Monday, February 21, 2011

Dead Space 2 Notes

On booting the game I am prompted to enter the code from the back of the manual that allows multiplayer to be played. This is to discourage second hand sales.
Next I choose to start the game. Interestingly I am given the choice to watch a recap movie of Dead Space 1.
I choose normal difficulty, I remember how this works. You are expected to earn upgrades on one play through and then go back for the harder difficulties with an upgraded Isaac.
Controls
Left and right analogue sticks from camera and movement. Third person view of Isaac from behind.
Right bumper is run.
A is interact.
B is use.
Y is stasis
Right bumper is stomp.
Left trigger is aim.
Clicking the right stick is a waypoint indicator.
Mission 1
First images are of a communication from the Ishimura from Nicole.
It shows a video call between Isaac and Nicole, she tells him that she is glad he pushed her to take the job on the Ishimura.
The call is a flashback that Isaac is having as a psychologist talks to him in his office.
We see Nicole's ghostly figure behind the doctor injecting herself to commit suicide.
The doctor tells us that Isaac went to the Ishimura on a rescue mission and asks what he found.
Isaac sees the marker and Nicole in front of it. She is bloody and jumps up on the desk and screams at him, her face lights up from within as if there is a fireball inside her head.
Isaac blanks out.
He comes to in a different room and another medic is shining a light in his eye. Things don't look so good now though. It appears the trouble has already started.
The medic tells Isaac that they have to be careful. He is speared from behind by a necromoprh and it sticks spikes into his head. In seconds he transforms into a full necromoprh and attacks. Isaac knocks it aside and still in our straight jacket we are told by a female voice over the radio to run.
There are necromorphs of various shapes and sizes running around everywhere and there is only one safe path we can run through to get away. Getting to a door we are grabbed automatically.
Pressing A fast makes Isaac kick away the necromorph attacker and it gets caught in the door and cut in half.
We now stand up in a hospital bay type area and find a save point.
In the next room some other humans attack us but are killed by necromoprh tentacles from the ceiling.
A video plays showing someone being experimented on by a doctor. Seems they have been fiddling with something they shouldn't. This room is above cells, like an observation room.
We can see that the people in the cells are all dead now.
In the next area we meet the doctor from the video. He is standing etching something into the glass with a scalpel. He grabs Isaac and gibbers madly. Isaac asks him to free him and they can both get out of here. The doctor frees him and tells him that there is health in a locker.
In the locker is a health pack and a torch. The torch is used like a weapon.
The doctor slits his own throat and dies.
Someone called Dana calls Isaac and tells him to meet her. she says he has a form of dementia that will kill him unless treated.
Isaac asks why he should trust her, she tells him that she isn't shooting at him.
Which is a fairly good point.
we come through a fairly unsettling dark room, using the flashlight to see.
I expect things to jump out, but it's only the television which scares me.
save point.
In a room full of pipes that make us jump by splashing water occasionally Isaac has a vision, he sees shadows of Necromoprhs. Is this the dementia that Dana Mentions.
We get to climb into an air vent, which is new. Potential for scares is ramped up by nothing happening this time.
Then we fall out through the bottom of the vent into a room.
A body is held floating above what looks like an operating table.
Dana asks us what happened, Isaac and her bond a little.
We can't get out of this room. There is a panel on the machine. I open it and Isaac reaches inside and pulls out some wires. This gives us kinesis grab powers.
We can pick up certain items and then holding them in front of us hurl them through glass.
This allows us to smash the glass wall and get out. Necromorphs attack and we have to spear them with a supply of handy spears.
In the next area we do the same.
We come to a room where a necromorph strapped to a table blocks the way. In a confusing fashion he can't be meleed.
We go into a room where a man is undergoing surgery. Poor timing as he has been left abandoned mid procedure.
We start to grab a plasma cutter out of the machinery as more Necromorphs burst in.
Now we are talking, back to the usual shooting off the legs and limbs of hordes of necromorphs.
I move on past the blocking necromorph who is easily shot with the plasma cutter.
save point.
I come into a reception area and the fire extinguiser system scares the shit out of me this time.
Three necromoprhs attack. Stamping on their corspses drops loot.
I make my way through a few rooms, all have loot to pick up, med packs and ammo.
I come to a door which has an alarm blaring, something about unauthorised personnel. Really, no, I never noticed. Inside a man recognises Isaac and tells him to follow him.
I follow the man from the video earlier to a security grill which comes down and seperates us. He tells us that he is patient 5 and to remember. Dana calls and asks Isaac what is happening. He tells her that he is stuck by the security lock down. She gets angry and Isaac. Isaac tells her that he can take care of himself and doesn't need her. She tells us to get on with it then. Five necromorphs burst in. I kill them. Isaac thinks better of it and begs Dana to speak with him again. She gives him a new route.
I move along and find a save point.
In the next area we have to hack a machine. This is done by rotating the left stick until a dial goes blue then pressing A. Moving the stick the wrong way slows you down and you only have a limited time to hack.
This gives us stasis power. Which is handy as a new Necromorph appears that can kill you instantly with one hit. Using Y to slow it down gives you time to kill it.
We are shown that there are stasis packs to pick up, stasis stations to recharge it. It also recharges itself slowly.
A security door can be opened with a switch, however walking close by sets of an alarm as we are not in the doors pass through list. Shooting the door when it is open before approaching it makes it close to slowly to prevent us passing.
I am introduced to new vomiting necromorphs which spray acid at you.
I get into a lift and during the lift ride the lights go out. We see Nicole as before with the glowing eyes, she is singing twinkle twinkle little star. She screams and lights up again and we are back to normal. A vision.
In this new area a window breaks and vents the atmosphere to space. Isaac hangs on for his life. I am told to shoot a lockdown switch, which brings shutters down and stops the leak of atmosphere.
I find a shop and we can finally get Isaac into his armoured suit.
Which is just as well as the next area is decompressed and open to space. We have 100 seconds of air to negotiate this area. Which is uneventful and done in under half that.
In a large open room which looks like a transit station for passenger space ships we are attacked by the first boss.
A mushed amalgam of necromoprhs it has two long arms to leap around on and a nondescropt body.
We are told by Dana that Isaac has been imprinted with the marker signals which are self replicating in the brain and will eventually reach a level that will kill Isaac and i presume turn him into a necromorph. We have to get to Dana quickly and she can stop the process.
We go through a vent and at the other end of it we are told it's chapter 2
Chapter 2
Here is another store where I buy the line gun. There is also a bench where you can use the nodes to upgrade equipment.
In an airport like area we see a video of the leader/bad guy. Tiedmann is declaring martial law.
I enter an area with a lot of people being attacked and killed by necromorphs. There is a room here that needs a power node to open. This seems a folly to use your nodes to open doors, however, the loot inside is worth it.
I go down in a lift and see the other test subject across the way trying to talk to us again.
We are now in a residential building which is also full of necromorphs.
There is an area where we get trapped in with a lot of necromoprhs for the first time.
Progressing through the building is fairly straightforward here.
Going down in a lift Dana tells us that Tiedmann built another marker.
We find some new monsters here, they have large glowing yellow orbs on one arm. This is an explosive suicide attack. Though you can shoot it when the enemies are away from you to blow them up.
I come to a subway station and have to take out a necromoprh spawner that will turn the dead bodies on the gorund into more necromorphs if left unchecked.
We then have to get on the train and activate it. This turns into a runaway train ride through zero g with lots of necromorphs to kill.
When the train finally crashes we are left hanging by our foot as a bunch of necromorphs converge. Once they are dealth with a large one appear and you have to shoot it until it retreats.
The train nearly crushes you and then you are left asking Dana for a new route.
In a new shopping type area I am attacked by necromoprh children.
We progress through a shopping mall like area unmolested and enter a unitology recruiting centre.
We have a decompression to avoid and some children to kill here.
Then through an air vent.
We come to a waste processing facilty, there are huge machines clunking around.
I find a switch which turns off the machine. This allows us into the crusher area where we get to use zero G. You turn on and off your magnetic boots by pressing in the left stick.
Left bumper also boots you with jet nozzles on the suit.
I get to fly around here and explore. Nothing attacks you which is good.
I find a switch which turns on the huge feeder fan, we can then fly against the wind to a new area.
Here we have to replace a power unit in it socket to turn on the door systems.
We come through some untiology dwellings, filled with marker worship lore.
A childrens room sees another vision of Nicole.
Tiedmanns men are tracking Isaac using a small ship which can be seen at time outside the windows.
We move down through the building to a large square with a statue of the marker.
Here we have a big fight with a bunch of the necromorph types we have met so far.
Now we enter the unitology church proper. Tiedmanns gunship starts shooting at us and we have to get through the decompressed hall quickly.
We then make our way through the gothic church like interior fighting necromoprhs and spawners.
We have a room where we have to move two small power nodes to the right places on a junction box. We then have to get past a broken rapidly slamming door using stasis.
After a save point we go through an air vent. After emerging from it the ghostly Nicole tries to stab Isaac with a syringe. He suddenly finds that he is holding the syringe himself and driving it towards his own face.
We come down into a circular area with large statues. A door is smashed as we approach by something big can be seen lurking around the statues staying out of our sight.
These new monsters are called stalkers. They are bigger necromoprhs of similar design, however they use a charging battering ram style attack that is fairly deadly if you get caught in it.
I kill the four that attack and then hack a panel and up in a lift.
We come to a funeral chapel and are attacked by more necromorphs and the little annoying things in large numbers.
Chapter 5
We are now in what is called the crypt. There are lots of frozen people in chambers. Possibly dead or just cryogenically frozen.
We are attacked by necromorphs here and then move into a puzzle area.
Here we have a door near ther ceiling which we need to get to. However the gravity device is offline and we need to fix it.
We have to use stasis on a series of concentric spinning rings to trap the rings and use kinetics to bring clamps down. When all is clamped zero g is started up in the room and we can use stasis to stop a huge fan and get through the door.
Dana tells us that they are using a mobile device, probably on the gunship to block their signal.
I come to a shop and buy the security suit and javelin gun.
Also a bench and save point. We see the small bug like aliens from the first game here.
We are now in a much more ornate part of the unitology church.
This is from the demo, a large church with balconies around the side.
We are attacked by a huge monster in the church which waves it's glowy yellow haemorrhoid at us until we shoot it enough.
Then we get a bunch of the children in large numbers.
Then more necromoprhs around the balcony.
We get another message from Nicole, more jibberish and the idea that Isaac is trying to kill himself.
We come to a viewing gallery with a nice view of the Sprawl.
Dana is waiting, as we walk in we are grabbed by two men.
It seems that Dana is a unitologist scientist. She reveals that Isaac built the marker for the unitologists. The drop ship arrives and shoots up everyone but Isaac, and that is only because of his armour. He dives down a vent shaft in cut scene and we come face to face with the large monster from earlier, when we were hanging from the train.
We have to shoot it's yellow point then avoid it running down a corrior. The gunship arrives and shoots everything to hell. Isaac is sucked out into space as is the monster. Both grab onto the gunship and we are held by the monster on the gunship.
We have to shoot explosives that are flying around being knocked off the gunship and it blows. Isaac is shot off into the Sprawl and flies through a window.
We are contacted by Isaac and it seems that the new objective is to get to the marker now and disable it.
chapter 6
A dea soldiers has a video playing on a loop. A soldiers is saying that the endgame is in effect and contingencies are in place for lost assets.
We are back in the residential area we were in before.
We backtrack a few areas and there is new loot and in the large area with statues of woman and the marker we are attacked by the scorpions and new butterball type enemies.
In the next area we find explosive mines, well the necromoprh version, lumps of pulsating flesh that jettison yellow explosive lumps when you go too near.
I find a node door here.
We then come to a large open area which has no gravity.
There is also a huge fire we can't get past.
There are three oxygen stations in the room which are rapidly trying to restore atmosphere.
We have to to turn them off. Each one has a battery to remove.
Once done the fire is starved of oxygen and we can proceed.
There are two of the little bug necromorphs here.
We then have to put a working battery in the lift, the batteries from the air stations will do nicely.
We come to a large area filled with storage crates. The stalkers are back here.
We come back onto the childrens, shopping mall type area and find another human fighting the necromorphs and doing better than the usual cannon fodder. She tells us that her name is Elle and she is deeply distrustful. She leave in an eleavtor and tells us not to follow her.
Folloeinh her anyway I go down the elevator and find a large area filled with the mine poppers. This area is a challenging cluster of monsters, arriving from front and back at the same time.
We are now in the nursery area. Were we have a quick lesson, we see a woman try and coax a baby necromorph to her. It comes, she cuddles it and then they both explode.
We are then attacked by the babies which simply home in then blow up.
We move through the school until I come to the school hall which is set up for a play.
We go to the stage and hack a panel, this lets in a horde of child and baby necromorphs.
Through the school some more, finding the flamethrower schematic in a classroom that isn't on the route.
I also find a power node or two hidden here, in a doorway and a rocket in the playground type area.
This is the end of the school area and Elle appears on the videophone, she has Strauss. Isaac pleads with her to take him to the hub, which I am presuming is where the marker is.
I come to a large room with a balcony above it. Elle and strauss appear on the balcony.
