well, there's sort of a tradeoff there. completely unrestricted saving can allow a really dedicated dude to save just before pretty much anything, thereby guaranteeing himself the best possible outcome and sort of getting rid of whatever tension's present. also, the advent of a quicksave function in many games (which means you don't even have to wait through navigating menus or w/e) has seen a lot of people saving in situations that are totally impossible to recover from, accidentally or just foolishly, and that pretty much ruins the game entirely. it can happen with just a regular "save anywhere" feature, too.
survival horror is often contributed to by a feeling of vulnerability. if you can't just save wherever you like, you find yourself dreading each encounter, which is pretty much exactly in line with that the designers want. of course, I'm not talking about this game so much as I'm talking about the actual survival horror franchise.
and to be fair, the more recent silent hill games have not been silent hill games, if you catch my meaning. The Room was the last hurrah of that particular series, and everything since then has just been trying to cash in on successful property above all else.
survival horror is often contributed to by a feeling of vulnerability. if you can't just save wherever you like, you find yourself dreading each encounter, which is pretty much exactly in line with that the designers want. of course, I'm not talking about this game so much as I'm talking about the actual survival horror franchise.
and to be fair, the more recent silent hill games have not been silent hill games, if you catch my meaning. The Room was the last hurrah of that particular series, and everything since then has just been trying to cash in on successful property above all else.