24: The Game
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- This article is about the video game 24: The Game. For the card game called 24, see 24 (card game).
24: The Game | |
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Developer(s) | Sony Computer Entertainment |
Publisher(s) | 2K Games |
Release date(s) | February 27, 2006 (US) March 17, 2006 (EUR) |
Genre(s) | Third-person action |
Mode(s) | Single player |
Rating(s) | ESRB: Teen (T) for Violence and Blood PEGI: 13+ |
Platform(s) | PlayStation 2 |
Media | DVD-ROM |
24: The Game is a Sony PlayStation 2 video game based on the FOX television series, 24. The game was developed by Sony Computer Entertainment's Cambridge Studios, and was published by 2K Games.
24: The Game was originally planned to be released in Europe on September 30, 2005 and later in North America on November 14, 2005; however, the game's release was delayed and it was finally released in North America on February 27, 2006 and in Europe on March 17 (March 16 in Ireland, due to the St. Patrick's Day bank holiday).
Contents |
[edit] Storyline
[edit] Plot
The storyline takes place 5 months after the events of season two and eighteen months before those shown in season three.
Many questions that remained after the season two finale and before the season three premiere are answered. These are the questions that the game's storyline provides answers to:
- Who plotted the assassination attempt on President David Palmer?
- How did Palmer survive and why did the attempt fail?
- Who was the commander-in-chief while Palmer was injured?
- Who is Max? What is his connection and what are his goals?
- How did Kim Bauer become employed at Counter Terrorist Unit(CTU) Los Angeles?
- How did Chloe O'Brian first come into contact with CTU LA?
- What became of Jack Bauer and Kate Warner's relationship?
- How did Jack Bauer and Chase Edmunds meet and start working together?
Throughout the game's story many threats and terrorist attacks/attempts occur:
- A cargo vessel, containing illegal weapons and narcotics, attempts to release ricin into the LA harbor (foiled by CTU)
- An Assassination attempt on Vice President Prescott via sniper fire on his motorcade (foiled by CTU)
- A Sarin gas attack on LA Metro station (foiled by CTU and proven to be a phony attempt; diversion to lure teams away from CTU)
- The activation of an EMP and the takeover of the CTU LA main building (successful attack but is later re-taken by CTU teams)
- hostages are executed, including data analyst Sean Walker
- terrorists escape from CTU with a stolen hard drive
- Jack's daughter, Kim, is kidnapped and held hostage; Jack is forced to do "errands" for the cell (partly successful)
- Jack sneaks into a CIA building and uploads confidential data for the terrorists (successful)
- Jack, through leads, finds and rescues Kim with the help of an undercover agent (successful rescue by Jack)
- A major earthquake occurs in Los Angeles; terrorists detonate explosives in key areas of the city
- Kate Warner is kidnapped (successful)
- Governor James Radford is kidnapped for assassination (foiled; rescued by CTU)
- The hard drive is recovered by CTU; a high ranking terrorist is killed (successful recovery by Chase Edmunds)
- A conspiracy involving Radford in the day's attacks is uncovered
- Radford is killed by the cell because he attempts to back out (witnessed by Tony Almeida)
- Fort Lesker, U.S. Military base is attacked and taken over (successful but later re-taken by CTU)
- Terrorists begin stealing nuclear weapons (successful)
- Terrorists attempt to smuggle the weapons out of the U.S. to the Middle East
- Kate Warner's father is forced to aid the terrorists by helping them smuggle the weapons with his customs passes (foiled by CTU; Kate Warner is rescued; nuclear weapons are recovered; remaining terrorist cell members are killed or taken into custody by the government)
[edit] Characters
A large number of characters from seasons two and three feature in 24: The Game. Each uses the original actor's likeness and voice acting. Main characters returning include:
[edit] Structure and gameplay
Like the series, the game takes place over 24 hours and has the same start and end clocks for each hour. The hours are broken down into 58 separate missions, of which there are several types. The game autosaves at the beginning of each mission, and there are also autosaves at key points in missions. You may also manually save at any point. Missions are all objective-based, though some have time limits to perform the objectives.
Each mission is also ranked on a percent scale, which is really a series of 100 points rather than a true percentage. The rankings are based on objectives other than the mission objectives. These usually involve the quality of performance, such as number of kills, accuracy, or time, and all involve a target number. There are goals, which add percentage points if you beat the target number, and penalties which deduct points if you go over the target number. Most missions have both, but several missions have only one or the other. Goals, if they exist, always total 100% if they are all achieved. The rankings and their targets can be viewed from the pause menu during a mission. If a player finishes a mission with 90% or greater ranking, they unlock a bonus feature (see below). Players are also ranked overall as an agent with a letter grade.