As they Chat Tiedmann calls directly for the first time.
He cuts the power and the necromorphs arrive. Elle annd Strauss have some oridnary ones, however we have a brute to deal with. It's a simple home and charge variety of boss. Using mines in it's path and stasis to avoid when it gets close make an easy fight.
Isaac explains to Elle that the marker is the cause of the trouble and was created from data extracted from Isaac and Strauss's heads. She reluctantly agrees that the only way forward is to destroy it.
The route is blocked becuase Tiedmann has turned off the power and life support to the whole section of space station. We need to do game type stuff to proceed basically.
We come to a new enemy, a mass on the wall that spits out smaller masses that wave tentacles around. If you don't kill the big mass first then you have loads of smaller ones to deal with.
I get in a lift and am asked to insert disc 2 here.
Chapter 7
The docking pod to the solar array is off it's rail. Isaac needs to fix it.
I enter a large room and have to shoot gas vents which makes them fire, all you have to do here is get the large lift to move up to the ceiling where grapple beams hold it in place.
I then get into the lift. The ride up is a long one and the large necromorphs obviously like shiny lifts. Three or four large ones bash in the windows and try and scoop you out.
Basically all you need to do here is survive until the top of the ride.
I am finding glowing barrels here than can be picked up and shot, they put what they hit into stasis for a longer time than usual.
I come to a new room in the solar array and an a.i. holopgram meets me.
Up in the solar array paltform the lonely curator had a liking for birds and there are still many in cages alive and well.
The a.i, well computer really as it's thick. Won't open the door for Isaac, but will for the curators corpse. Further on she wants a verbal password, when none is forthcoming she turns on laser tripwires.
Further in we are hemmed in by tripwires and attacked, of course the necromorphs don't notice the tripwires and blunder straight in sending the whole place up in a bang. The window is blown out and we have to shoot a red point to slam down the shutters.
I then have to hack a panel to make a lift work.
Up in the lift we have to move a panel aside and bring down a platform using kinesis.
We then enter a corrdor, the computer vents the air and we have to hack a panel to restore it. Necromoprhs attack and you are against you airs clock.
Now we are at the mainframe, Tiedmann speaks and tell us that we can't be allowed to restore power to the sprawl. He tell the computer, named anti to lock down the mainframe.
We now have to get her offline to progress.
I enter a crawlspace and in a room have to put four fuses into sockets, there is a helpful display of the pattern nearby.
This brings up a panel that shuts down a portion of the machines.
You have to go back out and rotate the crawlspace with a switch here and then do the same in another room. This brings out lots of enemies and opens the door to the a.i. core.
Shooting all the fuses brings her offline.
We now get into the actual solar array control room.
Here we can get out into space at the actual slar mirrors and panels to aling them manually.
We have to move two mirrors into place and avoid a large necromoph which shoots thing at us from a distance.
Once done Elle and Strauss are in trouble, they need to take the transport quickly as hordes of necromoprhs are arriving.
Isaac need to get down to them quickly. He uses an ejector seat from the station to power himself back down, we end up flying down through a debris field. Which is exhilarating.
We then are back where we first spoke with tiedmann in the balcony room.
Here there are lots of explosions and we are plunged into airlessness.
Loads of necromorphs arrive and we have to stay alive until Elle gets a door open for us.
Chapter 8
I fight through some rooms and find a power node room. After a few corridors I come to a room with a door and glass viewing window into the next area. Strauss and Elle are in the room. However the door is jammed by previous occupants who were trying to keep out the necromorphs and failed. Isaac will have to pass through the processing plant to get to them.
We come to a puzzle with a door wedged half open, Isaac can't get through, however there is a loose thruster in the room, we can attach it to the other side of the door and shoot it to force the door open.
In the next room are lots of gears with teeth. Tiedmann appear on the comm and tells us that he is turning it on again. We now have to get through the moving jaws of hell.
There are several puzzles and tests of skill here, flying around in zero g with only hairs breadth between you and whirling death.
A few doors need opened with thrusters and some of the small shooting necromorphs appear.
A large mass of flesh is at the end of a long tunnel filled with jetting flames. A few mines make quick work of it as it fires blobs of missile like organics at you.
We come to a door and find the room where we were just a minute ago cut off from Elle and Strauss. The next room see the three finally meet up. Strauss is losing it even more than usual and we still need to get to gov sector. There is a train the gang can use but it needs to be activated. Isaac is the volunteer to go do that of course.
Chapter 9
We enter a large factory area with huge moving machinery. Moving through this area we are attacked by large numbers of all the varieties of necromoprhs.
I come to a transport carriage which won't release. We need to work out a small gear puzzle, finding three parts of the system from the room around us.
The car is then activated and we can trigger it to move.
The car takes us via a nicole vision to Elle and Strauss.
Elle programs the car to take us to where we are going. On the way through the windows Isaac sees the Ishimura docked at the sprawl. Elle tells him that it was sad about what happened on board and tells Isaac that it was a terrorist attack. Isaac informs her that what is happening now started on the Ishimura.
The car is rocked and stops. Isaac dismounts to see what is stopping them.
In the next large warehouse like area there are lots of varied necromorph attacks.
I buy the vintage suit after a corridor filled with flesh nodes and necromoprhs.
We come to the blockage, large tentacles have filled an area. There are also pods filled with explosives in the area. I shoot one of the tanks with exploding barrels and it blow clearing the blockage.
Isaac wants to set of the rest of the explosives for some reason and Elle is dubious.
As we start a three legged beastie appears. Seems this is their nest.
That is why Isaac wants to blow it up.
We have to avoid the beasties and shoot the explosives with the barrels.
When done we have to leg it up in a lift then into the car.
In the car Tiedman calls as we are in space passing the Isimura. He sounds pleased with himself and sure enough a large cutting beam smashes the tracks in front of us. Isaac tells Elle to park the car by the Ishimura. Isaac thinks he can use it's beams to take the car where we need to go.
chapter 10
Elle thinks this is a bad idea. Isaac goes on alone back into the Ishimura and we enter the area form the first games first level, only it is under repair after the damage it took in the first game.
The trip through the old game is nostaligc, passing through areas that are burned into memory from the original, just altered, under repair is nice. Though hoepfully it won't go on too long.
The tension builds as you pass through a great deal of unpopulated area. Of course a scare is coming. A large creature jumps from behind a pile of boxes and is a pain to kill.
We are down on the rails of the trains that run around the Ishimura. Here we are attacked by loads of necromorphs, brutes and almost all varieties at once. This is very hard to survive.
I manage to hack a lift and get up to the train station.
Now I know the game is playing for time, making stacks of enemies in tight spaces.
Now we are back in a room we had in the first game, the gravity control room.
We have a puzzle, a pipe flowing along a central pillar has bits missing. We need to find the bits and put them in, in the right order. The gravity centrifuge in now online.
We do this without necromorph interference, which is strange.
On the way back through the empty decontamination room I passed through earlier I am ambushed.
Back to the train station and there is a tram. I get on. Strauss has got madder and has bit Elle and now isn't talking to her at all.
The train stops at the medical deck as there is an obstruction. Getting too much Ishimura now.
A few glitches here, Isaac was wading hip deep in the train for a few seconds and I got knocked into a wall and could continue shooting while the death animation played.
The medical deck is glowing blue with strange glowing graffiti.
Here we have a large room that fills with necromorphs and then after hacking a door fills again.
We have the scanner suite now, which as last time has the moving boom arm and loads of necromorphs.
I come to a store and save point, I buy the force gun.
More corridors and I find myself on the bridge of the Ishimura.
Some fights as usual and down into the captains nest.
Here we activate the gravity tethers that will send Elle and Strauss on their way.
Isaac tells them he will use one of the Ishimura's escape pods and meet them at the governemnt sector.
Teidmann calls and sounds angry, telling Isaac that he will tear the whole moon apart.
Isaac gets in the escape pod and is troubled by Nicole visions again.
The pod is hit in flight and crash lands. Isaac has a vision of Nicole when he is unconscious.
When he comes too Strauss is trying to drive a screwdriver into Elle's brain.
Chapter 11
We crash land in a docking airlock of some kind, descend down a long ramp filled with dangers then into corridors, the place is falling apart here, possibly the gravity beams we triggered are causing this. strauss calls, seems he has killed Elle though I am not so sure.
It seems we are inside the mining operation of the asteroid chunk.
I come to a large mining area with lots of open area to fight in.
After killing lots and lots of necromorphs I replace a dud power unit in it's socket and go through a door.
Elle and Strauss appear, Strauss has her eye on a stick, but she isn't dead.
Isaac is grabbed by a tentacle and thrown out into space.
Here we have a tentacle spitting at you to kill then some laser pods which are blocking the way into the interior. You have to attach thrusters and move the pods to get in.
Of course you have to find air to survive.
Inside Strauss and Elle are split up. Elle thinks that Strauss is now after Isaac.
We progress through a large room with lots of fights. Feels a bit fight boxy here.
As I open a door in cutscene Strauss grabs Isaac and tries to kill him with the screwdriver.
Isaac ends up killing him with it.
We then take an elevator ride with some miner necromorphs.
Nicole appears again, She asks Isaac if he is hanging onto her because he loves her or wether he feels guilty about her death.
He tells her that is he lets go of her he will have nothing left.
She changes back to normal from glowy mouth and eye Nicole and tells him that step 4 is acceptance.
I can afford to get the advanced suit here.
Chapter 12
We find Elle at a huge drilling machine. Isaac tells her that Strauss is dead. She isn't sorry. Elle asks what happens next. Isaac tells her that he is ready to destroy the marker.
We have to find a power cell to get the drill working.
One I find the power cell I have to find a circuit board. Then hack the machine.
Now elle turns it around and we have to get on the lift under heavy attack.
Once on the back of the machine. This is a small square of death really.
Hordes of necromporhs attack. After the worst we ride on through the guts of the biomass that the marker seems intent on creating.
Eventually we reach the government sector.
Elle wants to plough on in with the drill. Isaac reminds her that he is riding on top of it.
We burst in and Isaac is shaken but not hurt.
Chapter 13
Now that we are in the gov sector it's time to find the marker. Hopefully.
Elle finds a working gunship.
Isaac heads for her and he then sends the ship away with her in it. He tells her to get out of the sprawl and escape. Nicole appears and he tells her that he can save Elle if he couldn't save nicole.
Tiedmann appears on the comm and tells Isaac that he had 200 soldiers between him and the marker.
I find my way back into the large room where the drill crashed in. Here we have a hoard of necromporhs to survive and the door to hack to get in.
Inside is a security centre and if you simply walk in you get blasted to pieces by guards behind a security shutter.
You have to stasis them and run to the side, where you go through vents.
I go up a few stairs and pull out a power cell. This lets the horde of necromorphs into the security area. The guards are quickly overrun.
Now we can progress into the marker lab.
Inside the lab the scientists seem to have been analysis what the marker actually does. It broadcasts codes and blueprints, some people can see them, most go mad.
I come to a room where it looks like a marker is being built, or grown. Lasers are circling it. Is this a marker manufacturing area. why would you build one, let alone lots of markers?
I have to circle the marker, avoiding the lasers, stasis does not work on them. In each room that you can use to hide in monsters attack.
I go to another area and have a huge horde to fight.
A brute attacks. I hack the door and enter a huge cylindrical area. We are on the outside, there are lots of bridges going across to it.
Chapter 14
I can see necromorphs in the distance heading for it too.
I am sensing a boss battle soon. Health, bench and save in one room.
In the next room is a marker,though it's about 200 metres tall and seems to be glowingly organic and alive. All the Necromoprhs are gathering around it for convergence.
Tiedmann tells us that it wasn't meant to be like this.
The marker starts firing a beam out into space.
Nicole tells us that they must work together. Isaac has to go into a machine in which we have to guide a needle into his eye.
Then Nicole tells him to go to the marker.
Now we meet regenerating invicible necromoprhs.
We have to shoot it to bits and hack a door while it's in stasis to progess.
Now we have a dash to get down to the marker. It seems to be a mad one as some of these new necromoprhs are invincible. I come to a door that needs a body to open and have to findd it and take it to the door under fire.
Then some more corridors with a mix of necromorphs.
Down in a lift.
Then some more fighting in rooms with mixed invincible and normal necromoprhs.
Then we have a zero g section avoiding big moving door, blasts of fire and big necromorph fire.
Another shop, save and bench combo.
Chapter 15
Now we are at the base of the marker. And all hell is let loose. There are loads of necromorphs and the invincible one that is chasing us. Running for it and shooting from the hip seems to be the best way. Using stasis and shots only to slow them down and make a path.
Eventually I get to the marker itself. Tiedmann is there and we have a quicktime sequence. Well mashing A sequence until we shoot him with a javelin gun.
Nicole embraces Isaac and then takes him into the marker in some kind of vision.
She reveals that she isn't Nicole merely a creature of the marker.
She attacks. telling Isaac that he will be absorbed.
We have to shoot her, avoiding being grabbed, otherwise it's an instant death animation as we see Isaac commit suicide. When we shoot nicole enough the marker opens and we can shoot it's heart.
Do this enough and it's over. The marker is destroyed.
Isaac sits down as the credits roll.
Ellie comes in on the gunship to get him.
Oh it's not over we have to fly Isaac to the ship. The station explodes.
We see a close up of Isaac and dread what is going to be found when we pan to Ellie. However, she is fine. A little in joke for those that finished the first one.
The true credits roll.
New game plus is unlocked which allows you to start the game with your powered up character from the last playthrough.


