Eclipsing such entry - level
design faux pas as invisible
walls and an insulting, ever - present waypoint marker that leads you by the hand
along every painfully linear 50 - meter stretch, the worst offender in the game
design department is the same thing that makes the ineliminable white marker's inclusion unnecessary: the vast majority of the campaign is played out in grey cut - and - paste corridors with only two possible directions in which to go — forwards, or
back the way you came.