The game was a bit weird with the "saving" mechanism.
But I also thought that was interesting how people said it made the game "too easy". I wish I could find it, but it was a study at the time between Prince of Persia and Mirror's Edge on perceived difficulty.
Prince of Persia - you miss your jump, you fall, it triggers a canned cutscene that lasts a few seconds of Elika reaching out and saving you, and then placing you at the last platform before you attempted the series of jumps.
Mirror's Edge - you miss your jump, you fall, you die, it spends a few seconds loading your last checkpoint, placing you at the last platform before you attempted the jump.
Structurally, they were identical and even the time penalty was almost the same. But because one had a clear "failure" state, and the other just kept going and kept you in the action, one was perceived at times as being rather hard and at times frustrating, while the other was heavily criticized for being too easy, despite the fact the superficial penalties were nearly identical.
It was an interesting look at how we perceive difficulty in games, and how execution can alter the same penalty as either a positive or negative thing for players.