And today, we finish what we started with our Elusive Target.
Finding the target in an Elusive Contract isn't always easy. Because players don't have the benefit of seeing the target with Instinct, they need to rely on the details given in the briefing in order to search for them. Or, if they're like me, just kinda fumble around until they randomly stumble into them.
But once that's done, players still need to figure out how to complete the assassination. This is where the creativity truly starts to set in. Unlike the story missions, that have a lot of canned, scripted methods of assassination already lined up for, the Elusive Targets are tend to be more systems-driven. There is some light scripting, but no where near as much as one might expect. And since the player has yet to perform the kill by this point, they can still technically restart if something goes wrong.
Though by far the most tense and exciting moments in these Elusive Targets in the escape. After all the objectives have been completed, knowing that restart is now impossible, players need to avoid setting off any alarms or alerting any of the guards. If they do, they risk a lethal shootout that would compromise their ability to get out.
The excitement of these missions cannot be overstated. It's truly a marvel in design, and I look forward to the next one.