"All of our lights are completely dynamic," explains Project Director Harvey Smith. "Everything in the world casts shadows. Our shadows are really amazing. The guards will hear a noise and come and investigate, but if you then go quiet and turn off the lights, the guard will be like 'Oh, it must have been a rat' and they go away. If you're going down a hall and you see the shadow of someone around the corner - he might be standing in front of a torch or a lamp, or whatever - you know there's a guard there before you see him, because of his shadow." Smith takes us on a tour around one location; some kind of dingy subterranean factory with pipes running along the ceilings and steam pumping from mysterious machinery. He points out the way the pipes cast real shadows onto the walls, based on a single lamp hanging from the ceiling in the centre of the room. When he fires a shot at the lamp, it swings wildly, and all the shadows in the room distort accordingly. In real-time. In another room there's a free-standing lamp in one corner. He gets the onscreen character to kick it over, instantly darkening the room and creating shadowy areas to hide in.