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Covert Strike doesn't use pixel shaders, but it does employ some slick water and particle effects, plus realistic landscape features and human modeling. They're still using sprites for trees, but the only serious complaint about Covert Strike's graphic try engine is the lack of dynamic lighteven so, it looks fairly good. Engine-supported anti-aliasing and excellent positional audio are icing on the cake. Innerloop didn't fail us technologically with the first IGI and they don't fail us this time. The tightness and stability of their engines (not counting the crappy performance of King Suck try the Sucky's try video drivers) is likely the result of the company's focus on the console space, where sloppy code is less forgivable. IGI was teased because it tried to concentrate on realism and stealth when it was really balls-to-the-wall action; it was easier to go in guns blazing and ignore the alarms, despite the fact that opponents respawned and seemed almost preternaturally aware of Jones's presence.
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