Mission design is a strong positive, with previews praising a focused microcosm, lengthy missions, original story setup, and one well-structured demo mission.
Mission design is praised for open-ended infiltration, multiple paths to objectives, spyplay mixed with action, and story-driven objectives, especially the hotel, gala, and airfield sequences.
Mission design is repeatedly described as improved through less punishing tailing and eavesdropping, more ways to progress, and better adaptation after detection.
Mission objectives in the demos include restoring power, extending bridges, finding missing crew, isolating Simms, and crossing spaces for companions. The structure supports stealth, puzzles, and consequence-driven encounters.
Mission design is varied and often fun through Expeditions, stories, showcases, and racing objectives, but some later reviews mention repetition in missions and races.
Mission design is more mixed. Several reviews criticize objective-marker repetition, waiting on NPCs, or repeated ambush-style mission beats, even as the wider game remains enjoyable.