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It is 3D online game, has two characters Russian and French spies, you can play with both, but they are enemies, also game has missions and mode where you get black car and new outfits. anyone know? If so, tell me, I will thank you all over my life.

Finding Your game Chapter 1:Topic(Spy’s)I will list every game pertaining to spies, then I will get into the specific descriptions and find the games that Match your description the most.1984 Spy vs Spy:Spy vs. Spy is a video game written by Michael Riedel for the Commodore 64 and published by First Star Software in 1984. A port for the Atari 8-bit family was released simultaneously. It is a two-player, split-screen game, based on Madmagazine's long-running cartoon strip Spy vs. Spy, about the slapstick antics of two spies trying to kill each other with improbably elaborate traps and weapons.Spy vs. SpyEuropean Commodore 64 cover artDeveloper(s)First Star SoftwarePublisher(s)Beyond Software (UK)Tynesoft (BBC, Electron)Wicked Software (Amiga, ST)Kemco (NES, GBC)Robots and Pencils (iOS)Designer(s)Michael Riedel [1]Programmer(s)Commodore 64Michael Riedel [1]Atari 8-bitJim Nangano[1]Composer(s)Nick ScarimHiroyuki MasunoPlatform(s)Acorn Electron, Amiga, Amstrad CPC, Apple II, Atari 8-bit, Atari ST, BBC Micro, Commodore 64 / 16, Game Boy, Game Boy Color, MSX, NES, Master System, Sharp X1, ZX SpectrumRelease1984Atari 8-bitNA: 1984Commodore 64NA: 1984Amstrad CPCNA: 1985Apple IINA: 1985ZX SpectrumNA: 1985NESJP: April 26, 1986NA: September01 - October 31, 1988[2]PAL: July 27, 1990Master System[3]JP: September 20, 1986NA: 1986PAL: 1986AmigaNA: 1989Atari STNA: 1989Game BoyNA: January 16, 1991Game Boy ColorNA: August 1, 1999Mode(s)Single-player, multiplayerIt was ported to the Apple II, ZX Spectrum, Acorn Electron, Atari ST, BBC Micro, Commodore 16, MSX, Amstrad CPC, Amiga, Master System, Game Boy, Game Boy Color, and Nintendo Entertainment System, which was emulated on the Game Boy Advance.GameplayEditWhite Spy has just found the briefcase (Atari 8-bit)The object of the game is to collect various secret items in a briefcase and exit the building through a door to the airport, either before the opposing player exits or before the timer runs out. While searching for the items, traps can be laid to take out the opponent (or the player himself, if careless). Each spy has a personal countdown timer which depletes by 30 seconds upon each death.The arena is an embassy, constructed from a series of interconnected rooms laid out on a grid pattern. Higher levels have more rooms and therefore a larger play area. The spies can engage in hand-to-hand combat (achieved by wiggling the joystick or directional pad left and right or up and down when the spies are in proximity to each other) as well as place traps on the furniture and doors which occupy the playing area. These traps are triggered when a spy searches a piece of furniture or opens a booby trapped door, resulting in a cartoon-style animation showing the subject being shot, blown up, etc., and floating up to heaven as an angel.Strategy is introduced by limiting the numbers of each trap a spy can use and by allowing the traps to be triggered by either spy. Some pieces of furniture also contain 'remedies' which match up to specific traps; these allow a trap to be defused, but can only be fetched one at a time.Spy vs Spy 2005:Spy vs. Spy is a video game developed by Vicious Cycle Software, published by Global Star Software and based on the MADmagazine's titular comic strip. The game features the two spies ("Black" and "White") in a unique story mode, plus two other game modes ("Modern" and "Classic"), and a multiplayer mode for up to 4 players. A GameCube version was planned, but it was cancelled.Spy vs. SpyPlayStation 2 cover artDeveloper(s)Vicious Cycle SoftwarePublisher(s)Global Star SoftwareMADEngineVicious EnginePlatform(s)Xbox, PlayStation 2ReleaseXboxNA: April 6, 2005PAL: April 29, 2005PlayStation 2PAL: April 29, 2005Genre(s)PlatformerGame modesEditStory modeEditIn this single-player mode, the player is able to choose between Black Spy or White Spy to complete a variety of missions filled with puzzles and a cast of enemies, including the enemy spy, all of which are AI-controlled. The story has been developed to be like an extended episode of the 1960s cartoon with a modern twist. The choice of spy does not matter –– the player will still receive the same weapons and gadgets on either campaign. Likewise also, there are the same missions each way. The main story in this mode revolves around the two spies trying to stop the superweapon of an evil general and trying to outsmart each other along the way.Modern/Classic modeEditThese modes can be played in Single player or Multiplayer. The aim of these modes is to collect 4 artifacts, (Key, Disguise, Gadget(Remote), Bucks Bag(Money Bag) from safes around the map (and a Briefcase in Classic mode to carry all of the items) before the other spy, and then escaping in either the elevator or (in Modern mode) some unusual getaway vehicle. The winner is the player who collects all 4 artifacts from the map and then escapes. This rule applies in both Modern and Classic modes - the only difference is that the 8 Modern maps are all unique and different, but the Classic maps are more like the 1960s cartoon and the original game. The 8 Modern modes are: The Mansion, The Kooky Carnival, The Robot Factory, The Oil Rig, The Haunted House, The Volcano Lair, Area 51 & The Space Station, whereas the Classic mode increases in room size by 1 every level.Other multiplayer modesEditIn this mode, two new coloured spies are introduced, Red and Blue. These spies are AI-controlled with 2 players or can be chosen in 3 or 4-player mode. These are basically Deathmatch/Capture the Flag style games - kill all other spies and capture their flags to win, and can be played in either Modern or Classic modes.Spy vs Spy 2005 is the closest match so farHas Two Characters, Which are both spies and are enemiesHas missions and is multiplayerExclusions:Can’t recall if the spies are French and RussianI tried looking for a mode where you get a black car and new outfits, couldn’t find anythingSpyParty:SpyParty is a stealth video game developed by Chris Hecker. SpyParty was first shown at the Experimental Gameplay Workshop at the 2009 Game Developers Conference.[1] Hecker describes his game as "an asymmetric multiplayer espionage game, dealing with the subtlety of human behavior, character, personality, and social mores, instead of the usual spy game explosions and car chases".[4]SpyPartyDeveloper(s)Chris Hecker, [1] John CiminoPublisher(s)Chris HeckerArtist(s)John Cimino, Reika Yoshino[2]EngineCustomPlatform(s)Windows, OS XReleaseApril 12, 2018[3](Steam Early Access)Genre(s)StealthMode(s)MultiplayerGameplayEditA spy attempting to complete a missionA round of SpyParty is played between two players: one is the "spy" and the other is the "sniper". The spy is given control of one of several avatars at a high society cocktail party, and must complete a pre-determined number of missions within a time limit while attempting to blend in with the other non-playing characters. The sniper, viewing the party from the outside, does not know which avatar is the spy and must observe all of them to deduce which one it is.[5] The sniper wins if they identify the spy and shoot them or if the spy runs out of time without finishing their missions. The spy wins the game if they complete all of their missions or if the sniper shoots a character other than the spy.Sniper gameplayHecker has stated that there will be modes beyond than the current two-player Spy vs. Sniper game in the future once the core game design is complete.[6]Hmmm…I’m just going to list every single game I can find pertaining to Spies(Topic) until I find the closest match to your descriptionKGB (video game)LanguageWatchEditKGB is a video game released for the Amigaand IBM PC compatibles in 1992. Set in the decadent final days of the Soviet Union, KGB is considered to be quite difficult, even for experienced gamers, since it relies on a real time clock and correct/wrong answers which can end the game immediately or after an event needed to be triggered; also, players may make errors which they will notice only hours later in-game. The game engine, graphics and interface have plenty of similarities with Cryo's Dune.KGBConspiracyBox art of KGBDeveloper(s)CryoPublisher(s)Virgin GamesDesigner(s)Johan RobsonProgrammer(s)Yves LamoureuxArtist(s)Michel RhoWriter(s)Johan RobsonComposer(s)Stéphane PicqPlatform(s)MS-DOS, AmigaRelease1992Genre(s)AdventureMode(s)Single-playerKGB was also released on CD under the title Conspiracy, which included clips of Rukov's father played by Donald Sutherland giving advice. In the CD version, all references to "KGB" within the game and manual were changed to "Conspiracy".PlotEditThe game is set in the summer of 1991.[1] The protagonist, Captain Maksim Mikahilovich Rukov, recently transferred to the Department P from the GRU after three years' duty, is ordered to investigate possible corruption inside the KGB after a former agent turned private eye was found murdered. However, as the plot progresses, Rukov finds himself investigating a political plot of dangerous proportions.Main charactersEditCaptain Maksim Mikhailovich Rukov was born on 12 January 1966 in Sverdlovsk. His parents, Mikhail Stepanovich Rukov and Svetlava Shailova, were killed on 23 May 1983 during an Afghan terrorist attack in Dushanbe (in the Tajik SSR) where his father was on active duty. Rukov learned English, Arabic and Spanish and joined the Spetsnazas a paratrooper in 1988. The game begins as he makes his first steps in Department P.Uncle Vanya is the brother of Rukov's father. He was also injured in the attack and uses a wheelchair, but is still able to take care of his nephew. He seems very suspicious of Maks's new employers. (The name "Uncle Vanya" is a nod to the play of the same name by Anton Chekhov[citation needed])Major Vovlov is Rukov's direct superior at Department P. He is bad-tempered and authoritarian.Colonel Viktor Galushkin works at Department P. He personally knew Rukov's father and went after his assassins.Major Radomir Savinkov, also a Department P member, is Rukov's controller in Leningrad. He is highly intelligent.Colonel Vladimir Kusnetsov is the head of KGB's Department 7 in Leningrad. He is very hostile to Department P.Captain Piotr Chapkin works at Department 7 with his father-in-law, Colonel Kusnetsov.Major Grigori Agabekov is second in command at Department 7. He served in Afghanistan. He has a clean record and good reputation.Nathaniel Greenberg and Carla Wallaceare American CIA agents who happen to be working on the same case as Rukov.The Operative: No One Lives Forever(abbreviated as NOLF) is a first-person shooter video game with stealth gameplayelements, developed by Monolith Productionsand published by Fox Interactive, released for Microsoft Windows in 2000. The game was ported later to the PlayStation 2 and Mac OS X.The Operative: No One Lives ForeverBox art, portraying protagonist Cate ArcherDeveloper(s)Monolith ProductionsPublisher(s)Microsoft WindowsFox InteractiveMac OS XMacPlayPlayStation 2Sierra EntertainmentProducer(s)Chris MillerSamantha RyanDesigner(s)Craig HubbardProgrammer(s)Kevin StephensArtist(s)Wes SaulsberryComposer(s)Guy WhitmoreEngineLithtech 2.2Platform(s)Microsoft Windows, PlayStation 2, Mac OS XReleaseNovember 9, 2000Microsoft WindowsNA: November 9, 2000EU: December 8, 2000PlayStation 2NA: April 18, 2002EU: May 24, 2002Mac OS XNA: November 21, 2002Genre(s)First-person shooter, stealthMode(s)Single-player, multiplayer(Windows, Mac)A story-driven game set in the 1960s, No One Lives Forever has been critically acclaimed for its stylistic representation of the era in the spirit of many spy films and television series of that decade, as well as for its humor. Players control female protagonist Cate Archer, who works for a secret organization that watches over world peace. In addition to a range of firearms, the game contains several gadgets disguised as ordinary female fashion items.At the time of its release, many reviewers felt that No One Lives Forever was the best first-person shooter since 1998's Half-Life. After receiving several Game of the Year awards in the press, a special Game of the Year Editionwas released in 2001, which included an additional mission. The Operative: No One Lives Forever was followed by a sequel, No One Lives Forever 2: A Spy in H.A.R.M.'s Way, in 2002, and a spin-off that takes place during the time between the first two games entitled Contract J.A.C.K. released in 2003, both developed by Monolith.A re-release of the game has been hampered by the complicated state of the series' intellectual property (IP) rights, with even parties assumed to be in possession of the IP having publicly admitted not knowing the precise legal situation of the series.[1]GameplayEditThe Operative: No One Lives Forever is a story-driven video game, set in the 1960s, and stars spy Cate Archer as the eponymous Operative, who works for UNITY—a secret international organization "dedicated to protecting humanity from megalomaniacs bent upon world domination."[2] During the story of the game, Archer is sent on missions to a number of locales, including Morocco, East and West Germany, the Caribbean, and the Alps, where she gets into intense situations, such as scuba diving a shipwreck, free-falling from an airplane without a parachute, and exploring a space station in outer space, all the while fighting armed villains.The game is a mixture of a first-person shooterand a stealth game. Most, but not all, missions can be solved in multiple ways: using sneaking to avoid danger or by going in with guns blazing. A stealthy approach can be taken to evade security cameras, guard dogs and other obstacles. Enemies are aware of noise made by the player, including footsteps and weapon fire, and they also react to footprints in the snow, and dead bodies left lying around. The game features a wide variety of firearms, including a semi-automatic pistol, a revolver, a submachine gun, a sniper rifle, and an assault rifle. Some of the weapons can be loaded with different types of ammunition, including standard full metal jacket bullets, dum dum rounds that expand on impact and cause bleeding damage, and phosphorus-coatedtracer bullets that continue to burn upon impact. Silencers and scopes can also be fitted on some weapons.In No One Lives Forever, protagonist Cate Archer is sent on a variety of missions, including protecting a U.S. ambassador from assassins in Marrakesh, Morocco.A novel feature of the game is its array of gadgets, often disguised as ordinary female fashion objects. For example, lipsticks double as various explosives, perfume bottles hold materials such as sleeping gas, a barrette also functions as a lockpick and poison dagger, sunglasses can be used for photographing evidence and detecting land mines, and a belt buckle hides a zip line inside it. Other gadgets include a body-removing powder for disposing of incriminating corpses, a robotic poodle to distract guard dogs, and a rocket launcher disguised as a briefcase. An ordinary coin can be thrown to confuse enemies, giving the player the opportunity to sneak by without a guard noticing. A cigarette lighter can also be used as a miniature welding torch. These ingenious gadgets come from UNITY's gadget lab, led by its main inventor and scientist, Santa. "Santa's Workshop" continuously works on these covert gadgets and provides Cate with them as the game progresses.In various sections of the game, the player can ride a motorcycle, or a snowmobile.[2] Other segments of the game involve boss fights. If the player chooses to be stealthy, they can overhear humorous conversations between non-player characters, such as guards, scientists and civilians. Occasionally, the player can engage in conversations with such characters. In certain cutscenes, the game uses a dialog tree, where the player can choose between different questions and responses when talking to another character.The missions in the game are littered with "intelligence items": briefcases, envelopes, and manila folders containing textual notes which often provide humorous side-notes and helpful hints to the game. The collection of intelligence items is optional. Special power-ups, called "gear" items are also available for collection during the game, such as "fuzzy slippers" that reduce noise made by movement, earplugs that reduce damage from explosions, and a fire extinguisher that protects the player from burn damage. These gear items are sometimes located in hard-to-reach areas. At the start of each mission, the player can choose which weapons, gadgets and gear to take with them. Some intelligence and gear items cannot be collected on the first playthrough of the game, as the necessary gadgets to reach them are not unlocked until later in the game. If the player wants to collect these items, they have to revisit the mission with the appropriate equipment.[i][3]Gadgets are often disguised as ordinary female fashion items, such as these lipstick explosive devices.At the end of each mission, the game displays various statistics, as well as any awards and bonuses earned during the mission. Awards are humorous textual notes given for the player's performance during a mission; these include awards for using a very low or a very high number of bullets, or a "Thanks For Not Getting Hurt Award" for avoiding damage. The player also receives a rank, such as "Trainee" or "Super Spy", which is based on the number of intelligence items obtained during the mission. Achieving a high mission rank increases the player's maximum health, armor and ammo capacity, as well as stealth, the amount of inflicted damage, and the accuracy of their shots.[3][4][5]No One Lives Forever also includes multiplayer gameplay online or over a local area network. There are two multiplayer modes available: standard deathmatch, and "H.A.R.M. vs. UNITY". The latter is a team deathmatch mode, where the goal is to capture as much intelligence for a player's team as possible, by sneaking in to the enemy team's base, finding the item, and photographing it.PlotEditStoryEditUNITY is a secret international organization headquartered somewhere in England that protects humanity from outsiders who want to take over the world. In 1960, over half of the UNITY's elite agents are murdered by an unknown assassin within a week, leaving UNITY with a critical manpower shortage. They are forced to send UNITY agent Cate Archer and her mentor, Bruno Lawrie, on a series of high-profile missions. Cate is an ex-cat burglar, and is UNITY's first female spy operative. UNITY's leaders, Jones and Smith, are skeptical of Cate working as a field agent, and have previously relegated her to more mundane assignments. Intelligence reveals that a Russian assassin named Dmitrij Volkov and a new terrorist organization named H.A.R.M. are responsible for the murders of UNITY's former agents. Cate and Bruno embark on a dangerous assignment in Morocco, which later turns out to be an ambush set up by Volkov and his men. Cate manages to escape Morocco whilst Bruno is shot by Volkov. In the UNITY headquarters, Jones and Smith reveal that Volkov killed Bruno simply because he was the traitor, to which Cate reacts with disbelief.She is then tasked to escort Dr. Otto Schenker, an East German scientist, to England. Later on, as Cate and Dr. Schenker fly back to England, he is captured by H.A.R.M., led by Magnus Armstrong, who knocks Cate unconscious. Armstrong decides to spare Cate's life, believing that she is a fellow Scot. Cate awakens and is soon thrown from the plane as it explodes. After surviving the fall via parachute, Cate is later introduced to a new partner, Tom Goodman, a UNITY agent from the American branch. After meeting him in a nightclub in Hamburg, they are ambushed by H.A.R.M. but manage to escape. The nightclub is owned by a German singer named Inge Wagner, whom Cate suspects is connected with H.A.R.M. The two are then tasked to investigate a cargo freighter containing several suspicious chemical containers that UNITY believes are linked to Dr. Schenker. Cate gets in the freighter, and after taking photos of the containers, is knocked unconscious by Armstrong, who spares her life by locking her in a cargo hold, thus ignoring Wagner's insistence that she must be liquidated. As the freighter heads out to sea, it slowly begins to sink, due to a huge explosion. Wagner and Armstrong escape immediately, but Cate has to fight her way out of the bowels of the freighter. Because Cate could not obtain the required information, she and Tom must return to the sunken freighter to finish gathering intelligence aboard. Cate goes scuba diving, and after investigating the shipwreck and obtaining the captain's log and the cargo manifest, she is ambushed by H.A.R.M. divers sent from a submarine commanded by Armstrong and Wagner but manages to escape.Later, Cate finds out about a connection between H.A.R.M. and a large manufacturing firm named Dumas Industrial Enterprises, which was operated by Baron Archibald Dumas. However, the Baron claims he has no intelligence regarding his connection to H.A.R.M.Later, Cate infiltrates the Dumas corporate headquarters, gaining access to their highly guarded safe, and photographing some relevant documents, despite heavy opposition, including an ear-splitting deathmatch against Wagner. However, after photographing the headquarter's final document, Cate escapes the headquarters despite witnessing Tom being shot by Volkov.Meanwhile, H.A.R.M. starts infecting and killing innocent people using Dr. Schenker's biological explosive development. The chemical is injected into the living host, and it feeds on organic material until it culminates in a massive explosion. H.A.R.M. states that if their ransom demands are not met, they will continue