Feel free to read the whole thing to get more context, it's not too long. However, this quote stuck out to me:
Now, he does go on to suggest that the level being marketed may simply be linear because they need something bombastic to show off, but I'm still a bit dubious. Apparently non-linearity in this level was, as he described it, a 'mild divergence' to get round enemies before the level 'bottle-necked back together.' Hardly compelling stuff.
The joy of Hitman 2 and Blood Money was looking at the whole bloody house of cards to work the different ways you could make it all fall down. Here, the game isn’t only mostly linear, it’s also without that murderous intent and the flexibility of options to achieve it. There are moment-to-moment options, but nothing that fundamentally affects your route through the area.