The checkpoint and respawn system was strongly praised for instant, forgiving recovery with almost no penalty for mistakes.
Pros: co-op experience, puzzle design
Cons: controls responsiveness, replay value
The checkpoint and respawn system was strongly praised for instant, forgiving recovery with almost no penalty for mistakes.
Pros: co-op experience, puzzle design
Cons: controls responsiveness, replay value
Checkpoint placement is praised, especially checkpoints before bosses that reduce runback frustration.
Pros: combat system, boss design
Cons: narrative quality, difficulty balance
The checkpoint system is praised as a quality-of-life improvement because it reduces frustration around difficult optional challenges.
Pros: combat system, faithfulness to franchise
Cons: narrative quality, frame rate stability
The checkpoint system was praised for letting players retain damage dealt in Rogue Mega fights without penalty.
Pros: combat system, exploration quality
Cons: graphics quality, voice acting
Frequent checkpoints and quick returns make demanding sections more manageable. Most appreciate the reduced repetition after death, though a few find the spacing or healing rules uneven.
Pros: overall quality, difficulty balance
Cons: frame rate stability, performance optimization
The checkpoint system was consistently praised for generosity, fast respawns, and reducing frustration.
Pros: co-op experience, content variety
Cons: writing quality, narrative quality
The checkpoint system was praised for keeping players close to the action and reducing stress after failures.
Pros: narrative quality, emotional impact
Cons: controls responsiveness, platform-specific feature support
The checkpoint system reduced frustration by preventing major progress loss after death.
Pros: narrative quality, combat system
Cons: map and navigation design, menu usability
Checkpoint evidence is limited but positive for convenience, with one reviewer noting instant respawns and mid-fight boss checkpoints that reduce punishment.
Pros: combat system, narrative quality
Cons: grind level, innovation
Generous checkpoints can make mistakes and Invasions easier to recover from. Another account finds that an invasion death sends progress back frustratingly far.
Pros: overall quality, level design
Cons: innovation, mission design
Checkpoints are generally forgiving, but technical lockups can still force reloads and occasionally make players repeat encounters such as boss fights.
Pros: combat system, voice acting
Cons: pacing, boss design
checkpoint/respawn systems were mixed, from bad checkpoint recovery to praised respawn choices.
Pros: multiplayer design, sound design
Cons: narrative quality, map and navigation design
Checkpoint system was mixed: some found checkpointing generous, but others said reloads wasted time or sent them too far back.
Pros: atmosphere, faithfulness to franchise
Cons: puzzle design, co-op experience
Checkpointing is a common concern, with long runbacks, sparse benches, paid benches, and poor placement repeatedly criticized.
Pros: difficulty balance, art direction
Cons: economy and resource balance, checkpoint system
Checkpoint design is criticized for a severe lack of respawn points in parts of the open world.
Pros: movement feel, loot system
Cons: performance optimization, narrative quality
Checkpointing was criticized for causing lost progress when autosaves appeared only at limited quest points.
Pros: combat system, narrative quality
Cons: save system reliability, learning curve
Checkpointing drew criticism when boss retries or long optional stretches sent players farther back than expected.
Pros: boss design, graphics quality
Cons: open-world design, side character depth
The checkpoint system was criticized for punishing loops or lost progress in two reviews.
Pros: combat system, narrative quality
Cons: boss design, puzzle design
The campaign's checkpoint structure is a major frustration. Always-online mission design, limited resume behavior, and forced mission restarts repeatedly undermine otherwise forgiving in-mission checkpoints.
Pros: multiplayer design, level design
Cons: fun factor, narrative quality