to use human time bombs to cause destruction around the world. Cate embarks on a train ride to Washington, where Dr. Schenker is believed to be located. Cate finds him and manages to escort him to safety using an underground base.Soon after, Dr. Schenker reveals that the antidote for the chemical reagent is located in H.A.R.M.'s space station. Cate travels to a small island located in the Caribbean, where she infiltrates a secret space launch facility. Cate discovers that a rocket will be sent to the space station that afternoon to collect some antidote. Disguised as a H.A.R.M. space agent, Cate boards the rocket and travels to H.A.R.M.'s space station. While she is searching for the antidote, the space station is struck by a meteor shower, causing it to implode. Cate obtains a large antidote sample and uses an escape pod to return to Earth safely.Now in possession of the antidote, UNITY needs the list of infected people to find out who administered it, during which Cate believes that the real mastermind behind H.A.R.M.'s events is the Baron's wife, Baroness Felicity Dumas, who is believed to be in possession of the list. Later, Cate heads to the Dumas' château located in the German Alps. While there, she is knocked unconscious by Armstrong, who spares her life by locking her in a cell. The Baroness gloats at Cate about her plans to take over the world and leaves. Cate then provokes Armstrong into an ensuing fist fight. After being defeated, Armstrong agrees to let Cate go, and defects H.A.R.M. by telling her where the list is located. Cate then realizes that she was infected after being shot with a blowgun by Wagner in Hamburg days ago. The Baroness mentions that Wagner must have set the count-down to 10 days instead of 10 hours. Eventually, Cate obtains another antidote and later, the list located in the Baroness's hidden lair.When Cate traveled down the mountain via a gondola lift, defeating the H.A.R.M. helicopters in the process, she encounters Volkov and a gun duel ensues. During their duel, an explosion causes an avalanche to send Volkov over the edge of a cliff. Later, Cate is confronted by the Baroness, and another gun duel ensues. After defeating the Baroness, she reveals that she has also infected herself and is about to detonate. Cate hurries to clear the civilians off the streets, and hides inside a building as the Baroness explodes.Back at UNITY's headquarters, Cate is congratulated for a mission well done, and everybody leaves to grab some rest. Cate arrives at a graveyard where Bruno was buried to pay her respects. She is then confronted by the supposedly long-dead Tom Goodman, who reveals that he is the real traitor within UNITY, and a final gun duel ensues. Cate manages to injure Tom and arrest him, but Smith shoots Tom, causing him to fall into a freshly dug grave. Smith then tries to shoot Cate as well, but Jones shoots Smith and reveals that Bruno is still alive. Smith attempts his one last effort to shoot Cate, but Cate kills Smith just in time. With Tom and Smith shot dead, Jones and Bruno decide to tell Cate the truth; Bruno falsified his death so that Cate and the rest of UNITY could find the real traitor. Seven years ago, Smith was taken out of the field by UNITY due to his inadequate fieldwork. In order to sabotage UNITY as a way to avenge himself, Smith joins H.A.R.M. to kill the real Tom Goodman, and replace him with an impostor. When Cate's investigation initially foiled H.A.R.M.'s plan, both Smith and his mole were forced to reveal their true intentions. Cate reacts in shock upon finding out the truth.In a post-credits scene, it is revealed that Volkov survived the avalanche and reports back to H.A.R.M.'s mysterious Director, a middle-aged drunk man who Cate has seen several times in different countries during the game.Alpha Protocol is an action role-playing gamedeveloped by Obsidian Entertainment and published by Sega. It was released for Microsoft Windows, PlayStation 3, and Xbox 360 in May 2010. The player assumes control of agent Michael Thorton, a new recruit at a clandestine United States agency called Alpha Protocol, which is given unlimited resources to conduct covert operations on behalf of the government. Thorton becomes a rogue agent and must unravel an international conspiracy to stop a war. Throughout the game, players must make many choices that affect the narrative. Played from a third-person perspective, players can confront enemies using firearms, gadgets, martial arts, and stealth. The game features extensive customization and a dialogue stance system that allows players to select dialogues based on three different tones.Alpha ProtocolDeveloper(s)Obsidian EntertainmentPublisher(s)SegaDirector(s)Chris ParkerProducer(s)Brandon AdlerNathan J. DavisDesigner(s)Chris AvelloneRaymond HolmesProgrammer(s)Jay FongDan SpitzleyArtist(s)Aaron MeyersWriter(s)Chris AvelloneTravis StoutMatt MacLeanBrian MitsodaComposer(s)Jason GravesRod AbernethyEngineUnreal Engine 3Platform(s)Microsoft WindowsPlayStation 3Xbox 360ReleaseAU: May 27, 2010EU: May 28, 2010NA: June 1, 2010Genre(s)Action role-playingMode(s)Single-playerThe game's development began in March 2006 after publisher Sega approached Obsidian for a new intellectual property role-playing game. While Obsidian co-founders Feargus Urquhartand Chris Jones came up with the concept of an "espionage RPG", no one was assigned to lead the project until early 2008. The project was mostly inspired by iconic spy characters such as Jason Bourne, James Bond, and Jack Bauer; and by films including Syriana, Ronin, and The Good, the Bad and the Ugly. Sega also participated in the game's development, supporting the plot rewrite by Chris Avellone, and sending quality assurance and cohesion strike teams to ensure there were no plot holes.Alpha Protocol received polarized reviews upon release. Critics praised the game's setting, customization, and reactivity, but criticized its gameplay, story, graphics, and presentation; it was generally considered to be ambitious but executed many concepts poorly. Retrospectively, the game's reputation improved and it gained a cult following. Despite Obsidian's desire to develop a sequel, intellectual property owner Sega was not satisfied with the game's financial performance and no sequel is planned. All sales of Alpha Protocol were halted in June 2019 due to expired music licenses.GameplayEditIn this gameplay screenshot, Michael Thorton is hiding behind a cover in the midst of a boss fight.Alpha Protocol is an action role-playing gameplayed from a third-person perspective. Players assume control of Michael Thorton, a secret agent who must travel around the world as he unravels a conspiracy that threatens his safety. At the start of the game, players can choose Thorton's agent history; options include Soldiers—which focuses on using heavy firearms, Tech Specialists—which have an arsenal of gadgets to use, and Field Agents—which encourages the use of stealth.[1] There are also Freelancer, Recruit, and Veteran options, in which players custom-build their own class.[2] Players can customize elements of Thorton's appearance, including his hair, eye color, costumes, and accessories including hats and glasses.[3]Missions typically start at a safe house, which serves as a hub for players. In the hub, players can select missions, access the black marketto buy weapons and intelligence, and use the weapon locker.[4] Weapons can be extensively customized; options include the addition of a scope to improve shooting accuracy and the use of phosphorus ammunition to burn enemies. In missions, players can approach their objectives in a variety of ways; they can directly confront enemies using the four weapon classes—submachine guns, pistols, assault rifles, and shotguns—and use gadgets such as grenades, flashbangs, and detonated mines.[5] Players can buy armor that boosts Thorton's endurance during missions. Non-lethal means can also be used; Thorton can use martial arts or tranquilizing guns to knock out enemies, and stealth to evade enemies and security measures such as cameras. Levels are intricate, with multiple paths for players to use and explore.[6] Players can collect money bags and open safes in mission areas, and use the money to buy weapons after returning to the hub.[7] Players can hide behind a cover to evade enemy fire and prevent themselves being noticed. To open locked doors and encrypted computers, and disable alarms, players must hack them by completing mini-games.[8] A mission summary screen, which lists the number of completed objectives and individual players killed or knocked out, appears after the completion of missions.[9]By choosing the correct dialogue options and completing certain gameplay challenges, players can earn small combat enhancements called Perks.[2] Thorton's skills can be extensively customized. Players earn experience points while completing certain actions. Skills points are earned when players level-up after earning sufficient experience points, which can be used to upgrade nine aspects of Thorton's skills; namely Stealth, Pistols, Submachine Guns, Shotguns, Assault Rifles, Sabotage, Technical Aptitude, Toughness and Martial Arts. Spending points on these aspects unlock new skills that can be activated to enhance Thorton's combat efficiency.[10] For instance, a skill known as Chain Shot slows the passage of time and allows players to kill enemies in rapid succession. Players can specialize in three skills, which further raises the level cap.[11]At the heart of Alpha Protocol is the dialogue system. This screen shows a typical dialogue sequence players use to decide their progress.Alpha Protocol features numerous non-playable characters (NPC) with whom to interact. Conversations occur in real-time, giving the player a limited amount of time to respond to key decision points.[9] The dialogue system in the game, known as the Dialogue Stance System (DSS),[12] allows the player to choose one of three attitudes, or "stances", when speaking to an NPC. In dialogue sequences, the player can choose from three main options; "professional", "suave", and "aggressive".[13] Sometimes, a fourth, "special" dialogue choice is also available. Dossiers enable players to gain early understanding of NPCs before approaching them; new dialogue options may appear if the dossiers are nearly completed after players collect sufficient intelligence. Each NPC will react differently to these choices; they change their perception of Thorton, affecting his reputation.[14] It will also change NPCs' actions during the game, benefiting or undermining Thorton's operation. While dialogue choices will have some immediately noticeable consequences, many may not become apparent until much later in the game.[15]Players can also make numerous important decisions that affects the game's story, including the fate of some in-game characters.[16] These decisions change the state of the game's world and lead to 32 possible endings.[15]SynopsisEditCharactersEditThe main and playable character of Alpha Protocol is Michael Thorton (Josh Gilman), a highly skilled secret agent newly recruited into a clandestine United States agency called Alpha Protocol, which has unlimited resources to conduct covert operations on behalf of the government. Thorton's colleagues are his handler Mina Tang (Adrienne Wilkinson), superior Yancy Westridge (Gary Anthony Williams), and veteran Alpha Protocol advisors Alan Parker (Michael Bell) and Sean Darcy (Andre Sogliuzzo).PlotEditAlpha Protocol is a highly classified black opsagency whose existence remains unknown to many—even those in the highest echelons of the United States government—as a means to operate outside of the confines of government oversight. Recent inductee Agent Michael Thorton is given his first assignment; the assassination of Sheikh Ali Shaheed, the leader of the Saudi Arabia-based terrorist group Al-Samad, which used American-made missiles to shoot down a civilian airliner. When confronted, Shaheed claims Halbech, an American defense contractor, provided him with the weapons and target. Thorton neutralizes Shaheed and recovers his intel, but his position is struck by missiles and Thorton is presumed dead. Thorton survives with the aid of his handler Mina Tang, who warns him of the attack and that the agency has been infiltrated by Halbech operatives.Shaheed's intel reveals three key locations tied to the conspiracy; Rome, where an Al-Samad cell has been activated; Moscow, through which the missiles were routed; and Taipei, where Taiwanese President Ronald Sung is under threat of assassination. The locations can be visited in any order and events that take place may influence interactions that occur in other locations. Thorton deduces that Halbech's plan is to raise global tensions and cause a new cold war, turning the world into its private marketplace.In Rome, Thorton meets Madison Saint James, with whose help he discovers the private security firm Veteran Combat Initiative (VCI), which is run by Halbech's former security chief Conrad Marburg, who is planning a false flagoperation to blow up a museum to influence harsher anti-terrorism legislation in Europe using Al-Samad as a scapegoat. Marburg kidnaps Madison; Thorton must choose between saving her or preventing the museum's destruction and innocent deaths. Afterward, Marburg escapes unless Thorton can persuade him to finish their fight to the death. If Thorton chooses to save Madison over the civilians, she leaves out of guilt.In Moscow, Thorton tracks weapon shipments to Konstantin Brayko, a Russian Mafiaunderboss with apparent ties to Halbech. During his investigation, Thorton can encounter German VCI-affiliate mercenary SIE, and Sis, a mute in-service to Albatross, the leader of the G22 paramilitary group. Thorton, aided by either G22 or the VCI, infiltrates the American embassy to contact Russian Mafia boss Sergei Surkov. After discussing the arms deal with Surkov, Thorton confronts Brayko in his mansion. After defeating Brayko, Thorton can learn that Surkov worked with Halbech and framed Brayko. If he learns the truth, Thorton confronts Surkov, whom he can either work with, arrest or kill.In Taipei, Thorton uncovers a plot by Omen Deng of the Chinese Secret Police to assassinate Ronald Sung and incite riots at a political rally to provoke a conflict between China and the U.S. With aid from Triad leader Hong Shi, and/or G22, and Steven Heck—a psychotic man claiming to work for the CIA—Thorton counters an assassination attempt by Deng and obtains a disk containing the plot. When the disk is analyzed, a security protocol starts to erase data, forcing the player to choose to save files detailing either the assassination or the riot instigation. Eventually, Deng and Thorton duel on a building overlooking the podium, after which Thorton can either kill or spare Deng. If Deng is spared, it is revealed that both he and Thorton were tricked into thinking the other was the assassin, allowing the real assassin to shoot Sung. If the assassination data is saved, Thorton persuades Sung to wear body armor and survive, but hundreds are killed in the riots.Along the way, Thorton encounters Scarlet Lake, a photojournalist with many contacts. After completing the three operations and optionally contacting some affiliates, Thorton — needing to expose Halbech's activities before World War III starts — surrenders to Alpha Protocol and is brought to Henry Leland, CEO of Halbech and acting commander of Alpha Protocol. Leland and Thorton discuss his activities; if the player has a high reputation, Leland subsequently attempts to recruit Thorton. If Thorton refuses, he escapes the Alpha Protocol holding facility and with the aid of his prior contacts — if any — fights or sneaks through the Alpha Protocol facility. After confronting Leland himself, Thorton may either execute or capture him, but Leland is killed if caught.If Thorton agrees to work with Leland, or if he spared Shaheed and obtained the information against Alpha Protocol from him in the endgame, he also escapes the Alpha Protocol facility and eventually confronts his former superior Yancy Westridge. Shortly after executing or sparing Westridge, Thorton can choose to partner with Leland or betray him. If the player confronted Westridge using Shaheed's information instead, Thorton will have the option of executing or sparing Leland as well. Additionally, Thorton can learn that the real assassin in Taipei was Scarlet Lake, who is in Leland's employ, and he may choose to either execute her for justice, let her go, or invite her to team up with him.Escaping into a bay on a motor yacht (potentially with a number of allies), Thorton considers his next move and wonders whether his life will continue to be exciting.Tom Clancy's Splinter Cell: Chaos Theory is a stealth game developed by Ubisoft Montrealand Ubisoft Milan and released in March 2005 for the Xbox, PlayStation 2 (PS2), GameCubeand Microsoft Windows. Handheld versions for the Nintendo DS, mobile, and N-Gage were also released. A Game Boy Advance port was planned, but later cancelled.Tom Clancy's Splinter Cell: Chaos TheoryDeveloper(s)Ubisoft MontrealUbisoft Milan[a]Publisher(s)UbisoftDirector(s)Clint Hocking[1]Composer(s)Amon Tobin and Jesper KydSeriesTom Clancy's Splinter CellEngineUnreal Engine 2.5Platform(s)MobileN-GageMicrosoft WindowsPlayStation 2XboxGameCubeNintendo DSNintendo 3DSPlayStation 3ReleaseMarch 21, 2005MobileNA: March 21, 2005[2]N-GageNA: March 23, 2005EU: March 2005Microsoft Windows, PlayStation 2, XboxNA: March 28, 2005EU: April 1, 2005GameCubeNA: March 31, 2005EU: April 1, 2005AU: April 14, 2005Nintendo DSNA: June 28, 2005EU: July 1, 2005Nintendo 3DSEU: March 25, 2011AU: March 31, 2011NA: April 10, 2011PlayStation 3EU/AUS:September 16, 2011NA: September 27, 2011Genre(s)StealthMode(s)Single-player, multiplayerChaos Theory is the third game in the Splinter Cell series endorsed by novelist Tom Clancy. As with previous entries in the franchise, Chaos Theory follows the activities of Sam Fisher, an agent working for a covert-ops branch within the NSA called "Third Echelon". The game has a significantly darker tone than its predecessors, featuring more combat and the option for Fisher to kill people he interrogates as opposed to merely knocking them out. As a result, it was the first Splinter Cell game to receive an M-rating by the ESRB, an assessment which has since been applied to all subsequent releases in the series. Actor Michael Ironside reprised his role as Fisher, while Don Jordan returned from the original game to voice Third Echelon director Irving Lambert and Claudia Besso returned as hacker and analyst Anna Grímsdóttir having both been replaced by Dennis Haysbert and Adriana Anderson respectively in Tom Clancy's Splinter Cell: Pandora Tomorrow.Chaos Theory was a commercial success, selling 2.5 million units across all platforms within a month of its release.[3] The Xbox and PC versions of the game received critical acclaim;[4][5] the GameCube and PlayStation 2 iterations were also released to generally positive reviews.[6][7] Official Xbox Magazinenamed it the Xbox "Game of the Year" (2005) for its strong gameplay and lifelike graphics. It is considered one of the greatest video games of all time. A remastered HD edition was bundled with the first two games of the series as part of the Splinter Cell Trilogy for the PlayStation 3, released on December 20, 2010.[8][9] Another port titled Tom Clancy's Splinter Cell 3D was released for the Nintendo 3DS on March 25, 2011.GameplayEditThe game also features many significant changes and improvements to the series' basic gameplay. Chaos Theory is also the first game in the Splinter Cell series to use ragdoll physics.[10]Chaos Theory features refined stealth mechanics. In addition to the standard light bar, the game also features an aural monitor that measures the noise that Sam makes, along with the ambient noise of the environment. It is important for Sam to make less noise than his surroundings; otherwise, the enemy guards will hear him.The AI detection has been altered as well. In former titles, after Sam left an area, the game would do a sweep of the previous area for all unconscious or dead bodies in a well-lit spot. If any were found, an alarm would be triggered. In Chaos Theory, the bodies have to be discovered by a patrolling guard or security camera to trigger an alarm. This enables players to leave bodies laying out in the open, and, as long as the player has eliminated all NPCs and disabled all cameras, no alarms will be triggered.Being spotted by enemies will still trigger alarms, and alarms will still cause enemies to become more alert and combat-ready (such as causing them to wear ballistic vests and helmets). However, triggering too many alarms will no longer cause the game to end automatically. Even killing civilians or friendly soldiers may not cause Fisher to fail the mission, although doing so will at least cause Fisher to be severely chastised by his superior, and cost him significantly in his mission score as well as cancelling some mission objectives, such as tapping phone lines and locating covert listening devices.Chaos Theory adds a combat knife to Sam's close-quarters combat abilities.