just brutal. I lost nearly thirty minutes of progress after a tough firefight because the last save was way back before a long dialogue sequence. It makes me not want to experiment or take risks at all. Has anyone else felt this way, or am I just being impatient with the game's intended pace?
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#2
Yeah, I felt that wall too. I hit a brutal firefight and the last save was so far back that it killed my momentum. After that I started second guessing every risky move, not wanting to lose another chunk to a dialogue or a cutscene. It kind of robs the sense of experimentation.
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#3
I kept pushing anyway, but I found myself playing like a cautious bot, avoiding big moves because I didn’t want to waste time again. It kind of sucked the fun out of learning the rhythm of the map.
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#4
One afternoon I paused to check the time and heard the rain outside, which was oddly calming. Then I realized the game wanted me to feel tension, maybe too much. The mismatch between tempo and progress was the itch I couldn't quite scratch.
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#5
Do you think the real problem is the save system or the way the campaign is paced?
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