So obviously there's still some kind of core shooter gameplay in the multiplayer. If you want to, you can try to and play a run n' gun kind of game, but we really did a lot to try and ensure that the players who were playing more stealthily and playing more tactically would be at an advantage. We obviously leveraged a lot of the systems we had existing in single-player to manage that. So we had the crafting system obviously, the listen mode [a kind of "radar" view akin to Batan: Arkham Asylum's detective mode - Ed.] and then we layered a few new systems on top of that like the marking system, the radar- to really slow down the pace of the game. I think where the game really shines is in those little cat-and-mouse encounters where you spot the enemy and he spots you. You both know roughly where each other are, but you're not immediately shooting at each other because it's actually more of a tease to stay in cover, wait for the other guy to move first, and then try and pop out and shoot him. But if he's crafting - maybe he's actually preparing a bomb- he's going to throw a bomb at you or a Molotov or a smoke bomb or something like that. So there's just a little bit of those guessing games that can happen and we really tried to play those up and make sure we were delivering the essence of survival and tactics into the competitive space.