Tom clancys ghost recon 2001 pc download
Thill this one is Tom Clancy-emlorsed just makes it oven stranger After all, this is the man who told ns about a Japanese terrorist Hying a into Capitol Mill and an Ebola attack from Iran in Executive Orders, ol which a him version is likely to be cancelled. He also described Arab terrorists planting a nuclear bomb at the Super Howl in The Sum ot All Ferns, another unlikely adaptation which is still in production. It's not surprising the CIA is rumoured to have contacted him and other thriller writers so they can prevent future book plots from happening in the real world.
It's all very confusing, but you don't really need to concern yourself with it too much. All you need to know is who to shoot and what to blow up. In a brilliant stroke of foresight, developer Red Storm decided against making the enemy a Middle Eastern rogue state an idea which was discussed and wisely dumped you in the cold green hills of the Union Formerly Known as Soviet rattier than some Arab mountains. Anyone who's played Rainbow Six or Hogue Spear will be immediately familiar with the feel of the game although this time the close-quarters interiors have been replaced with massive outside locations, and the anti-terrorist squad makes way for a new Special Forces unit from the US army known as ghosts.
Probably so-called because, like most soldiers in team-based shooters, they keep ending up dead. If there is one thing that the war campaign against the Taliban has taught us.
If you showed the same degree of accuracy in Ghosl Recon as the US has displayed in their bombing of Afghanistan, it would be game over within seconds. There's no room here for a 'whoops, we seem to be five miles off our target and have hit a Red Cross building instead' approach. Right from the word go you are left to the mercy of the elements, fighting against rain, snow and wind, with nothing but trees and rocks to cover you.
If you spot a group of enemy soldiers you better be damned sure you hit them, otherwise they're going to be counting the bullets out of your body back home. The initial effect is a bit disorienting if you're used to opening a door, peeking round the corner and creeping along the carpet, as you'd do in Rogue Spear or in that other great team-based tactical shooter, SWAT Here you're dwarfed by a vast expanse of sky while land stretches out in almost every direction.
Many of the missions - there are 15 in all -take place in wooded areas, and Red Storm has taken great care to recreate the real thing. Forget about the trees in Flashpoint, those sickly messes of brown and green smudges. In Ghost Recon the trees look like they could produce oxygen as they sway in the breeze, and even lose leaves when you shoot through them.
The forests feel alive with sound and breathing nature; this is probably the closest a game has come to simulating a trip to the woods.
But what does it feel like to play in them? Well, first I should tell you that there's more to the game than trees. Missions are varied and take place in foggy marshes, snowy cities and ruined villages. Objectives are all standard fare, such as rescuing downed pilots, blowing up bridges and tanks and clearing areas of enemy forces. Needless to say, a gung-ho approach will have you dead within seconds. This is a game that requires plenty of tactical thinking.
Thankfully, the obnoxious pre-mission planning from the Rainbow Six series is gone, replaced with a flashy ingame command system. At the stroke of a key you can bring up a tiny map, where you can give orders to your three teams, made up of a maximum of six soldiers overall.
You can give them waypoints, tell them to lay down suppressive fire, go into recon mode or cover an area for enemies. The action doesn't stop while you're in the command map, but it doesn't take long to get used to it and tell your soldiers what to do. There are also a group of hotkeys that control their stance and movement, making it easy to lay ambushes.
You are only ever in control of a single soldier, but you can jump into any of the others whenever you like. This is important because, although you can give orders, you need to do much of the shooting yourself.
This isn't a criticism. If you could just sit back giving orders and letting your team do all the work it would be a very boring game. Artificial intelligence has recently got a lot of bad press, thanks mainly to a rather dreadful Spielberg movie, but the AI in this game is well balanced.
Enemies are not so intelligent that they're impossible to kill their hearing on the medium difficulty setting is bad enough that they don't all come running when you fire a shot but they're smart enough to take cover and lie down, and the fact that they're not always deadly accurate with their shots just makes them more realistic.
Because the nature of the game isn't inclined towards arcade shooting, the kind of sharp AI present in Half-Life wouldn't work here anyway. Similarly, your computer-controlled team members are smart enough to take cover and shoot down enemies within sight unless you've put them on recon mode , but not so good that you can send them ahead to take care of business while you sit back. The difficulty is balanced equally carefully. It's not so hard that you get stuck in an impossible situation, but not so easy that you can just Rambo your way through it without some creative tactical thinking.
The game is really more about coordinating attacks and getting your men in the right positions at the right time than it is about first-person shooting skills. As in Operation Flashpoint you spend much of your time shooting at little dots on the horizon. Thankfully, you can use a sniper right from the start so you can zoom in and see who you're killing.
Even so, this is more likely to turn the enemies into visible human shapes rather than make their heads cover the screen. I'm sure it's realistic, but it's a shame that you don't get to see the detail of those enemies up close until they're corpses littering the ground. For the same reason you don't often get to see their great death animations, where shot soldiers grab their stomachs and whirl to the floor in a perfect motion-captured demise.
This is one of the main problems with the graphics. The wide-open spaces don't allow much room for detail - except for the trees - and it's all concentrated on the brilliant models. But there's only so much time you can spend looking at your own team members. The engine also has its limitations, as evinced by the rather heavy fogging effects.
Don't expect to snipe someone at the distances you could in Project IGI. The wide outside spaces also make it hard to always know what's going on, and you could easily find yourself under fire without having a clue where it's coming from. When this happens, unless you find cover pretty sharpish, you'll experience a rather painful death which will have you recoiling from your mouse as it you'd been hit yourself.
