So you're playing a game and you reach a critical point in the story. Something bad happened, and things got worse. Maybe the hero just took a NoHoldsBarredBeatdown from the BigBad, or [[EarthShatteringKaboom maybe the world has sustained massive damage]]. Perhaps the time has come to take immediate action to stop the BigBad from carrying out his plot.

Alternatively, there is a lull in the story (or ExpositionBomb), or another incongruous moment, like after a conversation, when things are about to get worse.

Either way, either something big has happened, or something big is about to happen.

Cue the Ominous Save Prompt, which often looks or works different from an ordinary save prompt.

Often used in a {{Downplayed|Trope}} manner: a character ''says'' that the game should be saved, (e.g. "We need to double check our equipment" along with a "Ready to go?" prompt,) but the Player must still call up the save menu normally.

Getting one of these in TheVeryDefinitelyFinalDungeon is a sign that the FinalBoss is nigh. Granted, these could also show up in the DiscOneFinalDungeon right before you fight the DiscOneFinalBoss (or, rather, [[BaitAndSwitchBoss not fight him]].)

Subtrope of SuspiciousVideogameGenerosity, in this case letting you know you ''should'' save before (and/or after) the rough patch. Indeed, for most games where saves are usually automatic or handled by checkpoint, the appearance of ''any'' save prompt qualifies for the GenreSavvy player. Some may even opt to create a new save file for a quick and easy failsafe for SaveScumming.
!!'''Would you like to save before reading the Examples? You really should.'''


* In the InteractiveFiction game ''[[ Firebird]]'', just before the PC is about to set off on the main adventure, he thinks about how this would be a good time to say a prayer for the journey ahead. Cue the unorthodox save prompt: "Would you like to save your soul?"
* The Infocom InteractiveFiction game ''VideoGame/{{Wishbringer}}'' prompts you to save before playing the "Transmatter" arcade game. Standard for the genre, and not the only situation where the wrong actions make the game {{Unwinnable}}, but they ramp up the ominous factor several times by asking if you ''really'' want to play and having the other gamers go quiet.

* If Ciel ''ever'' asks you if you want to save in a ''VideoGame/MegaManZero'' game, ''something'' is about to go down (assuming it hasn't already).

