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But I agree that it should be possible to return to previous locations, the inability to do so is too obvious an artificial restriction.
But like I said I don't think its ultimately that important whether the game is a true imsim or not, we can get a little too caught up in the genre, its a great game with optional stealth or direct combat. However I know the devs have called it an Imsim in marketing, they want it to be so the rest of this post will make some comparisons.
I do like to quicksave in my Imsims, but if a game doesn't allow for quicksaving then I try to appreciate why the game doesn't allow it from a game design perspective, and I think it fits this game pretty well. They want you to treat death like a threat and quicksaving would have removed that. Death is punishing enough to fear it but not so much that it ruins the experience so I'm actually really impressed with its implementation.
I'd also like to point out that there's a huge variety of imsims. Some of which allow you to forever travel back and forth, like your System Shocks, Weird West and Prey, but many others are level based and do not, such as Thief, Dishonered etc. So its not that out of place in this game that each chapter locks you out of previous ones. (I'll grant that some warning, or ability to visit the shops/totems after the first boss would be nice though, second chapter actually requires you to talk to an NPC and say "I'm ready to leave")
I wouldn't define the genre like that. What an im sim really needs is emergent gameplay, and this game just doesn't have the necessary mechanics for it to happen.
Of course, not being an immersive sim doesn't make it a worse game. Blood West is a pretty good stealth shooter.
2)Game gives tutorials for most things at the start again has little to do with im sims
3)Literally any RPG is like this and again aren't im sims
Most of your reasons can be applied to most genres you want a good example of an im sim look at weird west.
But with Prey you had the Gloo Cannon, could move boxes, destroy a good part of the scenary, had a jet pack, had telekinetic powers, could mimic almost everything, hack computers and robots, hypnotize enemies, teleport, etc, etc, etc. You had many more ways to interact with the game world than Blood West, and that's what being an immersive simulator is all about.
But as someone else said - that doesn't make it any less of a game.
No emergent gameplay. This game is a Stealth-Shooter with vaguely Soulslike and Roguelike influenced elements. When you rest, all enemies seem to respawn, but just dying does not respawn enemies. I believe that they do respawn on their own after about 30-40 minutes. But if you can keep respawning and pushing farther into an area before that happens, most of the maps are pretty manageable.
As to the save issue, yeah i was really annoyed at first that they didn't allow at least 1 quicksave slot. But after 55 hours over the past year, I think the game is just fine without it. However I completely agree that their needs to be a point-of-no-return warning at the end of each chapter. That way if you do want to finish up anything, you can do it then, before moving on. Thankfully in Ch2 it's pretty clear what the point-of-no-return is.