Can you describe further on how much interactivity we should expect with the environment and how it plays into the game itself? We've tried to adhere to the interactive standard set by SiN. We've got many "useable" objects in the world - Lockers, Cabinets, etc. That's just the start of things though; we go a step further in many cases, giving "useable" elements a direct tie to gameplay. We didn't forget the "play factor" in interactivity either. We've created a cool in-game GUI system that allows the player a deeper level of interactivity with things like display kiosks, elevator panels, control terminals, and phone booths. The GUI system operates as our updated analog for the consoles found in the first game. We have more of a foundational implementation at this stage - it's in and it does some cool things, but count on us expanding on it significantly in upcoming episodes, though. We've really just begun exploring the possibilities that the system provides us. Of course, being on the Source engine, we've got a very powerful physics system to take advantage of as well. Sin Episodes: Emergence is very combat focused, so we intentionally did not include a lot of "physics puzzles," however, we have tried to incorporate physics into the combat. The levels have been constructed so you can shoot down supports and knock down shelves. You can catch an enemy's grenade in-flight and toss it back at them (or if you're really good, simply shoot it back at them.) Where we really pushed this though, was the "explodable language" we developed. We have the usual exploding barrels, but we also have oxygen tanks that will take off from the point you shoot them, bouncing around and taking out whatever they collide with; and Acetylene tanks which operate like rocket propelled grenades. We have rooms FULL of these items. A strategic player can take his or her time, pick up and maneuver objects how they want and set up elaborate ambushes; a more action focused player can just enter the room with guns blazing and let things fly where they may. The cool thing is that these objects react to enemy fire as well as your own, so you might begin an intense fire fight and realize you're standing in a very very dangerous place. It really keeps the intensity up. Lastly, we have antigen and mutagen containers. Antigen can be picked up and used in health dispensers - Or you can just shoot them and run into the cloud and get healed up. Our health dispensers (called Medstations in the game) actually allow you to eject a partially used container and take it with you if you want. We really wanted to allow for a sense of freedom there. The mutagen containers are set up with multiple chambers, so they can each be triggered multiple times. As for their effect, well… Let's just say it's awesome; a real double edged sword. I won't give away any more than that though; I don't want to spoil the surprise.