1. Auto-Saving

I don't know about you, but I hate games that use a lack of saves as an arbitrary obstacle to artificially inflate the difficulty; I hated it in Resident Evil with its old-school ink ribbons, and I hated it in Dead Space as well. Thankfully, gone are the famous save stations, in favour of one of the few casual implementations that really works - auto-saving. Sure, auto-save can be a bit of a bugger on occasion; you'll spend five minutes trawling around only to get killed an inch from the auto-save trigger and have to repeat the whole section again, but the save-points are generally constant and plentiful throughout (though I do recall a few sequences which didn't let me save for around 15 minutes). Thankfully this game largely reserves the difficulty and frustration for the enemies rather than the infrastructure of the game; therefore, this feels less cheap (if also considerably easier) than the last two games. And now, onto why the game isn't exactly perfect...