Sunday, July 31, 2011

Duke Nukem forever Notes

A little montage of scenes from the first game is shown over pounding rock music.
I am surprised about how much and how little I remember of it at the same time.

New Campaign and let's rock or Normal difficulty.

Usual analogue sticks
Click Right stick to crouch.
Click Left stick to run.
Right trigger to shoot
Left to zoom.
Up on dpad for Duke Vision.
Down on dpad to drink beer.
A to jump.

Mission 1
Start off urinating into a urinal. Duke is in what looks like the shower room of a football team locker room.
I move into a large room and there are some uniformed police or soldiers standing around a whiteboard. They are planning how to attack a large monster. Their plan seems to be simply to charge.
There are wounded lying around.
I go out into the corridor and the monster can be seen under fire from the cops. I go towards it and it blows up the cops hurling Duke back down the corridor. The Way is blocked so we have to go back and go down the stairs.
I move through some corridors and see soldiers fighting aliens.
I move through an area with fighting, though as soon as I get in the area the soldiers take out the aliens. A gun is left behind. As I pick it up I get taken up on the lift I am standing on.
I am now facing the giant monster that was blowing things up earlier on at the football field itself.
The boss has rockets, a rush attack and an ground based energy weapon. Ammo for the rocket firing gun you have called the devastator runs out quick but is dropped in by air support. The alien has a health bar. Once it's worn down you have a little QuickTime to hurt the alien and kick a field goal with it's eye which pops out.
Then the scene cuts

Mission 2
We are in the real world now, seems what has went before was a game Duke was playing. He quips that it should be good as it has taken 12 years to make.
Two girls are pleasuring Duke while he plays the game.
The news reports show that alien ships have arrived and are hovering over the city. The president is in talks with the aliens. There is speculation as to whether these are the same aliens from the last time 12 years ago.
I can play pool just like the last game.
Looking in Mirrors and playing pool increases your ego, which means you can take more damage.
The alien ship can be seen out of the window of Duke's Penthouse.
I move through Duke's Penthouse filled with pictures of him climbing Everest and other outrageous feats. Then into an elevator.

Mission 3
Downstairs we are in the tv studio of a late show a like. I have to sign an autograph for a kid and then go on stage. However the show is canceled as the aliens have arrived in a Dukeburger nearby and all the news crews are covering it.
Duke decides to go and investigate.
Backstage a guy is giving a Christian Bale style rant, we can knock him out for an achievement.
Inevitably the aliens have started shooting, explosions can be heard and the ground is shaking.
I take another lift.
It seems that we are stuck and  the emergency button opens the lift roof which we can climb up onto.
The doors to the next floor are forced and I come out into a Duke Museum.
The museum is full of statues and pictures from the earlier games.
A throne is available to take pictures on. A kid is sitting in it, he won't move until we take his picture and we have to press a button to make it happen. He then moves and we sit on the throne which is a lift to a secret areas.

Mission 4
The Duke cave
In the Duke cave, which is filled with computers and screens. The old bios screen on bootup isn't lost on me.
The President and a general appear on the screens and tell Duke to sit on his hands. The president is in talks with the Cycloid emperor and does not want Duke to start shooting them up yet.
The general it seems reluctantly agrees with the President.
Duke's computers flash a warning about intruders. Through a door in the back of the room we see the aliens are inside Duke's complex.
In the next area an alien is coming through a door trying to hit us. I punch him and he goes back through. On trying to open the door a computer voice tells us that we need a red keycard. Duke tells us that he doesn't need a keycard and we force open the door with QuickTime.
Now we can chuck objects at aliens and kick them to execute them.
I go through a hatch into a crawlspace.
Then things go dark and we have night vision, aptly named Dukevision.
Now we are meeting more aliens and get a gun to shoot back.
The reactor has three pods that have been removed. Two are found in the room of the actual reactor. The last is two rooms away and we have to use a remote control car to get it out of a room. Basically a little puzzle and skill test to push it from one place to the other. Back in the reactor room we  turn the power back on.
Now we run along some corridors shooting the aliens. We get a pistol in addition to the alien plasma weapon we have been using so far.
I run along the corridor until I come to a gun type emplacement at the centre of a lift.

Mission 5
Going up in the lift Duke Activates the gun. We come out on the roof of the skyscraper under the alien mothership.
This is an emplaced gun section. The mothership needs shot in the guns that protrude out of it's shield. There are ships which attack with lasers and sent out jetpack troops.
There is long loading every time you die and the enemy ships are two hit kills.
After wearing down the ships health it's main gun blows up. Duke's gun is hit by debris and he is knocked out. The elevator takes him back down and he wakes up four hours later. We crawl through some vents.
Now we have to stop an elevator from falling, we pull the emergency brake, but it heats up and fails. I struggled with this mini game to understand what the hell I am meant to be doing. Again a long load after a death in what seems like a tiny area of game.

Mission 6
I eventually learn that you have to keep it from overheating.
Now we come out of the elevator and get shrunk by a crater of alien goo.
We meet the kid from earlier that we gave and autograph to. He lets us have his remote control car to drive.
Now there is a long driving sequence where we take the remote control car through the hotel.
Lots of jumps and we can see aliens kidnapping women using teleporters.

mission 7
After a load we progress through the casino halls until we come to a door the car can't pass under.
I find that duke can get out and crouch to get under. we now need to climb on stuff to get to the door switch.
Now we have more driving, charging aliens try and stomp you.
We come to a gate, the two girls from earlier are behind it with soldier.
We have to move a luggage trolley next to the switch and then jump on furniture to get to the switch.
Now we meet the girls and get back to full size.
Alien start teleporting in, we get the shotgun and it's a fun time taking out waves of aliens with the shotgun. Eventually the babes are teleported away and Duke is angry now.
I have to force open a gate then go along the corridor we just drove along fighting the charging pig aliens.
Next we have a wave of all variety of aliens coming from a hole in the ceiling.
Now another large room, we seem to be going back along the track we took with the car, why?
You  can play the fruit machines.

Mission 8
We come to a statue of Duke, we have to move it so that  it is pointing to a man above us on a balcony. The arms have to be moved up. We then have to pull down a city structure that is around Duke and then climb on it to climb onto the statue and up it to get to the balcony.
Now we get a quick tutorial on trip mines. How to duck under and over them. Also to shoot them when we can see the actual mine.
Fires are shown to us and also the fact that we can shoot fire extinguishers to put out fires that are blocking the way.
We meet some soldiers from the Earth Defense force.
Then a boss battle with a fat flying creature. It shoots rockets and is backed up by some pig cops.

Mission 9
The general speaks to us. The aliens have made a wormhole by the Hoover dam. They are using it to bring in reinforcements.
The aliens are taking women to the Dukedome.
We go outside and meet a gung ho soldier. Every second word is a curse from this man. In the back of a supply truck is Master Chiefs armor, which Duke pronounces is for pussies.
I get the ripper gun, which if I remember was a staple of old Duke.
Now we have an emplaced gun section out on the streets.
Waves of pigs and flying teleporter pigs.
A new alien beam weapons and an rpg here.
Now we are moving through the streets, also some emplaced guns and waves.
I come to a large crater and after some waves of enemies a large boss appears.
I shoot it a lot with rockets and it dies fairly easily.
It shoots lasers and rockets at you.
Once downed yo enter a sewer tunnel.

Mission 10
I move through broken up sewer, avoiding electrified water by jumping on pallets, another fire to put out with a fire extinguisher. Now up a ladder.
He we end up in a construction yard. builders tell us to get in a container and they will lift it over for us. We are now in a kind of vehicle section where we get moved around and have to take out the waves of enemies.
Same barrel throwing dude kills me three times in a row, four and it's off.
I manage it by only shooting a pipe bomb into the place where he runs from.
Eventually the crane is toppled and we are back on foot.
I enter another construction yard area, then the front of the Dukedome. Aliens are toppling a statue of Duke.
Now we enter an area where there is a button to press to open a gate. Only there is no power on. We have to make our way into a portacabin, through the roof and switch on the power.
while we are inside the aliens attack in waves. Eventually the cabin is overturned and we can get out again.