* ''VideoGame/MOTHER3'' prompts you to save at the end of each chapter, after the chapter epilogue has played and the screen has gone black. A couple of the [[SavePoint save frogs]] also have dialogue where they really recommend that you save now.
** The sequel of ''VideoGame/TouhouMother'', a crossover between the Touhou and EarthBound series, in the first chapter, before battling [[spoiler: Ran Yakumo]], a save screen will suddenly appear before the boss battle.
* Similarly, ''Franchise/{{Disgaea}}'' games allow you to save after every chapter, either after the plot for the next chapter has been set up or before a twist will take place. The fact that there's no music and a mostly-black screen on the between-chapter save menus only adds to the ominousness.
* ''VideoGame/ParasiteEve'' prompts you to save at the end of each day, and also does so after a particularly lengthy cutscene (and just before a particularly difficult battle).
* The UsefulNotes/PlayStation 1-era ''Franchise/FinalFantasy'' games did this at the end of each disc, which were almost always immediately following major plot events (though a very obvious reason for it is simply a failsafe in case something goes wrong during the disc swap.)
** The PC PortingDisaster of ''VideoGame/FinalFantasyVII'' seemingly missed that part and set the save-points immediately ''after'' the disc swap. Which would often fail thanks to the game's buggy disc-detection, forcing you to replay 15-30 minutes from the previous save point.
** ''VideoGame/FinalFantasyXII'' would, at certain save points, recommend that you use a second save slot for that save, instead of overwriting your old one. This generally happens when you've passed a point of no return since the previous save and there's still some trouble to deal with before you reach the next safe area.
*** It had one rather odd example, though. Just before you head into the Raithwall's Tomb area, the game prompts you to save. It likely does this because there's a boss fight as soon as you step into the courtyard in front of the tomb, but one has to wonder why they didn't just stick a save crystal there instead.
** ''VideoGame/FinalFantasyXIII'' give you the option to save at the end of each chapter. Since there's usually a significant cutscene at the start and end of each chapter, this is just a good idea, especially on the (three-disc) 360 version, which has you swap discs after chapters 4 and 9 (notably, the disc swap happens after you save, just like the [=PS1=] games).
** ''VideoGame/FinalFantasyTactics'' has one just after the first battle at Riovanes Castle. Either save in a new slot or [[spoiler:pray you can defeat [[ThatOneBoss Wiegraf]].]]
** In ''VideoGame/FinalFantasyVIII'', the item description for the cursed lamp that contains a boss battle with Diablos is: "You should save your game before using this."
* ''VideoGame/KnightsOfTheOldRepublic II'' sometimes gave you a "vision" of potential hazards nearby, or had Atton mention [[MySignificanceSenseIsTingling he had a bad feeling]]. It was pretty forthright about how you ought to save when it did.
* The remake of ''VideoGame/WildARMs1'' normally gives you the traditional save points. But there are two occasions in which the act of entering a door causes a save prompt to appear. Both are preludes to fights with the BigBad, and both of them are ''definitely'' warranted.
* Near the end of ''[[VideoGame/MarioAndLuigiPartnersInTime Mario & Luigi: Partners in Time]]'', after blowing the Princess Shroob's FlyingSaucer out of the air, [[ExpositionFairy Stuffwell]] urges the brothers to save the game before going after the princess, and also announces that he is capable of bringing them back in time to before they entered the final room, in case they wanted to go back to search for missing items. Predictably, after leaving the area with the save block, the final battles begin.
* ''VideoGame/GloryOfHeracles DS'' will stop you at the start of dungeons with a message to the effect of, "You are about to enter a very dangerous area. Save?"
* ''VideoGame/TheElderScrollsIVOblivion'' recommends the player save as often as possible in the eponymous AnotherDimension, since "the planes of Oblivion are a dangerous realm". They aren't kidding -- [[DeathWorld Oblivion]] has ''[[EverythingTryingToKillYou plants]]'' that try to stab you when you go nearby.
* During the Present Day chapter of ''VideoGame/LiveALive'', after beating the six opponent wrestlers, the game asks if you would like to save. Sure enough, you face down the chapter's final boss Odie Oldbright immediately afterwards.
* Certain dungeons in ''VideoGame/PokemonMysteryDungeonExplorers'' are divided into multiple sections, with a [[SavePoint Kangaskhan Rock]] waiting for you at a 'safe point'. While normally Kangaskhan Rocks let you store and take out items, these variations only permit you to save. In ''Sky'''s second [[ADayInTheLimelight bonus chapter]], Armaldo explictly points out that finding one inside a dungeon means there's probably a boss up ahead.
* ''VideoGame/{{OFF}}'' asks you to save the game whenever you beat the guardian of the zone. If you revisit that zone, you will see a ''very'' good reason why.
* ''Dink Smallwood'' mods do this on occasion, varying by author. One rather strange instance in ''As Good As Eternity'' involved a fountain outside a food storage building full of monsters (instead of the normal save machine) and the man on the top floor telling you to "wash your hands in the fountain" as part of food safety procedure.
* ''VideoGame/Persona4'': "There will be dramatic turns in the story from this point. It is strongly recommended that you save. Save your game now?"[[labelnote:Context]]This appears shortly before a point in the story where you can easily get locked into the Bad Ending if you make an incorrect dialogue choice. [[/labelnote]]
** ''VideoGame/Persona5'' does it again with a similar context to the above [[spoiler: once the story catches up to the prologue where the Protagonist gets arrested.]]
* ''KingdomHearts'' has a save point right before the final boss. Trying to open the door leading to him the first time gives you an ominous message urging you to save:
-->''"Careful. This is the last haven you'll find here. Beyond, there is no light to protect you."''

