LYCOS RETRIEVER
24: The Game
built 614 days ago
: Well, one of the tricky things for the writers was where to place the game in the 24 timeline. We started all this whilst they were writing Season 3 and we knew we'd be coming out around the start of Season 5, but no one knew how Season 3 was going to end never mind any details about Seasons 4 or 5. So, when they came up with the idea of answering all the questions that were springing up on the forums about what happened to Palmer at the end of Season 2, where did Chase come from, how did Kim get a job in CTU, we jumped at the chance. As for Season 4, I'm not sure that they wrote anything in especially relating to the game, but I think if you look at the shows side by side, you'll see that the number of game-like gadgets that appeared in Season 4 had definitely increased - we like to think that was a subconscious response to the influence of the game!
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Shooting is the bread-and-butter of 24: The Game, and it's done poorly. The best way to describe it is a lock-on fest. If you hold down the L1 button, you'll have a crosshair on screen or you'll be locked-on to an enemy, and you shoot weapons with R1. While in this lock-on mode, you can position where you want your shots to go by moving the right analog stick until the cross is at the position you want. Switching between enemies is done by flicking the right analog stick, but it's a bit tough to do when you're under fire, and sometimes pounding on L1 is actually faster. There's variants of this shooting level where you use a sniper rifle and shoot targets.
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-- The Game Developers Conference in San Francisco attracts the top creative minds in the video game industry. With that audience on hand, Nintendo announces news that reinforces its commitment to provide entertaining and enriching experiences for veteran and new gamers alike. WiiWare(TM), Nintendo's new downloadable game service, launches May 12 and expands development opportunities for developers the same way Wii(TM) expanded the world of video game players. Wii Fit(TM), the upcoming title for Wii, launches May 19 and introduces the Wii Balance Board(TM) peripheral. And Super Smash Bros.(R) Brawl draws in fans of all kinds.
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The developers have really tried to capture the essence of the show and there are many elements from it that have been ported straight into the game. The colour scheme for one will seem immediately familiar, with its yellowish hues and deep shadows. The signature split screen effects are back too and are used in the game, as well as during cut scenes, to heighten the drama. The pacing isn't quite as heart stopping as the TV show, but then again it never really could be. It does try really hard though and these efforts aren't wasted. The cut scenes blend really nicely with the interactive levels and the game as a whole always tries to remain as intense as possible.
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The game features a number of scenarios and a gripping storyline that will suit fans of the series rather nicely. It still comes to an end way too soon, follows a bit of the basics at times, and doesn't really offer anything for the casual fans in terms of innovation, but it could've been a lot worse.
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[T]here are some things that keep the game interesting. Players will not only have to shoot their guns and chase people, but they’ll ... have to do their fair share of decrypting electronic locks, defusing bombs, and interrogating suspects. The interrogation sequences really do seem innovative and are a welcome break from the monotony of the rest of the action. Defusing the bombs is more fun than the decryption, which can pretty much be done by mashing the X button and moving the d-pad around randomly. A chimp could do it!
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