Mission 11
I come to an area where there are containers which must be filled with barrels to make them tip and then jumped on to get to the next area. If this Half Life 2?
Now we must find a battery to get a crane working.
The crane's mast must be scaled to get into an adjacent site to get the battery. A dropship attacks and must be shot down with rockets.
Back at the crane we must bash a hole in the side of the stadium to enter.
We must position the crane so we can run up the mast to enter.

Mission 12
Now we are inside the stadium.
The alien hive is filled with organic matter. Orifice like doors and little bugs.
We have to hit a bug which rolls up into a ball. If the ball is rolled near a grabbing arm an orifice door is unlocked.
Now we see women cocooned and mutated to give birth to the aliens.
Little jump pads that shoot you up, in sequence like a human pinball.
Duke find his two girls mutated and they are killed by bug like aliens in front of him. This makes him angry.
Now we have puzzle, to get a door open we must find a ball, however it's far away down a dark corridor, enemies run interference.

Mission 13
More ball rolling to open a door.
Quite a bland level, sensing a theme.
New monsters that Duke seems to think are shaped like dicks. They shoot white goo.
No comment.

Mission 14
I come into a more human looking area again, part of the stadium. A door is locked and there seems to be an obvious way around the obstacle but I can't seem to jump up to the ledge where there is a way around.
You can throw a pipe bomb through and detonate it on the other side.
Now the queen. She has thick armor, and three breasts. We have to make her dazed by hurling a pipe bomb onto the jump pad which sends it over to her. She hits at us,and send the small monsters in as well.
Once the queen's health is low the octobrains arrive and they shoot your rockets right back at you.
Eventually I kill it and Duke is injured as it dies.

Mission 15
Now we are in what seems to be a dream sequence. Duke is in a strip club.
He is approached by a stripper who asks him to find three items. A dildo, a condom and a bag of popcorn.
Once we find them, in a locker, in the break room and in the toilet we are to go and get a lap dance.

Mission 16
Duke wakes up from his dream of lapdances to find he is in a helicopter heading for the Hoover dam.
The helicopter is shot down and we are on our own again.
We have to climb down from the tower we have crash landed in.
Lots of little ledges and tentacles to negotiate, ladders and some interference from alien jetpackers.
I find a crashed helicopter and have a little emplaced gun shooting to do at alien ships buzzing around the tower.
Then we get a gun called the devastator which is a rapid fire missile launcher.
A large ship needs to be taken down with it.
An alien jetpacker teleporter guy grabs Duke and takes him out into the air. Duke Punches his head off and then crashes through the window of the tower with the flying corpse.

Mission 17
We have crash landed in a duke burger, There is a puzzle with an electrified area blocking out way.
We have to get small and crawl through a hole, turn off the power then get small again and climb up and into the walls. We then make our way through the inside of the walls to the next area.

Mission 18
We now have tiny shrunk aliens to deal with, they hide under drink cups.
Little platform puzzles in the Duke Burger to make our way through the area.
We then have large enemies to deal with while shrunk, the trick is to lure them onto shrink pads so you can kill them.
We then have to clamber our way up the larder. Who told these people that platform games were fun in first person shooters?
Next is a marathon clamber around a kitchen that is filled with electrified water.
This is not fun at all.
I just got burned on a grill and have to go back for miles of non-fun jumping.
Eventually after much puzzling with a toaster I get past this awful area.

Mission 19
On the roof we have to wait for pickup from the military. Five minutes on the roof with monsters incoming. I get the shrink ray which is fun at least.
Once the aliens are shrunk you can stamp on them by running at them looking down.
Many waves and two large flying bosses are quite fun, for once.
This game is too stop start, you just get going with the gunplay and then it's back to wandering around and climbing stuff.

Mission 20
We have to fire from a helicopter gun too clear the landing zone at the dam.
Then we have to drive a monster truck. Nothing happens here though, just a drive along a track.

Mission 21
More driving here, we get to run over enemies and jump large gaps by using boost.
Eventually the truck runs out of gas and we are back on foot.
I have to clear the road and kill some waves before being allowed to move forward due to a barrier which is cleared for us by the enemy. Now we have the same puzzle as earlier. Get into a building via the skylight.
I get the gas can and have to go back to the truck. Some more road driving with bits of road being blown out by ships from above.

Mission 22
More road.
Then a town and yet another gas stop.
We have to clear this western town and then puzzle it out in a barn with pulleys and ladders to get the gas can. Turning a winch to move a platform and letting a ladder down.
More fighting in the town and then back to the truck.
Through the town and into a tunnel on the other side.
I get the holoduke here, which makes a holoduke that runs around doing stuff distracting the enemy. I am invisible while it is working.

Mission 23
More driving. This time we have trucks with barrel throwing enemies on the back to get past.
When we do the road runs out and all of us come crashing down.
The car is ok and we move on.

Mission 24
No gas left again.
Now into an abandoned mine.
We have a lot of enemies outside the mine. Then a dropship brings more in. Then we have to fight the dropship.
Now inside the mine for some puzzles with little mine carts. We have to get the mine cart to move with us in it to jump gaps.
Once I get the gas there is some platforming.
Then a mine cart ride out into the open and back to the truck.
Now we jump the truck over some bridges and into another tunnel.

Mission 25
Hopefully the last of the driving?
No, but not for long at least, we are near the focus of the action. A large spire or organics that seems to be sending a beam of electricity up into the sky causing a large cloud formation.
The president meets us here after we ditch our tuck in the water.
He isn't happy and still seems to think that he can negotiate with the aliens.
Duke is stoic and carries on where we meet up with some military for a firefight.
We fight along the dam until one of the big monsters from earlier appears.
This time it needs to have it's health worn down twice. It gets angrier and more deadly after the first QuickTime event.
Once he is downed Duke Rappels down the side of the dam. We have to go and find the general inside the dam's tunnels.

Mission 26
We meet some workmen and an EDF soldier downstairs inside the dam. The men have barricaded a door and there are lots of aliens behind it. They say they will open up a lock on the far side of the rooms beyond if we go in and clear out the aliens. I do, I get the freeze ray for this. Does what it says, hose the aliens and they freeze, run up and punch them and they shatter.
The door is opened and that is that.

Mission 27
Now we come to a section where there is alien growth blocking the way. We can turn valves which lets out steam which kills the growth. We have to move pipes by unlocking them and twisting them to make the steam reach an area of growth.
Now we fight some more and come to a shrink patch. Shrunk I now have to enter vents after clearing away rats. In the vents air is bowing fast and we are buffeted around and taken on a ride. I have to clear a brush from a fan to make it move to get carried upwards.
Now it gets complicated, inside the gears of a diabolical machine this is real first person platform gaming and a good example of why the genre doesn't work
Long reloading after death does not help here at all.
I eventually get through this nightmare. Considers stopping playing for a bit though.
Some electric switches and pistons to avoid at the top of the gears nightmare.
Now into a room with some small aliens attacking. Then another large alien while you are small scenario.
This seems to be the boss for this area.

Mission 28
We come out into a control room and have to open a door to get out onto the top of the dam.
Now some tentacle monsters who fly around hurling barrels and crates at you.
a lot of them and an emplaced gun.
Now a large one called an octaking. This is a fairly easy boss. It's attacks don't seem to harm me on the emplaced gun. It runs away, so I am sure we will be seeing it again.
I progress into a room where there are lots of waves of enemies then a puzzle involving a forklift to get up to a ledge. Into an elevator and mission is done.

Mission 29
I come out onto the generator room of the Hoover dam. The alien tentacles are infesting it.
This is a platform puzzle. I make my way up using the dam structure and the tentacles to the top. Then a man in a control room starts a large lift platform moving. This is a survival box and waves of flying aliens come before the octaking makes it's next appearance.
Here we have limited cover while the octaking and three octo aliens attack
This seems impossibly hard until you realize that the three octo aliens don't respawn infinitely. The boss is too hard with them shooting at you as well as them. So use pipe bombs to take them out until they stop respawning. Maybe around four sets of three. Then take out the octoking. Once his health is down a little he will take out your cover anyway which makes it impossible to survive with the other little octo's flying near you.
Once he is dead the lift goes to the far end and you climb down behind him into an elevator shaft and have to drop down into water.

Mission 30
We land in the water and have to climb out into another part of the dam. Putting out a fire lets you move forward.
Now we have a little puzzle where a spinning fan blade attached to a huge pole is blocking the way. Large metal toolboxes can be pushed into it from nearby and once three are in the fan stops.
Now we move through this huge generator machine room to a set of ducts.
Dropping into a room ends this mission.