[11] Sam can use the knife in multiple ways, such as threatening an enemy during an interrogation, killing an enemy in close-quarters combat, or piercing gas tanks on generators to aid in his stealth operations. Also, it no longer matters what direction Sam attacks from when using melee attacks, nor does it matter if enemies are aware of his presence, as opposed to earlier entries in the series where he had to attack from behind or on the side, and the enemy could not be alerted to him in order to take them down in one hit. Sam also has the option of using lethal or non-lethal force when ending an interrogation, and with his close-range attacks. As an expansion on Sam's ability to shoot while hanging upside down (introduced in Pandora Tomorrow), he can now choke down or break the neck of enemies below him. He can also pull people over railings while hanging off a ledge and throw bodies off of cliffs or over railings, even onto other guards. However, the ability to shoot around corners has been removed, but this is balanced by being able to switch the side of Sam's body the gun is on while in a firing position.Fisher can choose from one of three different equipment "kits." There is Redding's recommended kit, an assault kit and a stealth kit. Redding's Recommendation gives Sam an even balance between ammunition and non-lethal weaponry. Assault provides more ammunition at the expense of non-lethal weapons while the Stealth kit contains more non-lethal weaponry at the expense of brute force, lethal weaponry, and spare magazines. On missions where an objective is to cause no fatalities, the player is unable to choose the Assault option.The 5-7 SC Pistol returns, though the laser pointer featured in Pandora Tomorrow is replaced with a new feature: the OCP (Optically Channeled Potentiator).[12] When fired at certain electronics, the OCP can disable them for a limited time. Fisher can disable lights, security cameras, and more. If the device cannot be disabled, it will temporarily malfunction instead, such as causing the blue screen of death when attacking computer towers. When Fisher successfully disables the electronic device he aimed at, a green light appears on the pistol; if he misses, a red light appears. In both cases, Fisher must wait for the OCP to recharge and become ready for use again.The SC-20K returns with a multitude of new attachments, such as a foregrip that reduces recoil and increases accuracy, a launcher that fires non-lethal weaponry, an under-barrel shotgun attachment for close quarters firing, and a prototype 20mm sniper attachment for long-range combat. The SC-20K now uses a reflex sight that zooms to 1.5x magnification, while the sniper scope allows from 1.5x to 3.5x magnification.A large variety of non-lethal weaponry can be fired from the SC-20K launcher, such as the Sticky Camera, the Sticky Shocker, the Airfoil Round, and Gas Grenade. The Sticky Camera will reveal an image of the area in which it was shot. It can also make a clicking sound which will attract enemies, and also emit a CS gasthat will render unconscious any enemies in the immediate area. In contrast to former titles, Sam can now use multiple cameras at the same time. He can switch back to any Sticky Camera that has not been destroyed by using the CS gas attack or due to enemy fire. The Sticky Shocker will shock and incapacitate its target when fired. If shot into a body of water, the shocker will incapacitate all targets in the water. The Airfoil Round is a hollow metal ring that will knock out the target. It is still possible for an unconscious enemy to die if shot, dropped from a considerable height or dropped into water, no matter how shallow.Fisher also has multiple types of grenades.[13]There is a gas grenade, which emits a cloud of CS gas that knocks enemies unconscious, a smoke grenade, which provides Fisher with a cloud of smoke to hide in, the flashbang, which will temporarily blind and deafen any enemy near it, and the fragmentation grenade, which will kill any enemy within its blast radius, and send objects flying in all directions.MultiplayerEditChaos Theory features competitive and cooperative multiplayer. The cooperative mode expands play by allowing for two agents to play through a unique seven mission story mode which parallels the single-player campaign. It is playable via system link, or over Xbox Live. The cooperative campaign follows the story of two Splinter Cells in training, merely known as Agent One and Agent Two. Their training is interrupted when a world crisis occurs that requires the Shadownet division of the NSA to deploy additional resources, even including agents not adequately trained. The missions become a trial by fire for the two new agents. Though players can operate alone, the level design is such that it encourages teamwork. Ubisoft eventually developed two additional levels for download for the PC and Xbox versions. The Nuclear Plant and UN Headquarters missions are meant to end the story for the cooperative component.In Splinter Cell Chaos Theory VS mode, two additional gameplay modes have been added to the game. New game modes include disk hunt, which consists of spies grabbing disks placed throughout the level, then returning the disks to their extraction point. The other game mode is deathmatch, which consists of killing players on the opposite team-spies or mercenaries.The Spy vs. Mercenary game mode returns from Pandora Tomorrow with many improvements. These include new gadgets for both teams, cooperative moves for the spy team, and improved close quarters combat for the mercenaries. Spies are armed with non-lethal weaponry, so they rely on stealth, skill, and gadgets. Spies can only kill mercenaries by breaking their necks, dropping on them, and hanging from a ledge and pulling him down. The spies' gadgets also do not generally affect other spies. Mercenaries are the heavily armed enemies of the SHADOWNET spies.PlotEditIn June 2007, tensions are running high between China, North Korea, South Korea, and Japan, due to Japan's formation of an Information Self Defense Force (I-SDF). Considering this to be a violation of Article 9 of the post-World War II Constitution, and blaming the I-SDF for information warfare attacks against their countries, Chinese and North Korean forces establish a blockade in the Yellow Sea against Japanese shipping. As Japan is an ally of the United States, and thus the NSA's Third Echelon, the US Navydispatches a highly advanced warship, the USS Clarence E. Walsh (CG-80), to the Yellow Sea, with hopes that China and North Korea will back down at its presence.Meanwhile, Sam Fisher is dispatched to a lighthouse on the Talara, Peru coastline, to locate Bruce Morgenholt, an American computer programmer who has been captured by the Peruvian separatist group "The People's Voice", led by Salvadoran revolutionary, Hugo Lacerda. Morgenholt was working on deciphering Phillip Masse's weaponized algorithms, who had been assassinated by Fisher in 2005. The resulting Masse Kernels are being touted as the superweapon of the 21st century. Fisher is tasked with making sure they do not fall into the wrong hands. He arrives too late to prevent Morgenholt's death and fails to stop the release of the Masse Kernels. Fisher boards the Maria Narcissa and assassinates Lacerda. Unknown parties use the algorithms to blackout Japan and the Eastern Seaboard. Japan has previously suffered similar attacks that crashed its economy, and Admiral Otomo of the I-SDF contacts Third Echelon and warns them that North Korea and China are likely responsible.Meanwhile, following a lead discovered in Panama, Fisher travels to New York to investigate Abrahim Zherkhezi, a man who worked with Morgenholt. He finds that Displace International, a private military corporationowned by his old friend Douglas Shetland, is protecting Zherkhezi. He breaks into the Displace offices and learns of Milan Nedich, a Bosnian arms supplier and war criminal. Fisher finds that Nedich secretly relocated Zherkhezi to Hokkaido. Fisher travels to Hokkaido and meets with Shetland, who claims that Nedich is clean; Fisher infiltrates the hideout that Zherkezi is being held in, kills Nedich, and witnesses Shetland murdering Zherkezi. Shetland escapes and goes underground.Meanwhile, the US show of force backfires when the Clarence E. Walsh is sunk by a North Korean anti-ship missile on July 4, 2007, bringing North Korea, South Korea, and the United States to the brink of war. Since North Korea claims the missile was launched unintentionally, Fisher is sent to the North Korean missile battery that fired the missile, to determine if North Korea is genuinely responsible for the attack, or if the Masse Kernels are involved. Fisher discovers that North Korea was indeed telling the truth; however, he finds this too late as North Korea launches a full-scale invasion of South Korea. Fisher heads to Seoul and learns that Displace International has orchestrated the war. Displace used the Masse Kernels gained from Zherkhezi to hijack North Korea's missile systems and sink the Clarence E. Walsh to draw the United States into a war from which Shetland could profit, through their status as a leading US-based PMC. Third Echelon sends Fisher to a bathhouse in Tokyo to spy on a meeting between Shetland and Shetland's unknown accomplices, who turn out to be the I-SDF. At the meeting, the I-SDF betray Shetland, and a firefight breaks out between Shetland's soldiers and I-SDF assault troops. Amidst the chaos, Fisher pursues Shetland to the roof. After a standoff in which Shetland tests their friendship against fealty to the US, Fisher kills Shetland.After Shetland's death, one loose end remains. Otomo has acquired a copy of the Masse Kernels from Shetland and attempts to return Japan to Imperial rule by blackmailing Japanese government officials and senior JSDF officers. He threatens to use the algorithms to launch a North Korean nuclear missile against a Japanese city. Because China would support North Korea, and the United States would back Japan, the incident would most certainly spark World War III. Although Otomo's loyalist I-SDF soldiers manage to fight off the JSDF soldiers sent to stop him, Fisher infiltrates the lowest levels of the I-SDF headquarters and manages to end Otomo's plans. Otomo attempts to commit seppuku, but Fisher saves his life and captures him. Otomo stands trial at the United Nations and takes full responsibility for the entire Korean crisis, returning stability to the region.Death to Spies (Russian: Смерть шпионам) is a stealth third-person shooter PC game set in World War II and produced by 1C Company and Russian studio Haggard Games. The game was released on October 17, 2007 on PC and then later to Valve's digital distribution system, Steam, on March 12, 2008.Death to SpiesCover artDeveloper(s)Haggard GamesPublisher(s)1C Company, AtariDesigner(s)Alexey Agamalov, Sergey GvozdevPlatform(s)WindowsReleaseOctober 16, 2007Genre(s)Stealth, Third-person shooterMode(s)Single-playerGameplayEditDeath to Spies takes place from a third-person perspective. The player controls Semion Strogov, a captain in SMERSH, a Sovietcounterintelligence agency. Strogov is able to run, jump, crouch, crawl, climb over obstacles, and drive vehicles. Taking place in World War II, the player is required to complete various tasks in enemy territory, such as killing targets and stealing documents. Emphasis is placed on stealth, as the player is greatly outnumbered by enemy personnel in every mission, and can fail an assignment if the alarm is raised.[1]The game's missions are connected by cutscenes, all of which take place in 1951. The plot begins with Strogov being arrested after the downfall of the head of SMERSH, Viktor Abakumov, and being interrogated about a series of missions he participated in from 1943 through 1946 in an effort to determine the extent of his ties to Abakumov.The Heads-up display shows the level of awareness and suspicion of enemies, both of which are represented with a single bar at the top of the screen and are represented separately as different icons. A vector map can be displayed on the screen, showing characters' locations and their fields of vision, in which the player will be detected either instantly or gradually, depending on the distance. The vector map also shows the radius of noises made by the player; if someone is within the radius of the noise, they may investigate the noise or become alerted.Disguises can be used to avoid alerting enemies when seen. When a character is knocked unconscious or killed without damaging the uniform, Strogov can change into their clothes. Some enemies are able to see through disguises and can be alerted if the player enters their vision, and all enemies can be alerted to suspicious behaviour which includes picking the lock of a door or looking through a door's keyhole, being in certain stances, or having certain weapons visible.Before starting a mission, the player is usually able to select equipment to bring to the mission. Strogov can only carry one handgun, one long gun, and eighteen slots for small items such as ammunition and knives; one knife can also be stored in a dedicated slot. A backpack has space for larger items such as pliers and dynamite, and space for small items, but Strogov also has a weight limit to his inventory, and small items stored in a backpack must be moved to the eighteen slots before they can be used.A variety of firearms (along with ammunition) and explosives are available to choose from, with the choices available depending on the mission. Other weapons include chloroform, knives, a garrote, and poison. German equipment can also be chosen to avoid suspicion from enemy personnel when in disguise and/or to make use of ammunition taken from enemies's bodies.Several missions take place in Allied areas. The player is forced to begin these missions lightly armed and they cannot select their equipment. However, weapons and ammunition can be found in the level.Death To Spies: Moment Of Truth (Russian: Смерть шпионам: Момент истины) is a third-person stealth action PC game set during World War II. Produced by 1C Company along with Russian studio Haggard Games, Moment of Truth is a sequel to the stealth action Death to Spies.Death to Spies: Moment of TruthPoster for Death to Spies: Moment of TruthDeveloper(s)Haggard GamesPublisher(s)1C CompanySeriesDeath to SpiesPlatform(s)WindowsReleaseAugust 10, 2009Genre(s)Stealth ActionMode(s)Single-playerGame OverviewEditThe game's main character is Semion Strogov, who is a captain in the 4th department of the Soviet counterintelligence service called SMERSH. SMERSH is an acronym of the Russian phrase Smert' Shpionam, meaning 'Death to Spies', which was the name for a set of counterintelligence departments in the Soviet Army formed during World War II. Semion Strogov is back from his previous missions and must now participate in a series of even more complicated and exciting covertoperations under the code name "Death to Spies: Moment of Truth". The hero possesses all the skills required to accomplish dangerous missions including getting information about the disposition of hostile military and civil units, and assassination of enemy agents and representatives of the Wehrmacht’s high-ranking officers and espionage. After having undergone some serious retraining, Semion Strogov will have to accomplish various top secret missions. His task is to capture spies, saboteurs and gather information about their actions using unique technologies and devices. The character's forté is being able to carry out the operations with maximum stealth, using various techniques which include, but are not limited to: picking locks, stunning or using chloroform on enemies, throwing knives, garroting, booby traps: setting traps on dead bodies, doors, etc.Invisible, Inc. is a turn-based tactics stealthvideo game incorporating elements of roguelike gameplay, developed by Canadian independent studio Klei Entertainment. The player acts as the remote operator for an espionage agency that has come under attack from multinational corporations, and directs agents in covert missions, acquiring resources and support in order to enable relocation of the agency's computer system to a safe haven within a limited amount of time.Invisible, Inc.Developer(s)Klei EntertainmentPublisher(s)Klei EntertainmentEngineMoaiPlatform(s)Microsoft Windows, OS X, Linux, PlayStation 4, iOS, Nintendo SwitchReleaseWindows, OS X, LinuxMay 12, 2015PlayStation 4April 19, 2016iOSOctober 6, 2016Nintendo SwitchJune 15, 2020Genre(s)Turn-based tactics, stealthMode(s)Single-playerThe game was available for early access for Microsoft Windows and OS X from January 2014, a Linux build was later released. The full version was released for Windows, OS X, and Linux on May 12, 2015. A PlayStation 4 version was released on April 19, 2016, while a version for iOS devices was released on October 6, 2016. A Nintendo Switch version was released on June 15, 2020.GameplayEditTactical view in Invisible, Inc. In this image, the player is controlling two agents (one pictured in the far-left), who have recently knocked out an enemy guard (as seen with the red indicator).The game is a turn-based tactics based-game inspired by X-COM,[1] with emphasis on stealth and espionage.[2] In each playthrough, the player takes on the role of an agent handler for covert operations and has three days to prepare for their final mission. This is done by performing various missions across the globe to retrieve information, valuables, equipment and personnel, keeping cognizant of the amount of time taken for travel and missions within that three day period.[1] The player selects two agents to perform these missions to start, and may be able to free other agents during missions; should one agent die during a mission, they remain dead for the remainder of the runthrough unless revived using a medkit consumable or dragged to the exit by another agent, while if all agents die, the game is over.[1] The mission details and location layouts are procedurally generated for each run through, featuring a variety of objectives, obstacles, and difficulty.[3]Missions are played out in a turn-based manner. Each agent under the player's control has a limited number of action points each turn that allow them to move, open/close doors, take out guards silently, or perform other covert tasks. Additionally, the player may need to collect power to be able to use "Incognita", the hacking interface that allows them to disable alarms and security cameras or remove locks on safes. Once the player has completed their turn, any enemy forces move, and in most locations an alarm level is raised; with higher alarm levels, new security forces and threats will arrive, making the mission more difficult.[4]Certain stations can let the player purchase upgrades or equipment for the agents to help in the mission, using collected in-game money. The objective of the mission depends on the facility type being infiltrated, usually requiring the player to retrieve a specific item from a secure location and escape, stealing as much money and equipment as possible along the way.The game has a larger meta-game aspect, in that as they play and complete certain goals, they can unlock different agents with different skill sets or new default equipment to begin missions with in future playthroughs.PlotEditThe game is set in year 2074, after megacorporations have overthrown the world's national governments and taken control. Invisible Inc. is a private intelligence agency providing services to corporations, performing infiltrations using field agents and a sophisticated AI system known as Incognita.At the start of the game, Invisible Inc. is compromised by corporate soldiers, which leads to the headquarters as well as most agents and assets being lost, with only the agency's leader, two agents, the player, Monst3r, and Incognita escaping. Incognita can only be hosted in extremely powerful computer systems and cannot survive outside of them for more than 72 hours, so it becomes the agency's task to use that time to prepare for their final mission, where they will try to infiltrate the enemy's headquarters to access the computer system and insert Incognita. But, when she becomes uploaded it turns out she has been planning to exterminate the megacorporations, and ends with her using satellites (equipped with orbital lasers) to destroy their headquarters, killing thousands of people in the process. Incognita defies her removal from the new host computer and allows the agency's leader to leave unharmed.Perfect Dark is a first-person shooterdeveloped by Rare and released for the Nintendo 64 video game console in 2000. It is the first game of the Perfect Dark series and follows Joanna Dark, an agent of the Carrington Institute research centre, as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. The game features a campaign mode where a single player must complete a series of levels under certain difficulty settings to progress through the story. It also features a range of multiplayeroptions, including a co-operative mode and traditional deathmatch settings with computer-controlled bots.Perfect DarkEuropean box artDeveloper(s)RarePublisher(s)RareDesigner(s)Duncan BotwoodDavid DoakChris TilstonProgrammer(s)Mark EdmondsComposer(s)Grant KirkhopeGraeme NorgateDavid ClynickSeriesPerfect DarkPlatform(s)Nintendo 64ReleaseNA: 22 May 2000EU: 30 June 2000Genre(s)First-person shooter, stealthMode(s)Single-player, multiplayerAs a spiritual successor to Rare's 1997 first-person shooter GoldenEye 007, Perfect Darkshares many features with its predecessor and runs on an upgraded version of its engine. GoldenEye 007 director Martin Hollis led the game's production for the first 14 months of its near three-year development cycle before he left Rare to pursue other interests. The game is technically one of the most advanced titles for the Nintendo 64 and requires an Expansion Pakto access the campaign mode and most of the multiplayer features. Shortly before the game's release, a feature that would have allowed players to place a photograph of their choice onto the face of their multiplayer character was cut due to sensitive issues surrounding the ability for players to attack images of real people.Upon release, Perfect Dark received critical acclaim and sold relatively well, eventually joining Nintendo's "Player's Choice" game selection. Although critics widely praised its graphics, artificial intelligence, and number of multiplayer options, some criticised its inconsistent frame rate. The game received the BAFTA Interactive Entertainment Moving Images Award for 2000 and the Golden Satellite Award for Best Interactive Product in 2001. The game is occasionally cited as one of the greatest video games of all time. A remaster, also titled Perfect Dark, featuring enhanced graphics and online multiplayer, was released in 2010.GameplayEditPerfect Dark is a first-person shooter where players must complete levels to unlock content and progress through the game's storyline.