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I mean, it also sucks when you die because you forgot to hit the attack button.
The point is, *SPOILERS* The first Gebel Fight is never explained, and most on their first plakythrough will get a "game Over", and have to restart from a few hours ago.
Sure, I'm "Casual" enough, but I've also played the game as I mentioned before on the PS4, before buying it for the PC, thus, I already know how the game plays, the enemies movements/actions, there is no real "reason" to waste my time saving at every given save point in the game, especially, when I have sufficient Health,and Mana, to continue onwards, and waste far less time doing so.
But thank Christ, you guys all got that point of view. I mean what kind of a world would we live in, if we didn't try to understand one another's point of view? Right?
I must give you all my most humblest of thanks, for your understanding.
Least we know it started way before the 2000's rofl.
In fact, I'll go one step further: an autosave would actually hurt the intended experience. The point is to explore as far as you can with what you have. If you die, you're sent back to try again. It would completely trivialize the entire game if it autosaved before entering each room; dying would have no consequence.
Hell, even if you didn't save for hours at a time, you can still just use a waystone as soon as the battle looks to be a losing one. Losing hours and hours of progress is the player's own fault.
BUT, there's a way to include auto save without ruining the game's difficulty, and in fact it's what many recent metroidvanias (like Hollow Knight or Blasphemous) are doing. They're basically copying the Dark Souls save system. Essentially, the game saves your progress constantly after every action (e.g. picked up an item, killed an enemy, went through a door etc), and after you die (or quit the game for any reason) it just respawns you at the last checkpoint (which would be the save rooms/couches in Bloodstained). Basically, you don't get to bruteforce every room with ease, but you don't lose your items/map progress on death either. I think it's a fair way to handle this.