Each of the maps uses the default flag capture mode where teams must capture every flag on the map in order to win the round. Players can choose from a selection of classes like rifleman, assault, support, sniper, heavy machine-gunner, or bazooka Joe and try to play a role alongside his teammates. Each of the weapon types have very different levels of recoil so different players will have to work around the maps differently. Assault, as the name implies, are the guys that run ahead and try to take down enemies, especially in close quarters. They've got the Thompsons or equivalent which are small, have a high rate of fire, and have relatively small recoil. On the other side of the spectrum is the heavy machine-gun which requires players to click the right mouse button to set the thing on its supports while on the ground or in front of support like sandbags or window sills in order to fire with accuracy. Once in place, it's devastating but if players get caught without the gun set down to fire, pulling the trigger will bring the barrel of the gun straight up into the air. Not a good place to be when there's a gun running at you with a shovel screaming something about David Hasselhoff.
One of the neater tricks is the feature that mimics the reaction of a human iris to changes of light. So for instance, while in a dark tunnel, your "eyes" will adjust so that the tunnel brightens a bit while the areas outside the tunnel become even brighter. When moving out from the tunnel and into the light, it'll take a second for your "eyes" to adjust to the light. It still seems like the effect is a bit to dramatic to my eyes, but it certainly beats out the bloom effect that everyone has seemed to adopt that puts a sheen on everything in a game world. It's only a matter of time before this process is really perfected and then we'll have near realistic environments.