The level shown at Gamescom, for example, set in police stations, can be dealt with from different settings (combat, hacking, stealth and "social") and in any case can be completed. If you multiply these choices for all the different missions of the game and added a number of other different aspects, you have an idea of the great work that the developers are doing on the game to ensure the freedom of choice which should be characterized.
The setting at first is a real "nightmare" for the level designer, but then creates a type of gameplay characteristic: "All we have to do is to ensure players the maximum opportunity to explore and provide tools for imagining alternative solutions then they can actually try the game. "



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