Monday, January 31, 2011

Call of Duty 5 - World at war


Call of Duty: World at War throws out the rulebook of war to transform WWII combat through a new enemy, new tactics and an uncensored experience of the climatic battles that gripped a generation. As U.S. Marines and Russian soldiers, players will employ new features like cooperative gameplay, and weapons such as the flamethrower in the most chaotic and cinematically intense experience to date.

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Sunday, January 30, 2011

Call of Duty 4 - Modern Warfare


It took awhile, but Infinity Ward finally got the message that World War II is played out. With modern times and international affairs becoming more and more, shall we say, interesting in recent years, the 1940s just don't carry as much weight as they used to. Perhaps that's why Call of Duty 4 has a new subtitle, Modern Warfare. By bringing things into a fictionalized story that still seems fairly plausible, the developer has made a much heavier game. But COD 4 is more than just an updated setting. It's also an amazing multiplayer first-person shooter and a great but brief single-player campaign with the visual chops to make it a standout shooter in an era filled with seemingly dozens of standout shooters.

The only real catch is that the single-player is almost shockingly short. If you've been keeping up with this style of game, you'll probably shoot your way to the credits in under five hours. While you can raise the difficulty to give yourself more of a challenge, the main thing this does is make the enemies frustratingly deadly, which sort of detracts from the fun.

While it may have a lack of single-player quantity, it makes up for most of it with its quality. The game tells its story from multiple perspectives, and you'll play as a new British SAS operative as well as a US Marine. The campaign takes you from a rainy night out at sea on a boat that's in the process of sinking to a missile silo where it's on you to save millions from an unsavory nuclear-powered death. Along the way, there are plenty of jaw-dropping moments where you'll look around the room for someone to whom you can say, "I can't believe that just happened." In a world filled with war games in which the good guys come out unscathed and the world is left at total peace, Call of Duty 4 will wake you up like a face full of ice water.

The action in the campaign is usually very straightforward. You have a compass at the bottom of your screen, and the direction of your current objective is very plainly marked. But getting from point A to point B is never as simple as running in a straight line, as you'll be conducting full-scale assaults in Middle Eastern countries by moving from house to house, taking out what seems like a never-ending stream of enemy troops along the way. You'll also get an opportunity to raid Russian farmhouses in search of terrorist leaders, disguise yourself as the enemy, and, in one sequence, don a brushlike ghillie suit and crawl through the brush as enemy troops and tanks roll right past you. It's a breathtaking moment in a campaign filled with breathtaking moments. Unfortunately, it's about half as long as the average shooter, and there are plenty of sequences where you wish there were just one or two more hills to take.

Of course, if you're looking for longevity, that's where the multiplayer comes in. Up to 18 players can get online and get into a match on one of 16 different maps. Many of the levels are taken from portions of the single-player and they offer a healthy mix of wide-open, sniper-friendly areas and tight, almost cramped spaces where grenades and shotguns are the order of the day. There are six game modes to choose from. The old standby is team deathmatch, though you can also play in a free-for-all deathmatch, which isn't as much fun as the team modes. The other modes are more objective-oriented, and a couple of those have you lugging bombs across the map to blow up enemy equipment, or preventing the enemy from blowing up your base. Others have you capturing control points. Lastly, you can change up the game rules a bit with a hardcore setting that makes weapons more realistically damaging or an old-school mode that puts weapons on the ground as pickups and generally moves away from the simulation side of things.

In addition to just firing your weapon or tossing grenades, you earn some more interesting tactical moves for skilled play. If you can shoot three opponents without dying, you're able to call in a UAV drone, which basically is an upgraded radar that makes enemy positions show up on your onscreen map for 30 seconds at any time. Normally, enemies blip up onto the map only if they fire their weapon to make their location known. If you can go on a five-kill streak, you can call in an air strike, which brings up a shot of the entire level map and lets you place the air strike wherever you like. When combined with a UAV sweep, this can be really devastating. If you can make it all the way to seven kills--which is actually easier than it sounds--you can call in a helicopter for support. It'll buzz around the map and automatically open fire on enemies, though enemies can shoot it down, too. These additions to the normal first-person shooter gameplay really open up the game a lot and make it superexciting to play.

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Call of Duty 3


World War II may have ended in 1945, but that hasn't stopped the axis and allies from waging war against one another on the video game front. Call of Duty 2 was one of the Xbox 360's best games when the system launched last November. The game made use of the console's power to generate outstanding visuals and sound, immersing players in combat like never before. With Call of Duty 2 developer Infinity Ward having moved on to other projects, the series has been placed in the hands of Treyarch, the developer behind Call of Duty 2: Big Red One. It did not disappoint. Call of Duty 3 plays every bit as good as its predecessor, and it has improved multiplayer and visuals, too.