535 achievement points on normal difficulty level.
11 hours 30 minutes

Sunday, January 30, 2011

Prince of Persia: The forgotten sands

I can only choose normal or easy. Normal it is.

A cut scene shows the prince enter a portal and arrive in a palace floating in the sky.
He walks up to a bowl of water on a pedestal. A woman scolds him.
He tells her of his history and begs to be  allowed knowledge of a secret.
As he does we see a flashback, possibly of a kingdom under attack.
The prince arrives and clambers around some breaking buildings for the cinematic's of it.
He feels that the welcome isn't what he was expecting.

we get control of the Prince in a third person view.

Right and left sticks for movement and camera.
A is jump.
X is basic sword attack, hold it for power attack.
Right trigger is wall interaction.
Left trigger pauses the water
Left bumper uses the repair scenery power
Right bumper rewinds time
Y is push a guard
B is drop from ledge or dodge when fighting
Dpad triggers powers depending on the direction pressed.

Mission 1 Tutorial
we get a tutorial section where we run around and jump some gaps.
The battle is raging all around in the distance.
We are shown that running at a wall and holding the trigger wall runs or clambers up the wall.
I am dying often here, the controls seem very particular. Not very intuitive at all.
Eventually I manage to learn that jumping isn't a good plan most of the time.
I have a bunch of guards to fight then we get to the clambering on the ledges section.
We have a few more clamber rooms to negotiate
Then we are shown that we can slide down big banners by sticking our sword in and ripping down them.
Bad checkpointing already.
We come to a dias and stepping on it's centre opens a door.
Hitting vases releases red orbs. Which I think are health.
These door controls have timers.
There are smaller wooden beams that can be walked along on top of areas.
We can grab onto prominent bricks and scale walls this way too.
seems like the tutorial is over. We see the Prince's brother in the distance fighting and being forced to retreat.
Eventually after much clambering we reach Malik.
He asks that we open a gate for him.

Mission 2
We have two timed switches to press and then another to open the gate.
There is no way down and we talk to Malik and tell him that we will meet him and he should go on.
We clamber arounda bit more and find that there are now columns we can climb up and shimmy around.
There a poles to swing from and we can jump from wall to wall in small spaces.
We eventually get to a vault.
Malik wants to use the magical power of Solomon's army to prevent the invaders from winning.
The choices are poor. If they don't  use it the power will fall into the hands of the enemy.
Malik triggers the army spell.
Warriors rise from the very sand and kill Malik's men. turning them to sand.
We have to escape the devastation.
As we do we see a portal and end up catching up with the beginning of the game

Mission 3
The girl is a Djinn, she tells us that the army was formed from the sand, and the more sand it touches then the bigger the army grows.
The army wasn't owned by Solomon it was sent to kill him.
The Djinn sealed it away.
The Prince needs to complete a seal to send the army back into it's prison.
The prince is given powers by the Djinn.
We now have the ability to rewind time for a certain duration.
This is metered and we have only around ten seconds of leeway.
Basically if you make a mistake you can take it back to a certain extent.
I come to the stables and the sand skeletons start to attack.
As I am fighting them gold orbs come from them. These give us xp which counts towards upgrades.
The upgrade screen is  found by pressing back and there is a large skill tree.
I buy an increase to the health bar.
Now we have a long clamber puzzle. The Uncharted style of telling you where to go by camera hints is used and it takes the frustration away but also a lot of the discovery and puzzling.
We now have swinging traps of logs and spikes to dodge under.
Now guillotine style swinging pendulums.
We have a room with a slightly harder puzzle, the camera is no help this time.
I buy trail of flame here after fighting enough skeletons to get an xp token.
The trail of flame uses energy and is activated by pressing right on the dpad.
I find some normal soldiers who have been turned to stone, the Prince seems to think they will be ok and returned to normal after the seals are put back in place.
I am shown the location of a hidden sarcophagus, which kind of renders the hidden bit meaningless. Still I suppose they have to tell you about them or you won't know you are looking for them.
I meet Malik across a balcony and we have a chat. He thinks the seal pieces are keeping them from being turned to stone. He tells the prince that they should meet face to face rather than have the Prince toss him the seal piece.

