Abomination - The Nemesis Project - PC

Abomination - The Nemesis Project - PC


1993, USA. Approves the project of creating an organization secret, which will take you supplied funds and the best technologies in all fields, from the military to the doctor. No limit. Purpose: the creation of a body of soldiers ready for anything, ready for anything. This is the Nemesis Project. The clock is ticking. A new threat emerges in society. A new cult is spreading. It seems nothing serious until .... Until a virus is causing a real massacre. It is not a normal virus: causes profound changes in the infected person bringing it to a painful and slow death. At the same time the Cult shows in the light of the sun in all its power. The cultists begin to roam the streets, spreading terror, giving death to those who do not want to accommodate their beliefs. Now the police can no longer contain them. Well, it seems that at the end of the Project Nemesis has helped. The time has come to take action
That background! Nothing so shockingly new, but still attractive. Ok, this is the background. And now? And now came into play you. You are given the task of leading the organization to defeat this new threat. You will have teams of doctors, engineers, biologists, and 16 soldiers. And now here you can see some similarities with the masterpiece that was X-Com. But these are not so many as it may seem. First you will have a marginal review of what will be the organization's activities outside of fighting. For example, you can not give any orders to your team of scientists, the various investigations will be decided and carried out in a fully automatic manner. There is an economic management. If you want the weapons you have two choices: retrieve field or ordered dall'HQ, hoping that they still have some in warehouse stocks. Fortunately, with the passage of time stocks in Headquarters will increase, thus avoiding the risk of being run out of ammunition or other gadgets. The interface that will allow you to enjoy some of these basic action (order arms, see search results and view statistics of your soldiers) is initially cumbersome, but you get used to. In practice, the main screen you can access three sections: the first is the satellite view of the city where you act (here you will see the hot spots where action is required), the second allows you to equip your men, and the third allows you to instead access to the results achieved by your scientists, statistics of your soldiers and characteristics of various weapons (this is where you make an order from your HQ)

As for the fighting, you carte blanche: you can decide how to arm your soldiers, who to send into battle, accept or reject the various missions that will be gradually proposed and much more. But who is sent into battle? Yes, I know that they are soldiers, but some are special. As I said the project nemesis arrangements which had carte blanche on nearly everything. People offertesi voluntary (or almost, as a couple were taken when they were in a coma or clinically dead) were genetically rimanipolate resulting in phenomenal fighters: with cybernetic implants, acquired many new skills. For example, Viper is able to create shields, Doc to heal people by touching them, Pyro seriously damage a person with only the power of thought, Ninja to become invisible, and more. You can then understand how these elements can make a difference in more than one occasion during the various missions
About missions, here is where it gets really interesting. Remember that you had to deal with missions in X-Com? Kill all the aliens, destroy base and kill all the aliens, save civilians and kill all the aliens, defend the base killing all the aliens. Abomination offers much more variety: there will be the usual tasks of cleaning (wipes out everything that moves) and collection (exterminates everything that moves that is not a civilian), but sometimes you'll have to switch computers, destroy generators, placing cameras, save a certain person, etc.. Of course, the most frequent are those cleaning accompanied by the recovery of the material sent from headquarters. In fact, the Cult has control of the city in which you will be operating, so it various supplies you will not be brought to the door but you need to go get them where they will be left behind, or in the street. This means navigating among bands Cultists, you are certainly not there to say "Hello!" To recover what you need

Ok, it's time to move on to describe the heart of the game: the fighting. How do you play? When you find an enemy you have to roll the dice and get a 4 + to hit, then you can also pull to determine the damage ... No, not exactly. The battles take place in real time, with a small addition: since you'll be simultaneously control up to four soldiers, you know well that it can be quite chaotic able to manage effectively in the middle of a firefight. So programmers have seen fit to add the "Space Magic" by pressing the space bar, put pause the game, but did not take away the ability to give orders to your men. This method, already seen in Baldur's Gate and Ubik, is very effective and will allow you to quietly reflect on what will be the best move to do at a particularly critical, because even a correct tactic will allow you to inflict more damage. For example, you have a soldier as a scout who is aware of the presence of 5 cultists. What to do? Wait rinforsi? Idea: give him a shot to get attention, running around a corner, pull out the flamethrower and waiting at the gate. There can be little (there is a picture in which I used this very tactic). Also during the actual combat, your men will remain still as salami to shoot their opponents, but, depending on how you have them trained, they will attempt evasive maneuvers, with tumbling, jumps and sways so groped to avoid the blows directed towards of them, by exploiting the various shelters that the place offers. And also the fact that the briefing describes partially the venue of the mission comes in handy then: where fighting has already taken place heavy fighting means fighting in a place with many obstacles and few shelters. Instead have a gunfight in places intact is beneficial in more ways: first, because there are more guards, and then because you can take advantage of landscape elements in your favor. Not even imagine the satisfaction that you have to pull down 4 Cultists simply making a car explode next!
But let's talk about graphics. This pleased me at times. Let me explain. The degraded environments are well done, and defined, nothing that makes a miracle, but perform their job well. Those that remain "more intact" I was not satisfied however: they are eerily clean and especially those people who died a little 'everywhere, and those tentacles of a sudden you see rising out of the ground to grab taxis and other objects clash too much with the beautiful green lawns and treated. However, nothing so painful to affect much. Now to the human and humanoid (realized as models tridimenzionali wandering note on 2D backgrounds, as seen in Alone in the Dark, Resident Evil and Nocturne). Although not very detailed (correct choice anyway because at certain stages there are twenty people on screen, and greater detail would rise too HardWare requirements), are well animated. The jumps, somersaults, movements for up and down the stairs, the way they fall to the ground after having been hit particularly violent, etc.. are made in a truly convincing

The sound is of good quality, and certainly applaud the music, catchy tune and the atmosphere of the game
I have left to say? Another thing, with a succession of missions and various events, you will learn the true intentions of the cult, and the study of its followers will allow you to put hands on weapons more effective. If at least initially did not see the need, already with the second chapter will change your mind!
To comment!

Very interesting this Abomination. Fun, really fun. The boys dell'HotHouse Creation played a really good job ... if it were not for a couple of questionable choices. I disagree with the abolition of the Fog of War (the mist that prevented you from knowing if there are enemies in the places you have visited) in favor of the mechanism that requires the presence of a soldier on your screen, as the time to get used to new method is long. However, as the title is playable: the fights are exceptionally funny, and the management of the units in the field is also made ??intuitive interface that with a few clicks includes all the functions necessary for the proper administration of the team. Even the evolution of history can not be a point in favor of this title: if during the first part you seem to be able to hold without too much trouble the various attacks of cultists, the arrival of the true initiates it's difficult not just and new questions begin to come out: What really Worship? What is your real goal? Why now? You will know just playing and, once started, the desire to finish it does not pass.

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