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Underneath the stealth and time control lies a crafting system to which you are introduced when you first take control of Shadwen. With the combination of the hapless guards and a misbehaving child, most of the time you can just sit back and let Lily run through the level herself, allowing you to just meet her at the end. Hitting can manually tell her where to go, but she rarely listens to that. Lily, on the other hand, has a habit of running up to just a short distance prior to the next hiding spot before deciding to run back to the previous one, something that requires you to re-distract the guards. It makes you wonder why she bothers to hide as she appears to be invisible to them. The enemies are too easy to outwit and tend not to notice when Lily is standing directly in front of them. The A.I, both of the enemy and of Lily, is not the greatest. If only all problems could be solved by rewinding While it is fun being able to jump from a roof before stopping in mid-air to line up your grappling hook, or stopping in between guards to work out a way to sneak past, it is also becomes annoying and and starts to feel like you are lagging. The second time ability is that whenever you are not moving, time stops completely, so if you are waiting for a guard to pass then you need to hold down to allow time to flow. Even when there are tricky areas with several guards, most of the challenge disappears with this ability. While this is quite enjoyable to try out and allows you to try a different strategy straight away if you make a mistake, its unlimited use also affords zero difficulty to the game. The first is the ability to rewind time as much as you like and as far back as you like. The core element of the gameplay is not the stealth itself but more its control over time, something that is both a positive and a negative for the game. This can be excused since they are not so much enemies as they are obstacles in Lily's path, giving the game a slight puzzle element. That is the number of different guards that you will face - a regular guard and a guard with a shield, the latter of which cannot be killed by stabbing, but only from a height or by pushing a crate onto him. Unfortunately, the repetitiveness does not stop with the level designs in fact, it gets even more repetitive with the enemies themselves. There are various ledges, roofs and most things wooden onto which you can grapple and navigate the levels from above.
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Haystacks allow you to hide dead bodies and are also what Lily uses to progress from one point to the next.
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Sadly, most of the levels are copy and paste efforts from the previous level, all packed with the same barrels, crates and haystacks that you can use to sneak around the guards, distract them, or kill them. The game's levels are all set in medieval times, although you wouldn't realise it if there were not loading screens with dialogue that split them up. That is all there is in the way of a story, bar some dialogue during the loading screens.
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