Mission 31
Here we have more underwater fun.
Air bubbles like the ones from old sonic games refill your air.
we have to open a door with a wheel and a turbine gives us current to fight against.
Now we meet lots and lots of the little ocatababies in the water. The almost kill you instantly. Lesson one off terrible game design is don't give people tasks that are dull, like opening a stupid wheel door and swimming around for a few rooms before an annoying instant death moment. This game has been an exercise in masochism from near the start.
I hang back and retreat, and use pipe bombs and trip mines and manage to get past these annoying enemies. I can see humans fighting a large alien, one we have fought before.
Now we have an area of darkness. Some normal alien to fight. Ammo is running scarce here, a new tactic?
We start heading down into alien hive territory.

Mission 32
Now we have some fighting in more corridors. Then a large area. Here we have a scaffold on wheels that we must push to a point to make the way forward open. Taking out some crates that block the way.
A crane type boom seems to move when I shoot some barrels near an enemy standing on the pivot point.
It seems that the mission here is to get the boom to pivot until you can climb on it and get out of the area. You have to find barrels which can be placed in the basket of the crane and weigh it down. You need about five barrels. Once you find enough enemies start to come in in waves after each new barrel. Eventually two flying bosses arrive. Once dealt with you can climb the boom and leave the level.

Mission 33
We find a room full of aliens, a fight and a little puzzle to jump up and around the room to get out. Now we come to a large room,a pool in the middle is flooded and there is electrified water in the way. We have to jump on stepping stones in the water, accessed from the right side of the pool. Once across we come through some rooms climbing some stairs and come out above the pool. The EDF soldier is badly injured and tells Duke that the plan to shut the power of has not worked. The new plan is to blow the dam. Duke is given charges and the soldier dies.
The only way forward is to go down the ladder beside the soldier, which seems to be backtracking but never mind.
I have to move a platform, as we do so, octaflyers attack.
This bit is a pain in the ass as there is no cover and the octaflyer's attack has large splash damage.
there is around 40 seconds loading time each time you die.
Once the five octaflyers that attack almost all at once die you move the grate, flick the switch that is controlling the electricity to the pool. Now you can dive down into it and get a wheel turned to open the way out.

Mission 34
Now we pass through large underwater areas, always mindful of the need to keep close to air bubbles.
There is a large flooded area and it seems we have to plant two charges. I find the first one following air bubbles. Octaflyers attack and it's even harder now that you have air to worry about while fighting them.
Following the pipes and opening valves gets you forward. I find and plant the last bomb and a large eel like creature attacks. It's called an energy leech and it's annoying, it trashes you and shoots electrified darts at you. It also tries to suck you in.
In places like this where you die frequently you spend half your time waiting to respawn. Why, it can't possibly need to load the area again?
I eventually kill the worm with the bomb. swimming through the door the worm came from ends the mission.

Mission 35
Now I have an escape the dam mission. The place is blowing up and flooding. You have to stay above the flood water and keep moving. There is a broken bridge, which can be got past by using some red pipes to the side.
Now I go up some steps and barrels are flying down them at you.
Some more enemies to deal with at the top of the stairs, then some more running around breaking up stairs and walkways. Finally into a large pipe, water spills along it and we are washed out of the dam in time to see it breaking up.

Mission 36
Duke is resuscitated by an EDF soldier. The dam is blown, the portal is closing. It looks like the invasion is denied by Duke again. Nobody has seen the cycloid emperor. The president isn't happy.
He appears to have been on the cycloid side all along. The president tells Duke that he has called in a nuke and it will kill Duke. However the emperor is pissed and appears and kills the president. We are now into the final boss battle.
This is a repeat of the start of the game, only we are in the broken dam front rather than a football field. Strangely enough it's the easiest boss battle since the first one. I have to use rockets that we get from the pig cops that help the emperor. Once the emperors health is down he falls and I have to rip bits off him in QuickTime. Do this three times and it's over.
The general appears and picks Duke up in a helicopter. On the way out the Nuke goes off and the copter crashes. A computer screen tells us that Duke is KIA. Then we hear his voice telling us that he will be back.
The credits roll.

570 achievement points
16 hours on normal difficulty

Thursday, June 16, 2011

SOCOM: Special Forces notes

42mb patch to download, just bought it a week ago and that was day of release.

I Choose normal difficulty.

Our character walks into a military base.
Pirates are attacking shipping lanes, they are called Naga.
There is a private company running security and Nato have sent a task force in as well.
I think my character is part of Nato.
There appears to be tensions between Nato and the PMC.
An Asian woman is arguing with the general when we come in.
We are going to check the security of the perimeter.
The scene shifts to six hours later, pirates and soldiers are fighting in the street.
We are in a hotel and helping airlift some people away.
Seems that there has been a coup and we are caught in the middle.

Controls

Usual analogue sticks.
Clicking left stick runs.
R1 is aim down sight
R1 is shoot.
R2 is grenade.
triangle is a crouch toggle.
Square picks up weapons
Circle goes in and out of cover.
Holding L2 brings up a menu by which we can switch guns and grenades by holding the sticks in different directions.

Mission 1
I get control as a rocket hits the hotel.
I am told to get to cover and a location waypoint appears down in the foyer.
I move out of the hotel and a van enters the hotel grounds and we are under attack.
I move out onto the streets and there has been some heavy fighting and bombing going on, there is a lot of devastations. I shoot some enemies and head up onto an overpass.
I am told to take out a man in a building using grenades.
We come to our base and it is attacked by heavy armour.
In cut scene we call our superiors and find that most of them were in the base that just got zapped. We call air support and have to guide bombs in to hit the tanks.
Now we are moving forwards again. I come to a large area of street with lots to shoot at. This is actually quite fun when you get into it. Makes a change from COD, back to the Rainbow Six / Graw type of game play.
A waypoint takes us to a car and a cut scene which shows out gang get in and drive off.

Mission 2
We are now going out to investigate Naga bases out in the jungle.
Apparently we are to meet our PMC friends, as we stop our car close to our destination, we see their plane get shot down. Some manage to parachute off, we are going to look for survivors.
We arrive at the crash site and are told to be stealthy, we have to move slowly so as to not make noise and also to crouch in long grass.
We are shown how to sneak up on someone from behind and press R3 to stealth kill.
We then find some enemies blocking the way and are shown how to order our two squad members to attack targets.
After killing the enemies I progress on to the crash site.
We now find the Koreans who are under heavy attack from the enemy. I wade in and save the day.
In cut scene the female Korean leader who is named Park is appraised of the seemingly hopeless situation. She doesn't take it well and seems to resent the Nato people.
She does join us though reluctantly.
We now have to take out the anti aircraft gun that shot down the Korean plane.
I enter the village and the game is trying to teach me the controls for ordering around the two teams. It's a little confusing and it all goes to hell. I basically trigger full scale war and to hell with stealth. It works though. I clear the village and place a charge on the anti aircraft gun and take it out. We leave the area and that is the mission done.

Mission 3
A frigate has been spotted in dry dock that will pose a problem for any new ships entering the area. IF we can cripple it in dry dock it will help the situation.
Park, the Korean woman is a stealth specialist, she is sent in to do the job. Our hero and her have a bit of a chat about her lack of respect for authority before the mission. She thinks Gorman sent her team into a meat grinder and therefore that is why she was so rude to him.
This is a night mission, we are to get in and out in a stealthy manner.
We have a stealth meter which shows how visible we are. Sticking to the shadows and cover is the way to go.
I can shoot people but I have to hide the bodies.
I can throw shell casings to distract people over towards a direction.
I can scale certain crates.
I now come to the ship and have to sneak past many sentries and patrols to get to the pump station. Here I sabotage it and now have to get out again. We go under the dry dock and run around corridors here being guided by the hero who is watching using UAV's.
Now we have to climb onto the top of the cargo containers.
Over the containers and then some more sneaking to the exit.

Mission 3
The sabotage will delay the launch of the frigate, however it won't prevent it entirely. We now have to go in with more men and disable it.
I can take it slow and tactical or go in all guns blazing, it soon descends into madness anyway.
I approach the gates, get inside killing all resistance and move through the dock area towards the frigate. Snipers attack here, usual red lines show their location.
As we approach the ship all tactics  goes out the window as we have the ships gun firing at us. I have to run under it's firing range straight into a load of enemies.
Once the enemies are cleared around the ship I board it and plant two charges on the weapons systems.
Now we plant a beacon for the bomber. Now we leave, some more resistance on the way out.
The plane comes in and blows up the frigate.