You can almost feel the bullet kicking the life out of you before you thud to the ground in an expanding pool of crimson. But, while death nearly always arrives with a single shot to the head, you can also get injured. Each of your soldiers' bodies is divided into zones simplified versions of JC Denton's in Dens fx so you can see where you've been hit.
Get shot in the leg and not only will you slow down, you'll hear your own gasps of pain, making you wince with every step. You do get some help in the way of a threat indicator - a sort of soldiery spider sense - which shows you the general direction of the enemy and tells you when you're really close to them. It also shows you the direction you're being shot at from. Like I said before, it's not all trees and forests.
Night missions work well, but they're short enough so that the green night vision doesn't start to irritate your eyes. The best levels are the ones based in cities, where you have the benefit of windows to snipe from and from where you have to pick off enemy gunners , cars to hide behind and the sort of surroundings most of us feel more comfortable in.
You usually get closer to your enemies in urban settings too, so they don't become distant dots so much. But while Ghost Recon has nothing to do with terrorists or the Middle East, it still feels a bit sinister to be controlling US soldiers infiltrating another country, and shooting soldiers in order to 'sort out' that country.
Especially when you get things like this in the briefings: "There are plenty of refugees in the streets and we want to keep collateral damage to a minimum. This is, as I've already mentioned, more of a hardcore simulation than a fantasy shoot 'em up. Remember that the Rogue Spear engine, of which this is a heavily modified version, is being used by the US military to train their soldiers. It makes you wonder about the future of these kind of titles as they get more and more realistic.
For the moment though, Ghost Recon is good enough for you to push any moral dilemmas aside and concentrate on team-based tactics and good old shooting reflexes.
And it possesses the main ingredient so essential to these types of games: no matter how many times you die, you keep coming back for more until you've cracked it. At the start of the game you have a pool of soldiers to choose from - riflemen, support, demolition, sniper - and each one has stats in four different attributes: weapons, stealth, endurance and leadership.
Every time a soldier survives a mission you get a point to spend two if he or she manages a lot of kills, which is a nice bonus. Not only can you can start building characters straight away, but you can relate to them more than usual.
In addition, completing secondary objectives unlocks specialist characters who excel in their field and make your job easier later on. These make you realise how important the RPG system is. Not only do you notice significant improvements in your movements, speed and accuracy, you also get some better weapons.
The sniper rifle in particular is much better than your initial one and just makes the challenge all the more rewarding. The multiplayer game allows up to 36 people to take part spread out across six teams. As in the single-player game, there is a command interface, but only one person per team can give orders. When they die, the game automatically promotes the next in line and if you don't agree with their tactics you can vote them out.
But the biggest innovation, and the thing that should elevate Ghost Recotfs online status, is the ability to lead a group of A! So you don't need 36 people to start massive battles. We'll let you know how this works in practice when we review it in the online section. You can also play through the single-player game with your buddies. If the whole team ethic doesn't appeal to you however, you can still go at it solo. Online modes include Hamburger Hill, where you have to control a zone of the map for the longest time possible; Last Man Standing, Search and Rescue and Sharpshooter, where the player with most kills wins.
Take your choice. War has broken out on the borders of Russia and the fate of the world hangs in the balance. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Languages :. Publisher: Ubisoft. Share Embed. Read Critic Reviews. Add to Cart.
View Community Hub. About This Game Eastern Europe, Their mission: Spearhead the way for a NATO peacekeeping force, and keep the lid on the conflict before it mushrooms All the realism, sweat, and fear from the Game of The Year: Award-winning tension and deadly realism on tomorrow's battlefields. Multiplayer: Online or LAN multiplayer with up to 36 players.
Gameplay: The total combat experience that teaches a deadly, realistic lesson in how to fight on tomorrow's battlefields. Includes: 23 single-player missions, 11 multiplayer maps, and six multiplayer modes. These chipsets are currently the only ones that will run this game. See all. Customer reviews. Overall Reviews:.
The stunning atmospheres include marshes and fields, falling rain, and shadows appearing as you approach target points. Snipers take out patrols from a distance, trees or weeds offer cover, and sights and sounds draw you in as the mission intensity increases.
Exploration takes you to environments like a forest-covered valley, fields, a bombed-out village, and even the grandeur of Red Square, just to name a few. Sound is important as audio clues let you know where the enemy is hiding or where a bomb may land. Thunder rolls just before rain breaks out, jets make you almost want to duck and cover as they scream overhead, and weapon effects and impacts are extremely realistic.
Footsteps have weight and differ on ground or cement. Bullet impacts are distinctive when hitting a person as opposed to a wall; you can even hear near misses as they zip past your ears. The music soundtrack is best turned down to allow full access to other ambient sounds. The enemy AI is a mix of amazingly smart and fairly dense. If you don't pay attention, enemies can sneak up behind you or even out flank you, leaving you pinned down in a hail of gunfire.
Reactions are life-like; if you kill one enemy with sniper fire, his buddy will sound the alarm. Conversely, you might throw a grenade at a certain spot and nearby enemies may take no notice of you or the destruction going on.
At the least, though, enemies are mobile and will show up almost anywhere at anytime -- just like in real-life. A threat indicator helps you find enemies you can't get a visual lock on, and a separate set of signals warns you of incoming enemy fire or when you're within 40 meters of an enemy.
It's best to take the help with a grain of salt, though, as you could be standing under a foot bridge when your indicator and warning noises go off, leaving you a bit panicked and dumbfounded. Your own team seems a bit denser than does the enemy AI.
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