Mission 4
The works
The works are supposed to be the gears that work the castle trap systems.
Basically giant moving platform sections.
Then a puzzle room with a large pedastal that turns in the middle which we need to raise up and then negotiate a timed switch at the top.
I come to another puzzle room with rotating cogs and a pedastal to raise. After fighting some more enemies I get an upgrade and choose stone armour.

Mission 5
The Fortress courtyard
A large devil like creature appears and summons another minotaur like creature. We then get to fight a larger horde of new bigger and better skeleton creatures.
I buy energy slot 5, which gives me a new energy slot for powering my upgrade weapons.
We have a large room with an awful lot of platform clambering. Timed blades in the walls now have two sets to make things interesting.
I buy the whirlwind power.
The minotaur boss can be seen rampaging around knocking down the scenery.
I clamber a bit more and come face to face with it.
The fight is fairly easy, with no real hard work at all. The boss runs around and charges at you. when it does it knocks itself out for a few seconds and you can hit it with impunity. There are some normal skeletons around but the boss's charges take care of them for you.
Now we are moving around a large courtyard.
Rolling logs with spikes and spiked that come out of foor plates.
We come to a gear puzzle. Floor switches and levers move gears and cogs around and we have to free the mechanism and move cogs around to get to where we need to go.

Mission 6
The Fortress gates
We need to shut the gate to keep the sand army out of the fortress.
More busywork then really. Malik will slope for a coffee and a cake while we do all the hard work as usual.
We have to use three levers to move a cog all the way to the other side. Which means you move one lever, make the cog turn then go back and move the lever to move the gears around a little, then rinse and repeat. Soon the cog is in place and the gears are unlocking the gate.
Malik turns back up and tells the Prince that he can feel himself getting stronger with every enemy he kills. The Prince seems to think this is a bad thing. Though he himself is getting xp and new powers as he does so as well. That isn't really making sense, though I presume Malik will get drunk with new found power and go nuts and become the end of game boss. Let's see if i am wrong?
I get the gates closed and then we are attacked by more enemies. In cut scene the Prince goes to the aid of Malik and jumps on a crate held up by two chains.
The chain breaks and the Prince  swings about in the chaos. We see two huge bosses arrive.
Now we have a similar fight as the first boss fight, only two at a time.
Skeletons and bosses, yet this seems easier than the first.
Malik wants to go and kill all the enemies and gain their power. The Prince begs him to wait there. reminds Malik that the power he is gaining is gained because his people have been turned to stone. Malik is relucant. The prince tells him to throw down his amulet. Malik asks the Prince to give him his. The Prince hesitates and Malik sneers telling the Prince that he knew that he was seeking the power as much as he was.
I can now buy ice blast.

Mission 7 the Prison
I find a portal. The Djinn tells us that we have waited too long and that Malik is being affected by the evil power. The Prince has been protected by the Djin Powers.
She tells us that we will need to seize the amulet from Malik if he won't give it up willingly.
She gives us the power over water.
Back through the portal we go.

Mission 8 The sewer
Here we add water spouts that go on an off intermittantly. Running on waterfall walls.
There are new spawn enemies that raise more skeletons to replace the ones you kill. Only way to progress is to target them first and quickly.
I find a sarcophagus here.

Mission 9 The Oasis
A nice palace with water channels on the floor.
A long fight with monsters and three spawners which are hard to get at amongst the throng.
After a few puzzle rooms we come face to face with Malik who sees the Prince using the water freezing. He is now convinced that the Prince wants the army for himself and isn't going to give up his half of the seal for anything.
Malik banishes the Prince and tells him that if he sees him in his kingdom again he will kill him himself.
This oasis main room is a large clamber area.

Mission 10 The royal chamber
Here we have some nice water puzzles.
The out onto a balcony and the devil guy turns up again.
He talks in an unknown language to the Prince and appears to think that he is King Solomon.
This obviously does not endear him to the Prince as he starts chucking firebolts at him.
We have to run around in an obviously scripted but nice chase sequence dodging the bolts and making our way through the ruin of the architecture that the devil is creating as he goes along.
I manage to avoid him and enter a room where he appears to lose us.
Here we have a fight and there is a sarcophagus.
Some puzzles here with the water where the frozen watter gets in your way and you have to let go of the button to freeze it and quickly press it again to freeze it for the next handhold.
Firebolt guy is back for more charging around recklessly.
Another puzzle room or two with more fighting of monsters in between.
Another sequence of devil chase then it runs off. The Prince believes that it was after the seal and if it can't grab his easily is now off to see if it can get Malik's half.

Mission 11 The Observatory
I come to a large structure, which is like a moving map of the solar system.
I find cranks that move it around and make a platform accessible.
You progess around the walls of the room moving the cogs and platforms around to get to where you want to go. Many levers and pulleys must be manipulated.
Eventually the whole thing starts working and spinning around.
You must then make use of the water stopping power to freeze the machine and use it to get to the top of the room.
We have a few more clamber and timing rooms. Then a new boss creature, same as the other before it, just bigger and needs power attacks to hurt it.

Mission 12 The Throne room.
I come into the throne room and find Malik going toe to toe with the devil.
We have to clamber to get to him and as we do he is knocked flying out of the room by the devil.
We then have to fight it.
It's a poor boss fight from ten years ago and we basically have to dodge it and bash it until prompted to do an aerial attack when it is downed.
This makes it lose it's sword and it then runs away and shoots fireballs at us.
I then have to go to it's position while it bombards us.
reapeating cut scenes after a death is a sin.
I get back to the devil and have to fight it plus a load of skeletons.
When I kill it Malik arrives back in cut scene and helps deliver the final blow.
as the devil dies the energy from it goes into Malik and then he flies of breaking down the door on the way out.
I leave the room and find a portal to the Djinn.
She tells us that Ratash has taken over Malik and we must kill him.
I get a new power  which appears to be a teleport to enemy type power.

Twice now this game has crashed the xbox.

Mission 13 The terrace
Some fighting and clambering in much smaller groupings than usual.
Then up a tower and a fight with two large creatures in a small space inside the top of it.
We then make our way down the inside of another tower. There are sliding plates on the tower that must be negotiated using timed switches.
Now a new enemy, a flying creature that shoots firebolts.

Mission 14 The rooftop gardens.
As we enter this area which is quite aesthetically pleasing a sandstorm is noted to be coming from outside the palace.
We get a lot of practice using the fly to enemy attack to get to where we want to go here.
In the distance in cut scene we see Malik fighting and using the firebot attack. Looks like he is getting far along in the change to Ratash process.
We then have a convoluted timing and jumping process to get through the this complicated area.

Mission 15 : The aqueducts
We see Malik again in the distance.
Then there is some really long flow control jumps to negotiate.
We catch Malik in cut scene and see him kill some more enemies. He gains power and seems to undergo a change. He puts on a golden face mask and stomps off without a word.
We now have vultures made of sand to contend with, though they seem to be a crib from God of war III and are used to get across gaps, jumping from one to the other.
We meet Malik again in an arena like area and watch as he kills enough to finally transorm into a likeness of Ratash, complete with horns.
Now we are chaining the bird and other jumps together for long journeys. There are also moving carts her transporting water which we must jump on and the lanterns are back.

Mission 16 Solomon's tomb
We get to a large plateu of rock and see some palace guards who are still alive.
Malik jumps out nowhere and turns them to stone.
We then get into a boss battle with him. He has similar moves to Ratash from earlier. Though he has a large area attack which is fairly easy to dodge as it's well signposted for you to get into the handily provided cover.
After you get his health halfway down the floor gives way and you end up further down the building.
You then spiral back up around it fighting skeletons and using the birds and poles.
at the top we fight Malik/Ratash again and as we seem to wear his health down he does the area attack and the whole place comes down around the Prince.
We see him get up and tell us that this must be the entrance to the Djinn city.

Mission 17
I enter the heavily trapped Djinn city entrance and come to a large cylinder. There is a puzzle here, but before I can tackle it new enemies arrive. They appear to be flying scarab beetles that attack en masse.
Entrance to Djinn City
I work out that the statues here can be rotated, you have to use the water that is flowing down past them to block the rotation so that the increasing amount of segments of the statues get blocked or allowed to move. When you line up the statue to it’s original configuration the next part of the sequence is triggered. You have some clambering between each segment and then the entire floor of the arena turns to stairs going down. This is a fast ride down the slippery floored steps as they collapse.
We then get some really annoying traps.

A portal to the djinn appears and I go through. She tells us the city is very old and we will have to be careful. She gives us her memory of the city which will aid us.
After some reinforcing that we will have to kill Malik/Ratash I head back through the portal.
Immediately an example is given of this new power. Places that have collapsed are depicted in a ghostly form. Pressing Right bumper uses the power and toggles them in and out of existence. Only one can be conjured at once, sometimes you need to jump from the intransient place you are standing on to the next pressing the button to change them in between.