Call of Duty 3 takes place in 1944 during the Normandy Breakout. After landing successfully on the beaches of France, the allied focus was on getting the Germans out of France and liberating Paris, which was under Nazi control at the time. As was the case in the last game, you're placed in the role of several different soldiers and you'll participate in campaigns for America, Britain, Canada, and Poland. Each country's campaign has a unique storyline that is supposed to get you emotionally involved with the characters, but the stories aren't very interesting; there's a soldier with a strong distaste for the French, an overbearing sergeant, and a young radio operator who has been labeled a coward. Though the stories aren't particularly engaging, fighting for four different armies works because it gives you a sense of not only how much effort it took to wrestle control of France from the Germans, but also that it wasn't just the United States that lost men and women in World War II.

Once again, the game opens with a brief training mission, though it's a little shorter this time around. Here, you'll learn how to fire weapons and throw grenades, as well as how to move around. The controls are identical to Call of Duty 2, both in how they are laid out and in how they feel. You can fire your weapon with a quick pull of the right trigger, but this doesn't allow for much accuracy. For precision aiming, you'll want to pull the left trigger, which raises your gun to eye level and lets you use the weapon's sight. Here, you're vulnerable during the time it takes to raise your weapon and while you wait for the blurring effect that simulates your eyes focusing to clear up. It's a subtle effect, but it works really well and it's not overdone. You can also perform a melee attack by pressing the right analog stick. Clicking the left analog stick brings up your binoculars--an unfortunate button-mapping choice because it's far too easy to accidentally push the stick down when you're scrambling for your life. You can toss smoke grenades to create cover and frag grenades to clear large groups of Wehrmacht. Call of Duty 3 also lets you scoop up grenades thrown by the enemy and toss them back. To prevent your grenades from being returned to sender, you can "cook" a grenade by pressing and holding the right bumper, which lets the grenade get closer to detonating before you throw it. This is an important technique to master--not only because it's useful, but also because screwing it up results in a grenade exploding in your hands. Because there's no health bar in the game, you'll need to watch the screen when you're getting hit. As you get shot, the edges of the screen turn crimson and close in around you the more you get hit. Should you fall victim to a grenade or a bullet and not die, all you have to do is seek shelter to recover your health.

After your training is complete, you hop in the back of a truck and ride into battle. When you get out of the truck, or rather are blown out of the truck by an explosion, you're boosted over the cemetery wall. Here, you'll find yourself in the midst of one of the most impressive firefights in any first-person shooter to date. Everywhere you look, there's carnage. Bullets and grenades whiz through the air while bombs explode all around, leaving soldiers to scramble for whatever cover they can find--be it a bombed-out mausoleum or a grave stone. The bodies of your fallen comrades are strewn about the battlefield--a stark reminder that unless you want to join them, you need to keep moving. A later level sees you making your way across a pasture using a tank (and even the carcasses of dead cows) as cover to shield yourself from the Nazi soldiers who surround the field. Most of the rest of the game's 14 missions aren't quite as intense as these two examples, but there's rarely a dull moment to be found.

Call of Duty 3 isn't a run-and-gun FPS, but it's not as slow-paced as a tactical shooter, either. You'll fight alongside CPU-controlled soldiers, and you'll generally need to stay behind cover, pick off as many soldiers as you can, and then advance to the next safe location. Since you spend so much time behind cover, it would have been nice to have the ability to lean, but you can do pretty well without it. Because the game's artificial intelligence appears "smarter" than a typical FPS, it can be frustrating to be unable to clear a particular section because of cheap tricks like how new enemies will spawn to replace fallen soldiers in outdoor levels (they don't do this indoors). But once you come to grips with the fact that you can't kill them all, it shouldn't bother you much. You still need to be careful not to shoot fellow soldiers, but the game is more forgiving this time around--the game doesn't instantly end when you fire that first bullet into your comrade's chest. Call of Duty 3 isn't a terribly difficult game on the default setting, nor is it particularly lengthy, clocking in at 8 to 10 hours from start to finish. On the default difficulty, enemy soldiers aren't very aggressive and they'll follow the same patterns over and over, so it's easy to sit back and wait for them to show themselves. Series veterans looking for more of a challenge will want to bump up the difficulty to hard or veteran, as doing so results in a vastly different and more intense experience. Enemies are much more aggressive, they're better shots, and your health disappears much quicker.

