BustedAstromech: I mentioned it above but it keeps rattling in my head how much this takes the encounter style western devs hav been working on in open world – the base camp with patrols and maybe a boss and multiple approaches, and a movement-empowered player – and by tightening every screw in sight, transforms it. Stealth is simplified even from modern action stealth, enemy awareness resets are much more generous, enemy communication is near entirely <30m to control base alert spreads, time-to-kill is so fast that the player can legitimately escape failed stealth before the base is alerted, camp bosses (Generals in this case) are so damn scary and so rewarding to stealth that they exert an enormous zone of danger, the enemy variety: crippled sentries, tiers of soldier, big heavies, sparse ranged units – so defined as to create real meaningful approach differences. The areas have clear cliff face, castle wall, and void boundaries so they can constrain routes and choices while still building magnificently vertical and complex areas and best of all, they reserve budget for one-shot enemies to spice up areas in a way almost nobody does since 2D games; an approach that values memorable moments over repeatable systemic characters, at a certain sparseness.