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CIA Operative
"Solo Missions"

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picture to order this title (PC version)
CIA Operative: Solo Missions is a prime example of how
dangerously easy it is to create and market 3D shooter games these days.
Much like the 90's, when simpler methods of making "interactive
movies" led to dozens of rubber-stamp, low-level adventure games
released in droves,
now there are games like this one: all the 3D acceleration bells and
whistles to admire, and yet only 6 levels, a few game bugs, and...well,
that's about it. There's enough
lacking here, to warrant Techtite.com's dreaded "Burnout" rating, even
if its graphics really make you wish the grade could be higher.
This
is a game riding on the coattails of two superior works. It attempts to duplicate
the game style of No One Lives Forever,
making its missions (allegedly) those of a secret agent. It tries to
equally duplicate the economic humility of Serious
Sam, by being similarly affordably priced at $20. However,
this game is a lesser impersonation of those two best-sellers by leaps and bounds. It
cannot be like Serious Sam, because it has less diversity in the
number of levels, inspired enemies, and originality in environments. It
cannot be like No One Lives Forever, because it lacks just about
everything you can think of that made that game so fun, right down to CIA
Operative's total lack of any decent background story. Speaking of which, once you complete level 6, the game just ends
and goes to credits, inexplicably. Did the game designers just give up,
and distribute whatever was done in time for summer recess...?
There's
also an apparent desire to copy yet another far superior action adventure
--Thief 2: The Metal Age-- yet
this game fails to be even close. AI of enemies is so erratic, sneaking
past them is almost as difficult as getting their attention. One minute, a
silencer shot can alert a whole group nearby, while on one occasion I shot
a criminal with a loud-as-lightning rifle, and upon completing the turn
around the corner, I saw a man right beside him, who just
went about his business. Unlike Thief 2, you're unlikely to
get too immersed in such tiny levels, either; if you reach a snag, just turn right first, instead of left, and you're as good as done
with the whole level.
That
isn't to say Trainwreck Studios (yes, that's their real name; I'm not
being sarcastic) doesn't have an acceptable game engine;
that's probably this game's only success. There's dynamic lighting, believable textures,
acceptable AI, and the occasional "innocent civilian" to avoid,
adding to the challenge. A simple key press activates
the scope on the sniper weapon, allowing you to see a mobile, zoom-in target sight
right
in the center of the screen. In a better spy game, this would have been cool
to use in a action-adventure puzzle, like trying to look at secret plans on a desk, or even to see an enemy
type in a code number into a locked door (like the similar puzzle in Tomb
Raider Chronicles). Unfortunately, in 6 game levels, it isn't
put to much use at all.
Game
levels are each pretty to look at, though we've all seen maps resembling
them before. In fact, they don't even resemble the locations they're
supposed to. While (as the box boasts) the locations include "Iraq, Bogota, Moscow
and more," few who play this game will find any distinguishing differences;
Level one could be just as likely to be Russia as level 6. One might muse over the
claim that a Vegas-style gambling casino is in Russia. I suppose someone felt
that a mission against a drug lord would seem cooler if he had a Russian
accent, so suddenly you're fighting Russian gamblers in a casino that was
too obviously intended by the level designer as a Vegas Casino
to take seriously. The art department apparently decided to re-decorate
this gaudy casino with Russian signs
on the walls, thinking that's all it would take. A Casino this large, in Russia...? Such unintentional humor reduces the game's appeal overall.
There
are missions to accomplish, though they are easily completed in one night,
in three hours or less. All you must
do is reach the "hot" location on any level, where you're told to "press the r key"
to do the task required automatically. By then, the mission is a done deal. Sometimes, you must plant a timed
explosive and escape by the time the clock reaches zero, though this is
about it for "puzzle" challenges. This is a shame,
because the game engine doesn't seem as limited as the imagination of the
level designers themselves.
It's an additional shame, to give a product with so much
apparent potential, the lowest
grade possible. However, I had about as much play value with these
"Solo Missions" as I did last year, with the alleged
Stephen-King inspired flop, "F-13,"
and that's not good to remember when playing an allegedly superior 3D
action game. Serious Sam showed
many people that a game can be worth double the price, even if purchased
for a mere $20. No One Lives Forever
proved that a fun spy spoof is possible, as long as the humor is
intentional and the spy-storyline is inspired. This game is without such pluses,
and with little else to show for it, is sadly one of the most
disappointing games I've played in 2001. I guess in that regard, it
deserves the low rating, after all.
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graphics, and pix not of reviewed product, are created by Techtite,
copyright 2001; all rights reserved. Screen captures of program
reviewed are discrete thumbnails, used only for the purpose of
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