[1]Players manoeuvre their character from a first-person perspective and have the ability to lean left or right, look up or down, crouch, crawl, and drop from most ledges.[2] However, there is no jump ability.[3] Interaction with the environment is via a single context-sensitivebutton, which can activate computers, operate lifts, and open doors.[2] Players can carry an unlimited number of weapons, ranging from handguns to assault rifles, rocket launchers, a shotgun, a sniper rifle, and combat knives.[4]Besides their primary mode of fire, weapons have a secondary function that enables an alternate fire mode or grants players special abilities.[3] For example, the secondary function of the K7 Avenger assault rifle detects threats like explosive devices.[4] Most weapons have a finite magazine and must be reloaded after a certain number of shots.[2] Some can also be used in duplicate, one in each hand.[4]Players have a certain amount of health which decreases when attacked by opponents. Although the game does not feature health recovery items, players can pick up shields that protect them with a secondary health bar.[5]Players and opponents can disarm each other at close range, and players may use this feature to steal weapons or knock foes unconscious.[4] Damage taken during combat is location-based, with a shot to the torso causing more damage than a shot to a limb.[6]A number of tutorials and training activities can be taken in the game's home level.[3] The most notable of these is the shooting range, where players can test their proficiency with the game's weapons in individual challenges.[7] In addition to training activities, players can find information about the game's diverse locations and characters, which are gradually unlocked as they complete levels.[7]CampaignEditIn this level, the player is aiming at an opponent. The game's HUD at the bottom right corner shows the player's remaining ammunition and the weapon's selected function.Perfect Dark features a campaign mode where a single player controls the game's protagonist, Joanna Dark, through a series of levels collected together into missions.[3] In each level, the player must complete a set of objectives while opponents controlled by the game's artificial intelligence try to hinder the player's progress.[8] Objectives generally require the recovery and use of high-tech gadgets like night-vision googles or door decoders.[3] The player has certain freedom as to how they want to approach encounters with opponents and many objectives can be completed in a nonlinear order.[9] Stealth is an important element of the gameplay because the player can kill opponents without being seen or remain undetected by using disguises.[2][3] If Joanna fails an objective or her health is fully depleted, the player must start the level again from the beginning.[8]Each level can be played on three distinct difficulty settings.[8] These affect aspects such as the number of objectives that must be completed, damage taken from opponents, the effectiveness of the game's optional aiming assistance, and the availability of ammunition and protective shields.[10] Four bonus levels may be unlocked by completing the campaign on each difficulty setting and all the challenges in the firing range.[11] Some of these bonus levels allow the player to assume the role of a different character.[3] If all the levels have been completed on the highest difficulty, an additional setting becomes available, allowing the player to customise various aspects of the game's opponents, such as their health, aiming accuracy, and the damage they inflict.[10] The player may also unlock cheats by completing levels within a certain time limit.[3]The campaign includes a co-operative mode, allowing two players, or one player and up to four computer-controlled bots, to tackle a level together.[8] If two players play, the game uses a split screen display, with the option to split horizontally or vertically.[12] Options such as friendly fire can be disabled and only one player is required to survive a level.[8] A "Counter-Operative" mode is also included, allowing one player to play a level as Joanna while another takes over the role of an opponent while attempting to stop her.[13] The player-controlled opponent has less health than Joanna but will reappear as another opponent when defeated. The opposing player may also choose to take control of another opponent at any time by swallowing a suicide pill.[8]MultiplayerEditPerfect Dark features a deathmatch multiplayermode where up to four players and eight computer-controlled bots can compete against each other in several arenas.[13] Again, a split-screen is used if more than one player are playing simultaneously. Players start a game unarmed and with a certain amount of health. Weapons and ammunition are placed around the arena in preset positions. Once a player is killed, they are regenerated elsewhere in the arena, once again unarmed. The overall objective of each game is determined by the scenario being played.[14] Scenarios range from the traditional deathmatch mode, where players score points by killing opponents, to objective-based games such as Capture the Flag and King of the Hill.[14] Other scenarios include Hold the Briefcase, where players must take a briefcase and survive with it for as long as possible, and Hacker Central, a game type where players score points by hacking a computer system using a data uplink device.[14]Aspects of a deathmatch game can be highly customised,[15] including the chosen arena, the winning conditions, and the ability to choose what weapons and items appear where in the arena.[14] Players can also be grouped into teams or compete individually, and they can optionally be shown coloured according to their team.[14] The appearance, team affiliation, skill level and pre-set behaviours of each computer-controlled bot can be customised.[14] Pre-set behaviours range from them pursuing the highest-scoring player to exclusively chasing the player who killed them last. Other behaviours restrict bots to only attack players using fists and disarming moves.[14] On higher skill levels, bots perform actions at a superhuman level.[14] Players may also issue commands to bots of their team to perform certain tasks. For example, a player can order an allied bot to defend an area or attack a designated opponent.[14]The multiplayer mode includes 30 pre-set challenges against bots that may be tackled by one or more players.[14] These challenges cover a variety of game types, weapon arrangements, and level setups.[3] By completing challenges, additional features such as new weapons, player models, and bot behaviours are unlocked.[14][16] At the end of a match, the overall results are shown, alongside information about the individual players' performance. The game keeps track of player statistics such as damage dealt and distance travelled, and awards players with medals based on how well they performed.[16] Players are also ranked according to their performance; the better the performance, the higher the grade.[17] The player's overall progress, multiplayer setups, and character profiles can be saved to the Nintendo 64 game cartridge or a Controller Pak.[12][17] The game also supports the Rumble Pak.[1]PlotEditPerfect Dark is set in 2023 against the backdrop of an interstellar war between two alien races:[18] the Maians, who resemble the archetypal Grey alien, and the Skedar, reptile-like creatures who use a cloaking device to appear as Nordic men. Using this device, they can interact with humans on Earth without appearing overly suspicious. Meanwhile, on Earth, there is an ongoing rivalry between two factions: The Carrington Institute, a research centre founded by Daniel Carrington that secretly operates an espionage group in league with the Maians, and dataDyne, a defence contractor corporation headed by Cassandra de Vries. In exchange for creating an AIcapable of cracking an ancient alien spacecraft buried on the bed of the Pacific Ocean, the Skedar have agreed to supply dataDyne with enough alien technology to become the biggest corporation on Earth.[19]The player is cast as Joanna Dark, an agent of the Carrington Institute whose excellent scores in training have earned her the codename "Perfect Dark."[20] On her first mission, she is sent to extract a defector known as Dr. Caroll from a dataDyne laboratory. Dr. Caroll is revealed to be the AI created by dataDyne, and is worried about the mission for which it had been designed. After the extraction, Carrington is held captive at his private villa by dataDyne soldiers. When Joanna rescues him, she is informed that Dr. Caroll has been taken to a dataDyne front in Chicago. There, Joanna learns that Cassandra, NSA director Trent Easton, and a mysterious Nordic man known as Mr. Blonde plan to kidnap the President of the United States to get access to a deep sea research vessel called the Pelagic II. Although the President is in danger, Carrington alerts Joanna that a Maian craft was shot down near Area 51 and sends her to rescue a Maian protector named Elvis.[19]Because the President of the United States refuses to loan dataDyne the Pelagic II, the NSA sends a strike team to kill and replace him with a dataDyne-grown clone. The strike team invades the air base from which the Air Force One will depart. When Joanna foils this strike, the NSA and a group of cloaked Skedar take over the plane itself, which crashes after Joanna attempts to detach a craft attached to it. Having survived the crash, Joanna eliminates the President's clone and rescues the real President. Trent's incompetence angers Mr. Blonde, who kills him after disabling his cloaking device. Without permission from the President, dataDyne decides to hijack the Pelagic II and reach the ancient spacecraft. However, unbeknownst to dataDyne, the spacecraft contains a powerful weapon capable of destroying a planet and the Skedar intend to test it on Earth before using it against the Maian homeworld.[19]Joanna and Elvis follow dataDyne to the ancient spacecraft, where they find a reprogrammed Dr. Caroll cracking the weapon. Joanna replaces its current personality with a backup of the original, and the restored Dr. Carroll sets the weapon to self-destruct. As Carrington and Joanna prepare for a Presidential reception, the Skedar assault the Carrington Institute and capture Joanna. In space, aboard an alien spaceship on course to the Skedar homeworld, Joanna finds herself in a holding cell with Cassandra. Feeling that she has been used, Cassandra redeems herself by making a distraction and sacrificing herself, freeing Joanna and therefore giving herself a chance for revenge. With the help of Elvis, Joanna takes control of the spaceship and lands on the Skedar homeworld, where she ultimately defeats the Skedar leader, leaving the Skedar in disarray. The game ends with Elvis and Joanna leaving the planet just prior to an orbital bombardment from the Maian navy.[19]Sid Meier's Covert Action is an action and strategy video game released in 1990 by MicroProse for IBM PC compatibles and Amiga. The player takes the role of Maximillian Remington (or his female counterpart, Maxine), a skilled and deadly free agent hired by CIA, investigating on-going criminal and terrorist activities. Tommo purchased the rights to this game and digitally publishes it through its Retroism brand in 2015.[1]Sid Meier's Covert ActionDeveloper(s)MPS LabsPublisher(s)MicroProseDesigner(s)Sid MeierBruce ShelleyProgrammer(s)Sid MeierWriter(s)Bruce ShelleyComposer(s)Jeff BriggsPlatform(s)Amiga, DOSRelease1990Genre(s)Action, strategyMode(s)Single-playerGameplayEditLearn moreThis section does not cite any sources.The gameplay is similar to the 1987 release Pirates!, by the same developer, Sid Meier, in that the gameplay is made up of several self-directed, distinct, and unique modes of play. The controls are relatively simple and uniform, and the sound and graphics, for the period, are widely considered at or above par.During the course of a game, the player will be tasked with installing wiretaps, infiltrating enemy safehouses, intercepting and decoding secret messages and interrogating prisoners. The plots are uniformly without distinction, as is to be expected with randomly generated text-based plot elements. This allows for a less structured story to unfold, and enhances the game's replayability.The game is broken down into missions, with players possibly receiving promotions after each successful mission. The primary goal of each mission is to uncover details about a criminal conspiracy involving multiple parties. Players must race against the clock to discover the identities of those involved and their roles in the plot before it's too late. For example, the case might begin with blueprints being stolen for a museum. The blueprints might then be delivered from this party to another thief, who might then use them to break into a museum to steal a painting, which might then be delivered to yet another party. If the player takes too much time to uncover the details of the plan, the plot will go down successfully and the criminals will escape.Many of the pieces of data which the player needs are gathered through various mini-games. Successfully completing a mini-game often reveals one or more pieces of data, including the names and photos of those involved, as well as locations connected to the plot. The player is allowed to decide which skills his agent has mastered ahead of time, making the associated mini-games easier.The longest mini-game involves attempting to directly infiltrate an enemy building. Before going in, players are allowed to select their equipment, including guns, various types of grenades, and body armor. Once inside, players search desks, safes, and cabinets for clues; these are photographed using a small camera. Players also frequently confront enemy agents, who must be avoided, slain or knocked unconscious. In some cases, if the timing is right, players can find and recover major pieces of evidence (such as a stolen item). If the character runs out of health, he or she is knocked unconscious and must either lose precious time escaping, or agree to a prisoner exchange by freeing captured enemy agents.During the cryptography mini-game, players attempt to decode a scrambled message within a certain period of time. Players are frequently given certain known letters to begin with, but must then figure out the remaining letter mappings in a simple substitution cipher. Use of existing clues from the ongoing investigation is often key to solving these, e.g., searching for a word which could be "Washington" when it is known that the plot is taking place there.The driving mini-game may involve either the player tailing a suspect to discover a new location, or the player fleeing from chase cars in order to avoid a confrontation. Cars are represented by small dots on maze-like streets. Players use a simple interface to control speed and directionElectronics in the game involves the manipulation of circuit boards to either perform wiretapping or vehicle tracing. In the wiretapping mini-game, players attempt to either cut or to connect current flowing through a set of power lines to a number of phone icons, in order to listen in to conversations. At the same time, players must avoid disturbing the lines connected to alarms. The game is played by re-arranging the junctions through which power flows to produce the desired results.GoldenEye 007 is a 1997 first-person shooterdeveloped by Rare and published by Nintendofor the Nintendo 64. Based on the 1995 James Bond film GoldenEye, it features a single-player campaign in which players assume the role of British Secret Intelligence Service agent James Bond as he fights to prevent a criminal syndicate from using a satellite weapon against London to cause a global financial meltdown. The game includes a split-screen multiplayermode in which up to four players can compete in different types of deathmatch games.GoldenEye 007North American box artDeveloper(s)RarePublisher(s)NintendoDirector(s)Martin HollisProducer(s)Martin HollisArtist(s)Karl HiltonAdrian SmithB. JonesWriter(s)David DoakComposer(s)Graeme NorgateGrant KirkhopeRobin BeanlandSeriesJames BondPlatform(s)Nintendo 64Release25 August 1997Genre(s)First-person shooter, stealthMode(s)Single-player, multiplayerDevelopment began in 1995 and was handled by an inexperienced team led by Martin Hollis, who had previously worked as a programmer on the coin-op version of Killer Instinct. It was conceived as a side-scrolling platform gamefor the Super Nintendo Entertainment System, but evolved into a 3D shooter similar to Sega's Virtua Cop. After two and a half years of development, GoldenEye 007 was released shortly before the release of the GoldenEyesequel Tomorrow Never Dies. Although the game faced low expectations from the gaming media, it received critical acclaim and sold more than eight million copies, making it the third-best-selling Nintendo 64 game. The game was praised for its visuals, gameplay depth and variety, and multiplayer mode. In 1998, it received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts & Sciences.Retrospectively, GoldenEye 007 is considered an important game in the history of first-person shooters for demonstrating the viability of game consoles as platforms for the genre, and for signalling a transition from the then-standard Doom-like approach to a more realistic style. It pioneered features such as atmospheric single-player missions, stealthelements, and a console multiplayer deathmatch mode. The game is frequently cited as one of the greatest video games of all time. A spiritual successor, Perfect Dark, was released in 2000, and a reimagining of the game, also titled GoldenEye 007, was released in 2010.GameplayEditBond holding the silenced PP7 in the Bunker level. The red and blue bars represent the player's health and armour levels respectively. Ammunition information is displayed at the bottom right corner.GoldenEye 007 is a first-person shooter that features both single and multiplayer modes. In the single-player mode, the player takes the role of James Bond through a series of free-roaming 3D levels. Each level requires the player to complete a certain set of objectives—such as collecting or destroying specified items, rescuing hostages, or meeting with friendly non-player characters—and then exit the stage.[1] Some gadgets from the James Bond film series are featured in the game and are often used to complete mission objectives.[2] For example, in one level, the electromagnetic watch from Live and Let Die is used to acquire a jail cell key.[3]The arsenal of weapons includes pistols, submachine guns, assault rifles, grenades, and throwing knives, among others.[4] Guns have a finite magazine and must be reloaded after a certain number of shots, but the player may acquire and carry as many weapons as can be found in each mission. The player's initial weapon in most missions is the Walther PPK, called the PP7 special issue in-game. Most of the game's firearms are modelled on real-life counterparts, and others are based on James Bond devices, such as the Golden Gun and Moonraker laser. Characteristics vary such as rate of fire, degree of penetration, and type of ammunition used, and inflict different levels of damage depending on which body part they hit.[5][6] Stealth is significant, and frequent gunfire can alert distant guards,[7] and alarms can trigger infinitely-respawning enemies. Certain weapons incorporate suppressor or telescopic sight attachments to aid the player in killing enemies discreetly.[5] There are no health-recovery items, although armour vestscan be acquired to provide a secondary health bar.Four save files are available to track the player's progress through the game's twenty missions, each of which may be played on three difficulty settings.[5] Higher difficulties affect factors such as the damage enemies can withstand and inflict, the amount of ammunition available, and the number of objectives that must be completed.[5] Once a mission is completed, the player may either continue progressing through the story or choose to replay a previously completed level. Completing certain missions within target times unlocks bonus cheat options on already completed levels.[5] Upon completing the game on the hardest difficulty setting, an additional mode is unlocked, allowing the player to customise the difficulty of a mission by manually adjusting enemies' health, reaction times, aiming accuracy, and the damage they inflict.[5]The multiplayer mode allows two, three, or four players to compete in five different types of split screen deathmatch games: Normal, You Only Live Twice, The Living Daylights (Flag Tag), The Man With the Golden Gun, and Licence to Kill.[8] Normal is a basic deathmatch mode in which the main objective is to kill opponents as many times as possible. It can be played as a free-for-all game or in teams.[8] In You Only Live Twice, players only have two lives before they are eliminated from the game, while Licence to Kill is a mode in which players die from a single hit with any weapon.[9] In The Man With the Golden Gun, a single Golden Gun, which is capable of killing opponents with only one shot, is placed in a fixed location on the map; once the Golden Gun is picked up, the only way to re-acquire it is to kill the player holding it.[9] The player with the Golden Gun is unable to pick up body armour while opponents can.[8] In The Living Daylights, a flag is placed in a fixed location on the map, and the player who holds it the longest wins.[9]The flag carrier cannot use weapons but can still collect them to keep opponents from stocking ammunition.