After shooting the first batch of enemies with the sniper I followed Mike’s (much needed) directions to take out the other soldiers with the Green Beret. Despite his advice and the radar I ended up being hit by enemy fire. Whereas in the previous games it would mean game over, in CSF you can continue to play. When one of your Commandos is wounded there will appear an extra icon on your radar, namely a medic/red cross sign which indicates the position of your Commando. I ran towards the GB (you can run by using the shift key) - who was laying on the ground - , looked at him and used my med kit to get him back on his feet. After reviving the GB I took out the rest of the Nazi’s although one officer managed to escape via a boat. While I was scoping the area with my sniper to take out some enemies which were quite far away I noticed that there was a boat lying in the water equipped with mounted guns, I didn’t use it but I asked Mike and it will be usable. I completed the mission with an accuracy of 25 %.
The next mission featured a more stealthy approach as it introduced the Spy to the scene. In this mission one of your allies is wounded and one your objectives is to meet with a doctor. One of the elements that separates CSF from other (WW2) FPS’s is that you can choose which objective you want to do first and which road you’re going to use to get there. – Around this time Tom got in and Mike brought him up to date. – After this small intermezzo we went back to the mission and Mike showed us the Spy in action. The Spy was equipped with a piano cord and a silenced pistol (the syringe will not be there). Before Mike attacked one of the patrolling soldiers he looked on the radar to see which direction the soldier was going to. He then sneaked up behind him – used the free vision/third person view which allows you to look around you, check for enemies or look behind a corner, rather than using the more traditional leaning keys – strangled him to death and put on the soldiers uniform. He then moved onwards to the next soldier, showing what happens if they recognize you.
When you’re in the sight of the enemy, a sign will pop up and a meter will move quickly and indicates when they’ll recognize you. If you move out of sight quick enough the sign of the soldier will turn yellow on the radar but after a while will turn back to green, the soldier will assume nothing happened. If they however see through your cover the alarm will be raised and you can expect some trouble to come your way. Mike shot his way out and turned on an invisibility cheat to take us to an objective in a brothel. While we came into the place we saw that the Germans we’re having a party, their state of consciousness or lack thereof was well portrayed by the animations. Although the Germans were either drunk or were watching the prostitutes doing a dance (Natasha was wandering in the bar as well) on stage, when Mike shot one of them all the others had their gun ready and the girls we’re hiding for cover. As Mike moved upwards killing Germans on his way, he explained the reason the bodies disappear: since the game is very realistic (especially the animations) they needed to do this in order to keep the age rating down. The disappearing bodies do have an advantage as well, for instance you don’t need to hide bodies. He also warned that it is important to watch the windows.
If you kill a soldier in front of a window and another soldier is looking in that direction, the alarm will be raised. As stated before, there are multiple ways to complete an objective which are for the player to find out. One of the examples Mike showed was using the spy to talk to a prostitute and have her distract a Gestapo officer. He showed another example as well but you’ll have to try and find them yourself as it will be more fun. I think this covered everything Mike showed us, the pc tour ended here as Mike had another appointment.
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