* ''VideoGame/SigmaStarSaga'' gives you a somewhat-unneeded one of these (as you would probably have remembered to save before heading into the battle in question, anyways).

* ''Franchise/MetalGear'' loves this trope. It even has one instance in which you are warned ''against'' saving.
** In ''VideoGame/MetalGearSolid'', if you call Mei Ling after fending off Sniper Wolf for the first time, she will mention she has a bad feeling and that it's important you save. Sure enough, [[spoiler:immediately afterwards is the interrogation scene, and as Ocelot helpfully points out, there's no continue option if you die, so if you didn't save before the fight, get ready to do it all over again.]]

* Right after TheReveal, ''VideoGame/SilentHill2'' features a long hallway with nine save points right at the end game. The final two boss fights are right through the door past the save point.
* In ''VideoGame/SilentHill3'', the room that lies right before the final boss fight features a very conspicuous save point.
* The Nine Save Points are back as part of a MythologyGag in ''VideoGame/SilentHillOrigins''.
* The ''Franchise/ResidentEvil'' games that use more than one disc had this, and treated it as a "free" save, as it didn't cost you an Ink Ribbon. In ''Code Veronica'', it also didn't count against your rating, so it was the only place you could save and still get a perfect score.
* Prior to fighting the Black Guardian in ''VideoGame/EternalDarkness'', the game directly tells you to save.
* ''VideoGame/TheWitchsHouse''. Right when [[spoiler:Ellen's ruined body]] starts stumbling towards you, the game prompts you to save even though the cat's dead body (your save station) was right outside the door. After the save point, you [[AntiFrustrationFeature will die a lot.]] Also, this is the part where you perform the action that decides your ending.

[[folder:{{Visual Novel}}s]]
* For most of ''VisualNovel/HatofulBoyfriend'', you can save as and when you please. Your first hint that Bad Boys Love is going to be [[MoodWhiplash a real]] [[SurpriseCreepy roller coaster]] is the game's first save prompt appearing.
* In the ''Franchise/AceAttorney'' series, this happens after every investigation or trial scene. It gets more notable when it happens in the middle of a trial, usually when there's a recess. More notable, still, when it happens in the middle of a trial and a recess HASN'T been called. Unnecessary because you can save at absolutely any point in time with very few exceptions, but it still lets you know something's going to come up.
* ''VisualNovel/{{SOON}}'': Right after [[spoiler:obtaining the anti-robot bomb]], the ''[[LeaningOnTheFourthWall narration]]'' all but suggest saving the game. Cue TimedMission.

!!Non-video game examples:

* In ''Comicbook/ScottPilgrim'', being a world run on RuleOfCool and VideoGameTropes, has a save point in a corner right before a fight with the 3rd evil ex. Note that this is the first instance of a save point within the book.
** Scott at first wonders what it is, and is told that "It looks like a save point." He reasons that if it is a save point, he has to go save because something really bad might happen.
*** [[spoiler:He doesn't reach the save point in time.]]

* Parodied and {{lampshade|Hanging}}d in [[ this strip]] of ''Webcomic/TouhouNekokayou'''s InteractiveComic ''Shenanigans in a Magical Forest'' (there's no actual "saving" there) following a WhamEpisode.
** And, possibly even ''more'' ominous, the [[ Innocuous Save]].

[[folder:Web Original]]
* ''WebVideo/MarbleHornets'' (er, sort of) - Jay learns that Jessica has all the symptoms of [[Franchise/TheSlenderManMythos being stalked by the Operator]], and decides that they really need to leave the creepy, apparently-deserted hotel. Unfortunately, he stops to upload this to his YouTube account ''before'' getting the hell out of there, leaving the fanbase dreading the next entry. [[spoiler:By the time he's ready to go, not only has Jessica vanished into thin air, but the Masked Man has shown up again.]]