First the player has an opportunity to briefly observe their goal but are taken on a route that they can no longer see it before emerging closer to the objective with a new angle of visibility. In addition, it uses a Denial and Reward concept to enhance the player’s progression. This highlights the player path and gives them clear goals. Reaching the top of a cliff edge reveals a further military compound the player must reach. Navigating a short traversal beat it opens up another vista that the player is working towards. This small element helps the player to situate themselves, after beginning at the bottom in the stream they have navigated up through the challenges to reach higher up the mountains which makes the player feel accomplished. Traversing the short section of cave system, the player comes out to a vista of far reaching cliffs and mountains, framed by an opening in the rocks, adding depth to the scene. Entering the hatch highlights a Sawtooth design concept, a point of no return, as once the player drops down they cannot return, this helps to unload the previous area and load the next and highlight to the player they are progressing. After the cutscene concludes the player find themselves in a small room with the only point to progress is a small hatch in the floor leading to the first phase of a series of cave systems in the mission footprint highlighted by light protruding from it, catching the player’s eye. Passing the gate and opening the door will trigger a narrative cutscene, progressing the story and objective. The player must time their entrance to eliminate the guard silently using a melee attack from behind as any attack from the front will be redundant. Additionally, the high cliff sides help to subconsciously lead the player forward and retain their eyes near the centre of the screen. By keeping the player in a linear route has allowed the designer to frame the path nicely allowing the designer to control the line of sight of the player ensuring that the objective text that is displayed within the environment is displayed in front of the player as they progress forward and enter trigger volumes to spawn the upcoming NPCs. The initial first beat of the mission is a linear path from point to point where the player can experience the setting, theme and narrative without danger as there are no immediate threats. The player lands in a shallow stream and is surrounded by high cliffs with the only path being forward, by keeping the player in a constricted corridor with high cliff faces helps to make the player feel they are small and have a “mountain” or challenge ahead of them, they are literally starting at the bottom and have to navigate up through varying degrees of challenges to reach their goal, a literal mountain.