Mission 18 Ruins of Rekem
The Djinn appears and tells us that we are now in the ruins of Rekem.
There are a lot of big statues here, one of them is our Djinn.
The Djinn tells us of the Djinn history. There were four leaders  of the Djinn tribes.
King  Solomon joined with the Djinn to create great cities in the desert.
Ratash hated humans and created his sand army, The others and Solomon sealed him away.
A large creature appears and the Djinn vanishes.
After defeating the monster she tells us that something is interfering with her powers. Something she hasn’t seen before.
We come through some platforming with the new placing handhold with the right bumper switching task. Much the same as freezing the water only a new button to press.
Some traps signal the end of this area.

Mission 19 The Throne room
This is an extended platform, clamber sequence to open a door under the throne.
Some enemies at the start before the platforming.
Then into some really hard annoying trap corridors.
We come to a door which the Djinn opens after we fight a big monster and loads of scarabs.

Mission 20 The sacred fountain
We  have a fight in a cube which has plant and water in it’s base.
This is a short level, a few more puzzle platforms and it’s over.

Mission 22 the Rekem Reservoir
This is a complex room involving pretty much all that has gone before. Much juggling of  the missing handholds and water timing handholds.
A big room and a lot of platforming.
More traps and sliding spiral staircases.

Mission 23 Solomon’s Hall
We come to a large room with a statue of King Solomon.
Rasia vanishes and we are left to fight the monsters.
Two big monsters at a time with lots of little skeletons then a larger boss by itself.
Then we have a puzzle to clamber on.
More monsters
Now we have a little clamber puzzle to get a sarcophagus. Then a door held back by the water to enter the vault where we will get a sword that will kill Ratash.
Inside the vault the Prince picks up the sword.
Some trap corridors and a portal to the Djinn world.

Mission 24
Rasia puts herself into the sword, this way we will be able to kill ratash using the sword.
Now we have a few simple platfrom areas broken up with a lot of fighting.
Seems what the game is illustrating here is that the new sword really cuts up the enemies.

Mission 25 The Kings tower
A straightforward climbing mission up a ruined tower.

Mission 26 The Palace.
We come to a group of three spawners and have to work out how to get up to them on a balcony or we are fighting an infinite loop.
We have a lot of fighting and some simple platforming.

Mission 27 the final climb
We are to get to the top of a tower where the final showdown is to be.
This is a damn annoying new type of water jumping puzzle. Timing is everything and its hard to get it when you feel this close to finishing the game.
We come out onto a balcony and Ratash can be seen now grown massive. We fight our way up through a dynasty warriors amount of enemies to another room.
We then have another complicated ascent using birds and the annoying waterfall puzzles.
Eventually we reach the top and the showdown with mega Ratash.
We are hurled into the sandstorm and jump from piece of rubble to birds and fight the odd bunch of enemies on the way. Eventually we get to a boss battle with Ratash and it's his upper body smashing and swiping, as well as spawning enemies and firing bolts of energy at us. We have only one aim to avoid and kill the spawned enemies and hit the glowing target on the chest of ratash. Once his health bar is worn down we get a cut scene where the Prince hurls the sword into the beast's chest.
We see the people of the kingdom return to normal and Malik lies mortally wounded at our feet. He dies in the arms of the Prince and the credits roll.
After the credits roll we hear the Prince tell us what happened next. He leaves Malik's kingdom in the hands of his advisors. Takes the inert sword of the Djinn back to the djinn City. The Prince then goes to Baylon to tell his father about what has happened. We see some concept art, looks like they ran out of time or budget for that cut scene.

I play challenge mode which lets you fight against waves of enemies. This basically allows you to mop up any upgrades you didn't get and rack up the enemy kill achievements.

8 hours 30 minutes
570 achievment points

Monday, January 24, 2011

Harry Potter and the Deathly Hallows Part 1 notes

I start a new game and choose hard difficulty

The Malfoy mansion, Snape arrives and goes to Voldemort.
A witch prisoner is killed, Snape tells Voldemort that Harry will be moved that night.
We cut to the scene where Harry is being moved, many duplicates are flying with them and Harry is Riding in Hagrid's motorcycle.
We have to shoot death eaters in the air. Simple controls.
Left stick to move the view.
Right trigger to fire a stupefy spell.
Left trigger locks onto enemies.
A few aerial dogfights and some road and tunnel based sequences.

Harry arrives at the burrow and there is some chat with Ron and Hermione. We are now at Bill and fleur's wedding.
We have to speak with Luna's dad.

Controls
Left and right analogue sticks for camera and movement. Third person view.
B to cast a waypoint spell called fourpoints.
Left trigger to lock onto an enemy.
Right trigger to fire a spell.
Left bumper to cast protego.

After speaking to Luna's dad he tells us that Mr. Weasly is looking for us.
Following the waypoints we speak to Mr. Weasly and he gives us the gifts from Dumbledore.
Death eaters then attack the wedding and we have to fight our way back down to the house.
It is a fairly clunky third person shooter type dynamic.
Death eaters leave potions when they dissaparate away after you shoot them up a bit.
At the house we see all is lost for this battle and leave for London.

Mission 3
In London we have to use our invisiblity cloak and sneak around checking to see if people are muggles or not.
We have to do this twice.
Then we walk to a cafe.
In the cafe we are attacked by four death eaters, there is no room and it's simply stand and shoot until they drop.

Mission 4
We go to Grimauld place.
Here we have to clear out doxies from the kitchen and bedroom. We have to hit them with doxy killing potion and the mechanics of this are muddy to say the least.
We are told about RAB then have to find Kreacher.
He is in the kitchen and tells us that Mungdungus Fletcher has the locket. Kreacher is sent to get him.
We have to go upstairs and fight a dementor which appears from a cupboard.
Then back downstairs to see Mungdungus arrive being grabbed by dobby and Kreacher.
We have to stupefy him. He tells us that Umbridge has the locket.

Ron and Hermione go to the ministry to spy and find a good way in.
We are sent on another three missions. We can do these in any order.
Mission 5
The first is to fight death eaters and free captured wizards and witches in an abandoned power station.
Mission 6
The next it to help in a fight between death eaters and good wizards in a forest.
Mission 7
The next is to escape a cave which is inhabited by a dragon and the odd death eater or two.

Mission 8
Now we are going into the ministry.
I have to sneak around using the invisibilty cloak and zap the three people we are going to imitate.
Once done we enter the ministry.
Now we have to find out which lift takes us to Umbridge.
We have to go to a security office. The polyjuice wears off and we have to use the cloak.
Now we know which lift to take we end up in the offices and have to search Umbridges office and six others to try and find her.
we then have to go to the court. The way is long and filled with guard patrols.
We then have a kind of boss battle with Umbridge and death eaters then Dementors.
We get the locket and now have to escape.
This is a fairly bad pantomime of  third person shooter. The death eaters are the same two models. They walk into walls and still shoot at you from inside the scenery. They usually stand still and shoot from anywhere, ignoring cover. They run around sometimes at random and appear to be running past Harry Potter rather than trying to get at him.
The shooting mechanics are unsatifsying and very inaccuarate. All but one of the spells I have earned so far is any use at all. Ron and Hermione get in your way all the time, just as well your spells pass right through them.
Eventually after repeating the same few areas a few times we escape the area.

Mission 9
we appear in a forest and can hear a voice which we are told belongs to Dean Thomas. We are to follow the voice.
We are attacked by death eaters, spiders and doxies here.
We have to dodge whomping willows, which is very hard to do as you can really see their attacks coming, seems like a random death generator really.
There are some ruined caravans and houses to pass through.
We come to some skeleton types that can't be killed, they have to be avoided. They are inferni, and they grab you, you have to press A quickly to escape.
I begin to level up quickly here as we are fighting a lot more.
the accuaracy of the spells is improving as I level up.
This is surely a poor game mechanic. Make people think your game is broken until they play halfway through? Are you sure most people will stick around to the halfway through point?
I get to a rock wall, which is impassable, we have to backtrack a little way to get a new spell.
We then have a cut scene of Ron having a strop and leaving.
Then we have to backtrack yet again almost right across the level.
We already saw this area in the three side missions, it's getting repetitive.
We reach an arbitary spot, which earlier was full of inferni and set up camp.

Now we have three more side missions.

Mission 10
In the ministry we have to rescue prisoners. Use of the cloak makes this easier, as it's quite hard without it.
Mission 11
We have to run around in a dark nighttime forest and avoid snatchers and spiders to find three wizards.
Mission 12
we have an arena like quarry area where we have to survive waves of death eaters.

Mission 13
We are now at Godric's Hollow. we have to sneak through the streets to find the cemetry.
Here we have to find The Potter Grave.
We then follow Bathilda Bagshot and have a stupid waste of a good chance of a boss battle with Nagini. You basically have some cut scenes interrupted with an unsatisfying few sections where we have to shoot Nagini in the face as he strikes.
Eventually it's over.

More mini missions.

Mission 14
We have to save four wizards from a snatcher camp.
Mission 15
Here we have a ruined castle and waves of enemies to survive, I struggled with this at first until i found a flight of stairs which seemed to confuse the ai no end.
Mission 16
is a stealth mission around Godric's hollow where we have to save prisoners  under the noses of the death eaters.

Mission 17
We arrive at the forest of Dean.
I am told to patrol for patrols? Anyway I go for a walk in some nice scenery and see the silver doe patronus. I am told to follow it, we meet some spiders and whomping willows.
Eventually we come to a cut scene and Harry jumps in the icy water and gets the sword, as he is trapped in the ice ron rescues him and they open the locket and fight what is inside.
This is a boss battle with the portion of Voldemort's soul.
Snakes and spiders emanate from the horcrux and we have to keep on hitting them until a cut scene starts.
Ron is reunited with Harry.

Mission 18
We have to go back to the camp and meet Hermione.
Usual spiders, death eaters and doxies between us and them.
Oh and the really annoying whomping willows.
Back at camp eventually after much backtracking Hermione tells us that we need to go and see Luna's dad.
After a quick romp through the forest we arrive at Luna's house and her father tells us the tale of the three brothers from Beedle the bard.
We learn of the philospers stone, the elder wand and the invisibility cloak.

