The interesting thing is that the butterfly effect is at work here. But you may be quite annoyed with characters like the insecure Eric King or the deceptive Rachel King - so much so that you’ll let them die. As a player, your goal is to save as many of the five main characters (and some secondary characters) as possible. Should I save myself or try to help my wounded colleague to safety? I have maybe 15 seconds to make this life-or-death decision. The other type of choice you make is to respond in dialogue at key points in the relationships between characters. I played on the PC with a game controller, so I had to mash the right button quickly - like when a creature was chasing me, and I had to make sure I jumped over an obstacle in my way.
The developers set up an intense situation, such as the combat between the Americans and the Iraqis at the beginning, and then forces the player to make instantaneous decisions - executed in the form of a quick-time event. After we see that prelude from the past, we get to the clash of armies in Iraq.