
Thornton's background is selectable, the choice between soldier, spy or techy informing how far you can progress in certain skills. I went a different route, pocketing a silencer for my handgun early on, and combining it with futuristic stealth armour that muffled any loud movements.Theoretically I had no protection against gunned-up guards who spotted me realistically, my gameplan meant they never would. Body armour can be purchased and then lined with various gadgets, boosts, or armour plates: want to be the spy world's Rambo? You can purchase clanky soldier armour, and stuff it full of ceramic pads to deflect bullets aimed for your vitals. Sidearms have four slots in which to cram technology – either bought from the 'Clearinghouse' black market or nabbed on-mission – and these make a notable difference to a weapon's handling. Great at 15 feet, where a headshot meant goodnight goon, but beyond that and he had the aim of a standard Bond henchman.There is some good in the floaty combat: an impressive weapon customisation system will, if the right elements are combined, let you upgrade guns and armour.

My Mike was a pistol specialist, having deliberately ramped up his shooting hand to off targets quickly. Considering the game takes pains to introduce your Thornton as a prodigy, it's confusing to work out quite why his myopia hasn't been diagnosed correctly on one of his company physicals.
