Having finally played through the missions a few times on Arcade, I’d like to first reiterate the sentiment that’s been expressed by a lot of people on here:
The ET/ET Arcade format, quite simply, is not enough to do justice to such elaborate, highly-crafted missions; with a little bit of smoothening and additional challenges, this (alongside pretty much every CelebrET we’ve got so far) could be fashioned into a bonus mission/a special assignment, which is even more pertinent in this ET as it ties into the Patient Zero bonus campaign.
Anyhow, there’s a lot to be liked (A functional elevator in WoA, the underground lab, the subtle nod to RE with the laser grids), and some rough patches (like the oddities with trespassing areas noted by others earlier, and there being only one exit- even before the manor goes into lockdown).
Plus, I like how much the infection/outbreak mechanisms have changed and improved, coming from the OG Patient Zero outbreak mission in Hokkaido; especially with how infectees (including 47) look visibly ill, and with a progression bar to highlight how severe your infection is.
From a lore perspective, it’s nice that they tied Devereux in as Nabazov’s daughter, and how she plans to bring her father’s plans to fruition- complete with a reference to Liberation when she’s recording her manifesto monologue
Also love the freedom [spoiler] given regarding the infected as a mechanism (given the choice between pre-infection and post-infection starting points), the choice of approaching infected in two ways (either cure or kill), and the crafting system for mechanisms to deliver the cure.
It’s also cool to see the Ether biohazard team slowly working (and technically, helping us out too), weeding out infected NPCs in the hall via temperature checks, and then taking them outside to be eliminated.
Closing with a heads-up: I’m sure this might’ve already been reported somewhere here already, but NPCs can apparently see through the wall at this spot (can be negated by crouching, but still noteworthy imo-)