[edit] Third-person shooting
Most of the game takes place in third-person shooting format. The camera is controllable, though over-the-shoulder is the standard view. There is a targeting view which presents a crosshair reticle (first-person view for sniper rifles), and allows aiming, strafing and front-to-back movement. A somewhat unique aspect of 24 is the use of "cover". When a player is behind a low object like a crate, or at the edge of a corner or doorframe, they can press a button to use the object or edge as cover. Another button will allow them to peer around and enter targeting mode, while releasing the button will quickly return them to cover. The game's options provide a number of changes to the controls of the game and how modes like targeting and cover function. There is also a stealth mode which has the character stoop, walk silently (unless running), duck behind any low obstacles they can hide behind, and be less detectable by sound. A player can sneak up behind a hostile using stealth mode and perform a silent "stealth takeout" by breaking his neck.
A variety of weapons are available including handguns, automatic weapons and shotguns; various ammunition types also exist. Ammunition is limited in the game, and characters have two stocks: What is loaded in the weapon, and what the character has in reserve - weapons must be reloaded. Ammunition and weapons are available as part of some levels, but more often is available through hostiles. When a hostile is killed, he drops his weapon. Moving over the weapon picks up the weapon or any ammunition in it. The player can also use a controller button to search the body for additional ammunition. Players can call out to hostiles and they will sometimes surrender. Those hostiles can be captured (put in handcuffs) and their ammunition will be collected. There are also civilians in the game who can also be called out to and then captured by the player. The only notable difference in how hits affect hostiles is that a single headshot kills, which is often a goal in the mission rankings.
The player does have a health bar which, if depleted, means the player is dead and ends the mission. Health bars for enemies, vehicles, or friendly subjects that you must protect are also sometimes shown. There are health packs which can be picked up and used at will, as well as health stations mounted on walls which can be used. However, use of health is usually a penalty towards mission rankings. Body armor is sometimes provided or found in levels, which is indicated by a red bar over the green health bar. The armor also depletes when hit.
The third-person view features a small radar/map with an arrow showing the player's direction, red dots for hostiles, green dots for civilians, and yellow stars for objectives. The direction and field of vision of hostiles is shown on the radar.
In third-person missions, and occasionally some other types, a PDA is available. viewing it may or may not pause the game depending on the scenario. In the PDA, the player can view their list of objectives (which can change over the course of a mission), maps of the area if available, a help screen, and a list of weapons held with information on each. Characters also typically have cell phones which they sometimes receive calls on during missions.
[edit] First-person shooting
Several missions involve first-person shooting. This mainly involves sniping - sometimes with a sniper rifle, sometimes with a different weapon. The format is similar to use of a sniper rifle in the normal third-person missions, but it lasts for the entire mission.
[edit] Vehicle control
There are several missions in which you must control a motor vehicle. Though the engine is the same as the third-person mode, and there are vehicles in a few of those missions, these missions are based on being in a vehicle, and usually involve getting to a certain location in a certain time period. They often involve avoiding pursuers before you are allowed to reach the end point. Weapons can not be used while in a vehicle. Cell phone calls are sometimes received in these missions, but the PDA is not available. A map of the city is, however.
[edit] Interrogation
Several missions have your character interrogating a suspect. A graph onscreen shows the suspect's "stress level" which oscillates in a sort of pseudo-sine wave. A horizontal target range is highlighted on the chart, and the player must be in the target area to get an answer and move on to the next question. The player may either be aggressive, calming or maintain the current stress level with the corresponding buttons. These actions will raise, lower or maintain the stress level from the point at which the button was pressed. If the stress level goes off the screen too high or low, the situation becomes critical. Sometimes, if left alone momentarily, the stress level will begin to rise or fall on its own. A marker next to the graph indicates how many answers the player has received. Markers to the top of the graph indicate the mission is complete. In more difficult levels, the target zone will begin changing width and moving up and down the graph during some questions.
[edit] Computer puzzles
There are several missions that are based on computer puzzles, sometimes involving a single puzzle and sometimes involving a chain of puzzles. Some of the same puzzles occur in standard third-person missions as well, such as to open a locked door.
