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“Oh wow, I've gained such an uplifting sense of achievement from locating four out of four shiny bobbins in this level.” Do you want to know why I didn't attribute that quote to somebody? Because nobody in the history of humanity has actually said it. Not that there would be any reason to stray off the beaten path anyway: health regenerates and ammo is common - absurdly common, almost as if there's a war going on or something - so you won't gain any gameplay advantages from it, and the only other things you could possibly find are completely arbitrary collectibles, without so much as a newspaper clipping or handwritten note to liven things up. This fact, as well as your possession of a map, a minimap, and explicit directions on where to go, is apparently lost on the HUD, which insists on keeping the objective marker around like a smelly friend you don't really want to talk to any more.
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You do get multiple paths, thankfully, but they provide that very particular system of choice where there's only one right answer: once you've eliminated all the options that are being watched by snipers, require you to dash across open ground, or contain two Nazis resolutely staring over one another's shoulders in one of the most infuriating examples of self-preservation ever developed, there's really only a single viable route left. It's hardly surprising that all the generic explosion-packed action sections are set in over-decorated corridors, that's par for the course, but even when the stealthy bits begin and it's time for the environment to expand, it doesn't seem to loosen more than one or two notches on its belt. I can't say I'm all that keen on the level design, either.