Players start with a choice between two rival factions: UNITE, an organized and sleek James Bond-ian outfit and PARAGON, a rough around the edges mercenary group where John Rambo might feel more at home. These factions will offer different gear, tactics and skills that are reflective of their mindsets in the game. Oh, and for those hoping to mop the floors with newbie virtual blood, even a new player can be a threat in this game, because after all, a gun kills whether it is wielded by a raw recruit or a seasoned veteran. Skills, tactics and experience do give veteran players advantages, as Milton pointed out.

In the game "you are what you wear" and players can take on one of six specialties. In principle, classes are as simple as the suit or camo and gear on your back, and can be swapped out without hassle. In other words, no "Oh no, I'm a level 20 wizard and really wanted to be a ranger" type regret should be involved.
Players can approach the game as a soloist or in a group. Solo play is completely possible but not always desirable, because certain rewards are given to group players, a tip of the hat to both console and traditional MMO play.

The operatives system is one of the core features touted by the developers of this game. These NPC operatives are always at work for all players, whether logged in or not, and are gathered in greater numbers as you proceed through the game. They can be tasked to create, to research, to spy for you as a player, to point you in the next direction for whatever mission you may be on as a player, and give you the means to carry it out. In fact, it may be possible that you receive a text message or some out-of-game notice by an operative when a task is complete - the Majestic reference comes into play here, but Milton assured those of us in the room that the game would not be intrusive or unsettling in the ways that game was.