In single-player, you can order your team mate to follow you, attack something or move to a designated point using the left trigger. You'd better get used to this very quickly, as nothing will make your elite team look stupider than having one make good progress leaving the other standing at the start of the level. Come on, Graves - do we have to remind you to breathe in and out?
From a distance, the game looks great. The two helicopter crashes (one of which is in the video) look cool and the explosions are big and powerful. But repeated plays reveal the set nature of the action. The helicopters always crash like that. That metal scaffold always collapses in that manner. And the game is linear to the point that you find a locked, wooden door, you can't get through it until you've completed a mission objective, whereupon enemies burst through it and fling themselves into your gun sights. Forget the destructible environments, the stone towers that can be blown apart and the oil drums conveniently littering the rooms and corridors - this wooden door is impervious to everything.
Above:We hate this room. So many henchmen and then... nothing. Where do we go now?
OK, maybe we're being too harsh on the door. Without the linearity, the pace of the gaming experience wouldn't be as tightly controlled, right? You'd think so, only it works against the game here. With no clue as to where to go next (as the objective marker was sitting just behind said door), we were left stuck for ten minutes wandering aimlessly around, trying to push barrels up to it to explode them, before eventually quitting out and restarting the game. Any kind of multi-route freedom would have helped here.