checkpoint system

#1
Checkpoints placed right before bosses are a major quality-of-life win and sharply reduce runback frustration.
#2
Checkpoints and run structure are praised for shorter sessions, biome portals, teleportation shortcuts, and more generous run management.
#3
The major checkpoint-related improvement is that stealth detection no longer automatically desynchronizes the player during the revamped tailing and eavesdropping missions.
#4
The checkpoint and Turning Points systems are strongly supported, letting players jump back, rewind decisions, revisit key points, or retry outcomes. Nearly every relevant preview treats this as a major feature.
#5
Checkpoints are seen as fair because deaths usually do not cost too much progress.
#6
Checkpoints and return points help structure progression and let players regroup from stages without major friction.
#7
Checkpoint evidence is limited to one demo mention showing the system and many checkpoints in a mission menu.
#8
Checkpoint support is mixed. One review notes the ability to reload the final checkpoint, but other save-related evidence points to limited manual control.
#9
Checkpointing is inconsistent, and repeated attempts can become tedious because of where the game saves progress.