Mission 19
We are attacked at the house and have to fight our way to freedom.
We have to survive three minutes inside the house. We then have to backtrack through the last level. We get to an arena like area with a castle ruin and then fight the snatchers for a time period.
We then get captured, Hermione disguises Harry. They are taken to the Malfoy mansion.
In the dungeon Dobby arrives to help.
We then have a little trip through the mansion fighting death eaters, Then the shortest boss battle ever. We confront Bellatrix, Lucious, Malfoy and a few other death eaters in a small room.
The fight lasts a few seconds  before the cut scene kicks in and we see Dobby help the gang escape and pay for it by being stabbed by Bellatrix.

7 hours for first playthrough.
575 achievement points

Tuesday, December 14, 2010

Blood Stone 007 Notes

I choose Agent difficulty which is hard, the veteran is locked.

M speaks to Bond on the phone, he is on a plane. M wants him to get onto a boat which terrorists are using. Greco, an arms dealer plans to attack the G20 summit.
A general tells M that she is wrong and no attack is coming. she still sends Bond to the boat.
Bond parachutes onto the boat.

Controls

Left and right analogues for movement and camera, third person view.
A to use cover.
Left trigger to aim.
Right trigger to shoot.
B to use ladders etc.
X to melee attack.
Left bumper to use focus aim.
Right bumper is reload.

Mission 1
We start on deck with only one man to shoot.
Cover can be got into by pressing A. the usual sliding around and moving out of cover rules apply.
I kill the guard and progress inside the boat.
Another man shot and we are told to take a ladder to the lower deck.
We see Bond sneak close to an enemy and are told use a takedown.
These give us focus aims.
I take out another two guards and then move into a room and a cut scene shows Bond finding Greco and attacking him, he gets away and two machine gun armed guards shoot at bond.
I kill them, get their guns and go after Greco.
I run back up onto the deck. A cut scene shows Greco firing a missile from a smaller boat as he flees. The missile hits the yacht, Bond jumps overboard and commandeers a smaller boat to give chase. We are now in a boat driving sequence chasing Greco.
This is suitably filled with explosions. We shoot at smaller boats and have to stay with the bigger one. A helicopter comes to join the fun and we shoot a fuel tank near it to get rid of it.
Bond Crashes the boat into the jetty and then continues the Chase of Greco and his men.
I enter a hotel, nice touch is the fleeing civilians.
We have a little bit of fighting with Greco's men in the hotel then in a bar find Greco.
Bond asks where the bomb is and Greco is defiant. A car drives off and Bond realises that the bomb must be in the car.
Now a driving sequence.
We chase the car and ram it to disable it.
The bomb goes off.
Bond appears in cut scene talking to M at the summit.
We then get a rather smart Bond style title sequence.

Mission 2
We are to find a missing scientist. He has gone missing at a construction site where the builders have uncovered some archeological remains. The scientist may have defected.
We go down a street and into the site. Here we are told to use our smart phone. This puts us into a diagnostic view. which is very similar to that of Heavy Rain's VR goggles.
We can see evidence highlighted. we have to scan two laptops and the handler tells us over the radio that they will clone their hard drives.
We are then met by a worker who tells us to follow him.
This is a trap and we are told to wait in a cabin. The cabin is then picked up by a crane and dropped down a deep shaft.
We escape by jumping and swinging onto a hook of the crane in semi cut scene.
Now we are into the fight proper here. Through the building site taking out enemies. We can use the smart phone here as a tactical view. We can see enemy indicators. Where explosive environmental hazards are and where dropped weapons are to be picked up. There is also waypoint data as well.
We are also shown that environment triggers can be seen on the smart phone as well.
I shoot a gantry and make a way down to the lower level.
More people to shoot and we seem to need to get a train to move.
I move forwards and find a switching point for the tracks, I now have to go back to the train and start it moving.
We use the train to go deep into the catacombs.
We are then chased by a drill machine. We have to jump and clamber to avoid it.
We then have more fighting with enemies and find a scientist. Seems the bad guys are after bioweapons.
I have a long fight with soldiers and there is little checkpointing here.
We eventually catch up with the Bad guy named Bernin or something like that and he is torturing Tedworth for the password to the usb drive with the bioweapon research.
He gets it and kills Tedworth just as bond arrives.
Bond gives chase and we get back up onto the streets and into a car chase scene.
This is long and spectacular, filled with bangs and explosions and lots of car chase cliches.
Eventually we wreck the car near the destination of the bad guys and start giving chase on foot.
We go through a large ruins type area fighting all the way. Eventually we come to a crane which needs a block kicked out to let it drop and make the way forwards.
A helicopter comes around and seems to be waiting hovering. We follow Bernin until he gets to the chopper and hands the usb stick to the pilot who takes off. Bond catches him and asks for a name.
Stefan Pomerov is the buyer, M talks to Bond and researches him.

Mission 3
We go to Monaco, and meet an agent named Nikki.
She is deep cover as a jewellery designer and can get bond close to Pomerov.
We go to a casino where she will provide a distraction which will let us get in to Pomerov's safe. We have to sneak into the casino. This is a nice section where we get to knock out guards and snipe them with our silenced pistol.
I come to a security camera which can be disable with the smart phone. We have a little button pressing mini game with a rotating dot which passes through button symbols. These must be pressed at the correct time to disable the camera.
We have a long stealth or not stealth section if you please to get inside the casino.
We then have to obtain three codes from security guards to get into a locked off lift.
It does not matter if these people are alive or dead the smartphone can get it from their unsuspecting or lifeless bodies.
We then have a little pseudo stealth section, don't worry you can't fuck it up even if you stand in front of Pomerov as he talks to Joss Stone.
You sneak past him and out a balcony then into his private office where you have a button pressing mini game to open the safe.
You see the scientist from earlier on video telling the interrogators that they were making an antidote to anthrax and smallpox for use in the field.
We now have to get out, the alarm goes off and we have  to fight our way back out of the casino.
where Joss stone is waiting to drive us away.
M tells us that Pomerov is buying up chemical manufacturing components.
We have to go to where the equipment is in Siberia.

Mission 4
Joss takes us to siberia to the refinery.
We are playing the role of her bodyguard and have to wait in a cabin outside while she goes to speak to Pomerov.
We activate his alarm on his car to get a guard to open a gate as he comes out to see what is going on.
Inside we can wander about unmolested.
We have to go into the office type area and hack the door too the server room.
We are trying to retrieve the data from the computers.
Inside the mainframe room we find that the data is not stored here.
We have to get to a separate system. To do this we need biometric data from Pomerov. we need his fingerprint and a voice sample.
We find his fingerprint on a glass in the bar.
Then record his voice from a small cinema type room showing a presentation from him.
We then get into the restricted area. another wander around this more secure looking area. We have some guards to take out.
Then into a computer room.
We have to wait for about three minutes while the data is uploaded. The alarm is triggered and we have to wait the three minutes under heavy guard attack.
We then are hemmed in by doors and have to escape gas that is being pumped into the room.
Then we have to fight our way back outside.
We now have the mission to destroy the refinery.
I move through the area fighting and stealth killing guards.
Then to a control room.
We have to knock out override valves which will cause an explosion.
I fight my way to the first wheel then have to fight my way back through an alternate route.
We arrive back at the control room and take the other door which leads us through some fight boxes to the other wheel.
Here we have to make our way through freezing gas to escape.
This is a long run through gantries with soldiers looming out of the gas using shotguns.
We then get back to the control room and trigger the chain reaction.
We ask Nicole to meet us outside with the car running.
Here we have a large fight box, an open arena really. Where we have to survive for what feels like hours until Nicole brings the car around.
We then have a driving sequence where we chase the train loaded with bioweapons. we need to negotiate a road then a frozen river with a helicopter chasing us.
There are huge holes in the ice which make this a memory game.
At the dock Pomerov gets away in a plane, a sea plane.
we then give chase on a large hovercraft.

Mission 5
We are on the large enemy occupied hovercraft and looking to lighten the load so we can chase Pomerov.
We have to clear the upper deck of soldiers then move into the garage like interior.
Here we must make our way along the bay avoiding guns on tanks. we also have soldiers to deal with. The buttons need to be pressed to eject the tanks and lighten the hovercraft so it can catch Pomerov.
We then go back above deck for an emplaced gun section where we shoot out Pomerov's water planes engines and shoot incoming rockets.
Next we have to jump aboard the pane and go inside.
Inside the gas is escaping from crates which seems to be making a danger indicator go up.
We fight through the plane to the cockpit and fight with Pomerov. We kill him and stop the plane.
In cut scene we see the Russian authorities cleaning up the bioweapons and a Russian agent joking with Bond about there being no weapons and shagging Nicole.
Bond speaks to M about something that was nagging him. He feels that they were tipped off about this by someone who wanted Pomerov neutralized. Bond wants to know who and why.
He has M sorts something out about finding a number that was on a cell phone he found.