[8] Aspects of each gametype can be customised, including the chosen map, class of weapons, and winning condition.[8] As players progress through the single player mode, new maps and characters are unlocked in the multiplayer mode.[5]PlotEditGoldenEye 007 starts in Arkhangelsk in the Soviet Union in 1986, where MI6 has uncovered a secret chemical weapons facility at the Byelomorye Dam.[α] James Bond and fellow 00-agent Alec Trevelyan are sent to infiltrate the facility and plant explosive charges.[β] During the mission, Trevelyan is shot by Colonel Arkady Ourumov, while Bond escapes by commandeering an aeroplane.[γ]Five years later in 1991, Bond is sent to investigate a satellite control station in Severnaya, Russia,[δ] where programmer Boris Grishenko works. Two years after the Severnaya mission, Bond investigates an unscheduled test firing of a missile in Kyrgyzstan, believed to be a cover for the launch of a satellite known as GoldenEye.[ε]This space-based weapon works by firing a concentrated electromagnetic pulse at any Earth target to disable any electrical circuit within range. As Bond leaves the silo, he is ambushed by Ourumov and a squad of Russian troops. Ourumov manages to escape during the encounter.The remainder of the game takes place in 1995. Bond visits Monte Carlo to investigate the frigate La Fayette, where he rescues several hostages and plants a tracker bug on the Pirate helicopter before it is stolen by the Janus crime syndicate.[ζ] Bond is then sent a second time to Severnaya, but during the mission he is captured and locked up in the bunker's cells along with Natalya Simonova, a captive computer programmer unwilling to work with Janus. They both escape the complex seconds before it is destroyed, on the orders of Ourumov, by the GoldenEye satellite's EMP. Bond next travels to Saint Petersburg, where he arranges with ex-KGBagent Valentin Zukovsky to meet the chief of the Janus organisation.[η] This is revealed to be Alec Trevelyan – his execution by Ourumov in the Arkhangelsk facility was faked. Bond and Natalya escape from Trevelyan, but are arrested by the Russian police and taken to the military archives for interrogation. Bond eventually manages to escape the interrogation room, rescue Natalya, and communicate with Defence Minister Dimitri Mishkin, who has verified Bond's claim of Ourumov's treachery.[θ] Natalya is recaptured by General Ourumov, and Bond gives chase through the streets of St. Petersburg,[ι]eventually reaching an arms depot used by Janus. There, Bond destroys its weaponry stores and then hitches a ride on Trevelyan's ex-Soviet missile train,[κ] where he kills Ourumov and rescues Natalya. However, Alec Trevelyan and his ally Xenia Onatopp escape to their secret base in Cuba.[λ]Natalya accompanies Bond to the Caribbean. Surveying the Cuban jungle aerially, their light aircraft is shot down. Unscathed, Bond and Natalya perform a ground search of the area's heavily guarded jungle terrain, but are ambushed by Xenia,[μ] who is quickly killed by Bond. Bond sneaks Natalya into the control centre to disrupt transmissions to the GoldenEye satellite and force it to burn up in the Earth's atmosphere.[ν] He then follows the fleeing Trevelyan through a series of flooded caverns,[ξ] eventually arriving at the antenna of the control centre's radio telescope. Trevelyan attempts to re-align it in a final attempt to restore contact with the GoldenEye,[ο] but Bond ultimately destroys machinery vital to controlling the antenna and defeats Trevelyan in a gunfight on a platform above the dish.Gunpoint is a stealth-based puzzle-platformvideo game created by indie developer Tom Francis. The game was released for Microsoft Windows on 3 June 2013, and soon followed with versions for OS X and Linux.[1]GunpointSteam Store logoDeveloper(s)Suspicious DevelopmentsPublisher(s)Suspicious DevelopmentsDesigner(s)Tom FrancisProgrammer(s)Tom FrancisArtist(s)John RobertsFabian van DommelenWriter(s)Tom FrancisComposer(s)Ryan IkeJohn Robert MatzFrancisco CerdaEngineGame Maker 8Platform(s)Microsoft Windows, OS X, LinuxReleaseWW: 3 June 2013Genre(s)Puzzle-platformMode(s)Single-playerThe game is set in the near future and sees players assume the role of freelance spy Richard Conway, who is tasked with infiltrating buildings to fulfil assignments from various clients. To do so, the player must avoid guards and bypass security features with the aid of a number of high-tech gadgets, such as the Crosslink tool which is used to rewire electrical circuits. Throughout the game, Conway seeks to clear his name in the murder of a high-profile weapons manufacturer, and gradually uncovers a murder mystery in his search for the real killer.GameplayEditGunpoint is divided into a number of missions, between which the player, as Richard Conway, interacts with others through a PDA to accept missions, shop for new gear, and allocate resource points among various abilities Conway possesses. Each mission typically involves entering a building and hack into a computer, and then making way for the exit point of the level. Initially missions are provided in a linear order but the game provides optional missions later.Gunpoint is normally shown to the player as in the bottom left of the above screenshot, showing a cross-section of the building. When in Crosslink mode, shown on the upper right, much of the building is shown in silhouette to highlight circuits and how devices are connected to those circuits (red lines). The player can manipulate these to sneak around the building to complete missions.The building is presented in a two-dimensional cross-section on screen, showing the locations of guards, doors, switch panels, lights, security cameras, and other features, including the target objectives. The player, as Conway, can run and climb on walls, use stairwells and elevators, and using the abilities of Conway's "Bullfrog" hypertrousers, can launch the character great heights or distances, potentially tackling guards or breaking through glass walls. Conway can survive long falls, but can be killed by a single gunshot, thus requiring the player to stay out of the guards' line of sight.Within a few missions, the player gains access to the Crosslink device. This allows the player to change the view to show all the security features of the building and their current connectivity, such as the light controlled by a given light switch. From here, the player can rewire these controls, within the current limits of the Crosslink, such as by making a light switch control a secured door, or by completely disabling a security feature. The availability of which controls can be affected is initially limited at the start of the game, but as the player earns in-game money, they can buy improved features, such as being able to control encrypted controls or even affect weapons carried by guards. With the Crosslink, the player can then create situations that would allow them to sneak through without being detected by guards, lure the guards into areas where they can be neutralized, or simply to gain access to secured areas of the facility. Other tools to help navigate the building and avoid guards become available to purchase later. The player is ranked at the end of each mission based on time taken, number of guards knocked out/killed, number of times they were spotted, and how much noise or distraction they created.The game includes a level editor to allow players to create their own challenges.[2]Spycraft (also known by its full title, Spycraft: The Great Game) is an adventure CD-ROMgame published by Activision in 1996. It details the attempted assassination of the President of the United States and the CIA and SVRattempts to save him. Although the game was not approved by either organization, it tends to favour realism due to its coordination with former CIA director William Colby and former KGB Major-General Oleg Kalugin, who also appear in the game as themselves. The game also stars James Karen, Dennis Lipscomb, Joseph Ruskin, Tim De Zarn, Kirk B.R. Woller, Allan Kolman, Chase Masterson and Charles Napier in prominent roles.[2]Spycraft: The Great GameDeveloper(s)ActivisionPublisher(s)ActivisionDirector(s)Ken BerrisDesigner(s)Juan Carlos CotoLarry GalkaBruce OndorJeff SullivanArtist(s)Gary BrunettiWyndham ChowDavid DalzellDerek FriesenborgJ. Christopher LopezComposer(s)Jeehun HwangPlatform(s)Windows 95, Mac OS, MS-DOSReleaseNA: February 29, 1996 [1]Genre(s)AdventureMode(s)Single playerA DVD-ROM version was also announced at COMDEX 1996, becoming one of the first games to make use of the format.[3][4]HistoryEditSpycraft was promoted in part by an official website with information and daily updates about the game's development and release schedule, which was highly unusual at the time.[5][6] Parts of the game were coded in HTML to enable it to update elements like news reports and character dossiers in real time via the internet.[6]The game's script was written by James Adams, a noted author of non-fiction books on espionage.[6]While Spycraft was still in development it was announced that there would be a home conversion for the Sega Saturn,[5] but a Saturn version was never released and possibly never even entered development.In mid-1996, Universal Pictures acquired the license to make a film based on Spycraft.[7]Agent is an upcoming stealth action gamedeveloped by Rockstar North and published by Rockstar Games for the PlayStation 3. The game is set to take place in a 1970s Cold Warsetting. Agent was teased in July 2007 and formally announced in June 2009. The trademark for the game's title was renewed in 2013 and 2017, and abandoned by November 2018.AgentPromotional artworkDeveloper(s)Rockstar NorthPublisher(s)Rockstar GamesPlatform(s)PlayStation 3Genre(s)Stealth, actionMode(s)Single-playerSettingEditAgent is to be set during the Cold War in the late 1970s. According to a press release, the game is set to "take players into the world of counter-intelligence, espionage and political assassinations".[1][2]DevelopmentEditIn July 2007, at that year's Electronic Entertainment Expo (E3), Sony Computer Entertainment announced that Rockstar Gameswas working on a new franchise for the PlayStation 3 in July 2007. Michael Shorrock, Sony Computer Entertainment America's director of third-party relations, wrote on the official U.S. PlayStation Blog: "As part of our long standing relationship with Rockstar, and the incredible success for both companies with the cultural icon that is Grand Theft Auto we've agreed to the PlayStation exclusive rights of the next great franchise from the Rockstar studios." Nothing more was revealed about the new franchise except the clarification that it would not be L.A. Noire. According to Shorrock, "Rockstar really wanted to make a game that you can truly only do on PS3" and added that the reason Sony locked the intellectual property down as an exclusive deal was because Sony believed the franchise would "set the bar for the rest of the industry".[3] Ben Feder, the then-president of Take-Two Interactive (Rockstar Games' parent company), said that the game would be "genre-defining" and "a whole new way of experiencing videogames that we haven't really seen before".[4]Details of the project, including its title, were not announced until June 2009, when an announcement was made during the Sony press conference at the Electronic Entertainment Expo. Sam Houser, one of the founders of Rockstar Games, described Agentas a game the company had been wanting to make for some time, and had set out to create a unique experience for the player.[5] Feder professed his belief that the game could achieve the same level of success as the Grand Theft Auto series and become "yet another great Rockstar North franchise title", given that its development is being overseen by Rockstar Games co-founders Sam and Dan Houser.[6]Speaking with GameSpot on the E3 2009 show floor, Feder explained the decision to develop the game solely for Sony's console as stemming from the increased support from Sony as an exclusive title rather than developing the game across platforms.[6]On 7 September 2009, in a Question and Answer section on their blog, Rockstar Games stated that Agent could be released as early as 2010,[7] though Take-Two Interactive did not comment on the subject until March 2010, when it confirmed that Agent was still in development.[8] On 9 June 2010, Take-Two Interactive confirmed that Agent was still planned as a PS3-exclusive title.[9] On 24 May 2011, after nearly two years since Agent was announced at E3 2009, Take-Two Interactive confirmed the title was still in active development, even though it had never been seen by the public up to that time.[10] However, Sony Computer Entertainment America's chief executive officer (CEO), Jack Tretton, said at E3 2011 that he was unsure over Agent'sPlayStation 3 exclusivity and that it was a decision for Rockstar Games to make.[11]On 15 August 2011, Leigh Donoghue, a former Rockstar North environmental artist, who had worked on Grand Theft Auto IV and Agent, posted the first images of Agent in his online resume. The shots show a character as well as various indoor environments from the game. Both of the images mention that they were made in 2009.[12] On 1 August 2012, when asked about Agent at Take-Two Interactive's financial report for the first quarter of 2013, chairman and CEO Strauss Zelnick said "we haven't announced anything about that title".[13][14][15]With the announcement of the PlayStation 4 on 20 February 2013, there was an expectation that Agent may have moved to become a PlayStation 4-exclusive title.[16] However, there was no mention of the game at the launch, while developer Rockstar North had signed up to support the PlayStation 4.[17] When asked whether Agent was still a PlayStation 3 title during a roundtable media session that followed the press conference for the PlayStation 4's reveal, Sony Worldwide Studios boss Shuhei Yoshida said: "You are asking the wrong person. I have some knowledge, but I'm not in a position to talk about it."[18]In July 2013, Take-Two Interactive renewed its trademarks for the "Agent" name.[19][20][21] In December 2015, a few new screenshots from between 2009 and 2010 were leaked by former Rockstar North artist Darren Charles Hatton on his online portfolio.[22] The artist said that the art team was taken off the Agent project and reassigned to Grand Theft Auto V, adding that he was "not sure if this project will ever be published".[23] On 5 December 2016, Take-Two Interactive again renewed the "Agent" trademark.[24] On 27 August 2017, images of concept art were allegedly leaked online, including depictions of a snowy alpine setting and apparent character sketches.[25] On 19 November 2018, the United States Patent and Trademark Office declared the "Agent" trademark as abandoned.[26]Phantom Doctrine is a strategic turn-based espionage thriller game developed by Polish studio CreativeForge Games and published by Good Shepherd Entertainment in 2018. The game tries to capture the subtle intrigue of classic spy films, while thrusting the player into a mysterious world of covert operations, counterintelligence, conspiracy and paranoia.[1]Phantom DoctrineDeveloper(s)CreativeForge GamesPublisher(s)Good Shepherd EntertainmentComposer(s)Marcin PrzybyłowiczJan SanejkoEngineUnreal Engine 4Platform(s)Windows, Xbox One, PlayStation 4, Nintendo SwitchReleaseWindows, PlayStation 4August 14, 2018Xbox OneAugust 24, 2018Nintendo SwitchJune 6, 2019Genre(s)StrategyMode(s)Single and multiplayerPlotEditSet in 1983 Phantom Doctrine takes place in an alternative Cold War where brainwashing is a real danger and a global conspiracy controls the world. The player takes on the role of a former CIA, KGB or Mossad agent.[2] While leading a secret organization known only as The Cabal, the player is drawn into a global conspiracy. By carrying out secret missions, investigating classified files, and interrogating enemy agents, a sinister plot is uncovered that will eventually lead into a counter-conspiracy to stop the group known as Beholder Initiative.[1][3]GameplayEditThe game is divided between global strategy management elements utilizing the base and world map screens, intel investigation, and tactical missions. There is also Extended Playthrough mode (unlockable after beating the game) where the player will learn more about what happened behind the scenes.[3]HideoutEditHere the player manages resources, can build new or upgrade existing facilities, hire new agents or assign hired agents to perform different tasks. Agents can craft various items, forge money, train new proficiencies, heal in the infirmary, or analyze obtained intel.[4]Danger level is the indicator of how close the Beholder Initiative is to finding the location of the player's hideout, which will eventually end in an enemy raid unless the location is changed. Danger cannot be decreased, only controlled. Various activities can increase its level like abandoning agents in missions, allowing enemy agents to complete their activity, or recruiting double agents.[3]MK Ultra is one of the most notable unlockable facilities. It provides players with direct control over captured enemy agents by granting them a choice to perform different tasks such as brainwashing, interrogation, etc. Although the game, before this facility is built, provides immediate and cost-free interrogation of captured agents, the MK Ultra option is more rewardable but also cost and time-dependent.Espionage NetworkEditThis is the hub showing the world map. Here the player can send agents to scout suspicious activities, seek enemy agents or carry out missions. It also provides direct control of in-game time progression.Investigation BoardEditHere cases, locations, and individuals can be researched to reveal new missions, resources, and technologies. Utilizing a classic pinboard and string approach, players scour the documents for matching codewords while connecting the dots on the corkboard.MissionsEditHandled turn-based, missions have two modes: infiltration and combat mode.[1]Infiltration mode allows the player to sneak into a location, stealthily complete an objective, and extract whilst undetected. Since most missions start in this mode, it also gives the player a chance to search and explore the map, learn enemy patterns and routines, locate enemy agents, and make strategic planning.Combat mode is usually triggered by the player, since most missions start as infiltration. Various things like unsuppressed fire, dead bodies found by civilians or enemies, etc. will trigger the alarm thus activating the combat mode. At this point, reinforcements start arriving, player agents catch heat, and the enemy openly engages combat.CombatEditPhantom Doctrine takes a new approach on turn-based tactics by almost complete removing die rolls for its combat solutions. Every character has awareness, a mechanic that represents the character's stoicism during a firefight. This resource is both used to perform special abilities and to dodge incoming attacks, and it regenerates every turn by a certain amount.[5]When attacked, a target undergoes an awareness check that can result in a dodge, that will neglect incoming damage, or a graze, that will mitigate incoming damage (additional factors, such as armor, can mitigate the damage further). Upon this, a certain amount of awareness is spent.CharactersEditAll agents have four stats (circulatory, sensory, respiratory, motoric) that will determine their hit points, awareness, action points, etc. They also have perks, some of them may be hidden until certain missions and challenges are accomplished, and backgrounds that determine their starting weapon proficiencies and abilities. As agents gain experience they level up, thus gaining new perks that the player can choose freely from a given choice of four. Through training, they gain proficiency in various weapons which will increase their weapon efficiency and allow them to install weapon mods.Player agents may also accrue heat if their evacuation is compromised, through combat, or if they're seen on Infiltration missions. Heat decreases over time unless it reaches its max, at which point their ID is exposed meaning they will need to forge a new one. Agents with maxed heat will take longer to travel across the world map, and may be ambushed when idle outside the hideout.[3]Length of game-playEditA single-player campaign takes about 40 hours to complete.[6]ReplayabilityEditThrough randomly generated characters, algorithmically populated and adapted maps, and randomized intelligence snippets a unique experience is granted with every playthrough.[1]Alekhine's Gun (previously known as Death to Spies 3: Ghost of Moscow) is a third-personstealth action video game set during World War II and the Cold War developed and published by Maximum Games. It is the third installment in the series that began with Death to Spieswhich was followed by its sequel Death to Spies: Moment of Truth, developed by Haggard Games and released in 2007 and 2009 respectively. The game features open maps with multiple methods to complete levels.[1] It was released on March 1, 2016 for Microsoft Windows, PlayStation 4 and Xbox One. The name is borrowed from that of a powerful chess formation used by former World Champion Alexander Alekhine in a match against fellow grandmaster Aron Nimzowitsch.Alekhine's GunDeveloper(s)Maximum GamesPublisher(s)Maximum GamesPlatform(s)Microsoft WindowsPlayStation 4Xbox OneReleaseMicrosoft WindowsNA: March 1, 2016EU: March 11, 2016PlayStation 4, Xbox OneNA: March 1, 2016EU: March 25, 2016Genre(s)Stealth actionMode(s)Single-playerGameplayEditAlekhine's Gun is a third-person stealth game. The title comes from a chess formation named after former World Chess Champion Alexander Alekhine.The protagonist is Semyon Strogov, designated as Agent "Alekhine", a KGB agent recruited by the CIA. The game takes place primarily during the 1960s era of the Cold War, with flashback missions set in World War II. The game features eleven missions which are set in Austria, Cuba, Florida, Germany, New York City, Norway, Sweden, Switzerland, and Texas. Each mission is described as being non-linear in design, featuring multiple ways of completing tasks. The plot features around historical events such as the Bay of Pigs Invasion and the assassination of U.S. President John F. Kennedy. The game allows players to choose between straightforward shootouts or more subtle stealth-orientated gameplay with the use of items such as poison and garrotes and by staging "accidents" as distractions or means of eliminating targets.