I'm on the review for this for RPGFan, but I haven't been able to get too far into it because of outside elements (mostly moving and work and playing RIFT for review, as well). I'm coming away from the game with almost no feelings - which is not really a good thing. I don't find the game to be particularly motivating or interesting. There appears to be a metric boatload of content, but so far, it's all seemed pretty same-y. I'm also incredibly not fond of the relatively long points between autosaves - still, it's better than another game originally published by dtp, Venetica, which has NO autosave.
Lack of autosave should never be a negative factor for a review ESPECIALLY when you can save anytime and anywhere...thats just lazy to blame "lack" of enough autosave points. Another thing, who only has ONE save for any RPG. What'er u new?
I disagree. Fact of the matter is, Autosave and/or checkpointing has become a standard feature across most games and a lack of it produces frustration for the player. The goal of a game is to engage you; if a game is doing a good job of engaging me, I shouldn't feel the impetus to hit the menu after any sort of encounter to save. The feeling after I've defeated a major encounter? I can understand, especially if the battle's difficult. Minor ones? That just means that the game is doing something wrong. Save anywhere is a great feature - and one that's common across most western RPGs. However, autosave is just as common, and the lack thereof is a bit jarring. It doesn't make the game any more hardcore, it simply provides an additional thing for the player to take care of - and it's something that's completely uninvolved from the actual gameplay. An autosave gives the player a net - something to keep them from experiencing frustration. Something that's equally frustrating for me is feeling like I have to mash the save button otherwise I'm going to have to repeat large tracts of content.
In the case of Divinity II, there IS an autosave, and it's not that big of an issue - a complete lack of an autosave or checkpointing system is a legitimate interface issue, one that's relatively sparse isn't much more than a minor inconvenience. My issues with Divinity II don't stem from its autosave system - it's just that the game gives me little reason to explore or quest or do... well, anything. I've little desire to see what happens next.
Back to saves, even in JRPGs, where the save point system is much more common, many games have a checkpoint-style system that will allow you to repeat battles if defeated; I find this to be an advantageous feature, especially if the battle that I died in is one that requires specialized tactics that must be discovered over the course of the battle.
I do question your denotation about one save file - never did I state that, and if you look at my boot menu for The Witcher 2, I've got 5 or 6 saves and I'm only a few hours in.