Mission 6
We are speaking with a Colonel Ping who is in Bangkok, seems he might be the mystery number.
he wants to meet us at an aquarium in Bangkok.
We go into the lavish huge aquarium and have to find three bugs, we use the phone mini game on them and then have to jam the transmitter with a sample taken from them.
Now Ping appears near the whale tanks.
he tells us about a  man named Rak who deal in secrets for money.
Ping is shot by a sniper. We have to give chase.
We make our way through the aquarium and out onto the roof, fighting all the way up the stairs.
We then have to chase the sniper in as sort of Mirrors edge style.
We then meet some of his pals and have to fight through them.
Then we corner the sniper at the top of a building. He jumps off onto a large bulldozer. Which he then proceeds to drive off with.
Bond gives chase in a truck and we drive through Bangkok devastating half the city.
Eventually we crash onto the truck's bonnet and it crashes.
Bond wakes up and asks M to look into Rak.
We are told to go to a nearby nightclub. We do this with another set of stealth rooms.
At the nightclub a cutscene shows Bond meeting with a man named Silky. He seems to be a sleazy vice lord. Silky tells Bond where to find Rak, but bets he won't get to him.
After Bond leaves Silky warns Rak that Bond is coming.
We have some nice fight boxes, some new weapons and eventually Bond catches up with Rak.
Rak fights with Bond and seems downed, however guards appear and Rak sticks Bond with a syringe.
He wakes up in a torture chamber in Burma and Rak threatens to torture him for his secrets.
Rak is disturbed and has to leave, Bond is put in a cell.
we find ourselves handcuffed in a cell. we have to press B rapidly to break out.
Then we have to kill some guards and get our gun and phone back.
Then outside for some guards and armoured vehicle fun.
We then escape the compound and find we are in a jungle and cave type environment with soldiers.
We fight through the base and have to take out an APC to progress. we get plenty of grenade launcher ammo to do this.
In cut scene Bond takes a plane and chases Rak. Rak however shoots him down.
We then have to escape the crash site.
We fight our way through the jungle and come to a dam. Here we have a helicopter attacking and we must use a crane to whack it with the load. Once done we climb along the crane and onto the helicopter wreckage to get inside the dam.
We now fight through the dam.
There are many areas little fight boxes. One large one where we have to lower a bridge and snipe enemies from the other side. We get snipers attacking us for the first time here.
The usual beams from their rifle tell us where they are.
We get to the top of the dam and have to fight Rak only he has a helicopter. We have to hit four pressure valves which hem the copter in. Then hit him with a crane boom.
This leads to a fight in cut scene hand to hand. Bond has the advantage and rak is holding on by his fingertips over the edge of a large drop. Rak pleads for his life and tells him that he will tell him who he is working for, yet Bond lets him drop. Rak is saved by the copter we then have to shoot him in a bullet time sequence.
Bond has already guessed who is the master villain. It is Nicole and he sends her Rak's knife to let him know that he is onto her.

Mission 7
Nicole runs for it in a sports car, Bond is ready and we give chase.
Eventually after much driving we run her off the road.
Nicole tells us that she did it for love, she was only helping her lover who asked more and more of her. She tells Bond that he is bigger than MI6 and is watching them right now. A predator drone shoots Nicole and leaves.
Bond calls M and tells her what has happened.
The credits roll.

Tried the multiplayer, alright but nothing special.

7:10 hrs for first play through on agent difficulty.
305 achievement points.

Wednesday, December 1, 2010

Call Of Duty Black Ops Notes

I choose Hardened difficulty
Controls
Usual movement and aiming with analogue sticks.
B is crouch or go prone.
Y is change weapon.
X is reload.
A is jump.
Left trigger is iron sights
Right trigger is fire.
Left bumper
Right bumper is lethal grenade.
Left bumper is smoke or other type grenade.
Dpad swaps weapon attachments.

The game start with a cut scene, a man named Alex Mason who is strapped in a chair and being tortured with electricity by a man in the next room. His voice is muffled to protect his identity. The torturer asks about numbers and a Russian.

Mission 1
He is asked about Cuba in 1961, the bay of Pigs. A man named Dragovich who it seems was involved with Mason to kill Castro.
We flashback and are into the game engine seeing four men discuss the plot, which involves an attack on an airfield as a distraction to get the two men inside the location where Castro is. They are in a bar and soldiers come in, we kill them and get a gun.
We now have to fight our way down the street. What seems new here is that vehicles will explode if shot enough.
I get to a car and get in with the others.
There is a shot semi on rails cut scene like sequence where we drive over a few cops and then drive over some more. The scene fades and we are back in the torture chamber. The interrogators mutter a bit and the scene shifts again.
We are high on a hill over the compound and planes attack. We now use the chaos to sneak in on zip lines.
We have to garrotte a guard and sneak around.
We then move from room to room fighting soldiers until we come to the room with Castro, we have a slow time sequence where we shoot him in the head.
Now we have to escape.
The mansion gates are heavily guarded and we are aided by someone named Carlos and his men.
we then run into a sugar field.
Then Rappel down a hillside to an airfield
Here we simply run to the plane and have an emplaced gun section from the door as we taxi to the runway. The runway is blocked and Mason jumps out and uses a large canon to clear it. He is left behind, sacrificing himself so the rest of the team can get away.
He is captured and taken before Castro, seems it was a double they killed.
Castro gives Mason to Dragovich, who is in league with Castro.

Mission 2
Dragovich takes Mason to Russia and sends him to the Vorkuta labor camp which he spends a year in before teaming up with a man named Reznov to escape.
We see Reznov and Mason takes keys from a guard and start a riot.
We then join in the escape attempt with a knife as our only weapon.
We make our way to a lift knifing a few guards on the way.
We get a gun from a dead guard that Sergei, a giant of a man impales on a pickaxe.
We then have to advance up a hill that has an emplaced gun which is tearing anyone in the open to pieces.
We have to hide behind a mine cart as it is pushed up the hill and shoot any guards trying to flank it.
At the top the gun is blown up.
We then move through some more of the prison, Sergei is tasked with breaking into the arms locker while we use a slingshot and Molotov cocktails to take out some more emplaced guns.
We go back down and get a shotgun and are into more usual territory storming around the prison with guns while armed guards try and stop the riot with deadly force.
We come to a roof and a helicopter is making life hard. We use a harpoon gun which is handy to harpoon the helicopter to the railings and bring it down.
We then storm the next building. New here are large metal shield plates that are moved along the floor and guards hide behind shooting from this movable cover.
We are trying to get into the heavy arms locker. Reznov gets some welding gear to cut the doors open and we have to protect him. There are heavily armored guards here who need almost a whole clip emptied at their heads to bring them down.
We have to hold out against assault until the doors are open. we then get a mini gun with which to blast hell out of the place.
We advance along the alley between buildings towards the gates and then tear gas stops us in our tracks. We cut back to Mason in the torture chair who tells us that Reznov never left him behind, he saved him. We are back to the game and Reznov and Mason are getting onto motorbikes.
We have a short motorbike riding sequence where we can shoot enemy bikes and jeeps. We then jump onto a truck with an emplaced gun. Reznov drives and we shoot. This goes on for a while then we have to jump for a train. Reznov does not make it and is captured. Mason escapes.

Mission 3
Mason is sent back to America and the Pentagon.
He is led through the corridors of power to meet the President. He sees a woman who it seems works for the torture chamber man. On meeting President Kennedy he is given the mission to kill Dragovich.
It seems that a group of scientists, poached from Nazi Germany called the ascension group are building advanced nuclear rockets. The Americans are trying to sabotage the project.
Mason is sent to infiltrate the Baikonur Cosmodrome.
We start with a man named woods on the outer edge of the base.
A man named Weaver is already inside the base, it seems he has been captured and is now being tortured by Dragovich's second in command named Kravchenko.
We move up and knife two guards and take their uniforms.
We then move into the base walking slowly and blending in with the other soldiers.
Things start going crazy and it seems that the bodies have been found. We make our way to the comms building and start shooting to clear it out.
On the roof we are to protect the other two team members using Crossbow bolts that have explosives in them.
We shoot at the enemies that are pinning down the other two and then fire a zip line into the building roof that Weaver is inside. Using the zip line Mason goes down and in through the window. We have a slow time sequence where we shoot three guards in the room as we burst in through the window.
With Weaver rescued we now have to fight our way to a secondary control area to stop the missile launch. We have to do this against the clock.
When we get there we plant c4 to blow a hole in the wall, we then go in and Weaver Finds that he can't stop the missile.
It launches and we then use a rocket which we can guide to shoot the missile down in flight.
We then go inside the complex on a hunt for the ascension group scientists.
This is a long corridor based run like FPS of old. The endless respawning seems to be back as well.
WE get to the end of the corridor and Mason wigs out again. We see flashes of what happened next and it appears that Dragovich might have been killed in an explosion.

Mission 4
Back in the torture chamber the interrogator asks about Vietnam and a man named Hudson.
This triggers another flashback.
We are in Vietnam with Woods and Hudson, who is from the CIA. The camp we are in is bombed and Hudson is injured.
We have to carry him to a relatively safe place then start defending the base from huge enemy attack.
We progress through trenches, there are flamethrowers, napalm strikes and all hell is letting loose.
We come to a large sandbox area and have to fight waves of soldiers then shoot up three tanks.
We then follow Woods into a tunnel.
We come out onto a hill where the Vietnamese are trying to ascend. We have to hold them back.
It is not explained well but you have three barrels that you must set on fire and knock down the hill. Otherwise you can't progress.
A marker directs you to a spot in the middle of the barrels but does not tell you what to do. A little frustrating.
You then have to ascend a hill, which is hard work. At the top a cut scene shows you Woods being nearly killed and you have to save him.
Then inside a building and out through the other side. Now we have to get into a jeep. We use guided missiles to take out six tanks, driving around the base to each set of tanks. We must fend off small arms fire from Vietnamese as we go around.

Mission 5
We are now in Hue city where a soviet defector has an important dossier on Russian involvement in the war. We are to find him and extract him.
In grand style the chopper we are rappelling down from is shot down and we crash through the side of the building through the windows.
We progress through the building fighting soldiers. Then into the sealed area which has been compromised and is swarming with Vietnamese soldiers. We go on deep into the bunker and eventually find Reznov who it seems managed to escape from Vorkuta. Reznov tells us that Dragovich is planning an attack on the West, even the Kremlin does not know his true plans or have a leash on him.
We move out onto the streets looking for extraction. We have to get to a distant Landing zone.
We move out into heavy street fighting and have air support of a chopper. We can designate targets for it to hit with it's machine guns and also a tank for it to take out for us.
We then encounter an anti aircraft gun and have to take it out.
We flank the gun and place c4 under the floor of the gun to bring it down. The chopper then takes out a tank that is holding us pinned down.
We then get to the LZ. The wounded are taken first and we have to hold the LZ until more choppers arrive. We have claymores and are swarmed with enemies. A tank arrives and we have to use the target designator to paint it for air support. a boat comes in and extracts the gang.