Mission objectives are varied but don't stray far from what you'd expect from the type of first-person shooter that takes place in World War II. Sometimes you'll simply need to get from point A to point B, while other times you'll need to defend an area from attack, rescue hostages, or plant explosives. You'll also have to use your binoculars to mark targets for air strikes, man stationary guns, and even ride in the back of a jeep and pick off bad guys with the jeep's machine gun. Rather than a single path to success, there are multiple ways to approach missions. Sometimes the game presents you with clear-cut options, while other times you'll have to find them on your own. Each objective is shown as a star on your radar, making them easy to find even in the heat of battle.

A few new twists have been added to the gameplay, but they don't necessarily make the game better, nor do they make it worse. Rather than just hitting a button to plant a bomb and then running away, you'll need to hit a button, rotate the analog stick a few times to insert the fuse, and then hit a button to arm the bomb. There's also a new close-quarters battle mechanic that takes place when you're surprised by an enemy. These scripted events have you rapidly alternating pressing the left and right triggers to fight off your attacker and then pressing a face button to finish them off. Some of the scenes look pretty cool, but the mechanics are boring and there are less than 10 of these situations in the entire game, so they're rather worthless. Not all of the game's action takes place with you on foot. There are a few missions that place you in the driver's seat of a jeep, and it's your job to follow the checkpoints and avoid enemy fire while escaping from an area or rescuing hostages. A couple of other scenarios have you behind the controls of a tank and you'll need to eliminate enemy tanks and armored vehicles. The driving missions aren't particularly exciting, but the controls are forgiving enough to make them sort of fun, and if nothing else, they do mix up the gameplay a bit. The tanks are unwieldy at first, but once you get the hang of them, it's a blast driving around and blowing stuff up.

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Call of Duty 2


When the original Call of Duty was released a few years ago, it made an impact both on critics and on consumers, even in the already-crowded WWII shooter genre. Call of Duty's visceral action struck a chord with PC shooter fans, thanks to a well-designed campaign, enjoyable multiplayer, and outstanding sound effects. If you liked those aspects of the original, then you're sure to enjoy the sequel, which stays true to the strengths of its predecessor, while enhancing the sense that you're just one soldier in the midst of a massive war machine. It doesn't really break any new ground, but the game nails the core aspects of first-person-shooter gameplay so well that it doesn't need to.

As in the first game, Call of Duty 2's campaign will put you in the shoes of a few different soldiers fighting for different Allied factions. You start off as a private in the Russian army, visciously fighting off the invading Germans in Moscow and Stalingrad. The British campaign is unlocked after beating the first Russian mission. For most of these missions you'll be fighting in the sand-swept deserts of North Africa alongside the Desert Rats against Field Marshal Rommel's troops. The final mission in the British campaign sends you to the bombed-out houses and hedgerows of Caen, France. After you're done with that, you'll play as an American corporal in Europe. Yes, you will be doing a D-Day landing, but not on Omaha Beach or Utah Beach, which you've probably played several times before. Instead, you'll be scaling the sheer cliffs of Pointe du Hoc as artillery with the Army Rangers. If you already thought rock climbing was an "extreme" sport, try doing it with artillery and machine-gun fire raining down on you.

Each of the game's 10 missions is broken up into a few different stages. If you play the game on regular difficulty, you could blow through it in about 10 hours. Ratcheting up the difficulty a notch makes the game much harder and more tactical (this is probably the experience the designers intended). Since you'll be creeping and peeking more carefully through all the encounters, you'll lengthen the campaign significantly, and enjoy it more.

Breaking up the campaign into several different narrative vignettes arguably weakens the impact of the plot as a whole, although that was never the strength of Call of Duty in the first place. What this does is allow the designers to put you in a lot of different, interesting situations. One memorable moment in the Russian campaign has you crawling through a raised pipeline to sneak behind German lines and into a fortified factory building. As you make your way through the pipeline, you'll spot and snipe small pockets of German infantry through holes in the pipe. When they fire back up at you, you'll notice bullets tearing through the rusted pipe, ripping open holes for shafts of light to poke through. It's a thrilling effect. You'll also get quite a rush from both participating in and defending against all-out infantry charges across open city squares in Stalingrad. But just as the novelty of these wears off, you're shunted over to the British campaign in North Africa, where you'll do things like participate in night raids of small Tunisian towns, climb up to the top of spires to call in artillery on enemy tanks, and even drive a tank yourself. The American campaign has its own memorable moments, like scaling the cliffs of Pointe du Hoc, or sniping at German mortar crews from the top of a grain silo. The game paces itself so that you're always on your toes, and you'll find yourself switching back and forth almost constantly from an offensive position to making a defensive stand against counterattacks on the objective you've just captured. Yes, at the end of the day you're still just shooting a lot of Nazis, but the constantly varying contexts of how and why you're doing it keep the game compelling from start to finish.

