As someone who was willing to give Visceral the benefit of the doubt based on all the advance negativity, and finally picking it up I'm pretty bummed out after just losing progress 3 times on Conning Tower mission due to the Autosave glitching.
I've made it to the trams Aft Station 3 times after fighting the Hunters and got to Conning Tower and there has definitely been a "Progress Saving" icon flash up, yet every time I end up back in the corridor just before the Hunter battle on the previous Chapter.
So infuriating, and I don't see what was so wrong with the old Save System? If it ain't broke don't break it!
After searching on the net it seems like optional missions will not save progress at all? Can anyone confirm? I get little enough time to game these days as it is, losing progress is really painful, and having to put aside 2 or 3 hours just to get past a section is just really poor on the devs part, sorry CodeCow and co, but at least in DS1 and 2 if I had to stop playing I could at least choose to locate a Save Station and knwo that I would start exactly where I left off on next playthrough.
It's so unintuitive, Save and Quit should save at the last checkpoint; I've checked just there and after getting past the Hunter battle, Checkpoint restart does not take me back to that bit, so why would Save & Quit?
It's a shame, because after a VERY poor start, it was starting to get back to feeling like Dead Space again, but this is really annoying.
Anyway, that aside as I said I thought things started poorly, the prologue was all style no substance, and the 'gears' style cover shooting left me feeling like I wasn't playing Dead Space at all.
Thankfully it picked up in Chapter 2, and I was starting to enjoy things, although I really don't like some of the changes:-
Although Weapon Crafting and the 'sandbox' weapon idea is fine in principle, I think in practice and execution it falls short of DS1 and DS2, for the following reasons:-
1. Power Nodes and Individual Weapon Upgrade paths. I really miss these from previous games, and think that the individual upgrade circuits are a poor substitute
2. Universal Ammo - I understand why it had to be done to support the crafting system, but it just feels off; I know the other resources replace the ammo, but it just doesn't work for me.
3. If you are not playing co-op then a fair amount of the buffs from attachments are pointless.
I do like the Scavenger Bot though. I think the Weapon Crafting combined with the Power Node system would have been better, and Universal Ammo just bothers me, it feels like it removes the largest aspect of inventory management from the previous games.
Anyway, I'm going to start from the beginning again and pay much more attention to the Autosaves - I've read that Save and Quit directly after these can reduce the glitching.
EDIT -Just catching up on this thread see I'm not the only one hating on the Autosave System
http://www.neogaf.com/forum/showpost.php?p=49020093&postcount=3545
Glad it's not just me!