Mission 6
One of Dragovich's men has been captured a scientist named Clarke. Hudson is torturing him for information about Dragovich's plans.
Clarke is more scared of Dragovich than the CIA. Dragovich's men arrive to tie up loose ends which means they were going to kill Clarke. we shoot at them and gas escapes from large canisters. This is Nova six and it kills very quickly.
We escape through a roof hatch and climb up fighting onto the roof.
Then jump from roof to roof until we come to a safe house armory of Clarke's. Clarke is with us and suddenly on our side. seems being double crossed will do that to you.
We then start fighting through Clarke's planned escape route, which is of course swarming with Dragovich's men.
We find out along the way that the Nova six project relies on the numbers, which we still don't understand.
We fight on through more ambushes and stands until eventually we end up dangling off a rooftop holding Clarke by the wrist, he start to tell us about the numbers then is shot in the head. The numbers are a key to something.
We then escape and are extracted. The next move is to go after a scientist, a German named Steiner who Clarke named as his contact.

Mission 7
We are now flashing back even further, to a tale told to Mason in Vorkuta by Reznov. He is a young soldier in Russia during the second world war. We are apparently going to learn what kind of man Dragovich is and why he must be stopped.
We learn that Dragovich left Reznov's unit heavily outnumbered and ignored their requests for reinforcements.
We are following Reznov as he is tasked with securing a defector named Steiner from a German base.
We storm the camp with the aid of mortar support. We have smoke grenades that show which target we want hit by mortar fire. when we come to something that is hard to get past we chuck a green smoke grenade at it and watch it go away.
eventually we get to Steiner and he is arrogant and insulting.
The next scene shows Steiner, Dragovich and some soldiers including Reznov of course entering the wreck of a german u boat.
We progress through the grisly remains of german soldiers to a room where the Nova six is kept.
This was to be a strike to end the war. The Germans planned to launch Nova six missiles at Washington and Moscow from the boat. Allied bombers had destroyed it in the nick of time.
Steiner shows Dragovich Nova six in action on some of his own men. Reznov is about to be killed also when British Commando's show up to get Nova six for themselves.
We now have to fight both sides and blow the ship and escape. This is a short breathless sequence but great fun.

Mission 8
We are back with Mason,Woods and Reznov trying to escape Vietnam. They are shot down and we have a semi gameplay cut scene sequence where we escape from the crashed helicopter, swim underwater then jump up onto a vietnamese boat and hold one hostage while we shoot the others.
We then stealthily approach a village and plant C4 in a few places.
Triggering the C4 we then all out attack.
The village is in chaos with air support and all out attack and defense going on. The vietnamese are popping out of holes in the ground.
We then progress to one of their bigger tunnel systems and go in to clear it out.
The tunnel is crawling with VC who jump out when you least expect it.
We come to one of the Nova six research labs and Resnov learns more about the nerve toxin.
We escape as the tunnels come down around us.

Mission 9
The interrogator tells us that the numbers are being broadcast to us and we have been brainwashed. The world is also on the brink of war.
A plane with Nova six has been shot down and we are to go in and investiagte the contents for clues.
Now we have a boat driving section. We can shoot missiles and fire a machine gun. There are also other soldiers on the boat shooting as well.
We steer using the Halo method.
We come to the area we want to explore, the crash site and have to go on foot. Here we have the charging nutters and snipers in the trees that were in World at war.
We come to the plane and find that that Nova six has been taken.
There is a handy map left behind though which shows the location in Laos of Cruchenko's compound.
We start shooting at forces out of the wreck of the plane and are then shot up pretty badly. The plane starts sliding down the hillside and we are crawling from the wreckage as Dragovich and his men arrive to capture us.

Mission 10
We are told that Hudson went on to try and find a station which was broadcasting the numbers in the Urals. We see a blackbird take off and are using it to see down to Earth to guide the team.
This is fairly novel, if you haven't played Raven Squad. Let's see if it's better.
We have to move the squad towards the base, a patrol comes by road and we have to get the men to hide in a house. The patrol comes in and we zoom down to earth to take control and shoot them.
We then move on and have to use the right stick click to make the men hide as a patrol passes.
Next we move to a building and come down to earth and take control as we breach and clear the building and plant c4 on the comms equipment.
We then move out and go towards a large pylon.
Back on the ground we watch as a large patrol go by. We then move in and rappell down to a base and jump in through the windows.
We then move down to a base and storm it. There is the same attempt at stealth gameplay as Modern warfare 2. Make the alarm and you get more people to shoot.
We enter the main compound and using the explosive crossbow again get to shoot lots of soldiers before breaking a radar dish.
We then have a scripted moment where we are shot at by a rocket. One of the team is killed and we then have to run for it through the beginnings of an avalanche and then base jump off a cliff to the lower part of the mountain.
Which just happens to be the base.
We fight our way inside, the soldiers seem to be destroying evidence and setting the place up to be blown up. We fight to the control room and find maps of the USA with lots of targets on them. Steiner's voice can be heard talking about activating the agents. Seems that there are Russian's in the USA ready to be part of the plan. Are they brainwashed agents? Is Mason one of them?
We have two minutes to get out of the base before it is blown sky high. We run and shoot past some troops and get to a truck. we have to defend the truck from an emplaced gun on it's trailer as it is hotwired.

Mission 11
We are back in Laos with Mason, Bowman and Woods. The vietnamese and the Russian have them prisoner. Bowman is beaten to death in front of Mason and then Woods is forced to play Russian roulette. We are to take a turn, but shoot the guard and grab his gun.
We are now chasing the russian through the caves.
We catch him up and fight our way to the surface where we come to a helicopter.
We kill it's crew and take it.
Now we have a flying mission, we can shoot rockets and machine gun from the helicopter and control it by using the analogue sticks. Altitude is done for us and keeps up low to the terrain. We have to deal with ground forces and other helicopters. A sam site is hard work and we have to take out around four targets in a large enemy base. We then get two helicopters to fight at once.
We then land and go on foot into Kravchenko's compound.
We fight into another cave system and find some prisoners. Resnov is one of them.
We then fight to a control room where Kravchenko is hiding. We see a cut scene where Woods and Mason fight with Kravchenko, he beats up Mason badly and is stabbed by Woods. Kravchencko pulls the pins on around five grenades and Woods chucks both of them out the window and saves Mason. Mason sees a silhouette figure of Woods which resolves into Resnov. It looks increasingly likely that Resnov is a figment of Mason's brainwashing.

Misson 12
The USA and Russia are at the brink of nuclear war. The nova six is in place on US soil waiting for the trigger from Dragovich. Mason seems to be the only one who can shed any light on the plan. The interrogator wants to know where the numbers are going to be broadcast from. Mason is asked why he went rogue to Rebirth Island off the coast of Russia to kill Steiner.
We flashback and find Resnov and Mason sneaking into the base on Rebirth Island. We start in a cargo crate and sneak out and kill a worker.
We then have to sneak around following Resnov's instructions. We climb onto the roof and sneak in through the elevator shaft.
The CIA have arrived in force and are trying to capture Steiner alive. We want to kill him.
We fight our way through the lab and confront Steiner. Resnov shoots him shouting that he has his revenge.
The interrogator tells us that Mason shot Steiner not Resnov. Further confirming  that Mason is seeing things and probably working to Resnov's agenda not his own or the CIA's.
We flashback twenty minutes to Hudson who is coming to the island to stop Mason and get to Steiner so the CIA can find out how to stop the Nova six attack.
We start in an armoured vehicle. Which I was finding hard going until I realised it had a rocket as well as a machine gun.
The armoured vehicle is knocked out by a helicopter and then Nova six is used. We have to get into hazmat suits and then fight in the fog. We have a gun with a scope that can see heeat signatures. This allows us to see in the smog.
If you are shot too much in the nova six your suit is ripped and you die from the gas.
Playing as Hudson we fight through the other side of the base that Mason went in from and eventually find ourselves in the same corridors he fought through.
We burst into the room where Mason is confronting Steiner and there is no Resnov, just Mason. We watch as Mason shoots Steiner and then subdue him.

Mission 13
The interrogators are revealed to be Hudson and Weaver and we are in the CIA building.
Hudson comes to free Mason and tries one last time to reason with him. Mason knocks Hudson out and is free.
We wander the corridors staggering around seeing numeric hallucinations.
Eventually Hudson punches us and we see the truth. Steiner and Dragovich tried to brainwash Mason in Vorkuta to kill president Kenneday. The programming took to a certain extent  but could not be fully trusted. Dragovich sent Mason back to his cell and was going to leave him to rot. It seems the Resnov used the vorkuta techniques to implant his own programming in Mason and had him complete his revenge for him, to kill Steiner, Dragovich and Kravchenko.
The programming is broken. Mason is freed from Resnov and Dragovich's orders. He listens to the numbers broadcast with a clear head and finds that the numbers station is a ship named Rulsalka which is moored in Cuban waters.
We approach by helicopter and blow the crap out of the ship. We then land some soldier on the ship and have to give them air suport. A hind turns up and we shoot it down then land our damaged helicopter on the ship. We then fight along the  ship killing two hinds with rockets as we go.
We get to the lower decks and fight until we meet up with Weaver's squad who are pinned down.
A cut scene shows that the ship has a moonpool, which presumably leads to a submersed facility.
Hudson and Mason go down to investigate. They are warned by Weaver that the air force are going to sink the Rulsalka in fifteen minutes wether they have came back or not.

Mission 14
We start diving down to the huge underwater base. It is a staging post for russian submarines that would be used to invade the crippled USA after the nova six attack.
We enter through the moonpool and start fighting our way through the facility.
Eventually we get to the numbers control panel and break it. Dragovich appears and we fight and end up choking him to death. He tells us not to be so sure that he has failed and dies.
We escape and see a scene of Mason swimming up and being rescued by Weaver.

We see Mason in Dallas Texas as President Kennedy gets ready to go on his fateful drive.

The credits roll with Sympathy for the Devil playing. Sumblime music choice.

Game over

8 hours
355 Achievement points