
Lately, I’ve been playing through Yuppie Psycho. A pixely, horror, adventure game released in 2019. It being October and all I thought I should play at least one horror game. This has been on my radar since the No Sleep Podcast was hawking it, so probably 6 years now. Having just completed Hell is Us, I was still in the mood for the puzzling/adventure style game and Yuppie Psycho fit the bill.
I’ve been enjoying it so far. It’s a little more action-stealthy than I thought it would be but there’s still puzzles and a good bit of exploration to do. I like the juxtaposition of it’s bright pixel graphics with it’s horrific scenes filled with blood and monsters. There’s a printer that crawls around on four human giant hands for crying out loud! But it’s pixel art so it’s all kind of cozy. Even so, I have been tempted to call it a day and shelve the game due to it’s save system.

See, you can’t save whenever you want and there are hardly any auto saves. You might be asking, “well what’s so bad about save points, have you never played a game with save points?”. And I would say “Of course I have! This is different.” While there are save points, photocopiers to be exact, you need to find witch paper to be able to be able to photocopy your soul to save. Spooky! And witch paper is a consumable item found in various drawers and filing cabinets throughout the building.
Consumable saves, that’s a new one for me, I saw this and the question “What happens if I run out?” immediately came to mind.
Well, I haven’t run out yet. Nor have I found myself in a situation where I wanted to save and couldn’t. I have been close and it does add a lot of tension to the game. Will I find that next piece of paper before I meet my untimely demise? There isn’t a whole lot that will straight up kill you in the building but when there is they tend to come out of nowhere and lock you in a room together.

I’m not the most up to date on my video game history but I had a feeling that this save system was nod to an older game. It just has that feel of old game design. A few quick searches later, and it turns out I was right! The original Resident Evil, which I haven’t played, uses a similar system with ink ribbons and typewriters.
This kind of item based system does make me think differently about how and when to save. I have been caught plenty of times saving right before a big piece of dialogue and then having to go through it again if I die before the next save point. So I’ve been pressing my luck sometimes to see if I can make it until the next story beat to save. Other times, I don’t want to save while my health is low so I’ll look around for healing items before coming back to save. But if I die during that, I’ll have to find all those items again.

It also dictates how I have to interact with the game. It can’t just be a quick pick up play and save. I need to have the time to complete the section before I shutdown the game. This can be frustrating, but typically, the time between saves have been at most 20 minutes. Still, losing 20 minutes because I died still feels bad.
With this type of save system, the game feels less like an open ended exploration game and more like a level based game. Except, I determine how long the levels are by when I choose to save. Fail the level and die, you have to do it all over again.
I’m torn on this system as a whole. On the one hand, it does a great job of building tension when exploring new areas. Will I be able to find the next save point? If I do, will I have enough paper to save? I’m low on paper should I really save now, or risk another area? It works for a game like this where it’s harder to build a sense of unease with visuals. On the other hand, it’s no fun to have to run through sections again, redo dialogue with multiple NPCs, or find all the items again when you die. Not being able to save when I need to close the game is also inconvenient.
It’s certainly a novel system, but I still prefer being able to save when I want not when the game says I can.


















































