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It all adds up to a rather fun game mode, but it’s easy to spot a few flaws in it. The final 30 seconds of a round are also marked by the introduction of a drone that heads toward hidden operatives and highlights them for the cyborgs, exploding in a flashbang to disrupt and disorientate, while Section 9 players are given a single assault rifle to pick up, to briefly turn the tide while its magazine lasts. Downed Section 9 operatives can be hacked as well, either to restore them to life if by a teammate, or to grant the cyborgs the advantage by disrupting camo abilities, for example. As a camouflaged player, you can often kite around the swinging arms of the cyborgs coming at you, but this is an act of last resort as you wait and wait to see if you’ve truly been discovered. That’s easier said than done when you can’t see the enemy, and it often felt like I was trying to catch my own shadow, except that they’re even less visible. The cyborgs, on the other hand, have just 5 bullets, making their guns only really useful to tag a player and break their camoflague, before trying to get close and swing with a wrist mounted blade for a quick kill. You have just 20 bullets in your pistol on the Section 9 side of things, and it takes more than half of these to take out a cyborg, though it does sap their energy and slow them down, potentially letting you make good an escape. In the interests of balance and of keeping this more about hide and seek than the rest of the game’s varied gunplay, guns have been largely taken out of the equation. The clock ticks down from two minutes, with the tension ratcheting up significantly over the course of the round, as your teammates die or you desperately search for that last survivor. The cyborgs hunting them, however, get a regular ping that points them in the right direction to any Section 9 operatives nearby. The key trick is that the Section 9 side are hidden by camouflage the entire time, able to stand in the middle of a room and be completely invisible to the naked eye.