You won't be participating in these forays alone; far from it. In every setting you'll be surrounded by what seems like dozens of soldiers, both friends and foes, who move and act in a realistic fashion. Lots of your artificially intelligent mates will die by your side, along with the dozens of enemy soldiers you kill, but more will come in from the rear echelons to take their place. The designers often do a good job of reminding you that the war isn't just the infantry skirmish in which you're fighting. From time to time you'll see planes engaged in dogfights flying overhead, or when you complete an objective of capturing a German harbor, you'll call in a naval strike and see enemy merchant ships being sunk at the docks.

In each confrontation, you'll find yourself setting up at logical stopping points to exchange fire with German resistance. You can snipe dozens of enemies out of the windows and from the trenches in front of a house, for example, but reinforcements replace them. It never feels as though the game is cheaply spawning in more fodder for you; it just does a great job of making you feel like there are a realistic number of soldiers holed up in a building. You need to get a feel for the flow of each pitched battle, and this can be done by advancing your line when the enemy ranks look thin enough, and then breaking into the house or bunker. Your allies will follow you in and help you clear out the objective. Of course, if you're too meek at attacking and pressing your advantage, the enemy AI is wily and aggressive enough to take charge. They're not afraid to pour fire on your position and toss tons of grenades at you. Thankfully, a handy grenade danger indicator lets you know when and where you have to scurry away from an impending blast. When you do die, the game reloads very quickly, and you're even treated to a quote about war from various historical figures. One that sticks out in our minds is an ironic one from Solomon Short: "The only winner in the War of 1812 was Tchaikovsky."

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Call of Duty 1


There is no shortage of World War II-themed first-person shooters available, and it's no secret that a number of them, including Medal of Honor: Allied Assault and Battlefield 1942, are extremely good. Now you can add Call of Duty to that list. The first game by Infinity Ward, a studio composed of some of the same team that worked on Allied Assault, Call of Duty presents outstanding action all around and is at least as good as, and in several ways is simply better than, any similar game. Though both its single-player and multiplayer modes will be familiar to those who've been keeping up with the WWII-themed shooters of the past several years, most anyone who plays games would more than likely be very impressed with Call of Duty's authentic presentation, well designed and often very intense single-player missions, and fast-paced, entertaining multiplayer modes.

Call of Duty's distinguishing features, by and large, can't be considered innovations--that's too strong of a word. However, this is a game that pulls together many of the best aspects of other, similar games, and also includes all sorts of little "wish-list items" that may have crossed your mind while playing those other games. The result seems, above all, very well designed. The action in Call of Duty, ultimately, is arcadelike--much like in Allied Assault or Battlefield 1942. You can't survive a shot to the head, but you can take a few bullets anywhere else and can keep going just fine. There's also a clear onscreen indication of the direction from which you're taking fire (and, as you're getting hit, the screen shudders to make it look like it hurts). Luckily, first aid kits, conveniently placed in the levels or occasionally dropped by killed enemies, instantly restore large portions of your health. You hardly ever need to activate a "use" key in this game. When you do, you'll use it to instantly set explosives or grab documents, but you won't use it for opening doors.

Actually, that's because you won't be opening any doors. One gameplay contrivance that's presented in the first few seconds of the first mission is that any time you see a closed door in Call of Duty, it's supposed to stay closed. This seems like a minor point, but how many shooters have you played in which you fumbled for every doorknob, trying to find the one door that would actually open? That's simply not an issue in Call of Duty. Despite the highly authentic atmosphere created for the levels in the game, there tends to be an intuitive, clear path from the beginning of the level to the end. The levels can be challenging, at least at the higher two of the game's four difficulty settings, but they're not frustrating. If you die, you can restart at your most recent save almost instantly. You don't need to worry about hitting the quick-save key all the time, either, since the game automatically and seamlessly saves your progress not just at the beginning of a level but at several points throughout the level. The game's brief tutorial at the beginning of the single-player mode will be second nature for experienced players of first-person shooters. However, since it's in the context of a military boot camp, it will also provide, for new and experienced players alike, some valuable advice on (and practice with) the nuances of Call of Duty's gameplay.