Mission 4
Oracle tells us of a Naga supply line, which we should obviously do something about.
We come to the road and kill a few guards. Then we set up an ambush. The a.i. do it all for me, setting up claymores and getting into good positions.
I am told to go up on a bridge and wait. The convoy comes and the ambush is very effective.
We now progress along the road fighting, snipers attack as well.
I approach the base and find a large influx of tanks coming off ships, helicopters etc. This isn't some provincial pirate, he is being supplied by a government.
We have to use the air strike to destroy four vehicle groups and then hack a computer to get intel.
Then we leave.

Mission 5 Fluid Dynamic
Intel taken from the computer shows that Lazard, the leader of the coup is holed up in a specific location. However, it is well defended. The quickest way to cause chaos and ruin the bad guys day is to blow a dam that overlooks his hideout. Oracle advises that this will ruin the area for years to come and cause lots of civilian unrest.
The commander does not agree.
On the way there Lazard calls our hero. He seems to know him, presumably from an old game.
They talk about previous blood being spilled and our heroes previous failures.
Lazard wants to ruin commerce transport in the strait and hold the global economy to ransom.
Our commander doesn't think he should be let get away with that.
We enter the area and meet heavy resistance. Two vehicles drive in, though they handily park near exploding barrels.
Inside the dam building, are lots of soldiers, I kill them all and hit the switch. However, there is an emergency close switch somewhere else that we will need to control.
This is a long defend the position objective. Lots of soldiers, snipers and a helicopter attacks.
A cut scene shows the devastation the flood causes.

Mission 6
We are chasing Razard into the slums.
Cut scene shows 45 and another grunt chatting about the commander. The backstory about the last game is explained quickly.
This is another stealth mission where we are controlling 45.
A scripted a.i. officer walks around talking to men and making sure the guards are doing their job. We have to follow him around and take out the odd soldier who is in the way.
After a while of this we are to take out rooftop snipers.
Then sneak in and place a tracker on Razard's car.
We then sneak out of the area.

Mission 7 Means to an end.
The tracker has worked and we now know where Razard is. We are now going to go and get him.
Reviving your team mates when they go down is very hard to do, because it's broken.
Now we move through the slums we just sneaked through with Forty-five all guns blazing killing everyone.
We get to a new area and an armoured vehicle shows up.
There is a handy rocket launcher nearby of course.
Then we move into the target building.
Up inside it and we find Razard in cut scene.
He offers the commander a million dollars to walk away, of course our stand up hero does not accept the bribe. Razard is asked for the name of who is financing his coup. It appears to be Clawhammer, the PMC that Forty-five works for.
Razard is shot by a sniper.
We now have to escape.
Which is against a time limit and the previous areas are now filled with soldiers.
I get to the Extraction point but it's quite hard.

Mission 8
Clawhammer have turned on the Naga forces and are now openly taking charge.
Nato forces are under attack and we are to assist.
We find them under heavy attack.
Eventually we meet two survivors and they joins us as we fight through the slums.
A helicopter attacks.
Shit this helicopter is hard to kill, eventually it's a matter of learning it's pattern.
After it's down a cut scene shows the commander and Forty-five arguing about why they need to personally finish the war single handedly.
The commander has no answer other than it's a game duh, who else is going to do it.

Mission 9
We are now sending Forty-five to attack a Clawhammer fortification.
We sneak in at night and find Gorman, the original commander is the leader of Clawhammer.
Forty-five wants to shoot him right there and then, but the commander makes her think about it. We have to place a tracker on his helicopter.
I sneak in after lots of false starts and plant the beacon.
Then have to sneak back out again.

Mission 10 Turning point
We have to get into a base and hack the friend or foe identification on Clahammer ships.
I progress through two bunkers and then have to defend while the missiles are hacked.
Then I have to shoot at a ship in the distance with the missiles.
Now another bunker to attack.
Same deal, defend Chung and shoot the frigate. It tried to blow you up with Missiles this time though.
Then run for extraction point.

Mission 11
We are now going after Gorman.
As 45 we are gaining intelligence on the base and seeing what is happening.
I have to sneak past soldiers into the base.
Gorman intends to launch missiles at a tanker, then he is leaving, as if his forces were never there.
We have to take out three sentries with a sniper single shot. Then get in and upload some plans from a computer.
Now we have to plant charges on three thanks.
Which is hard work, we then escape and blow up the tanks.

Mission 12
The straight would be closed for a year if the tanker is blown in the straight.
The economic implications for oil prices would be huge.
Clawhammer's companies would probably be the ones paid to clean up.
Gorman's missile must be stopped.
We use a jeep to get as close as we can to the base in daylight and attack.
Then we work our way along a road through ruins that are heavily guarded.
Finally we get to the launcher.
We have to stop the enemy from launching it.
After a long siege the gang are sent to get a helicopter and we go to disarm the missile.
Gorman attacks while we do and he is stabbed by a pen, however he shoots us a few times for good measure.
we disarm the missile and Gorman runs.
45 finds us dying and we tell her to go and get Gorman.
Though he tells her not to kill him, then dies.

Mission 13
45 is now in the city again, chasing down Gorman.
Lots of fun in the streets, just corridor shooting our way towards Gorman.
Then up through a multi story car park.
Now we have to use air support to take out five convoy trucks from the roof. There is heavy sniper and soldier fire to deal with apart form the heavy artillery form the vehicles.
After we destroy the convoy lots of soldiers attack.
We then go into the train station to face down Gorman. He is wounded and dragging a case full of money.
I don't shoot, I presume the cross hair that appears is a chance to kill him or be merciful.

Credits Roll

8 hours of game time give or take.
40% of trophies on first play through.

Vanquish Notes

I choose normal difficulty. There is a casual auto mode, wonder what that is?

We see our character called Sam being put into the suit.
Elena and Prof Candide are talking through video call into the suit helmet hud.
We have to calibrate our movement, some tutorial stuff.

Controls
Normal left and right analogue sticks for movement and camera. Third Person view.
We Can go into cover by pressing X, X also jumps over cover when in it and pushing towards the object.
Left trigger is aim
Right trigger is shoot
Y is grenade
B is melee.
hold right bumper to pick weapons.
dpad changes between the four weapons you can carry.

The suit can slide on it's knees and go into a bullet time like mode.

Cut scene shows the world, a city, peaceful  and sunny, looks Like San Francisco.
A machine appears to be powerful up in space.
Looks like an attack is coming.
Looks like some kind of microwave gun, which blows up the city and fries the people.

A video sent to the president shows a Russian leader telling us that there is to be surrender, he is in control of this weapon and will use it on New York next.
The President won't surrender and it's war.
We see spaceships heading for the enemy
A Commander gives a pep talk.
We see Sam and a woman Called Ivanova discussing the professor who built the microwave weapon. Seems he is unhappy about it's current use.
The commander talks to Sam and tests his reflexes.

Act 1 Mission 1
We get control.
We move along a corridor, the ship is being hit and there are breaches in the hull.
A cut scene shows the ships approaching the Russian ships, there is a lot of damage and the ship only just makes it.
There is heavy resistance inside the ship, we are seen getting into a ship and flying down to land inside the enemy ship.
We find our way blocked by gun emplacements. I am to flank them and kill the robots using the guns. There are two large walker type robots.
I can take control of these if I shoot the operators.
I can heal downed team mates.
The commander's name is Burns.

Act 1 Mission 2
We now fight into a large open area with a balcony. There are lots of enemies in the square with us and lots up on the balcony.
I clear them, and some more a teleported in. We then get some more waves coming in through a gate and a larger humanoid enemy is with them.

Act 1 Mission 3
Some transports come in and let lots of robots loose now that we are up on the balcony. I use their emplaced guns against them.
A huge robot boss arrive. I have to shoot it's legs, which exposes it's core.
Then it transforms and I have to shoot arms and legs and it's core after each limb.
The boss has many attacks, all devastating.
One hit kills are not uncommon.
This is old school masochism at it's worst.

