Project IGI: I'm Going In ( IGI 1)
You begin by infiltrating a military airfield in Estonia to save a secret contact who gives you information on the nuke. As a secret agent, it's possible to sneak into an area, but getting out again usually results in a firefight, negating the stealth option. The real challenge is to avoid being gunned down by what must be the world's greatest marksmen ever seen in a first-person shooter. It's as if you're wearing lights and a red target, and you'll die often, even on the easy level. This exposes the major flaw of no save options within each mission, which, in turn, causes you to repeatedly start again from the beginning. With your type of clothing seemingly meaningless in stopping damage, you have absolutely no margin for error during a firefight.
The 14 missions, divided into small segments, are long and difficult, generally preceded by a briefing, which gives you objectives and various points of interest. Usually, you're dropped into a zone by chopper where you'll find a healthy supply of guards waiting for you, often materializing out of nowhere to take their shots. It's not as daunting as one would expect, though, since the AI is so bad that guards ignore you unless hit. Snipe at someone and miss, they'll fail to sound an alarm and keep walking. If you kill one, the others just press on, ignorant of the fact death is near.
Your huge arsenal of weapons is impressive, supplemented by those you can pick up from downed enemies, including hefty firepower like antitank weapons, grenades and various other automatic rifles. Unlike the AI for enemies, weapon handling seems quite real with automatic and high caliber weapons featuring noticeable kicks, which can wreck your aim. Bullets can pass through doors, walls and other parts of the environment depending on what you're packing.
With the emphasis supposedly on stealth and observation rather than firefights, gadgets, such as binoculars that offer impressive zoom capability for assessing situations in both day and night scenarios, come into play. Your trusty PDA keeps track of mission objectives, in order of receipt, and contains a handy map feature that negates the need for your compass. Additionally, the PDA keeps communications received from you advisor Anya safe and readily available for recall, which is fortunate, since her reports and tips are often received at inopportune times like the middle of a gun battle.
Picking up weapons and items may be easy, but interaction with other objects (e.g., ladders and computer terminals) can be problematical. Often you have to line up perfectly with an object to utilize it, and it's quite possible to wind up dead because you were fiddling with the mouse to get in place. The readjustment from a first- to third-person perspective as you approach objects can also be disorienting until you get used to the quick changeover.
The developers apparently focused on weapon realism to the exclusion of the story and action. When enemies fail to react to footsteps, noises, gunfire or other sounds, gameplay suffers immensely. This "out of sight, out of mind" philosophy leads to frustration; the alternative is worse -- when you're seen, you're most likely history due to the deadeye marksmen. Even with 14 missions, the gameplay is bland and repetitive, and with no multi-player options, there's really no point in "going in" at all.
Overview
Players in Project IGI: I'm Going In take on the role of former Special
Air Service agent Dave Llewelyn Jones. Though Jones is no longer with
the SAS, his expertise makes him valuable to both the British and United
States governments, especially considering the current crisis. A former
KGB agent has rebelled against his mother Russia and now threatens the
world with a stolen warhead. It will take all of Jones' skill and
experience to infiltrate and remove the threat.
Project IGI is a first-person shooter that follows a strong, detailed storyline. Role-playing Jones is designed to be an important factor in gameplay. The game features several varied settings, with both detailed interiors and wide-open landscapes. Players use realistic weapons and military equipment, including state-of-the-art satellite reconnaissance. By using a satellite uplink Jones is able to view an entire area from above, making note of the positions of enemy soldiers and artillery as he plans his next move.
Project IGI is a first-person shooter that follows a strong, detailed storyline. Role-playing Jones is designed to be an important factor in gameplay. The game features several varied settings, with both detailed interiors and wide-open landscapes. Players use realistic weapons and military equipment, including state-of-the-art satellite reconnaissance. By using a satellite uplink Jones is able to view an entire area from above, making note of the positions of enemy soldiers and artillery as he plans his next move.
Review
Project IGI: I'm Going In is a realistic shooter
similar to the Tom Clancy: Rainbow Six series. Promising a blend of
stealth, covert surveillance, and high-powered firefights at secret
military bases, the game fails to fulfill its potential with mediocre
execution. As David Llewelyn Jones, a freelance operative for both the
British and American governments, your mission is to retrieve a stolen
nuclear warhead and prevent a secret terrorist organization from using
it to destroy the world.
You begin by infiltrating a military airfield in Estonia to save a secret contact who gives you information on the nuke. As a secret agent, it's possible to sneak into an area, but getting out again usually results in a firefight, negating the stealth option. The real challenge is to avoid being gunned down by what must be the world's greatest marksmen ever seen in a first-person shooter. It's as if you're wearing lights and a red target, and you'll die often, even on the easy level. This exposes the major flaw of no save options within each mission, which, in turn, causes you to repeatedly start again from the beginning. With your type of clothing seemingly meaningless in stopping damage, you have absolutely no margin for error during a firefight.
The 14 missions, divided into small segments, are long and difficult, generally preceded by a briefing, which gives you objectives and various points of interest. Usually, you're dropped into a zone by chopper where you'll find a healthy supply of guards waiting for you, often materializing out of nowhere to take their shots. It's not as daunting as one would expect, though, since the AI is so bad that guards ignore you unless hit. Snipe at someone and miss, they'll fail to sound an alarm and keep walking. If you kill one, the others just press on, ignorant of the fact death is near.
Your huge arsenal of weapons is impressive, supplemented by those you can pick up from downed enemies, including hefty firepower like antitank weapons, grenades and various other automatic rifles. Unlike the AI for enemies, weapon handling seems quite real with automatic and high caliber weapons featuring noticeable kicks, which can wreck your aim. Bullets can pass through doors, walls and other parts of the environment depending on what you're packing.
With the emphasis supposedly on stealth and observation rather than firefights, gadgets, such as binoculars that offer impressive zoom capability for assessing situations in both day and night scenarios, come into play. Your trusty PDA keeps track of mission objectives, in order of receipt, and contains a handy map feature that negates the need for your compass. Additionally, the PDA keeps communications received from you advisor Anya safe and readily available for recall, which is fortunate, since her reports and tips are often received at inopportune times like the middle of a gun battle.
Picking up weapons and items may be easy, but interaction with other objects (e.g., ladders and computer terminals) can be problematical. Often you have to line up perfectly with an object to utilize it, and it's quite possible to wind up dead because you were fiddling with the mouse to get in place. The readjustment from a first- to third-person perspective as you approach objects can also be disorienting until you get used to the quick changeover.
The developers apparently focused on weapon realism to the exclusion of the story and action. When enemies fail to react to footsteps, noises, gunfire or other sounds, gameplay suffers immensely. This "out of sight, out of mind" philosophy leads to frustration; the alternative is worse -- when you're seen, you're most likely history due to the deadeye marksmen. Even with 14 missions, the gameplay is bland and repetitive, and with no multi-player options, there's really no point in "going in" at all.
MINIMUM PC REQUIREMENTS | |
300MHz Pentium II or equivalent | |
64MB RAM | |
DirectX 7.0a compliant 8MB VRAM 3D accelerated video card | |
DirectX 7.0a compliant sound card | |
DirectX 7.0a or higher | |
4X CD-ROM drive | |
500MB uncompressed hard drive space | |
Keyboard | |
Mouse | |
RECOMMENDED | |
AMD Athlon or Intel Pentium III processor | |
128MB RAM | |
3D accelerator with 16MB VRAM | |
8X CD-ROM drive |
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