This game takes a page or two from the Splinter Cell book - silent takedowns, your character glows in the dark indicating you're in the shadows and the faster you walk, the more they'll hear you.
It also takes its level design seriously. The story is as twisty and turny as the environments are. You will start in a new setting, then go back to it a second time, seeing what you've learned. Once you go back to your hideout a couple of times you will realize that all the levels are as intricate as Jindosh's Mansion in Dishonored 2, the castle in POP: Warrior Within and Yharnam of Bloodborne to name a few.
No handholding by the devs here too. You will really struggle to figure out how to approach different enemies without being spotted. Roabies are the first harder opponent, because they can hear everything you do and from there it only gets worse. In that sense another reference to POP WW - environment can be your weapon.
As far as gameplay (and interface) goes - the objective marker is the most non-intrusive one I've seen in a game these last 10 years. And this encourages you to really explore. I can't tell how many times I was so distracted by taking out as many enemies as I can that I forgot I had an objective to finish. Which also means the devs wanted you to have fun with everything the game has to offer.
I honestly miss when games were such passion projects through and through.