The Save File Hall of Shame: A Completely Biased Ranking of Gaming's Cruelest Checkpoints
Photo: Ilstrtr75, CC BY-SA 4.0, via Wikimedia Commons
Nobody buys a game for its save system. Nobody has ever watched a trailer and thought, "Wow, look at those generous autosave intervals." And yet, ask any gamer about their worst gaming memory and I guarantee you a solid chunk of them involve a checkpoint placed by someone who clearly has never met another human being.
Save design is the invisible architecture of fun. Get it right and players never notice. Get it wrong and you'll spawn a thousand Reddit threads and at least one broken controller. So today, in the grand BiuACG tradition of settling arguments nobody asked us to settle, we're inducting the best and worst into the Save File Hall of Shame.
The Tier List You Didn't Ask For
S Tier — The Generous Kings: Control and modern Doom games check in constantly, quietly, like a good bartender. You die, you're back, you're mad at yourself and not the game. This is the ideal. You never think about it, which is the highest compliment save design can earn.
A Tier — The Old-School Charmers: Checkpoints-as-levels, like classic Mario flagpoles. Sure, dying at 9-3 sends you back to 9-1 and yes, that's technically cruel, but it's honest cruelty. You knew the deal. It's like a handshake you agreed to.
B Tier — The Quirky but Lovable: Dark Souls' bonfires are fascinating because they're simultaneously brutal and merciful. Long treks between rests, but the moment you touch one, that world is yours. The bonfire isn't a save point; it's a tiny fireplace-lit promise that you'll get another shot.
D Tier — The Passive-Aggressive Manual Save: Games that make you find a save point, walk to it, sit through a slow animation, and save — in the year 2025. We get it, immersion. But immersion doesn't pay your therapy bills after you lose 90 minutes to an unplanned crash.
F Tier — The Hall of Shame Inductees:
- The Pre-Boss-Fight Gauntlet Without a Checkpoint. You know the one. Twenty minutes of platforming, a cutscene you cannot skip, then a boss with three phases. Die at phase three? Enjoy the whole ride again. This isn't difficulty. This is a hostage situation.
- The Autosave That Saves at the Worst Possible Moment. Congratulations, the game just saved with 4 HP, no ammo, and an enemy behind you. You are now softlocked into a death loop. Some games have shipped this on purpose, which is the gaming equivalent of a landlord installing a trapdoor.
- The One-Save-Per-Playthrough. A special mention for the old Resident Evil ink ribbons — beloved by some, but let's be honest with ourselves: we only romanticize it because we survived it.
Why a Single Autosave Can Make or Break Everything
Here's the thing that developers know and players feel in their bones: checkpoints are a promise. Every save point says, "It's okay to fail here. We'll catch you." Every missing one says, "Your time means nothing to us."
That's why a bad checkpoint system hurts more than hard difficulty. Hard-but-fair games with generous saves feel challenging. Easy games with terrible saves feel insulting. Player happiness isn't really about difficulty — it's about whether failure costs you your evening.
The modern consensus has largely landed where the community wanted all along: save often, save silently, let players save manually whenever they want. Games like Baldur's Gate 3 basically let you quicksave mid-conversation with a dragon, and you know what? Nobody's complaining. Freedom won.
The Counterpoint: Sometimes the Suffering Is the Point
Now, before the comments light up — there's a case for the cruel save. Shared suffering is community glue. Half the legendary gaming stories we tell each other start with "I lost TWO HOURS because the checkpoint was before the--" and end with laughter and trauma bonding. Roguelike fans have built entire identities around losing everything and starting over.
The sweet spot, then, might be this: give players the choice. Let the casual crowd cruise on autosave, and let the masochists toggle permadeath mode with a straight face. Everyone gets the save system their heart desires.
Until then, we'll keep our quicksave fingers trained, our hearts guarded, and our Hall of Shame door open. There's always another game that saves right as the sniper lines up the shot.
What's your worst checkpoint trauma? Drop it in the comments — group therapy is what we're here for.