[1][2] Each mission can be replayed differently to improve the player's performance. At the end of each level the player receives a different ranking depending on their style of play such as "Maniac" or "Ghost". They are also graded on "Noise", "Violence", "Accuracy" and "Professionalism". In addition, points are awarded which can be used to buy or upgrade weapons and equipment.[3]PlotEditOn November 22, 1963, CIA officer Vincent Rambaldi commits suicide after his family is murdered an hour after President John F. Kennedy's assassination.A year earlier, KGB Colonel Semyon Strogov is questioned by his superior about his first meeting with Rambaldi. In 1943, Strogov had infiltrated Bergenhus Castle in Norway, occupied by Waffen-SS forces conducting experiments to develop a "super-soldier serum", and eliminated German scientist Dr. Hans Heinrich and his handler, SS commander Martin Fichtner. While escaping, he found Rambaldi held captive in an underground cell. After agreeing to swap documents taken from Heinrich's office in return for his freedom, the two men escaped together.A year later, Strogov is sent to a hotel in neutral Switzerland to identify and kill a mole in Soviet intelligence and retrieve stolen information from Paolo Minelli, an Italian diplomat and Abwehr contact. Upon finishing the mission, he discovers Rambaldi outside and learns that he also sought the documents but was misled by a captured Soviet operative about where Minelli was staying. The two are ambushed by Gestapo agents monitoring the hotel, and are forced to fight their way out. Afterwards, Strogov secretly shares the intel with Rambaldi. Their paths cross again when Strogov is assigned to a joint operation with the OSS. Strogov, with Rambaldi's assistance, assassinates Dr. Berthold Stoltz and his assistant Adolf Krause, both key members of the "Uranium Project", in a secret underground facility beneath Salzburg, Austria. On his way out, he is discovered by German soldiers, but Rambaldi's partner, Andrew Pearson, rescues him when he's held at gunpoint.In October 1963, Strogov and his collaboration with Rambaldi is fully reviewed by his superior and a fellow agent, KGB Lieutenant Vera Pavlova. Strogov and Vera, posing as a married couple, travel to New York and make contact with Rambaldi, who is working on exposing an anti-government conspiracy within the CIA to trigger a war between the United States and the Soviet Union. Given the code-name "Alekhine", Strogov is informed that no government official or intelligence agency should learn about his mission, otherwise he and Vera will be disavowed. Vera and Strogov rendezvous with Rambaldi, who takes them to his safe house, where he and Pearson have put together a small team of trustworthy CIA agents.Rambaldi explains to Strogov that the conspirators are working with the Mafia to sabotage American bases and defense assets. He requests that Strogov go to the Red Dragon, a social club in New York's Chinatown, where mafia soldier Paul Capello and CIA analyst Terrence Shaw are meeting to review details of the operation. Strogov sneaks in, assassinates the targets, and obtains Capello's plans. His next mission takes him to the headquarters of a biker gang in Texas, as their president, Alejandro Vargas, is a longtime CIA informant suspected of abducting a reporter investigating his gang. Strogov goes to Texas and discovers that the reporter was tortured to death. He eliminates Vargas's second-in-command Phil Munson, abducts Vargas himself, and brings him to Rambaldi. Vargas discloses the existence of training camps for preparing soldiers, but Pearson accidentally kills him in interrogation before he can reveal anything else.Strogov goes to Miami, where he kills the boss and consigliere of the Cataldo crime family, both of whom are involved in the conspiracy, while framing their rivals for the murders. Rambaldi identifies one of the camps, located just off the coast of Miami, and has Vera drive Strogov to its location, where he kills the commandant and plants tracking devices on the ships. Strogov finds that he is growing closer to Vera, who asks him to retire from the KGB after their mission is complete. Having learned that Rambaldi also intends to retire to spend more time with his family, Strogov seriously considers the possibility.A second camp, located near Cuba, is dismantled by the Cuban military after Strogov sends them a transmission from the camp's radio, kills the officer in charge, and steals sensitive documents. When he returns to find Vera, he discovers her on the verge of death, learning that the group has been betrayed. Vera dies, but not before urging Strogov to finish their mission. Forced to act alone, Strogov foils a plot by Cuban saboteurs and a disgruntled Navy captain to blow up an aircraft carrier and frame the Soviets. A few hours later, President Kennedy is killed, followed by the murder of Rambaldi's family and his suicide. Strogov finds a memo left to him by Rambaldi, deducing that Pearson is the traitor. Having anticipated this, Pearson has Strogov arrested in New York, having already contacted both the CIA and the FBI to frame him for the deaths of Rambaldi's team.Strogov breaks out of custody, steals back the evidence against him from police lockup, and abducts Pearson to question him. Pearson reveals that the two primary leaders of the conspiracy are Admiral Bruce Gardner, a senior Kennedy administration official, and an unnamed German man with ties to the Department of Defense. Strogov kills Pearson and locates the conspiracy's leaders, who have taken refuge in a high-security military bunker in an undisclosed location to finalize their plans.Strogov infiltrates the base, assassinates Gardner, and finds the office of the unnamed German. Stepping inside, he is held at gunpoint by the man, who turns out to be a former high-level Nazi officer who once ran the Bergen operation that Strogov dismantled in 1943. The latter explains that after the surrender of Germany, he deliberately surrendered to the Americans and was recruited as an American asset to work in intelligence. He used this position to resurrect his primary goal of bringing about a new world order by manipulating the United States into declaring war on Communism. Strogov kills him and exposes the conspiracy to the CIA, who arrest the other top conspirators. Vice President Lyndon B. Johnson assumes Kennedy's office and seeks a new peace with the Soviet Union.In 1964, a retired Strogov visits Vincent Rambaldi's grave, pays his homage, salutes as a fellow soldier, and quietly walks away.Spy Fiction (スパイフィクション, Supai Fikushon) is a 2003 stealth-based video gameby Access Games for the PlayStation 2.Spy FictionDeveloper(s)Access GamesPublisher(s)JP: Access GamesNA: Sammy StudiosEU: Sega EuropeDirector(s)Hidetaka SuehiroProducer(s)Kuniaki KakuwaArtist(s)Range MurataWriter(s)Hidetaka SuehiroComposer(s)Yoshiyuki IshiiDota AndoPlatform(s)PlayStation 2ReleaseJP: December 25, 2003NA: August 31, 2004EU: October 1, 2004Genre(s)Action-adventure, stealthMode(s)Single-playerThe game is promoted as "stealth action inspired by genre-defined espionage classics" and gives players the ability to disguise themselves as any character in the game. The lack of advertising before release and realism in the game are commonly cited as reasons why this game was outshone by its competitors in the stealth genre and sold poorly.PlotEditLearn moreThis section's plot summary may be too long or excessively detailed.The fictional Special Execution Agency (S.E.A.) sends three operatives from their Phantom Unit, Billy Bishop, Sheila Crawford and Nicklaus Nightwood; onto the roof of Castle Wolfgang in Austria. Eve, SEA's commanding officer, informs them that the terrorist group Enigma is inside the castle, and they must be stopped before they can utilize their bio-weapon "Lahder". The trio are successful in infiltrating the castle, but Nicklaus is captured in the process. The player infiltrates a chapel within the castle by posing as Enigma's second-in-command, Dietrich Troy. Inside, Bishop and Sheila are confronted by the real Dietrich, as well as Enigma's anonymous leader and a group of guards. Dietrich displays Nicklaus hung upon a crucifix, shooting and killing him as the leader leaves. A flashback commences once Nicklaus has died.The story proper begins two months prior to the game's opening. The player is heading a covert investigation into NanotechDyne Inc, a pharmaceutical company suspected of developing biochemical weapons. The SEA needs to access files on the computer of the new Research Director, Forrest Kaysen, who recently displaced Dr. Alice Coleman. The player must retrieve a password for the computer, also including a scan of Kaysen's retina to access the computer. The plan is a success, and the player is extracted and sent back in at midnight to access the computer. The player then secures the files, seeing the emblem of Enigma on the desktop.The player is teamed up with the other possible player character as well as Nicklaus and Phantom's team leader, Samuel Berkeley. Kaysen has been linked to the Metropolis' owner, Kelly Wong, and Phantom must observe a meeting between the doctor and the businesswoman. Sheila knocks Kaysen out, allowing Billy to pose as him and take his place at the meeting while Sheila eavesdrops.The player makes it to the demonstration without Nicklaus. Lahder turns out to be a small grenade-like sphere, emitting purple gas. Kaysen prepares to test the device on a monkey before an audience, mostly consisting of arms dealers and criminals. However, Wong nods to Troy, standing behind the scenes, and pushes Kaysen into isolation with Lahder and the monkey. Although Kaysen is killed, Nicklaus contacts the player stating that they've been discovered. The player attempts to escape, finding Wong surrounded by guards. The player disarms Wong and neutralizes her men, holding her at gunpoint. Troy appears, holding the player at gunpoint as well, and shoots Wong.Disguising themselves as Troy to enter the plant, the player destroys the payload and sets out to escape before US forces bomb the facility. The player then finds a wounded Nicklaus locked in a storage crate. He tells the player that Dr. Coleman is in the holding cells, and the player goes to rescue her. After a gunfight, Coleman is captured by General Douglas Lysander. The player chases and then battles Lysander before Nicklaus fatally shoots him, allowing them to secure Coleman and escape.Enigma announces their ultimatum, demanding the US "confess its sins" and resign from the UN Security Council. Bishop, Sheila and Samuel are then sent to the Rodt Rose Railway Station in Austria to resolve a hostage situation caused by Enigma. Samuel is wounded in combat, and sends the player to free the hostages. The hostage situation turns out to be staged, and the player is ambushed after Troy suggests that there is a traitor in Phantom. Troy elaborates on Enigma's plans, saying that they intend to trigger a third World War. Troy escapes, and Samuel reveals that Enigma's leader is actually a former Phantom leader named Dimitri Vedernikov, aka Scarface, and that Vedernikov was once Samuel's partner, and is Billy's father. Bishop and Sheila decide to sacrifice Samuel, sending him toward a bridge rigged with explosives and ending his life.The player then returns to Nicklaus's death in the chapel. The player wounds Troy in battle, before special forces arrive and fatally shoot him. The player continues forward to confront Scarface, who is preparing to fly the Metropolis filled with Lahder. over the US. Before the battle, Sheila is revealed to be one of the Gospel Children known as AG7753, before Scarface gave her a name. Scarface battles the player and reveals his cyborg body, but is defeated, and uses a vaccine called Jacob created by Coleman to destroy the virus, leaving Scarface to die in the explosion.Following Metropolis' destruction, Eve later manages to get into contact after someone jammed the transmission. Nicklaus is actually alive, and the body recovered from the chapel is Phantom's tech officer, Michael Kwan. Bishop and Sheila track Nicklaus to an Airbase, where he intends to flee, now revealed as double agent for both Phantom and Enigma. During the confrontation, Nicklaus reveals himself to be Dietrich Troy (The one that was killed in the chapel by the Special Forces was a decoy).Nicklaus explains that he was against both Enigma and Phantom, acting for his own motives of revenge against Scarface and Billy, of whom he is the half-brother. Nicklaus had been seeking revenge on Scarface for killing his mother, and Billy out of jealousy that "While [Nicklaus] froze in a Siberian orphanage, [Billy] grew up with a mother who loved [him]".Nicklaus uses a flash grenade to escape, prompting Bishop and Sheila to chase him as he boards a plane and starts down the runway. The player shoots a hole in the gas tank, and uses a flare to ignite it as Nicklaus takes off. The flare burns along the gas trail, reaching the plane and destroying it, killing Nicklaus as well. The game ends with Billy wondering who "the battle was really against".Sly Spy, known in Japan as Secret Agent (シークレット・エージェント, Shīkuretto Ējento)and known in Europe as Sly Spy: Secret Agent, is an arcade game developed and published by Data East in 1989. After Data East became defunct due to their bankruptcy back in 2003, G-Mode bought the intellectual rights to the arcade game as well as most other Data East games and licenses globally.[2]Sly SpyNorth American arcade flyerDeveloper(s)Data EastPublisher(s)Data EastDesigner(s)Makoto Kikuchi(planner)[1]Kazuhiro Takayama(hardware)[1]Programmer(s)Tac.H[1]Composer(s)Azusa Hara[1]Hiroaki Yoshida[1]Tim Follin (Amiga)Geoff Follin (Amiga, C64)Platform(s)Arcade, Amiga, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum, Nintendo SwitchRelease1989Genre(s)Run and gunMode(s)1-2 players alternatingDescriptionEditPlotEditThe plot resembles some movies and novels of the James Bond series and takes place in the U.S. in an unspecified time period described in game as "199X". During the introduction sequence, the president and his wife are waving at the crowd next to a limousine at the White House in Washington D.C., when terrorists (some flying in using jetpacks) approach the president and his wife armed and dangerous, and, as soon as the screen goes red and gun sounds are heard, they seem to shoot not only the crowd, but also the president and the first lady, who are both presumed dead.Later, a secret agent working for the American secret service, and known only by the name of Sly, is informed that the terrorists who struck at the presidential ceremony were located, identified, and confirmed to be CWD (Council for World Domination) members. CWD is a secret underground criminal organization with terrorist foundations, involved in drugs and arms dealing and government corruption, and ultimately plotting world conquest. Sly is assigned by the secret service to eliminate the CWD.Listening to the world's desperate plea for freedom and hoping to protect those he loves most, Sly jumps from a plane towards Washington D.C., and begins his campaign to prevent the terrorists from infiltrating not only the city, but several spots in the U.S., and must also prevent a nuclear missile from launching and striking the Earth.The final challengeEditIn the course of the game, the player faces off against several bosses, eventually encountering the leader of CWD, whose identity is never given outside of that title. A spiked ceiling slowly descends from above and the boss is protected by a force field. Sly must shoot or kick it to deal enough damage and dent the field. Sly then shoots CWD's leader, finishing him for good before fleeing the base with hardly a scratch.In the beginning of the ending sequence, Sly receives a final transmission from the president himself, who somehow escaped the attack at the early moments of the game and is miraculously alive. The president congratulates Sly for saving the planet, but then tells him that he "missed a couple of things and may come back to pick them up". Sly goes to the White House, only to arrive at the entrance and quickly find roaring applause from the crowd as well as what seems the president's daughters – who were enchanted with Sly's heroic deeds – posing and smiling alongside him for a photo, who gave him several kisses, as a "thank you".Then, he and his girls return home in a Ferrari F40, speeding all the way, going together to enjoy their well-deserved honeymoon. As the car drives off the screen, "THE END" is shown.GameplayEditArcade screenshotPlayers control the secret agent name Sly Spythrough eight different stages. Some stages have their own gameplay. In the first part of the first stage, players shoot enemies horizontally while sky-diving. The second half of the first, third, fifth, sixth and eighth stages are played in a run and gun format similar to Namco's Rolling Thunder and its sequels, but it lacks the ability to jump between the top and bottom floors while grabbing rails. Also, when out of ammo or attacked by a boss with one hit, Sly Spy drops his firearm while the game becomes a beat'em up in 2D platform manner, much like Shinobi. Players can make Sly Spy do three different kicks: high kicks, low kicks and jump kicks. The second stage shows Sly Spy riding on his motorcycle with a built-in machine gun, which makes this stage a combination of run-and-gun and vehicular combat game formats, much like Moon Patrol. The fourth and seventh stages are in marine-based, side-scrolling shooter format. Minor enemies will drop several different items when defeated, such as extra ammo, cans of Coca-Cola-esque soda and machine guns. Sometimes, enemies will drop a jetpack on land or a DPV while underwater to make transportation easier.James Bond referencesEditEnemies also drop parts of the ultimate weapon in the game called the Golden Gun, which is based on the weapon of the same name from the novel/film titled The Man with the Golden Gun; however, instead of shooting Golden Bullets like in the James Bond series, Sly Spy's version functions nearly the same way as the Cobra Gun in Data East's 1988 RoboCop arcade game and the Heavy Barrelenergy cannon from the arcade game of the same name. It is also shaped like a rifle instead of a pistol; however, when the Golden Gun is equipped along with either the motorcycle or a DPV, their built-in firearms will shoot the same energy bolts shot from the Golden Gun itself.Besides the protagonist and the Golden Gun being references of the James Bond series, several bosses and stages in the game are based on villains and settings in the James Bond series. The second boss is based on Jaws from the films The Spy Who Loved Meand Moonraker, the third boss is based on Oddjob from the film Goldfinger, and the ninth and final stage is based on the launch base seen in Moonraker.Industrial Spy: Operation Espionage, known in Japan as Espion-Age-nts (エスピオネージェンツ, Esupionējentsu), is a video game developed and published by NEC Interchanneland UFO Interactive Games for Dreamcast in 1999-2000.Blood & Truth is a first-person shooterdeveloped by SIE London Studio and published by Sony Interactive Entertainment. It was released on May 28, 2019 for the PlayStation 4's virtual reality headset PlayStation VR.Blood & TruthDeveloper(s)SIE London StudioPublisher(s)Sony Interactive EntertainmentEngineLSSDK enginePlatform(s)PlayStation 4/ PSVRReleaseMay 28, 2019Genre(s)First-person shooterMode(s)Single-playerGameplayEditThe game is a first-person shooter. The player assumes control of Ryan Marks, a former Special Forces soldier who must save his family from a London crime boss.[1] Players can hide behind cover and pick up different guns to shoot enemies. To move in the game, players only need to look at a spot and press a button. The playable character will then automatically move to the spot. Players can also interact with different objects.