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Rogue Spear Urban Ops


 

                     

   As police officer and a game nut I was impressed with the intensity and realism in the Rouge Spear Series.  Out of all the games on the market trying to create a realistic SWAT style first person shooter  I was a bit disappointed with the delivery of the games. There were a few that tried but  the graphics were poor, the story was poor, and worst off the game engine was poor. Real life tactics didn't seem to work well in these games.

Needless to say when a few of my friends asked me to come over and network Rouge Spear I was a bit reluctant I had given up on ever seeing a good tactical FPS. I finally agreed to play and  dragged  my machine over to their house and hooked it up to their LAN. After the first  mission in Rogue Spear I was hooked. I was amazed at the quality and resolution of the graphics on a lower end machine (Pentium II 450 with a 16 meg Voodoo 3) I was able to run the game at full resolution with highest detail. I was very impressed with how smooth it ran at such high settings. It had no jumpiness at all. Further more I was impressed by the AI of the terrorists. The terrorists ducked, dodged, ran away, and acted like real people act.

I was also impressed that real life tactics worked in the game. I was able to clear a room of any hostile characters by slowly side stepping and keeping my weapon pointed at the door. I was able to clear rooms by using flash bangs. Watching through the eyes of the other players in the room I could even see injured player's characters limp! 

The most realistic point of the game for me was the way the missions were set up. Many first person shooter games concentrate on giving the player  a shotgun and a mess of shells. The game then dumps you into a building where all sorts of monsters and baddies jump out from every corner and you wade in blasting everything to pulp.  This is fun however it gets boring after a few hours of blasting.

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