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Singularity Hints
Checkpoint Save Tips
1 of 5: This game commits the same unpardonable sin that F.E.A.R. 2 does in not allowing you to ever save your game, forcing you to depend on "checkpoint" saves that are made automatically at certain spots. Each checkpoint save overwrites the previous one, making it impossible to build up a save list that you can restore from later -- unless you're playing on the PC.
2 of 5: Not only is a checkpoint-only save system a bad idea, but this one isn't even very well implemented. If you reload a checkpoint save right after it's made (or later on), things won't always be exactly as they were when the checkpoint save was made. This can be both good and bad.
3 of 5: One of the best things is that your health and TMD energy will be fully restored no matter how low they were when the checkpoint save was made.
4 of 5: Sometimes enemies who are just ahead when a checkpoint save is made will vanish if you reload it, allowing you to skip dealing with them. Also, if you haven't just passed a point of no return (like a door closing and locking behind you) when a checkpoint save is made, reloading it may allow you to go back and find that supplies you picked up earlier have respawned. There are quite a few points in the game where reloading a checkpoint save can get you more E99 tech, ammo, etc.
5 of 5: As for the bad, there isn't much. There are a few checkpoint saves that will, if reloaded, set you back a ways and force you to redo some things. Also, if you used the TMD's gravity power to carry an item through a checkpoint save, reloading it will always make that item disappear.