[2]PlotEditThe game begins with Ryan Marks being interrogated by an agent named Carson, who explains his current situation. During the interrogation, flashbacks show the events that happened up until the interrogation.Ryan infiltrates a compound and rescues fellow soldier, Deacon and both escape the compound before Ryan is informed that his father had died from a heart attack. Ryan is sent back home in London and is picked up by his brother Nick from the airport. After the funeral, Ryan meets with his mother Anne, but then they are interrupted by gunfire, the family is then confronted by Tony Sharp, a London crime boss, Kayla, a woman who supposedly works for Tony and kills one of Anne's bodyguards and Tony's brother Keach.The family is held at gunpoint by Keach, but Keach is fooled by Nick into thinking that the gun's safety is on. At this moment, Michelle and Nick takedown Keach and knock him out, the family then flees to their hidden safe house. The family then discovers that Tony will be at his private casino and Ryan volunteers to infiltrate the casino and kill Tony, although Anne is reluctant to the plan.Ryan successfully infiltrates the casino but discovers that Tony is not in the building and is at his art gallery, but Keach still remains and tracks him down to a hotel room. After rigging the casino with bombs, Ryan confronts Keach and chases him through the building. Once he stops Keach, Ryan questions him on where Tony is, but Keach doesn't know where he is. Keach is either killed by Ryan or is suddenly killed by an armored guard and Ryan is able to escape and blow up the casino with the bombs he had rigged.Ryan disguises himself and enters the art gallery during the day and discovers a private room that might contain information. Ryan and Nick then sneak into the gallery at night and vandalize most of the exhibits. The brothers are also able to find documents that all link back to Falstead Airfield.After returning to the safe house, Tony calls the brothers along with Michelle to inform them that he has captured Anne and has held her in Freeson Towers, a building that is due for demolition.The siblings work together to rescue Anne and Ryan is able to escape the demolition, however, Anne is then killed by Kayla, Michelle and Ryan are presumably arrested by the police while Nick goes off to hunt Tony. Back in the interrogation room, Ryan realizes that Carson is trying to recruit him into taking down Tony, to which Ryan agrees to help him while also guaranteeing Michelle's safety. Carson also reveals that there is a secret organization that is helping Tony.Ryan infiltrates Falstead Airfield-hoping to find Nick-and discovers how the organization works. They sell black market materials and Carson explains that the organization uses the money to control society from the shadows. Ryan then escapes the Airfield.Carson is able to track down where the materials are coming from and sends Deacon to the safehouse and the two form a plan to infiltrate the source and plant a trojan into the systems.The plan goes well until Ryan is knocked out by gas and is captured by Tony and Kalya who reveal that they have also killed Nick. Although Tony orders Kayla to stay in the room with a tied up Ryan-as Tony goes to find Michelle-Kayla abandons Tony and reveals she is working for the organization and reveals that Ryans dad was originally going to work with the organization, but because he had died, they were reluctantly forced to work with Tony and finally reveals that she knows Carson and asks Ryan to tell him 'Amanda says hi'.Ryan escapes his captivity with help from Deacon and Ryan infiltrates Tony's tower alone. But when he confronts him, Tony reveals that he is hiding behind bulletproof glass and escapes, with Ryan following him.With help from Michelle, Ryan is able to chase Tony to his private plane and jumps aboard mid-flight. On the plane, Carson tells Ryan that there is a bomb on the plane that is set to explode, Ryan confronts Tony and has the choice to kill Tony or listen to Tony as he recounts a childhood story. Either way, the plane explodes with Tony inside of it and Ryan is thrown out of the plane but survives thanks to a parachute he had found earlier in the plane.Moments later, Carson explains to Ryan that Kayla's real name is Amanda Kincaide and that she was a respected CIA operative, but then she disappeared to work with the organization. Ryan and Carson then agree to go after the organization.Us and Them - Cold War is a turn-based strategy video game developed and published by Greek game developer Icehole Games in 2010. The game is set during the Cold Warperiod, where players control either the American CIA or the Soviet KGB organization, and attempt to achieve territorial, ideological and influence expansion for their side, while simultaneously trying to destabilize the opposition by orchestrating espionage activities around the world.[1]Us and Them - Cold WarPromotional artwork.Developer(s)Icehole GamesPublisher(s)Icehole Games(Digital)AVE(GR/CY/BG/RO: Physical)Avanquest(UK: Physical)UIE(DE: Physical)Strategy First(Steam)Producer(s)Thanasis TriantafillouDesigner(s)Thanasis TriantafillouKonstantinos MavrikisProgrammer(s)Kostas KladisArtist(s)Giannis MagasVishy MoghanZacharias PsarakisComposer(s)Dimitris PlagiannisPlatform(s)Microsoft WindowsOS XReleaseGRC: 17 March 2010Genre(s)Turn-based strategyMode(s)Single-playerGameplayEditThe player can select between two campaigns, either the Communist campaign, where the player takes control of the Soviet KGB, or the Capitalist campaign, in which the player takes command of the American CIA. Each campaign starts at January 1, 1960, and the player's goal is to develop networks of spies and special agents to the various countries around the world and, through various acts of subterfuge, sway their governments to the chosen superpower's particular political ideology.Apart from managing their network of spies and agents, players are also tasked with managing a variety of resources to gain prestige points. These resources include space program achievements, nuclear arms development, technology and spy gadget research, money and energy. Further, players may deploy a series of special strategies based on real-life concepts from the Cold War, such as Domino theory, the Iron Curtain and the “Communist sandwich”, while random, in-game events based on actual Cold War events will occur, and require the player's response.Each campaign features a number of heroes, each one corresponding to a prominent figure in the years of the Cold War, allowing players to use their influence towards swaying governments to their side. The Communist campaign begins with the player gaining access to Ernesto “Che” Guevara, Mao Ze Dong and Fidel Castro, while the Capitalist campaign starts with J. Edgar Hoover, Henry Kissinger and the Pope. Additional heroes are introduced for each side as the game progresses.Mata Hari is an adventure video game. It was released on November 21, 2008 in German-speaking territories.[2] The game was worked on by ex-LucasArts alumni Hal Barwood and Noah Falstein.[3]Mata HariEuropean cover artDeveloper(s)Cranberry ProductionPublisher(s)EU: DTP EntertainmentNA: Viva MediaDesigner(s)Hal BarwoodNoah FalsteinProgrammer(s)Matthias MeyerArtist(s)Oliver SpechtPlatform(s)Microsoft WindowsReleaseGER: November 21, 2008NA: July 2009UK: March 26, 2010[1]Genre(s)AdventureMode(s)Single-playerPlotEditReal-life Mata Hari embarks on a fictional adventure in which she becomes a spy and uncovers sensitive military secrets, all in the midst of the outbreak of World War One.[4][5]GameplayEditPrimarily a point and click adventure game, the title also includes various minigames. For instance players have to perform exotic dancesin order to earn money. The game allowed players to skip these dance-oriented sectionsHans Kloss is a puzzle-platform gamedesigned by Dariusz Żołna and published in Poland by LK Avalon. It was published in 1992 for the Atari 8-bit family.[1] A Commodore 64conversion, programmed by Janusz Dąbrowski, was released in 1993.[2][3] The player controls Hans Kloss, the fictional protagonist of the Polish TV series Stawka większa niż życie, during World War II. He must find plans for a secret weapon in Adolf Hitler's headquarters, the Wolf's Lair.[3]Hans KlossAtari cover artPublisher(s)LK AvalonProgrammer(s)Dariusz ŻołnaArtist(s)Dariusz Żołna, Sebastian MichnaComposer(s)Daniel KleczyńskiPlatform(s)Atari 8-bit, Commodore 64ReleaseAtari 8-bitPOL: 1992Commodore 64POL: 1993Genre(s)Puzzle-platformMode(s)Single-playerHans Kloss met with success upon its release, in part thanks to its usage of a popular character.[3] It was praised by reviewers for the quality of its gameplay, graphics and music.[4][2]GameplayEditA room near the beginning of the game. A Goliath mine can be seen near the bottom.Hans Kloss belongs to a genre known in Poland as gra labiryntowa ("maze game"). This categorization referred to flip-screen games set in a maze, which combined elements of action (e.g. avoiding enemies) and logic (e.g. collecting and using keys).[3]The player's task is to find 21 pieces of the plans of a secret Nazi weapon (the V-1 flying bomb), hidden within safes found around the corridors of the Wolf's Lair bunker, as well as a seal located in one of the rooms.[3][5][6]Finishing the game requires the player to skillfully find his way around the mazelike bunker.[1] Numerous closed doors bar the player's path, but keys can be found to open them, though each key is one-use.[7]Two counters displayed at the bottom of the screen represent the level of the protagonist's hunger and thirst. The value of the counters gradually decrease with time, and if either of them reaches zero, the game is over.[6] They can be refilled by finding mutton legs and cups of coffee.[7] Another threat are the Goliath tracked mines which occasionally appear in the rooms;[3] while the protagonist remains in close contact with a mine, both counters decrease rapidly.[5] The bunker also contains automatic machine guns with nearby motion detectors. Crossing a sensor causes the gun to fire, killing the protagonist instantly; however, a sensor can be temporarily deactivated by finding its off switch.[7]Rolling Thunder 3 is a 1993 run and gun video game published by Namco released for the Sega Genesis. It is the third and final game in the Rolling Thunder series after Rolling Thunder and Rolling Thunder 2.Rolling Thunder 3North American cover artDeveloper(s)Now ProductionPublisher(s)NamcoProducer(s)R2-UnitDesigner(s)Masaru MoriyaProgrammer(s)Paddock TondabayashiComposer(s)RoseDickSeriesRolling ThunderPlatform(s)Sega GenesisReleaseNA: May 19, 1993Genre(s)Run and gun(Scrolling shooter)Mode(s)Single-playerThe game was made specifically for home consoles, unlike the previous two games in the series. Also unlike its predecessors, Rolling Thunder 3 was released only in North America.PlotEditThe game's plot is set around the same time period as its predecessor Rolling Thunder 2. With WCPO agents Albatross and Leila assigned to tracking down Gimdo criminal organization, a new Rolling Thunder agent codenamed Jay is assigned to track down Geldra's second-in-command, Dread (a green skinned humanoid resembling Maboo from the first game). Jay is assisted via radio by a contact named Ellen, who provides him with mission objectives. The story is presented in a more cinematic fashion than the previous games, featuring animated cutscenes between stages and on-screen text dialogue between the characters. There are only a couple of spoken dialogs in the game, all of which are synthesized voices.GameplayEditJay dispatching enemies with a flamethrowerThe game maintains the "shoot-and-take cover" formula of the previous installments. In Rolling Thunder 3, the player progresses through ten levels and three secret areas (including an abandoned version of the original game's first stage) by shooting hostile enemies, replenishing ammo by entering specially marked doors, and dodging or crouching under enemy fire by hiding behind objects such as crates. Unlike Rolling Thunder 2, the game features only a single-player mode.Rolling Thunder 3 offers its fair share of new features to the series. Players now have the option to select one weapon from a total nine before beginning each level, including submachine gun, shotgun, bazooka, flamethrower, a laser gun similar to the ones in the Genesis version of Rolling Thunder 2, three types of hand grenades (regular, flash and cracker) or a "cannon" that lobs incendiary grenades. When the player's starting special weapon is expended in one stage, it cannot be chosen again in later stages. The player may refuse to choose any, in which case Jay's special weapon would be a dagger. Special weapons are also found behind specially marked doors in most missions. When picked up, they replace the starting special weapon.There are now two separate fire buttons, one for the standard pistol and the other for the special weapon. The player also has the ability to shoot at angles. As they progress through the game, players will also be introduced to fast-paced vehicle stages, controlling Jay as he rides either a motorcycle on slick highways or jet-skis across rapid waters.The player's health bar consists of three health units instead of one, giving Jay the ability to endure more hits before dying, although some shots can deplete two health units instead of one. In addition, some enemies fire a hail of bullets in rapid succession. When Jay dies, the game allows the player to restart from the exact position they died at, rather than forcing them to continue from a check point or the beginning of the stage as the prequels had done. If the player chooses to start the game without a starting special weapon, the room that replenishes that weapon will instead add a health unit.The game does not require the player to complete the stages within a time limit; therefore, the game features no time bonus pickups. However, taking too long summons a sniper who begins shooting at Jay.As with the console versions of the previous games, upon completing the game, the player is given a password that enables them to replay the game on a harder difficulty level that features a slightly extended ending. There is another hidden password that replaces Jay with the female agent Ellen. She does not have any cutscenes and the ending remains unchanged.No One Lives Forever 2: A Spy in H.A.R.M.'s Way is a first-person shooter video game developed by Monolith Productions and published by Sierra Entertainment, released for Windows in September 30, 2002, later ported to MacOS in 2003. It is the second game in the No One Lives Forever series, the sequel to the 2000 game The Operative: No One Lives Forever.No One Lives Forever 2:A Spy in H.A.R.M.'s WayDeveloper(s)Monolith ProductionsPublisher(s)Sierra EntertainmentMacPlay (Mac OS X)Producer(s)Chris MillerSamantha RyanDesigner(s)Craig HubbardProgrammer(s)Kevin StephensBrad PendletonArtist(s)David LongoWes SaulsberryComposer(s)Nathan GriggEngineLithTech JupiterPlatform(s)Microsoft Windows, Mac OS XReleaseNA: September 30, 2002EU: October 18, 2002NA: October 1, 2003 (OS X)Genre(s)First-person shooter, stealthMode(s)Single-player, multiplayerThe story follows spy Cate Archer as she once again takes up arms against the international criminal organization H.A.R.M. Throughout the game, Cate Archer is sent to exotic locales, such as a ninja village, a secret submarine base, and a trailer park in Ohio during a tornado. A whole new range of uniquely designed gadgets and weapons are also introduced, including a blowtorch disguised as a can of hair spray and a robotic bomb disguised as a kitten. A spin-off to the game, entitled Contract J.A.C.K., was released in 2003.GameplayEditAs in the first game, missions can be completed through action, stealth, or a combination of these methods. In many cases, the missions are more open ended. While the original game contained several missions that required the player to not to be detected or avoid setting off alarms, the sequel contained only a few objectives that required complete stealth. However, to counter this, No One Lives Forever 2: A Spy in H.A.R.M.'s Way utilizes respawning enemies more often than the original to encourage the player to complete the missions in a surreptitious manner. The game's AI is designed with a Goal-Oriented Action Planning architecture where the enemies themselves have more control over the actions they perform.[1]PlotEditLearn moreThis section may need to be rewritten to comply with Wikipedia's quality standards.The game focuses on tensions rising between United States and Soviet Union over the tiny, but strategic Isle of Khios. A year after the events of the first game, Jones, now the sole Commander of U.N.I.T.Y., is taking a vacation and leaves Bruno Lawrie, the Temporary Director of U.N.I.T.Y., in charge.U.N.I.T.Y. agent Cate Archer is sent to Japan to investigate a rumored international crime convention expected to take place in the pastoral village of Inotakimura. There, she locates another U.N.I.T.Y. agent Isamu Hatori, who tells Cate to photograph the meeting's participants, including the Director, H.A.R.M.'s leader, without arousing their suspicion. After Cate photographs the meeting's participants, as Hatori tasked her to, she is stabbed by a ninja named Isako, who leaves her for dead.After the opening credits, Cate is hospitalized by U.N.I.T.Y. and is restored back to health by U.N.I.T.Y.'s staff scientist, Dr. Otto Schenker. After Cate's recovery, the U.S. military advisers, Issac Barnes and General Morgan Hawkins, inform Cate and Bruno of H.A.R.M.'s and the Soviets' plan regarding Project: Omega to prepare their invasion for the small island of Khios. Meanwhile, H.A.R.M. agent Dmitrij Volkov is now immobilized in a full-body cast and using a wheelchair due to a skiing accident.Cate travels to Siberia where she uncovers information about Project: Omega and sabotages the radio tower and power plant. After collecting information regarding Project: Omega, she is ambushed by H.A.R.M. and the Soviets, but manages to escape by destroying a bridge. After her mission in Siberia, Cate and Bruno learn that the Soviets and H.A.R.M. work together to turn the island into the world's first Communist vacation spot with a five-star hotel. Cate travels to Akron, Ohio, and investigates the house belonging to a man, Melvin Blitzny, a vacuum cleaner salesman who serves as a double agent between H.A.R.M. and U.N.I.T.Y. to impersonate former U.N.I.T.Y agent Tom Goodman. After she recovers information about Project: Omega, she is ambushed by Isako's ninjas as she escapes the Blitzny residence. A tornado hits the area and Cate takes down Isako's ninjas before following Isako to a trailer home as it is lifted by a tornado. Cate and Isako engage in a sword fight until the trailer's ceiling rips off, sending Isako into the tornado.After being recovered from the tornado incident, Cate and her ally, Magnus Armstrong, head to India where they meet Armstrong's old friend, Kamal, a former member of H.A.R.M.'s Indian branch. With Kamal's help, Cate is hired by H.A.R.M., and gains access to their vault, where she collects more documents about Project: Omega. Soon after, Cate and Armstrong are captured by one of H.A.R.M.'s most deadly operatives, Pierre, the self-proclaimed Mime King. Cate and Armstrong escape by welding one of the cage's bolts, and fight their way out of India. During their escape, Armstrong tries to grab Pierre but only succeeds in removing his heavy black cloak and mask, revealing his true form as a mime midget riding a unicycle. Cate and Armstrong try to chase him riding a tricycle, but fail to apprehend Pierre.Later, Cate and Armstrong head to Antarcticato explore a base there and uncover H.A.R.M.'s intentions with Project: Omega. There, Cate learns that Project: Omega consists of turning soldiers into Super-Soldiers, which were indestructible cyborg-like fighting machines. Cate encounters the first test subject, a Super-Soldier named Lt. Anders, an ex-military officer who believes Cate is his daughter, Abigail. Lt. Anders chases Cate and destroys large parts of the base, but Cate manages to escape after Armstrong heroically grabbed the Lt., allowing her to escape before H.A.R.M. arrives.Meanwhile, the Director learns of Cate's efforts in India, and sends a team of Super-Soldiers to destroy H.A.R.M.'s Indian headquarters as punishment. The punishment also provides H.A.R.M an ideal field test for the Super-Soldiers before they are sent to Khios on their primary mission. Cate immediately returns to Calcutta, India, but finds that the Super-Soldiers already arrived. The only thing Cate can do is try to get everyone to safety.Cate then returns to U.N.I.T.Y. and gives Doctor Schenker the technical specifications she recovered from the Antarctic facility so that Doctor Schenker can devise how to stop the Super-Soldiers. Doctor Schenker loses his glasses, so after Cate finds Doctor Schenker's glasses in a café, the U.N.I.T.Y. headquarters is attacked by Pierre's mimes. Cate takes down the mimes and then proceeds to rescue Armstrong, who is reportedly captured and located at a H.A.R.M undersea base, unaware that Pierre placed a telephone bug in Doctor Schenker's office. Cate arrives at H.A.R.M.'s undersea headquarters and makes her way to the lower level to rescue Armstrong who is trapped in a Super-Soldier pod. Cate takes down Pierre and his mimes, but after she frees Armstrong, Lt. Anders, who is also freed from the pod, destroys parts of the undersea base, causing it to implode. Cate and Armstrong escape the drowning base, but as they reach the Director's private deck they discover that the escape pod is jammed. Armstrong himself releases the pod as he travels to surface in the drowning undersea base. The escape pod is then captured by a H.A.R.M. submarine on its way back up to the surface.Cate is now held in H.A.R.M.'s secret artificial volcano lair, and escapes after she recovers additional plans for Project: Omega and sabotages the lair. Cate re-encounters and defeats Volkov, who falls into a lava pit. Cate reaches the surface, and discovers that H.A.R.M.'s lair is built directly beneath the Japanese village of Inotakimura. There, Cate battles Isako and her ninjas, and defeats her. The Director arrives and attempts to kill Isako but Cate saves Isako by throwing a ninja star at the Director, disarming him.Cate is then sent to Khios, where she embarks on her final mission to stop Project: Omega. Unfortunately for her, the island is being overrun by H.A.R.M. and Soviet troops with Super Soldiers. The U.S launches a nuclear missile to destroy the Soviet held Khios, prompting a Third World War. Cate uses the specially devised Anti Super-Soldier Serum (ASSS) to defeat the Super Soldiers, drowns the H.A.R.M. submarine and successfully repels the invasion. Project: Omega is put to a stop once and for all when Lt. Anders, who escaped the submarine, destroyed the missile before it crashed in the island as he plummets to the ocean below. In a short cutscene after the game credits, the Director's mother rebukes his actions and Volkov tells the Director he quits. The game ends with the Director swearing revenge for Cate and U.N.I.T.Y.Velvet Assassin is a stealth video game for Microsoft Windows and Xbox 360, released in 2009. Velvet Assassin's working title was Sabotage.