Act 1 Mission 4
We go through a door, there is some chat about a teleporter that isn't fit for human use.
Guess we will be using that later then?
We are going to be meeting up with friendlies.
I fight through an open area with lots of enemies.
There is a bigger robot but not a boss, just a tank type.
I come to an area where three men are being held captive.
I go to rescue them against advice from Burns.
This is basically going to three points and pressing a button.
Then a  door opens and more enemies arrive.
A dropship gives me trouble.
Now we go through the door.

Act mission 5
We proceed through some fairly squared off areas fighting, it's fun and all.
Then we have to get up on a bridge and protect some soldiers who are being overrun. We have emplaced guns to help.
A man is trapped and again Burns wants to close the gate on him and we intervene.
A mini boss and lots of enemies to kill then we see a cut scene of us saving the man.
Burns gives a grudging nod of approval.
Weird to see characters smoking
Burns takes high ground here and we have to take another route.
I progress through a trench and burns is above taking out those shooting us from above.
We come to a large open area and a tank boss appears.
A big tank with blades on the front and a gun. It has many red bits to shoot and eventually dies.
Not half as much of a pain in the ass as the last boss though.

Act 1 Mission 6
We have to blow up a barrier.
We meet up with a friendly vehicle, which we now have to escort.
Some robot spiders and large octopus type enemies advance on it and  we have to stop them.
We come to a gate which we have to plant two charges on.
Then more spiders and squids before a cut scene shows us bursting out of the tunnel onto the surface again.
some crude jokes about ass insertion here?!?!

Act 1 mission 7
We drive up a hill to a large open area with the vehicle following.
A lot of enemies are dug in here at some large doors.
I start shooting, then a large drill type thing appears out of the ground and takes out the vehicle. Lots of enemies and a large humanoid boss appears. It's got all the big attacks and is very mobile. Sliding around on the ground like you can do.
Shooting it in the two red spots on it's back and chest seem to be the way to go.

Act 1 Mission 8
We go up in a lift and reach another large open area with lots of boxy cover littering the area. In cut scene a professor can be seen, we are to capture him.
I fight a mini boss here again and then a cut scene kicks in.
The professor sees Sam and is herded away by robot guards.
The leader of the enemy forces appears. He is wearing a similar suit to Sam, only his one has a flying jetpack. His name  is Victor
He attacks for some stylish cut scene fighting then we are into a boss battle with him.
He flies around like a hyperactive flea, though as usual with fights with the same boss that will recur over and over in a game we aren't seeing his full power here. I take him down first time, though when his energy gets low he comes in for some button stabbing quicktime.
Then he decides that this round is over and leaves with the professor.

Act 2 Mission 1
we are heading for a freight transport. More standard fight box fighting.
We are now fighting on a freight conveyor system.
Two moving large belts, there are doors that have laser fields that kill you instantly.
Lots of robots in the middle to shoot and your cover needs to adapt to the moving rails which exposes you all the time.
We then go up a set of stairs and have two mini bosses at once.
We then get on the train.

Act 2 mission 2
This is an on rails vehicle section, we have a fairly long train deck to stand on. Enemies fly in from above and try and land troops onto the deck of the train.
There are also flying robots to take out.
Another train comes on a nearby track. This track twists and turns around us and we have to take out all the robots on it in a time limit. They have rigged it to crash into our train. Ivanova can hack it if there are no robots left on it.
This was quite a fun section, the view around you of the inside of the orbital is mind bending as your train runs inside the cylindrical inner walls.
The train eventually is derailed and we are ambushed by chasing forces.
I have to take out the incoming forces. After a few waves a cut scene starts.
Sam jumps onto an enemy flyer and uses it to take out some of the incoming ones.
The train crashes through the structure it crashed into and Burns and some of the other soldiers go down with it. Sam tries to go after them but it looks like they die in a big explosion.
Sam is being chased by flyers and loses them in a tunnel.
We are now using the flyer, all we have to do is aim and the flyers guns shoot where we aim.
Linked into the suit systems.
I shoot at a train filled with robots and then one of the big argus bosses shoots the flyer down.

Act 2 Mission 3
Sam survives the crash of course and we are now to heading to the airport??
Maybe we are chasing the professor?
Maybe after the Victor guy, not sure if the game knows why we are going there either.
Some rolling ball robots appear, they rush up as spheres then sprout legs and guns. melee attacking them kicks them into orbit.
I proceed down narrow corridors, the argus boss can be seen outside in the distance.
Ok, now there are two of the giant bosses.
In cut scene Burns arrives back, you know when you want to make an impact when a character you think is dead turns back up, maybe at least five minutes should be given without them.
It isn't as bad as I was fearing. While before you had to kill the first form then the second, this time you just have both forms at once. So it's the same length of battle.
It's just that there is more fire going on. They don't both concentrate on you though unless you fire upon them. So they can be taken one at a time.
Oh and miracle of miracles there is a checkpoint once you kill one of them.
It still has that one shot kill weapons though.
I kill it then we pick up signals from another team. the gang decide to go and see if they need help and to find out what intelligence they have.

Act 2 mission 4
We are now trying to take a hill, on which a jamming system is making life hard for the rest of the soldiers. If we can take out the jammer the navigation systems will work. This will make co-ordination of attacks possible.
We storm a large tank type troop vehicle, and then out over the top of it to a container yard.
Then up the hill, into another container.
Our way is blocked by a gate which we have to blow up.
I fight to the gate and in cut scene we see it getting blown up and the men running through.

Act 2 Mission 5
We run along a small bridge getting attacked by enemies from above.
Then we come to the hill bit again. There is another argus at the top.
And there is some kind of bombardment going on as large chunks of the building behind are falling down the hill.
I go up the hill slowly, cover to cover and it's great fun.
We have to go through a door at the side and in cut scene Sam rides a flyer into getting chased by a load of missiles then flies it down right on top of the argus destroying it.
Of course he survives.

Act 2 Mission 6
Now we come to a heavily fortified defensive position.
Lots of robots then three of the mini-boss romanov's.
A new boss appears, like a tiger with long lashing tail.
We then progress to the final bit here, the jammer and cannons themselves.
We have to shoot two  cannons at either side.
There is heavy mini-boss activity stopping us.
Basically we have to take out a large eye that shoots at us while avoiding or killing waves of mini-bosses.
The jammer is broken and we can now use troop transports to get around.

Act 3 Mission 1
The bad guy victor Zaitsev taunts the president in  a private video call.
We are flying in a transport and land in a new area. Why? No idea. We are linking up with someone else, hey ho.
We fight our way down a long set of plaza like steps. This looks like an entertainment area of the orbital.
Some new blue fast moving tougher robots. Then some drill armed romanov's.

Act 3 Mission 2
We come to an area where a draw bridge is blocking the way. We ask a flying transport to land on the other side and manually bring the bridge down for us.
Enemies attack from the other side of the bridge where the controls are. Once they are gone the ship lands and puts down the bridge.
We are then attacked by two drill transports full of enemies and the tank with cogs from before.
we then proceed through a door to some elevators. A huge laser is seen outside taking out skyscrapers.
We come to a road, a short fight and then a cut scene.
The enemy have actually brought a ship. inside the orbital!
It shoots nearby and blows up half the road ahead.

Act 3 mission 3
we are now moving down the devastated road.
Which  promptly starts to collapse. we have to run headlong through enemy positions. Everything is exploding and the ground is pitching and yawing like mad.
It's quite fun, if short.

Act 3 Mission 4
Burns wants to use air travel to get to wherever the hell it is we are going.
Ivanova thinks it's too risky and the battleship will take them out. Sam agrees and he wants to use a monorail nearby.
This is a weird little mission, we have to ride the monorail car, in a darkened area.
Searchlights have to be taken out with the sniper rifle.
A flyer comes over and has to be shot down, this triggers a rocket attack and we have to take out the lights quickly or be killed in the monorail explosion.
We enter a station and there is a barricade. Sam has to get out and place two bombs on the barricade and get back into the monorail.
Then outside in the light again we see the large cruiser overhead.
We are attacked by a small flying enemy ship.

