So a common point I see against the ability Save and Load (also called Save and Load) is how it makes no sense for this to be a canon ability for a lot of characters because then it trivializes many important plot points or effectively makes no sense with important plot points.
For example, with FF7 Cloud canonically acknowledges saving his game, and even notes its a common thing for any adventurer. Yet Aerith dies in FF7 and she's a party member apart of the save/load thing, sow hat's up with that? Similar things can be said with games like Pokemon, where pretty much everyone and their mother canonically can save their progress, yet big battles can still be lost by rivals, evil teams, etcetera. Same thing with Mario, Metal Gear, etcetera. They all fall under the same issue. So does this mean Save/Load should be removed? No.
What this means is save and load needs just to be tweaked in how it functions. There needs to be types to the save load. We have a perfect example of what a "combat applicable" save load would be with Undertale. Users that save/load there actually remember when they have so they can remember how to get around stuff. But it's not memory alone, it's also to see how the save load is described in universe.
In games like Metroid, the save stations are quantum states that capture Samus' imaging, so here the memory part doesn't matter because it's Samus' quantum image being restored.
Though if it is the typical vague saving of characters writing their progress then it should be normally assumed they have none of the memories so save and load would not be a real factor in these situations for battle.
Basically split save and load into different types to cover the numerous vague examples that are 100% canon but also conflict with scenes if treated as canon should be put into a type to deal with non-combat applicable types of Save and Load. I feel this reconciles the major issues behind "well this conflicts with the plot."
| Posted by GiverOfThePeace (administrator) on 9 August 2026 at 21:38. |
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