1. the number pad is how you call individual members to you quickly 2. team behavior is affected by their aggro status. Telling them to go stealthy helps a bit with them following you. 3. Certain parts of missions involving Bronson detecting mines are permanently bugged since some the more recent patches so thats why there are "invisible" mines.
Those are very interesting tips, can you give more about the Squad command? What is Disperse useful for, i know "Attack" and "Cover" are good for moving in while being in suppressive fire and viceversa but i never quite got the grasp about the whole system.
7:23 - there are no "invisible mines", you can literally see a wire that you trip. Booby traps is one of the first things your pointman talks to you about in the first proper level of the game.
I'd say that the overall design of this game is very cohesive - all elements serve the purpose of making it an atmospheric slow-paced immersive semi squad-based shooter. The graphics may be basic, but the art direction is great - the team squeezed every drop of atmosphere out of the engine they had/ I actually kind of like how they made small creeks and waterfalls, I just wish they used higher-resolution textures. I also think that Hawkins screaming when getting hit serves the atmosphere as well. I do agree that friendly AI has significant pathfinding issues and enemy AI can be bullshit accurate.
1. the number pad is how you call individual members to you quickly
2. team behavior is affected by their aggro status. Telling them to go stealthy helps a bit with them following you.
3. Certain parts of missions involving Bronson detecting mines are permanently bugged since some the more recent patches so thats why there are "invisible" mines.
Those are very interesting tips, can you give more about the Squad command? What is Disperse useful for, i know "Attack" and "Cover" are good for moving in while being in suppressive fire and viceversa but i never quite got the grasp about the whole system.
7:23 - there are no "invisible mines", you can literally see a wire that you trip. Booby traps is one of the first things your pointman talks to you about in the first proper level of the game.
Like your review, I played this game alot as a kid on console but I dont remember ANY of the Nui Pek stuff. Somethings must have been different.
The PS2 version Purple Haze. Is different I belive.
I'd say that the overall design of this game is very cohesive - all elements serve the purpose of making it an atmospheric slow-paced immersive semi squad-based shooter. The graphics may be basic, but the art direction is great - the team squeezed every drop of atmosphere out of the engine they had/ I actually kind of like how they made small creeks and waterfalls, I just wish they used higher-resolution textures. I also think that Hawkins screaming when getting hit serves the atmosphere as well. I do agree that friendly AI has significant pathfinding issues and enemy AI can be bullshit accurate.
vc sometime use the grease gun though, which is a US weapon