You cannot sprint in Call of Duty, nor can you tiptoe. While standing, you move at a constant pace that's not too slow and not too fast but is just right. You'll have no trouble quickly getting from point A to point B. However, when you're running from cover to cover in an area that's under fire, you'll be painfully aware of how vulnerable you are. You should probably keep your head down, and Call of Duty lets you easily switch between standing, crouching, and prone stances. You move slower while crouching--not too slowly though--which makes this the best way to get around when in the thick of battle. Movement, as well as turning, is understandably much slower while prone. Sometimes, however, this is the perfect option for staging an ambush or staying out of harm's way. As in many shooters, you can also lean around corners in Call of Duty, which can be a real lifesaver during some of the game's deadly firefights when you need all the cover you can get.

Call of Duty features a wide arsenal of authentic American, British, Russian, and German WWII weapons, including various rifles, submachine guns, side arms, and grenades. You can carry only two larger weapons at a time (as well as a pistol and some grenades), so, typically, you'll want to have a rifle for out-in-the-open engagements and a submachine gun for tight-quarter combat. While armed with any of these, you may shoot from the hip, raise the weapon to eye level and aim down the sight (for more accuracy at the expense of movement speed), or use the butt of the weapon to try and club an enemy to death. Manually reloading your weapon tends to be faster than letting the clip run out, and some weapons let you switch firing modes, like going from full-auto to single shot (though, since you can squeeze off single rounds in full-auto mode, this isn't very useful). Your crosshairs expand when you're moving and contract when you're steady, pointing out how much more inaccurate you'll be if you try to run-and-gun. The weapons themselves are modeled very convincingly, thanks in no small part to the tactile sense you get from being able to look through their sights or use them as bludgeons, and most every one will earn your respect since, in the right situations, they can all be deadly effective

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Saturday, January 29, 2011

Project IGI 2 : Covert Strike


Sometimes a mediocre game can seem worse than an outright dud. When you're playing an obviously terrible game, you can usually put it safely aside and move on to something better. But mediocre games like Innerloop Studios' IGI 2: Covert Strike trick you into thinking that there might be something great just around the corner, only to repeatedly disappoint you. The previous game, Project IGI, was an above-average shooter when it was released in 2000, despite some serious shortcomings. But things have changed since then--more-sophisticated and more-stylish action games such as Medal of Honor: Allied Assault, No One Lives Forever 2, and Tom Clancy's Splinter Cell have raised the bar for action games. Yet Innerloop has slid under it with IGI 2, which is a shooter that might have seemed exciting if it had been released in 2000, but is mostly forgettable now.

In IGI 2, you play as ex-SAS soldier David Jones, a covert operative now working for the fictional Institute for Geotactical Intelligence. You'd never know that at first if you didn't read the box and manual before playing, though. The game itself just throws you into the action without any decent setup or explanations. What exactly is IGI? Who is David Jones? Who knows? Who cares? The attempts at storytelling fall flat throughout the game. This might not have been the problem if IGI 2 were a straightforward action game, but, as your first mission briefing tells you when you start the game, "stealth will be vital." To be fair, IGI 2 at least gives you a visibility meter that gives you a good idea of how easily you can be seen without resorting to guesswork. You can toggle Jones' movement between running and walking, and you can also select from standing, crouching, and prone positions, all of which have an effect on how noticeable you are.

IGI 2 does have seem to have some basic mechanics to encourage interesting stealth-based gameplay, but in practice, the stealth elements are often tedious, frustrating, or implemented too obviously. All too often, you'll get the feeling that IGI 2's designers were following some sort some kind of action-game design handbook. You'll find levels where you'll obviously be required to sneak up behind a guard and incapacitate him, or levels in which you're clearly supposed to crouch behind a pile of crates to avoid being spotted by a security camera. In fact, IGI 2 may make you feel like you're jumping through hoops instead of pulling off dramatically daring feats, so you may be tempted to forget stealth and just start shooting things up.

It's then that you'll learn that that IGI 2's disposable henchmen aren't exactly tactical geniuses. Sure, if you blow your cover and go in with guns blazing, they'll sound alarms and come pouring out of their barracks to hunt you down, and sometimes they'll even surprise you by using a flash-bang grenade to blind you before they attack. Many of them have incredibly good aim, but they're not especially vigilant otherwise, and when they first suspect your presence, they'll usually just run back and forth in predetermined areas for a while, as if a good jog might ward off any possible intruders. Apparently, the guards all skipped class while attending henchman school, since they'll gladly run one after another into your line of fire until the bodies are stacked to the ceiling. They'll also use such clever tactics such as yelling "Grenade!" to warn you before they throw one. In fact, they'll even start tossing grenades around wildly indoors--while you're still outside.

