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There's no denying the game is beautiful. Project IGI is based on a flight simulator engine, so the outdoor environments let you see for miles. It's a stunning feeling to run to the edge of a cliff and see an enormous enemy military installation sprawled out in the valley below. Buildings, weapons, and vehicles are all rendered realistically, and there isn't a game in recent memory that contains such convincing base layouts. All of the places you are expected to infiltrate are dotted with watchtowers, warehouses, barracks, and security checkpoints. Best of all, the expansive outdoor environments seamlessly transition into indoor and underground installations that are just as detailed.
Unfortunately, idiotic enemies that rely on their instantaneous reactions, unerring aim, and large numbers to bring you down spoil the atmosphere. They operate on strict paths that are easy to determine, and simply stand in one spot and shoot until either they die or you do. Fights can be frustrating, made worse by the lack of an in-game save system. It's too bad, because with a few changes Project IGI would have risen from mildly entertaining to absolutely brilliant. --T. Byrl Baker
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Most Helpful Customer Reviews
9 of 10 people found the following review helpful:
3.0 out of 5 stars
Peow,
By
This review is from: Project IGI: I'm Going In (CD-ROM)
'Project IGI' is a cross between 'Goldeneye', 'Metal Gear Solid' and 'Delta Force'. As an ex-SAS, ex joyrider called David Llewelyn Jones (despite the name, he doesn't appear to be Welsh) you run around a series of modern battlefields, infiltrating installations, avoiding cameras and shooting things. In very nice 3D, with some huge landscapes that you can explore, if you feel like it. Like 'Delta Force', it's weighted towards action, and although a few well-placed shots finish off the bad guys, you are slightly less mortal. Nonetheless, you can be stealthy, and quite often it's much easier to avoid tripping the alarms (which you can turn off - best of all, you can just shoot the cameras). The graphics are attractive, if a little sparce. As in the song by The Who, you can see for miles and miles and miles and miles and miles and miles and miles, and some of the detail is superb - your weapons look and sound authentic, the explosions and ricocheting bullets are alarming, and you can't hide behind impenetrable cardboard boxes, because they aren't. After a while you notice that the graphics are sometimes quite spartan, and although the textures are high-quality, the interiors are often extremely bland. As with 'Delta Force', the bad guys seem to have built their bases from mass-produced kits, as individual buildings are copied and pasted verbatim from mission to mission, with only the furniture moved around to differentiate. There's some excellent modern James Bond-esque music, and the game itself is often extremely good fun - like 'Delta Force', but done well. But not that well. The plot tries for a James Bond ambience, but even with only 14 missions our hero seems to spend a lot of time escaping, being caught, and escaping again. The voice acting is very bad, too - our hero sounds like an enthusiastic primary school teacher, whilst his lovely assistant Anya has a California valley-girl accent that seems more Playboy bunny than government employee. I kept expecting her to use the word doofus, but she doesn't. Meanwhile, the supposedly Eastern European guards shout 'Hey you' and 'Stop' in English. The morality seems a bit iffy, too - you're basically a hired killer, and the bad guys aren't really bad guys, they're just guards in foreign, but non-hostile, military bases. It's as if you were a French soldier set down in Scotland, shooting down Scottish security guards. And yet, these are minor things. There are three major points that bedevil it - you can't save during a mission, at all; the missions are highly linear and scripted, in such a way that you absolutely have to play the mission several times over before you can complete it; and it's just not big enough. The decision not to include the ability to save a game is a brave one, shared with 'Aliens vs Predator'. The idea is to increase the tension by not allowing you to chicken out and hit F6 to quicksave, as with most other first-person shooters since 'Doom' (it's hard to remember nowadays, but until 'Doom' action games rarely let you save). It doesn't really work in 'Project IGI' - the size of some of the later missions, coupled with the fact that death is sometimes instant and unexpected, make it highly irritating. 'AvP' was eventually patched so that you could save a maximum of three times during a mission - a much better system. And the scripting is highly annoying. This is one of those games where you can explore an area and find it free of baddies but, if you press a switch, talk to somebody, or step over an invisible boundary, suddenly a truck-full of soldiers materialises from thin air. You can never really predict or guard against this, and quite often the missions become memory tests. One mission in which you have to escort a Russian businessman is particularly frustrating, and more than once I felt like burning the CD and posting it back to Eidos with a nasty letter. In general, the bits where you have to escort people (thankfully, only twice does this horrible game element appear) are dreadful - you have no way of knowing where they are, and they usually just stand there, waiting to be shot. And worst of all, it's too small. It has no fewer missions than 'Hidden and Dangerous', but a handful of them are extremely easy, and you'll finish them in no time. There is absolutely no replay value, either - the linear missions mean that once you've completed them, there's nothing to see if you play them again. And there's no multiplayer option at all. Fourteen missions and that's your lot. You'll play it for two or three days, get annoyed during the final, immensely frustrating, mission, and never play it ever again.
7 of 8 people found the following review helpful:
2.0 out of 5 stars
no savegame, what on earth where they thinking....,
By A Customer
This review is from: Project IGI: I'm Going In (CD-ROM)
or like the AI they weren't...The other reviewers describe the good points quite well. But it will always come back to this: THERE IS NO SAVEGAME, not even a checkpoint after a completed object. This must have been requested by the QA department and whoever decided not to listen should be fired.
12 of 15 people found the following review helpful:
2.0 out of 5 stars
Not so fast..,
By Scott White (Ca) - See all my reviews
This review is from: Project IGI: I'm Going In (CD-ROM)
This game is not what it says it is. From the start you'll be disappointed. The lack of a save game feature and the fact that the enemy "respawns" from nowhere right behind you is bad enough. There is nothing like playing for 40 minutes and as your just about to complete the level, you get shot in the back by one of these magically appearing enemies with it's "cheap kills" or even more likley the game crashes. Since there is no way to save a game you have to start over. The enemy A.I. is terrible. Two guards standing together and only one guard reacts to your presence. This happens with your first encounter and continues through out the game.The worst part is the replay value. No multiplayer and no mission editor. You add that to the 14 missions that themselves have little to be excited over since they use the same buildings and basic lay-out and you have one boring game. You played one level you played them all. This is one to get when it hits the bargain rack or better yet pass it up all together.
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