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Invisible FPS that you will love and HateProject is a tactical first-person video game with an action shooter in which you play as a secret agent whose task is to retrieve information about a stolen warhead. Also known as Project: Getting In, this game, developed by Innerloop Studios and released by Eidos Interactive in 2000, contained hidden missions reminiscent of the Metal Gear Solid series. A sequel was created entitled: The Covert Dangerous Life of a Secret Agent. The project follows the story of Agent Jones, who was tasked with capturing Josef Priboi for information about a missing warhead. You play mission levels in different locations where you have to meet objectives in order to get closer to your current residence in Pribois. It will unlock when you complete the previous mission. Jones is followed through the handset by Anya, who gives him her goals by marking the area; (function () {(‘review-app-page-desktop’);}); You start with 4 weapons: a combat knife and three different weapons. You also have binoculars and a folder with a progress log and goals. To get more items like ammunition, grenades and medicine, you will need to explore the current location, but weapons and associated ammunition can be easily looted from eliminated enemies as they will not relax. So it pays to be patient and remove all enemy NPCs to move on; the game emphasizes rudeness because there are cameras as well as alarms. You can break into security buildings to disable the cameras for a few minutes, but it has a hidden timer, so it is recommended that you destroy them whenever you can. Alarms can also be turned off with a button located around the place, but will sound again when the enemy is warned enough. Unfortunately, they usually miss your presence a; Prepare for disappointment. Bad AI enemies is one of the biggest drawbacks of the game. They have a limited range of sight and sound, even if you shoot them with an unlocked rifle, they will usually not hear and may not see a dead body if they are far enough away. Alarms also do not affect all enemies, although in some ways this limitation may be due to the lack of a non-lethal method of elimination in games that do nothing; Another problem in the game is the complete absence of a storage system. There are no billing checkpoints in the middle of the mission. Once you die the mission fails and you go back to the beginning, all the progress is that most missions are long. It doesn’t help that you can’t destroy enemies in any way without them making noise, so this just frustrates the game; The final problem is the lack of multiplayer modes, although this is not so important in the game. However, it is still disappointing to see how the shooting game implements hidden tactical mechanics and does not allow players to interact or compete with each other like other shooting games of their generation. : Covert Strike got this way of working and the ability to save just because fans wanted a benchmark for future stealth games. The project was actually a long-awaited game in its day, as it had a different style of play compared to other FPS games at the time. However, there are serious manavital signs and overall annoying AI programming in response to player actions taken due to unsatisfactory experience. Surprisingly, however, it continued to become a popular and now nostalgic piece in the childhood of fans of invisible shooters.