If you stand too long in view of a security camera, an alarm will likewise sound. Of course, you'll discover quickly that you can simply shoot out most cameras, and no one will be the wiser. Leaving bodies lying around (you can't drag them out of the way as in most games of this type) usually won't alert anyone either. About the only time you absolutely have to be stealthy in IGI 2 is in certain levels where massive hordes of guards can gang up on you from all directions.

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Project IGI - I'm Going In


The awkwardly named Project IGI: I'm Going In follows in the trend of the Rainbow Six series, the Delta Force series, and SWAT 3. It eschews the outlandish futuristic weapons and imaginary settings of many traditional shooters and focuses instead on contemporary realism. In the game, you play as David Llewelyn Jones, a former Special Air Service member who now works as a freelance operative for both the British and American governments. The game features a blend of stealth, covert surveillance, and high-powered firefights at secret military bases, and it has much of the thrill and daring of the James Bond films of the late Cold War era. But it also has several significant shortcomings.

In Project IGI, your mission is to help retrieve a stolen nuclear warhead and prevent an act of nuclear terrorism. The action begins in the former Soviet Union, and your first goal is to rescue a contact who has vital information about the nuke and who is being held and tortured at a military airfield in Estonia. The narrative is primarily told through in-engine cutscenes at the beginning or end of each mission, and they're visually stylish - their dramatic camera angles and lighting effects approach film quality at times, though the flat dialogue can be a bit tedious and the cast of characters isn't very interesting. The tone of the missions tends to be realistic: While you're a skilled agent, you're just one man - not a one-man army. As such, you'll need to do a lot of creeping through the shadows, sneaking around security cameras, hacking computers to deactivate surveillance systems, and using binoculars to scout the area. When you run into the inevitable confrontation with guards, fast and furious firefights ensue. The game's general emphasis on realism means you'll need quick reflexes: Even if he's wearing body armor, a few shots can still put a painful end to the hero's career. You can restore health only by grabbing a medical kit from an infirmary - if there even is one in the area.

Project IGI is a strictly single-player game with 14 missions that are often large and complex, but they're divided into smaller, more manageable objectives. Unfortunately, there's no way to save your game during a mission, and even on the lowest difficulty setting, some missions can be quite hard, and they will inevitably require you to restart from scratch a number of times before you achieve success. Since you'll typically be infiltrating military installations, you'll run into swarms of guards, many of whom stand waiting in towers with their sniper rifles. Death awaits at every corner. The abundance of guards is necessary because the game's enemy artificial intelligence is spotty if not downright poor, as enemies sometimes stand obliviously when you kill one of their comrades, who is only a few feet in front of them. Also, the game sometimes cheats by making guards appear out of thin air or from buildings that you've already cleared.

During missions, you'll have access to a large arsenal of weapons, some of which you're equipped with at the start of the missions, and many of which you pick up from dead guards. They run the gamut from a combat knife for silent kills to antitank weapons for the occasional armored fighting vehicle. Other real-world weapons in the game include the Glock 17, Desert Eagle, MP5, M16 A2, Minimi, Spas 12, Uzi, Pancor Jackhammer automatic shotgun, Dragunov sniper rifle, and others, along with flashbang and fragmentation grenades. Weapon physics are generally believable: Automatic weapons have a noticeable kick that hinders your aim, and bullets will penetrate walls and doors of varying material and thickness depending on the caliber or muzzle velocity of the gun.

Since much of the game is about stealth and careful observation, you'll get to use some clever gadgets in addition to your weapons. Your binoculars have night vision and a digital compass, and they smoothly zoom out to very long ranges. You also have a PDA that lists your mission objectives and visually keys them with numbers to a live satellite video reconnaissance feed. You can zoom and pan the readout, and since it's shown in real time, you can actually watch guards advance and attack you if you neglect to turn off the PDA map at an inopportune time. The PDA also logs your communications, which include both status reports and tips from Anya, your advisor back at headquarters who's watching your progress. Frequently, reports from Anya, including those that advance the game's plot, appear when you're busy avoiding or fighting guards, so the ability to read them later on your PDA helps make up for that flaw.

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