http://www.gamesetwatch.com/drdrd.jpg Over at Wired News, columnist Clive Thompson has an excellent column about Dead Rising's save system, explaining both the problem and some alternate views on why, perhaps, there shouldn't be a solution.

Thompson explains the basic problem well: "In Dead Rising, you're trapped in a Romero-like mall, trying to complete dozens of mini missions to unearth the mystery behind the ghoulish invasion... You've only got one Save slot, and the save points -- the places where you can save your progress to return to if you die later on -- are few and far between. The upshot is you're always walking on eggs."

But then, an IM friend points out an interesting question to Thompson: "If I'd been able to save the game whenever I wanted, would the game have been easier -- or just more boring? He was right. Save mechanisms are key to the emotional stakes in a game." So, is he playing devil's advocate by pointing out that a lot of the game's edginess is _created_ by not being able to save anywhere you like, or is he right, and this is actually a good thing for suspense in a zombie game?