That leads to a tighter, fenced-in area with security drones we have to evade or disable. The next area opens up to the inner parameter and barracks, guard towers with snipers, and more patrols. Missile Plant starts off simple enough, with an outer guard post to sneak around and a few human obstacles to beat down. Find the door, traverse the next section, find the next door, repeat. The mission structure breaks down into five smallish areas, not unlike the recent Hitman: Absolution. We’ve got stun bolts, EPM grenades, and enough sticky noisemakers to lure every gullible solider around to some empty corner of the map. India is technically an ally, so the rules of engagement keep me and my co-op partner to strict nonlethal methods only, and the mission fails instantly if we’re spotted. Sam and Briggs start off outside the Indian missile base, where guards peacefully roam as if nobody’s stealing fissionable material under their noses. This is a great example of what this mission does well, it frames, it directs and provides challenge in one beat.Three top investment pros open up about what it takes to get your video game funded. In the same room there is a guard on the phone patrolling the area, making the player time the attack perfectly to avoid getting spotted and failing the mission. Upon reaching the safety of the darkness the player will see a gap between two tankers where a guard is next to a laptop facing away from the player with a bright light above him, this inherently invites the player to take out the unaware guard. However it introduces the player to using pipes to bypass security measures and traverse the space, what makes this interesting is the player needs to time their movements to avoid the lasers movement. Whilst this is an interesting ingredient it feels out of place in an abandoned brewery, the technology looks too sophisticated. To reach a dark secluded area the player must bypass a moving laser field. When entering the building the player will be met with an old beer brewer room filled with tankers, walkways and pipes. The ability to move from side to side of the interior really helps with the pacing of the mission by making the player continuously moving through the space and never unnecessarily stopping them which can feel quite 'jarring'. An example of how verticality is used effectively is the large ceiling support beam where the player can climb up on either side and manoeuvre to different sides to gain a different vantage over NPCs patrolling below and to get to the other side without getting spotted. The player can identify the opportunities to reach vantage points via the yellow pipes and ladders making potential routes easy to find from the use of colour in the otherwise grey and dull environment. There are multiple opportunities for the player to reach vantage points throughout the mission space. By scarcely using light it helps to create pockets of darkness in which the player can find relative safety from a patrolling guards view and giving them an opportunity to get in close and use a stealth takedown on the unaware guard, again reinforcing the stealth constraint. Lighting in the interior is used to good effect, lighting up specific areas of importance to not only give a slight hint in direction of potential paths but also to the objectives that players needs to reach.