- A field of squares is shown; each has one or more winding colored paths to another box. The colors correspond to controller buttons. The player must plan and execute a path from the starting box to the yellow ending box. Time can be spent planning, but once the path is started, the player can not stop on a box for long. Difficulty increases by adding more path options, as well as having the player get from the first ending box to a second yellow box, and sometimes to a third. This is used to represent bypassing locks and other computer functions.
- 8 random letters are shown which can be swapped with the adjacent letter. The player must swap until all letters are in the correct position (indicated by the letter turning from red to green). The first occurrence of this puzzle gives you the correct sequence of letters to aim for, but subsequent occurrences do not. This is used to represent code-breaking, such as for encrypted files or a locked door.
- A field of squares, some blank, and some red or blue (later also green or pink), is shown. A cursor randomly jumps from box to box. When the cursor is over a colored box, the player must press the controller button that corresponds to that color. The cursor speeds up as the puzzle progresses. This is used to represent unscrambling files from hard drives, and other similar functions.
Several other puzzles are used only once or twice, including puzzles to simulate transferring files over a damaged network, infrared scanning of buildings, radar-like scanning of areas, and creating a network link across the entire planet.
[edit] Bonus features
Every level which is completed with a rank of 90% or higher unlocks a bonus feature. These can be accessed in the "previously on 24..." option on the main menu. Choosing "missions", and going to the "missions" column shows the rankings and unlocked features for missions in the selected save-game. There are three types of bonuses: 5 movies, 6 images, and 47 characters. The movies include interviews with cast about the game, and TV promos. The images are wallpaper-like images of main characters, and the characters are simply 3D models that you can view.
[edit] Features
- The game is licensed by the FOX Network and thus features sixteen of the actors that appeared on the show during Seasons 2 and 3 providing the voices for their respective characters.
- The script and story for the game was written by the same writers that produce scripts for the series, including Duppy Demetrius. The game is designed to be just like a regular season, with a gripping storyline filled with plot twists, turnarounds, and the return of key characters.
- The soundtrack was written by the series composer, Sean Callery, orchestrated and conducted by Jonathan Williams, and recorded by the Nimrod Studio Orchestra at the Abbey Road studios in London. The official 24: The Game Soundtrack album is currently available for purchase from the Fox Store website.
- The game also includes all signature graphical devices and sound effects from the television show, and uses the same unique visual style with cut-scenes produced in conjunction with the series' creator and cinematographer. The cut-scenes and gameplay are told in multi-panel windows, similar to the series, to show the progress of different characters and storylines.
- There are three playable characters in the game that have their own individual storylines that connect to the main plot: Jack Bauer, Tony Almeida and Chase Edmunds. Michelle Dessler, Kim Bauer and other characters can also be controlled for short periods throughout the game.
- The game can be played in 16:9 widescreen, and in Dolby Pro Logic II Surround Sound to give the game a more cinematic feel. Additionally, the game supports 480p progressive scan picture mode, if connected with component A/V cables to a capable television.
[edit] Game notes
- This game has the highest body count seen in the 24 franchise, with at least six hundred henchmen, several CTU members, and at least five villains being killed off. Season 5 is second place in terms of body count due to the mall and CTU attack. Season 3 however has the highest over-all bodycount for a few CTU personnel, civilians in the Chandler Plaza hotel, a handful of henchmen and Delta Force personnel combined.
[edit] Informational Errors
- Kate Warner's father, Bob, was the CEO of a corporation throughout the series. In the game, the company was credited as Warner Industries, whereas in season 2, the company was credited as Warner Enterprises (also referred to as Warner International).
[edit] Reviews
- Metacritic 62% [1]
- GameSpot 6.2/10.0: Fair [2]
[edit] References
- ^ 24: The Game. Metacritic. Retrieved on 2006-10-31.
- ^ 24: The Game. GameSpot. Retrieved on 2006-10-31.
[edit] External links
- 24: The Game - Official Site.
- Gamespot's page
- ^ 24: The Game. Metacritic. Retrieved on 2006-10-31.
- ^ 24: The Game. GameSpot. Retrieved on 2006-10-31.
24 | |
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Seasons: | Day 1 | Day 2 | Day 3 | Day 4 | Day 5 | Day 6 |
Merchandise: | The Game | The Soundtrack | Conspiracy |
Organizations: | Counter Terrorist Unit | Operation Nightfall | Second Wave |
Characters: | Jack Bauer | Tony Almeida | David Palmer | Chloe O'Brian Michelle Dessler | Teri Bauer | Kim Bauer | Bill Buchanan Nina Myers | Charles Logan | Wayne Palmer | Audrey Raines Minor characters |