Act 3 Mission 5
The destroyer which we find out is named the Creon comes in for a landing.
It's funny when people use names in stories that are also real world things. Creon to me is a brand name for a food supplement for people who have had their pancreas taken out.
We are now advancing along a large road. The Creon has landed and transformed into a huge gun.
We have to protect our railgun tanks so they can get close.
There are loads of the saw tanks, thankfully there are some emplaced guns which make quick work of them.
Now we have to shoot up into the leg of the Kreon tank to stop it marching forward.
In cut scene a railgun tank shoots a hole in the side of the Kreon.
Now we have to run across some bridges to the place under the hole in the Kreon.
Heavy resistance on the bridge and the Kreon opens places in it's side which reveal balconies filled with robots.

Act 3 Mission 6
Inside the kreon we go using grappling hooks in cut scene.
A little ride on a cargo transporter introduces us to a new boss.
This thing is like a mangle of metal parts. It changes shape constantly and has a few attacks.
It has lasers, can instant kill you by grabbing and smearing you, or fire machine guns at you.
It needs to be hit enough to expose it's red ball core that is usually hidden amongst the parts.
The core has a health bar, when worn down it's dead.
In the next area the blue faster robots that can fly teleport in.
Now we come to a core area, giant rings fill with energy in timed intervals and we have to make our way through without being blasted to bits.
Robots run interference. we also get back onto a cargo container on rails.

Act 3 Mission 7
We now have reached the critical systems of the Kreon that can be destroyed by one man. A conduit must be blown that will cause a chain reaction.
This is a climb up the side of the Kreon, using platforms, elevators and pulley type switch system.
Lots of robots to kill and another unknown boss.
I reach the summit and the conduit we have to blow up. Only it looks like we will be killed with it when it blows.
Burns will come and pick us up, hopefully.
I break the conduit with some button mashing and Burns saves us in suitably heroic and action movie style.

Act 4 mission 1
Now we are going somewhere else, lost the ability to care about the nonsensical plot.
It's a wooded area now.
We are heading for a dam.
Lots of enemies and two romanovs to fight.
Then a heavily defended gate.
Inside we have to wait for an elevator and are ambushed.
New flying transforming enemies arrive.
A cut scene shows the top of a bridge we need to get across.

Act 4 Mission 2
A new boss named a buzzard appears. crab like bird like transformer. Usual attack types.
Shoot the red bits as usual.
I go across the bridge and into a room, where a gate is opened, then down some stairs on the outside of a building.
Then another argus attacks with some small robots in tow.
We move on through similar stairs and then meet two of the whiptail bosses. Both together are quite hard. Their whip attack is a one hit kill.
Then two Romanovs and a tank.

Act 4 Mission 4
There is some trouble ahead, the enemy have hit a factory and it's melting itself.
looks like we are going to be passing through anyway.
We come through the factory and meet a new enemy, a crystal man shaped robot with a sword, he is a bit like the silver surfer.
He isn't that hard to kill.
Though his death causes a problem, he explodes and a nearby large structure goes up with him. This causes a chain reaction that breaches the outer hull of the colony.
The air starts escaping, pulling large ships down out of the air.
The gang use some escape pod devices to go into the under structure of the colony.

Act 4 Mission 5
We are now in a cylinder, gravity is not present here, though our boots stick us to the floor.
We navigate the circumference of the cylinder shooting up enemies.
Then another unknown, mangle beast.

Act 5 Mission 1
There is debate about letting the soldiers outside have time to get to shelter or closing the doors that will prevent the colony depressurizing and being entirely destroyed.
Burns closes the doors and Sam argues as they watch the men die.
Sam goes back up and Burns stays in the control room.
He speaks with the President and it appears that the attack on san Francisco was not orchestrated by the Russians after all, or at least Zaitsev and the President planned it for a reason.
We are heading to the colony core now, for as yet unexplained reason.
I have a buzzard and a romanov with some normal robots.
Then we have some large laser cannons to destroy.
Once the charges are places a mass of enemies come from the rear and we have to fight them of and then proceed.
Elena is being jammed it seems, she can't provide any support for much longer.
I enter a room and there is a silver surfer to deal with.

Act 5 Mission 2
Elena is cut off. Burns calls and asks where we are. He tells Sam that he is in trouble. Sam sends the remaining marines back to help him and goes on alone.
In the control room Sam finds Professor Candide, he seems to think Sam is a bad guy. He obviously knows the president is up to no good.
Burns appears and shoots Candide, he tells Sam that they are going to use the Microwave weapon to hit Moscow. It appears that The president also ordered the attack on  San Francisco.
Burns attacks, Sam kills the remaining marines in cut scene and then we into a boss battle with Burns.
Burns isn't interested in fighting Sam, he wants to get to the manual controls for the targeting of the weapon. He gets on a train and Sam gives chase.
We chase him to the control room and while he has a lot of  health he isn't that hard to take down.
In another bemusing turn of events Burns appears to have a change of heart after being beaten and tells Sam to leave. He appears to be going to blow up the microwave weapon and himself. Sam Runs and the marines coming behind who seem loyal to the President shoot at Sam and level their guns at Burns. Burns is blown up. Sam moves on.

Act 5 Mission 3
Moving towards the core of the colony Sam is attacked by Zeitsev, and another wearing a similar suit to him.
They claim that President Winters wants to create a stable world government and war is her way of doing it.
There is more chat, but the smoking and the nonsense story are really to badly done to make any sense.
We fight the two bosses, simple as that.
They turn out to be slave units. Zaitsev also has them rigged to blow.
We escape in an escape pod.

The colony is blown up and Elena thinks Sam is gone with it.
Only two seconds later he appears.
He gives Elena a hug as the shockwave of the explosion hits their ship.
Zaitsev does not seem bothered that things seem to have gone Wrong.
Winters shoots herself.

Credits roll, and it's a  mini space harrier style game.
God hard difficulty is unlocked.

340 Achievement points.
Total time played around 11hrs

Thursday, May 19, 2011

Mafia II Notes

Brightness, start game, difficulty, medium is default.

start A A A four button presses to get back into the game, is one not enough?

Present, whenever that is?
Zoom in on a window in a rainy city.
Vito is inside, he is sitting at a table looking through a family album.
He was born in Italy and moved to America.
We see the young Vito and his family arriving in what might be New York, though I don't know if this is a faithful recreation. Seems it's not it's called Empire Bay.
While the city is huge and awe inspiring, the accommodation that Vito lives in isn't.
Vito grows up and turns to petty theft. He is caught and arrested. Instead of going to prison he agrees to join the army and go to Sicily.

In Sicily we see Vito taking part in an attack, he is being aided by resistance fighters.
A captured resistance fighter is being held in the town square, it looks like he is about to be publicly executed.
We get control.

Controls
Left and right analogue sticks as normal. Third person view of character.
Left trigger is aim down sights
Right is shoot.
A is get in and out of cover.
Left bumper is climb.
Left on Dpad choose grenades.
Down on Dpad choose gun.

mission 1
We shoot the executioner then all hell breaks loose. Once all the enemies are downed in the square we have to move to the main doors of the headquarters. A machine gun is just inside the door so we have to climb in through the window.
Inside here we are prompted to throw a grenade through the window.
This blows up the machine gun nest.
Up some stairs, though a window and out onto a balcony we fight. Then we are to take use of an emplaced gun and shoot out from the balcony onto the main square.
After a while a cut scene kicks in and we are blown up.
Things look bleak as Vito lies injured as the enemy come in and kill any survivors.
A mafia don named Don Carlo appears in a tank in the square and basically asks for surrender. The men comply, this impresses the hell out of Vito.
Vito is injured and shipped home.

Mission 2
Vito is met at the station in Empire Bay by Joe a friend from his younger days.
Joe takes him to a bar and seems well connected as he arranges for Vito's injury to be exaggerated and gets him discharged from the army.
Vito is thankful.
We get control again and have to take Vito to his home.
There is a radar with the usual dots to indicate our destination to follow.
Inside we meet his mother and sister.
In cut scene Vito has a meal with his family, we are then told to go to bed.
After finding the bed and sleeping Vito wakes and tells us that he really needs to find a better place to stay.
In the room there are clothes to wear, outside we speak to Momma. She is annoyed that Joe is back in tow with us.
She wants us to talk to a dock supervisor and get a job at the docks.
We are told to go to Joe's
Outside we find our sister Francessca being harassed by a burly man.
We intervene and have to fight him.
After doing so in cut scene we find that our father borrowed money before he died, $2000.
This man wants it back by the end of the week.
I am told to go to Joe's.
I cross a little portion of the city on foot and get to Joe's apartment.
Inside he has two whores in his bed. He promises to find some work for us to help us out.

