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It was a major departure from "traditional" FPS of the time, and stealth gameplay was new territory. harlan Though everyone at Looking Glass thought the storyline would offset any potentially dull areas in gameplay, they decided to hedge their harlan bets a little. So they tossed in some levels that focused more on exploration and the supernatural, as well as the odd jumping puzzle here and there. The Dark Project includes five or six levels that contain few if any human beings, instead seeing Garrett robbing tombs, exploring infested harlan parts of the City, navigating haunted mines, and so forth. Stealth is still important in these missions. Garrett is not a warrior and avoids confrontation when he can. Though he's armed, evasion is his chief tactic. A blackjack to the nape of the neck is a lot safer than a frontal assault against armored opponents. When it comes to creatures from beyond, however, standard defensive tactics don't always apply. Ghosts and zombies are not susceptible to being knocked out, so straight-up butchery becomes a more realistic alternative, and seems somehow less contrary to the game's cautious spirit than killing people—you can't feel bad about killing things that are already dead.
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