Jeez guys, have none of you ever played a ROM on an emulator? You know how they save and resume? By taking a snapshot of the RAM and restoring it later on. Sure, its not great to have to take a snapshot of the 2gb+ of memory being used at runtime by a modern AAA game, but it wouldn't be hard to work out what is just content (textures, geometry, sound), and what are the variables (player location, progress, etc) and just save/load that. And that's only if its too much work to emulate the back-and-forth with the DRM server. And even that is only if its too hard to patch those functions out.<p>All these people talking about 'significant portions of the game running on the server'... are you serious? Do you realise how fast game engines run? People have enough trouble putting up with the lag on multiplayer games with relatively few actors/entities, running on dedicated servers. If this were truly the case, single player games would also be susceptible to lag, not to mention the amount of load of millions of players' AI routines running on Ubisoft's servers. Damn.<p>No, this will be cracked, patched or emulated, and the only people negatively effected will be legitimate customers. I'd say that would be the exact opposite of the system 'working'.