- Old mill
- Police barracks
- Bridge
- Large trees
- Medium trees
- Big bush

. SCREENSHOT
INTERFACE DESIGN
The interface design acomplishs both primary Goals:
Feedback: You have information all time about what is going on, if you are close to die, if you are run out of ammo and which weapons you have now.
Control: Thanks to the keyboard and the mouse you almost can fell the link between your character and you, they are going to follow your thougts instantly.
The second Goals are acommplished with the same layouts:
Atmosfere: The graphics, the environment, the story and the characters help you to feel the atmosfere of this adventure.
Inmerse: The atmosfere and the diferent objetives with their trials and rewards are going to inmerse you in a very intensive virtual world.
The audio helps us to give an extra feedfback without focus in the game, at the same time the audio is going to eliminate the ambiguity.
Aesthetics & funtionality: the style of the interface has been designed to look nice and balance without compromise the funtionality.
1.- The first objective is to reach the village without be seen by the Government Forces.
2.- The second objective is to reach the police barracks trying to kill the smallest number of police in order to avoid the total alarm.
3.-The third objective is to steal the explosives from the Police Barracks.
4.-The forth objective is to reach the mill avoiding the total alarm.
5.-The fifth and last objective is tried to be alive enough time to blow up the mill.
It was the first time that we play this game. It was fantastic! I didn't play videogames in almost 15 years. They have developed a lot!
The controls are quite complicated however i don't think it is most dificult than it was 15 years ago. The good point is that in the very first stage you have to learn the game's controls (the narrator told you that you have to do some exercise to do stronger your bond with your character in the past.)