Mission 3
Joe wants us to meet someone called Gueseppe.
Joes take us outside to a garage and we get to drive his car.
Driving is the usual Sandbox stuff. Left and right trigger for accelerate and brake. B for handbrake and Y to get in and out of the car.
We arrive at Gueseppe's and he is the forger and safe cracking expert. He gives us our army discharge papers and Joe pays him.
He also seems to be the storekeeper.
We are told by Joe to buy a set of lockpicks.
Then we have to pick a practice lock.
It's a little mini game, lifting the tumblers until they turn green and getting all three to stay green.
Outside Joe tells us to steal a car, we do this by picking the lock.
A policeman sees us and we get a wanted rating.
We have to escape the police. which isn't that hard.
We now have to take the car to a body shop, where we get it sprayed and a new license plate.
Joe tells us to drive to Mike's Junkyard.
We meet Mike, Mike wants us to bring him stolen cars, for which he will pay us.
Joe gives us a gun and we have to shoot tires from a car and it's gas tank.
Now we have to drive to a bar where a specific model that Mike wants is.
The car is guarded by some black men who take exception to us stealing it.
A fire fight breaks out.
I then have to drive back to Mikes. The police are unshakable and I have to stop and kill the ones following me to get away.
Back at Mikes he seemed pleased with the car even though it's busted up.
we go back to Joe's and park our stolen car in his garage.
Inside Joe's flat we are told to take a drink from the fridge to heal and then sleep on his couch.

Mission 4
Moma calls and asks if we have been down to the docks to ask about a job.
Seems Vito feels guilty and we now have to go to the docks.
We meet Derek who gives us a job, Steve is given the job of showing us around.
Steve shows us down to a truck that needs loaded with crates.
We have to lift a crate onto the truck.
After a few Vito decides he doesn't want to do the job for the lousy ten bucks that have been promised.
We are told to leave, as I do Steve is waiting and after a conversation Joe's name is mentioned. This changes the tune and we are taken back to Derek.
Derek calls Joe to check we know him and then gives us a job taking haircut money from the workers.
We have to push around and threaten some workers then one resists, we have to fight him.
Derek gives us some money for our trouble.

Mission 5
We have to meet Joe at Freddie's bar.
Joe is meeting with a man named Henry Thomasino.
Thomasino want us to steal gas stamps from an office.
We have to go to the apartment of a woman named Maria, who has the information necessary.
We need to take Maria to visit her sister in hospital to get her to tell us the information.
I drop her at the hospital and she tells us how to get into the building.
I go around the back and climb a fence.
Inside we have to be a little stealthy and avoid guards, We can take them out stealthily if we like. I find the keys and the safe and get the stamps. The alarms go off and the police start shooting. I have to escape and get back to Freddies. Thomasino tells us that the stamps we stole are worthless. They have an expiration date.
We now have to take them to gas stations and redeem them before midnight to salvage the job.
I manage to take the stamps to 5 or six of the gas stations before midnight. You have to get to the gas station and honk the horn at the pump. This starts a small dialogue with the pump attendant and the stamps are sold.
Now I have to go back to Joe's and sleep to end the mission.

Mission 6
We have to drive back to Freddies bar where we meet Thomasino and Joe. A man by the bar is shouting at someone on the phone. He comes over and tells Thomasino to do it. Seems our job for the night is a go. We have to rob a jewelry store, whose owner has not paid back money he owes.
We dress as phone company workers and drive to the mall. Picking a lock gets us inside.
In cut scene we are robbing the store as another gang ram raid it. Things are getting tense and the police are also arriving. We run through the mall being chased by police, there is some shooting though we have to basically follow Joe. We fight some police on the rooftops and have to negotiate a narrow ledge.
Down the other side of the building we see the other gang led by someone called Brian O Neil being arrested. We have to get back to Joe's to end the mission.

Mission 7
A woman comes to us and tells us to meet Joe for lunch. When I go outside she is being harassed by a man who rear ended her. I beat him up, she promises us sex, though Vito declines at this point in time.
At Freddies we meet Luca, the higher up guy that gave the nod for the last job.
Luca asks us if we are ready to kill for him. Vito tells him that as a soldier that was what he did for the government.
As Luca leaves an even bigger fish comes to him and berates Luca about a mistake he has made.
We are to kill a distillery owner who is causing trouble.
We have to pick up a heavy machine gun, we meet Harry who is a gun toting veteran.
Then drive to the meeting point.
Inside the building opposite we wait for the man we need to kill to show up.
They arrive and we shoot them up with the machine gun from the window.
The target escapes inside and we have to go inside and get him.
When we do he shoots Henry in the leg. We then kill him. Now we have to escape with Henry wounded. Joe carries him.
We have to escape the distillery and get Henry to a private doctor.
The money we get from the job is enough to pay our father's debts.
we have to go to our mother's house and give our sister the money.
back to Joe's to save the game.

Mission 8
Vito is arrested for the gas stamp robbery. Vito is sentenced to ten years in prison.
We see Vito arriving in Prison, having his head shaved, being beaten up and eventually getting to his cell.
Joe sends us a message and asks us to contact one of the family contacts in the prison.
In the prison yard we have to find Leo, when we do the Irish idiot we let get busted on the jewel heist finds us and we have to find him.
The fight is stopped and we are put in solitary.
Leo comes to us in solitary and thinks we are useful.
We have to fight one of his men and learn a new counter punch move.
Leo is amused to hear that Luca is asking for 5 grand to enter the family, as it should be free when you have proved your loyalty and worth.
we now have to meet the gym guys and then fight a Chinese fighter.
We go back to our cell and then it's another day.
We follow a guard and are taken by one of Leo's men.
Leo wants us to fight someone, we fight someone in the laundry.
now we get a visitor, it's our sister. She is getting married and our mother is unwell. Vito tells her to go to Joe and get his money, to pay for a doctor and the rest is a wedding gift.
Next we have to go clean some urinals??
We are told to shower and a gang try and have sex with Vito in the shower.
I fight them and am shoved in solitary. A letter arrives, our mother is dead. Our money is used for her funeral.
When we get out Leo tells us that O Neil has attacked his main fighter, we are asked to take care of him.
We now fight O'Neill and it ends in him pulling a knife and we take it from him and kill him with it.
Leo tells us that there are three crime families in Empire Bay. He seems impressed with us and tells us that he is getting out soon, he will try and adjust our sentence. Obviously we will need to work for him on the outside though.

Chapter 7
Four years knocked off the  sentence Vito is released.
We go and see Joe.
He is pleased to see us and asks what we plan to do. We ask if we can still work with him.
Joe now works with a different crime family.
We drive to our apartment which Joe has got for us, we are told to pick up a suit.
Now we have to go to Joe's where we meet Eddie, then we have to drive to a brothel.
Here we are asked to work for Eddie. Then everyone but Vito gets drunk.
We now have to go do some business. A very drunken Joe and Eddie inform us that the business is a corpse that is in the boot of the car.
I drive out of the city to a suburban park area and we have to bury the few days old corpse.
Then we have to drive back to Joe's.

Mission 8
Joe arrives outside our flat with a truck.
We take  it to a place where men gather to buy cigarettes form the back of the truck.
After a few hours, thankfully skipped past a police car arrives, buys some fags and tells us to get lost.
We drive to a new place and start selling again. a gang arrives and tells us that this is their turf, they want our fags as payment. Joe refuses and the leader tells his gang to hurl a Molotov into the truck. Joe shoots him in the face for the trouble
We then have to chase the others as they flee.
There is no way to chase the fleeing car. We now have to find a phone and call Eddie.
Eddie is displeased to say the least about the loss of the truck and fags.
He wants us to meet with Steve, from the docks and do something about the greaser gang.
We drive to a bar called the crazy horse, which is a greaser hang out. It seems empty Steve wants to shoot it up and then firebomb it. I don't see what the shooting does that the firebombing won't burn to the ground, though Vito seems as unsure about what is going on as we do.
The young kid that was introduced a little while back is brought along, I sense his death coming very soon.
Now we go to the factory where the greasers are and start an all out war.
This is a corridor shooter type section, and the simplicity really shows here.
I run out of bullets at one point and there is no opportunity to find more.
After the long corridors are passed through we find some cars.
We can make the money back for the truck and fags by selling the hotrods that belonged to the greasers.
I have to drive the car to the dock, sell it and then drive to Eddie and give him the money.
Now we drive home to finish the mission.

