One of the terrific things about the gameplay environments is that they aren't just for show. Thanks to an engine that allows for reaction of a ton of different objects (especially with the help of the unified architecture DX10 design, upcoming GPUs, and PPUs) jungles now become more than stagnant cover. Foliage reacts to contact with other physical objects so that leaves and branches bend and react to human bodies but more importantly, much of the environment is destructible. Trees will fall apart from gunfire and when they fall, if they happen to say... smash into a bad guy's head, that bad guy will take an appropriate amount of damage. Likewise, the frozen objects set in ice by the alien weaponry will have properties that allow it to be shattered by weapons fire. Not quite as useful for killing enemies, but it sure sounds fun. While the "escape the Ashcroft" portion of the game seemed pretty linear, most levels will have a bit more freedom. Those that remember Far Cry will undoubtedly remember that levels often had a few different paths to follow. Yerli was happy to say that the single player experience would be more about choice and freedom but will have more consequences to it than Far Cry. Apparently it goes far enough to allow for players to take out different objectives in an area in whatever order they deem best. You can imagine that taking out one objective will make another more vulnerable as well as causing some collateral challenges to overcome. On top of several options for moving through a level will be different solutions for problem solving. The player character, along with having very adaptable armor, will have customizable weaponry and customizable bullets. This means additions like vision, infrared, and microphone scopes along with silencers for those trickier situations where being quiet is important. Bullets on the other hand can be adapted to put an enemy to sleep or even act as a sound beacon to attract enemies away from an area.