[1] It was released on the Mac app store in 2013. Players take control of Violette Summer, a World War II-era British Secret Intelligence Service spy operating deep behind enemy lines, attempting to help thwart the Nazi war effort.[2] The game's story was inspired by a real-life secret agent/saboteur Violette Szabo.[3]Velvet AssassinDeveloper(s)Replay StudiosPublisher(s)SouthPeak GamesDirector(s)Sascha JungnickelDesigner(s)Sascha JungnickelArtist(s)Andreas HackelWriter(s)Claus WohlgemuthComposer(s)Mona MurDynamedionEngineReplay EnginePlatform(s)Microsoft Windows, Xbox 360, Mac OS XReleaseNA: April 30, 2009EU: May 8, 2009AU: May 21, 2009OS XWW: January 29, 2013Genre(s)StealthMode(s)Single-playerPlotEditBorn in Dorset, Violette Summer (voiced by Melinda Y. Cohen) grew up in a happy family and had a great and active childhood. Initially, she started her working life in a beauty salon before the outbreak of war inspired her to move to London and join the weapon industry. It did not take too long for her to be noticed by the secret services, as she was beautiful, athletic and had great attention to detail, and so she was soon recruited into Secret Intelligence Service during Britain's darkest hours. Violette had lost an aunt during one of the first Luftwaffe bombing attacks and to further compound her heartache she later lost her Royal Air Force husband in battle. However, Summer was strong willed and used these painful experiences to inspire her to succeed as a spy for the SIS.Summer managed to carry out several missions successfully before being gravely wounded by a sniper on a mission to kill Kamm, a Nazi military intelligence officer. Comatose in a hospital in France, Violette relives key moments in a series of flashbacks. Hence, the bulk of gameplay will take place during these flashbacks. The missions include blowing up a fuel depot on the Maginot Line, assassination of a colonel in a cathedral in Paris, stealing documents and marking a sub pen for bombers in Hamburg during Operation Gomorrah, and finding three secret agents in Warsaw. Moving through the city's sewer system, she finds one agent seriously wounded (and silences him) and another dead by cyanide poisoning, and a mission that involved moving through the Warsaw Ghetto, where the residents were either rounded up or executed, Violette makes her way through to the Gestapo's Pawiak prison to give cyanide to the third agent.Through her memories, scenes from the hospital can be seen with two men arguing whether to keep Violette alive, give her up to the Schutzstaffel, or kill her to save her the torture if captured by the Nazis. Her location betrayed, Violette wakes from her coma to find the enemy troops entering the hospital. Escaping them, Violette finds the villagers being murdered or rounded up by a force from the Dirlewanger Brigade, a brutal SS unit of convicts, and taken to the church. Locking the villagers in, the soldiers set fire to the church. Violette is unsuccessful at trying to free the villagers, and due to emotional and physical exhaustion, collapses. The enemy leader is shown to be Kamm, whose face was burned by Violette's assassination attempt. In the end credits, Violette is shown in her hospital gown standing on a cliff overlooking a German plane.GameplayEditWhen the game begins, Violette is seen from above, lying in a hospital bed. There are morphine syringes scattered across her bed, and the influx of drugs in her system creates a series of dreams that let her recount her past missions.[4] Players have to hide in the shadows in order to avoid being detected. As a stealth-based game, lighting plays an important role. The HUD provides players with a silhouette of Violette which can be in one of three states. Purple means she is hidden in the shadows and invisible to enemies. White means she is exposed in light, but not yet detected. Red means she has been spotted and enemies are seeking out her position. If she is detected, she will either have to fight off the guard or escape.The game employs a special lifeline if detected called "Morphine Mode". When triggered, Violette is shown in her hospital gown with blood drops appearing all over the screen. For a limited amount of time, Violette can execute any alerted guards or escape. Players have limited use of the morphine lifeline. The game also occasionally makes use of "Blend Stealth". If Violette acquires a female SS uniform, she can change her attire at predefined points in the game. When Violette wears the SS uniform, guards will not identify her as a threat unless she moves too close to them, or she performs a suspicious action, such as aiming a gun.Violette's ability as an agent can be upgraded by finding a range of collectibles scattered throughout her environment. Once the player reaches 1,000 experience points, her skills can be upgraded in one of three ways: either Improved Stealth (sneaking), Morphine or Strength. The player can upgrade her skills based on individual gameplay style.The Sum of All Fears is a tactical shootervideo game developed by Red Storm Entertainment and published by Ubi Soft. It was released for Microsoft Windows, PlayStation 2 (only released in Europe) and GameCube, based on the Ghost Recon game engine; another version was released for the Game Boy Advance.The Sum of All FearsDeveloper(s)Red Storm EntertainmentPublisher(s)Ubi SoftProducer(s)Deke WatersComposer(s)Bill BrownPlatform(s)Microsoft Windows, Game Boy Advance, PlayStation 2, GameCubeReleaseMicrosoft WindowsNA: May 28, 2002EU: August 9, 2002Game Boy AdvanceEU: October 4, 2002NA: November 19, 2002PlayStation 2EU: November 8, 2002[1]GameCubeNA: December 17, 2002EU: March 21, 2003Genre(s)Tactical shooterMode(s)Single-player, multiplayerThe game is based on the 2002 film of the same name. It is a tactical first-person shooterand is very similar in style to that of the Rainbow Six series of games.PlotEditA screenshot showing the PC version of the game.The game's first two missions take place sometime during the film, in which the FBI Hostage Rescue Team (HRT) works to save hostages in a Charleston, West Virginiatelevision station, and shut down operations from a West Virginian militia calling themselves the "Mountain Men". From the third mission on, John Clark recruits the team to work for the CIA and has the operatives work on seeking out and killing the conspirators behind an incident in Baltimore, Maryland, in which a nuclear bomb has been detonated during an American football game, killing a large number of people.GameplayEditThe Sum of All Fears uses a simplified way of gameplay from the Rainbow Six series. There is no planning phase for missions; instead the player's three-man team executes a pre-planned insertion with other anti-terrorist teams controlled solely by the computer. However, the player is free to deviate from the planned route and select their own path. The player also cannot individually select the equipment each team member carries. Instead, the player chooses from a small selection of pre-defined equipment packages for the entire team. On each mission, the player has control of their two teammates, and can take direct control of either of them at any time. The player can also give a few rudimentary commands to the teammates, such as "wait here", "follow me", and "clear/grenade/flashbang the next room".In Cold Blood is an adventure game developed by Revolution Software for the PlayStation and Microsoft Windows in 2000 in Europe and in 2001 in North America. The player assumes the role of John Cord—an MI6 agent who is captured while on assignment and tries to figure out who betrayed him through a series of flashbacks.In Cold BloodDeveloper(s)Revolution SoftwarePublisher(s)EU: SCEE (PS)EU: Ubisoft (PC)NA: DreamCatcher GamesDirector(s)Charles CecilProducer(s)Steve InceDesigner(s)Tony WarrinerProgrammer(s)Jake TurnerWriter(s)Charles CecilNeil RichardsTony WarrinerSteve InceJonathan HowardDale StrachanComposer(s)Barrington PheloungPlatform(s)PlayStation, Microsoft WindowsReleasePlayStationEU: 14 July 2000NA: 30 May 2001Microsoft WindowsEU: 20 October 2000NA: 25 March 2001Genre(s)AdventureMode(s)Single-playerAfter the success of the first two Broken Swordgames on the PlayStation, Sony contacted Revolution Software to develop a game to be released initially on the console. Revolution wanted to move away from the style of its previous projects, making a game with a secret agent theme and set in an action environment. Director Charles Cecil stated that the game was inspired by crime films such as Pulp Fiction and The Usual Suspects. The game engine was written specifically for the title. It was released to average reviews from critics, who praised the game's story, puzzles and graphics, but criticized its controls, action scenes and animation.GameplayEditThird-person gameplay typical of the gameIn Cold Blood is a 3D adventure game played from a third-person perspective. The player guides John Cord's movements with a keyboard or gamepad. Cord must collect objects that can be used with other collectible objects, parts of the scenery, or other people in the game world to solve puzzles and progress in the game. Cord can engage in dialogue with other characters through conversation trees to gain hints of what needs to be done to solve the puzzles or to progress the plot. Action scenes are also included.[1]PlotEditBackgroundEditIn Cold Blood is situated in Volgia, a fictional state on the east coast of the former USSR. After the Soviet Union collapsed, Dmitri Nagarov, chief of intelligence and security, took the opportunity to overthrow existing powers and declared independence. After his coup, Volgia started to invade its neighbors. The Volgian Freedom Fighters (VFF) is a resistance movement that is run by Gregor Kostov. The VFF has learned that the Volgians have acquired some special technology and has informed the Americans. They sent a spy named Kiefer to investigate, but communications were lost while he was investigating a uranium mine. The British were asked for help, and Alpha, the boss of MI6, sends agent John Cord, a long-time friend of Kiefer, to investigate.After the introduction which shows parts of Cord's missions, the game starts with a scene in which Cord is interrogated by now premier Dmitri Nagarov, while he is being tortured by his assistant Lukyan. After the torture, Cord is fighting for his sanity, and all he knows for sure is that he was betrayed. He tries to piece together the fragments of his memory, and the player must reconstruct the events that led to his capture.The game includes nine missions that Cord has to complete. Almost every mission ends with a transitional cut scene, showing how Cord is interrogated and tortured. These scenes include other characters like Alpha or Kostov, who will give information about the next missions.StoryEditCord goes to the uranium mine to locate Kiefer, but finds him dead. While there, he overhears a conversation between Chi-Ling Cheung (a secret agent of the People's Republic of China) and Byrdoy Tolstov (a professor in applied physics and chemistry). Tolstov reveals that they are not mining for uranium, but that they are experimenting with a special compound called tri-nepheline. Tolstov's daughter Alexandria is being held hostage at Security Headquarters (HQ), and Cord rescues her with the help of Chi, who is suspected of being a spy. Afterwards, Cord plants a bug on a secure server and removes a hard drive containing information relating to the VFF. Cord goes to the Containment Facility to apprehend Nagarov.On the Kappa level, Cord destroys a gigantic robot called Spectre, and on the Omega level, he finds "specimens" held in pods in a laboratory. Cord raises the pod with Yerik Dimittrivich Oliakov, a former University Lecturer, who informs Cord about a place "where ships go to die." Nagarov arrives with Alexandria in front of him. Nagarov claims that he has hacked the computers of the Americans and Chinese, to simulate that each of them is preparing for war, so he can go on with his plans for Volgia. Cord later enters a room where Professor Tolstov is working, who tells him that the place "where ships go to die" is Vostograd, an abandoned naval base, where Nagarov will launch his missile. A mini-robot kills Tolstov, but Cord uses his ID card to gain access to the refinery's particle bombardment machine called Baby Blue, which he destroys with a bomb. Having met up with Kostov again, they leave to discover a truck with the dead bodies of Kostov's men. Kostov suspects Chi is a traitor.Cord and Chi infiltrate Nagarov's base to destroy the Super Computer. On the roof of a large tower, Cord destroys a building with a surface-to-air missile launcher to create a diversion. When he meets with Chi again, she is being threatened by Kostov, who thinks she has betrayed his men. Chi kills Kostov before he can pull the trigger. With Chi's help, Cord uses an elevator to go to the top of the tower and he activates a cable car leading to an island. Cord explores the docking area, and he finds Alexandria in a cell on the security level. Cord uses the main elevator in the complex to access the other levels. Cord creates a diversion and enters level 1, where he inserts the explosive charge into the Super Computer. A cut scene is shown that reveals that Alpha has betrayed him. In a transmission, she tells that premier Nagarov had to be certain that Cord was not acting on her orders when he attacked the refinery. She assured Nagarov that Cord had not entered the facility, but Nagarov had a recording of Cord in the refinery. It resulted in a simple policy shift and the British are now working with the Volgians. As the reactor becomes critical, Nagarov and Lukyan leave the room. Until this moment, the game has taken place in Cord's memory, as he was interrogated by Nagarov after being captured, but from this point on it takes place in real time.When Cord wakes up, he finds Chi who was instructed to kill him, but she decides to free him after a conversation. Cord and Chi head for the quayside at level 1 and manage to lower a bridge leading to a helicopter. After they free Alexandria, they fly away as the base is destroyed. After they spot Nagarov's nuclear submarine, they land on it. Cord and Chi explore the submarine to prevent the missile from being launched. They take care of the guards, and hear messages about problems with the reactor. After they split up, Lukyan knocks Chi down and takes her to a lower level. Lukyan later ambushes Cord, but he manages to kill him by pushing him into a turbine. In the bridge room, Nagarov enters armed with a gun, and after their conversation, Cord hits Nagarov with a ladder. Cord uses two keys he found to abort the missile launch. After releasing Chi, a message is heard that there is only one minute left to a critical reactor failure. They return to the deck and are picked up by Alexandria in the helicopter just before the submarine explodes. In the end sequence, Cord phones Alpha and tells her that he has dumped his information about her deal with Nagarov on the Chinese and American intelligence nets. The game ends showing Cord, Chi, and Alexandria approaching a beach where the sun sets.Note: I also Tried searching( 3D Russian and French Spies Multiplayer Missions)on Search for Gamesand holy hell there are a ton of games around that concept, 10 pages worth to be exact, so if the game is not here it’s most likely on this site somewhere.Note: Results for 3D Online game, Russian and French Spies, Multiplayer, Missions, Black Car1-20 of 3757 (Fuck that, I’m not looking through 3757 games, holy shit!)Chapter 2:3D Online Multiplayer Spy(Topic)Sly SpyThe Operation:No One Lives ForeverThe Operation:No One Lives Forever 2Golden Eye 007Spy PartySpy vs Spy(2005)The Sum of All FearsPhantom DoctrineSplinter Cell Chaos TheoryPerfect DarkChapter 3:3D online Multiplayer Russian Spy(Topic)Phantom DoctrinePhantom Doctrine was the closest game I could think of to your description.Phantom Doctrine is a strategic turn-based espionage thriller game developed by Polish studio CreativeForge Games and published by Good Shepherd Entertainment in 2018. The game tries to capture the subtle intrigue of classic spy films, while thrusting the player into a mysterious world of covert operations, counterintelligence, conspiracy and paranoia.[1]Phantom DoctrineDeveloper(s)CreativeForge GamesPublisher(s)Good Shepherd EntertainmentComposer(s)Marcin PrzybyłowiczJan SanejkoEngineUnreal Engine 4Platform(s)Windows, Xbox One, PlayStation 4, Nintendo SwitchReleaseWindows, PlayStation 4August 14, 2018Xbox OneAugust 24, 2018Nintendo SwitchJune 6, 2019Genre(s)StrategyMode(s)Single and multiplayerPlotEditSet in 1983 Phantom Doctrine takes place in an alternative Cold War where brainwashing is a real danger and a global conspiracy controls the world. The player takes on the role of a former CIA, KGB or Mossad agent.[2] While leading a secret organization known only as The Cabal, the player is drawn into a global conspiracy. By carrying out secret missions, investigating classified files, and interrogating enemy agents, a sinister plot is uncovered that will eventually lead into a counter-conspiracy to stop the group known as Beholder Initiative.[1][3]GameplayEditThe game is divided between global strategy management elements utilizing the base and world map screens, intel investigation, and tactical missions. There is also Extended Playthrough mode (unlockable after beating the game) where the player will learn more about what happened behind the scenes.[3]HideoutEditHere the player manages resources, can build new or upgrade existing facilities, hire new agents or assign hired agents to perform different tasks. Agents can craft various items, forge money, train new proficiencies, heal in the infirmary, or analyze obtained intel.[4]Danger level is the indicator of how close the Beholder Initiative is to finding the location of the player's hideout, which will eventually end in an enemy raid unless the location is changed. Danger cannot be decreased, only controlled. Various activities can increase its level like abandoning agents in missions, allowing enemy agents to complete their activity, or recruiting double agents.[3]MK Ultra is one of the most notable unlockable facilities. It provides players with direct control over captured enemy agents by granting them a choice to perform different tasks such as brainwashing, interrogation, etc. Although the game, before this facility is built, provides immediate and cost-free interrogation of captured agents, the MK Ultra option is more rewardable but also cost and time-dependent.Espionage NetworkEditThis is the hub showing the world map. Here the player can send agents to scout suspicious activities, seek enemy agents or carry out missions. It also provides direct control of in-game time progression.Investigation BoardEditHere cases, locations, and individuals can be researched to reveal new missions, resources, and technologies. Utilizing a classic pinboard and string approach, players scour the documents for matching codewords while connecting the dots on the corkboard.MissionsEditHandled turn-based, missions have two modes: infiltration and combat mode.[1]Infiltration mode allows the player to sneak into a location, stealthily complete an objective, and extract whilst undetected. Since most missions start in this mode, it also gives the player a chance to search and explore the map, learn enemy patterns and routines, locate enemy agents, and make strategic planning.Combat mode is usually triggered by the player, since most missions start as infiltration. Various things like unsuppressed fire, dead bodies found by civilians or enemies, etc. will trigger the alarm thus activating the combat mode. At this point, reinforcements start arriving, player agents catch heat, and the enemy openly engages combat.CombatEditPhantom Doctrine takes a new approach on turn-based tactics by almost complete removing die rolls for its combat solutions. Every character has awareness, a mechanic that represents the character's stoicism during a firefight. This resource is both used to perform special abilities and to dodge incoming attacks, and it regenerates every turn by a certain amount.[5]When attacked, a target undergoes an awareness check that can result in a dodge, that will neglect incoming damage, or a graze, that will mitigate incoming damage (additional factors, such as armor, can mitigate the damage further). Upon this, a certain amount of awareness is spent.CharactersEditAll agents have four stats (circulatory, sensory, respiratory, motoric) that will determine their hit points, awareness, action points, etc. They also have perks, some of them may be hidden until certain missions and challenges are accomplished, and backgrounds that determine their starting weapon proficiencies and abilities. As agents gain experience they level up, thus gaining new perks that the player can choose freely from a given choice of four. Through training, they gain proficiency in various weapons which will increase their weapon efficiency and allow them to install weapon mods.Player agents may also accrue heat if their evacuation is compromised, through combat, or if they're seen on Infiltration missions. Heat decreases over time unless it reaches its max, at which point their ID is exposed meaning they will need to forge a new one. Agents with maxed heat will take longer to travel across the world map, and may be ambushed when idle outside the hideout.[3]Length of game-playEditA single-player campaign takes about 40 hours to complete.[6]ReplayabilityEditThrough randomly generated characters, algorithmically populated and adapted maps, and randomized intelligence snippets a unique experience is granted with every playthrough.[1]However I also found this for Sly Spy:However the main character is American, not French or Russian.So Phantom Doctrine was the closest I got.

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