Mission 9
joe calls and asks us to meet him at the bar. Eddie is there and gives us an introduction to Falcone, the boss of the crime family.
Seems the family that we were involved with before have kidnapped one of the accountants.
We are to find this accountant and rescue him, also to kill Luca if he is involved.
I am to drive to the bar and wait for Luca to leave.
I then have to follow him.
Hilariously Luca hits a police car and the game gets all confused.
I end up being unable to move and having to quit.
Eventually the a.i. or cops manage to let me get to the slaughterhouse.
We have to sneak inside, a man outside tells us that the sewer is the only way in.
I go to the sewer and sneak inside.
We see the men being brought into a building in handcuffs.
I have to sneak inside in a little stealth section avoiding guards.
Then find Luca interrogating the men.
I have to fight one hand to hand then we have a fight with the men.
Eventually I kill them and Luca gets his at the hands of the men he tortured.
We now have to go back to the bar and meet Eddie.
He tell us to go and get cleaned up, as there is something important.
We meet with the bosses of the Family and are taken into the family.
Both Joe and Vito are now fully paid up mafia men.

Chapter 10
We have to meet Eddie over at Joes.
We have a new house of our own now.
At Joe's the big boys are there and it seems that the death of Luca has been the cause of all out war. We are planning to strike at the heads of the rival family.
Joe plans to bomb a meeting at a large hotel.
I have to drive to the hotel, the kid and Joe are with us.
we park in the parking garage and the kid is told to wait in the car, he is the getaway driver.
Joe and Vito get cleaners uniforms.
As we go in a man asks us to clean up some mess.
Henry passes by with a bleeding prisoner.
we go up in a lift.
The mob have taken over the entire floor and we are told that someone has tripped and fell in the conference room. we have to go and clean up. We are left alone in the room to do the job and and we plant a bomb with a wire going out the window.
Then clean up the blood.
Now we go to the roof, however, there are men there so we have a shootout on the roof.
I get to the window platform and have to tie up a cleaner.
We go down to the window and attach the wire to our detonator. Then go up a few floors and blow the conference room.
We go down and find a lot of dead mafia, however Clemente has survived by going to the toilet. we go after him.
There are still lots of guards around.
I chase Clemente into the lifts.
Then down through the kitchen and into the parking garage.
They have killed the kid. Joe is very angry about this.
We now have to chase Clemente's car and eventually  run it off the road.
Joe kills Clemente.
We see Joe talk to Eddie about it and he is upset that nobody cared about the kid. Both Eddie and Vito point out that Joe was the one who wanted him to come.
Joe tells Vito to go home, where the mission ends.
Or so we think, late at night Vito gets a call, seems Joe is drunk in a bar and waving his gun around.
The bartender wants us to come get him.
This may be a trap.
Joe is there just as the bartender said and he is waving his gun around. He ends up shooting the bartender totally by accident.
We have to take Joe home, then take the body in a car and dump it in a car crusher then drive home.

Chapter 11
At Vito's house the  doorbell rings.
It's Henry, he knows we were responsible for the bomb and the hit on Clemente.
He wants to bail on what is left of his old family which isn't much.
He asks us for an introduction to ours. We take him to Eddie who asks him to kill Leo.
Vito does not want this to happen.
We have to get to Leo before Henry does.
When we get there Leo tells us that Falcone is into drugs and that is why the Vinci family are starting to move against them.
Henry arrives and we try and sneak out but are caught.
Henry is prepared to talk. and we decide that Leo will vanish and Henry will tell Eddie he killed him.
We have to drive Leo to the train station.
Then we drive home.
Francessca is on our doorstep in a state, her husband is abusive and a drunk. Vito is going to talk to him, which probably will end up with blood everywhere.
I go to a party and find Eric almost having sex with a girl in the kitchen of the party.
we fight him and warn him to be nice to Francessca.
We are to go back home.
Francessca calls and basically tells us that we are a monster for beating him nearly half to death.
Vito goes to sleep, he is awoken by the Irish chucking molotov's through his window.
We have to escape the fire, then the guns of the Irish.
We are told to go to Joe's.
We arrive in our underwear at his door and Vito is hot to kill some Irish.
Joe gives us some of his tasteful clothes and we go after the Irish.
We go to their pub and find the men who attacked us. A gunfight in the pub then a chase through the streets after the leader.
We are given keys to an apartment of a friend of Joe's that is empty.
We drop him off and head to the apartment.

Chapter 12
We are to meet Joe and Henry in the park.
Henry has a drug deal he wants us to get in on.
We are to meet a loan shark who will give us the money we need upfront.
the loan shark is greedy about his cut and we end up needing to give him 20,000 of our profits from the job.
We go to meet the Chinese and the deal goes down, as we leave police arrive and something is wrong with them, they aren't real police and shooting starts.
We have to escape and then avoid pursuit.
We then have to take the drugs to our buyers.
A cut scene shows our gang becoming fully fledged drug dealers.
Things don't last long though, the mafia learn of our under the radar dealing and demand a cut. Henry wants to meet us in the park to talk about this.
When we find him he is being cut up by the Chinese. We follow their boss wong back to a restaurant and bust in shooting.
We make our way through half the population of Chinatown and eventually come to the boss.
He tells us that Henry was giving information to the narcotics cops.
He also won't give us our money back. Joe shoots him and now we have to get out.
We leave the restaurant and it's underground drug lab and come out to loads of police.
After escaping we go back to Joe's
We now need to find lots of cash for the loan shark and the Triad's think the mob have started all out war.

Chapter 13
Joe calls, he has a job from Eddie, we need to find 55 thousand today.
The job is a hit, we have to kill a Mr. Angelo.
However Mr. Angelo is under fed protection and all hell lets loose when we kill him.
After escaping we still have a lot of money to make today.
Joe suggests splitting up, we are to go to Derek at the docks and see if he has some work.
At the docks Derek wants us to help him keep the workforce in line, which is threatening to strike.
We go in an armed group to meet the union. Derek basically threatens them with broken hands to get back to work.
Seems a crate fell on one of them and Derek has fired him.
One of the men hears Derek say Vito's name and recognizes him, seems we look like our dad.
He delights in telling Vito that Derek had his dad drowned. Vito asks Derek and Steve basically confirms that it is true.
Vito turns on Derek and we are now helping the dock workers fight Derek and his men.
We fight along the dock and then into the warehouse.
Here we are attack by a lot of men and firebombs.
the fire-bombs are a damn nuisance as their area of damage seems huge compared to the actual fire visually.
There should be better checkpointing as well.
nowhere is safe inside the warehouse.
the shooting gameplay is shit really, guns can't be trusted to actually kill people, you need to shoot in between animation frames.
Eventually I hide in Derek's office and manage to kill him.
We get his money and now have to find the rest of the loan sharks money before the deadline.
I do this by giving cars to brewski's crusher.
We now have to go to Joe's, he isn't home. We go to look for him.
We are told to go to meet Eddie, Eddie tells us that Henry is dead and the tong's killed him. He asks if we have had anything to do it.
Vito denies it, which seems stupid as there must be an awful lot of people who can tell Eddie that they did.
Vito now goes to Gueseppe who tells him that Joe was taken by Vinci's men.
We go to a bar and are met by vinci's men who take us to Vinci.
Joe is being tortured, vito is hung up beside him.
We escape and have to fight our way out of the skyscraper building site.
Once out we have to take Joe to the mafia doctor.
Joe tells us to take the money to the loan shark.
I do and the debt is settled. Vito hates the loan shark Bruno even more after he learns that he was the loan shark that loaned the money to his dad.

Mission 14
Eddie calls and asks that we meet Carlo at the planetarium.
On the way a car stops and people with guns ask us to get inside.
Leo is in the back with the boss of the Tong's. Leo knows what has gone on and isn't happy with us. Though he owes us and has called in some huge favors to help. Turns out that Henry really was working for the feds and Carlo Falcone is close to being arrested. The Tongs want us dead and so does Falcone, the only way Leo can appease the Tongs and control the mafia is to have Falcone taken out of the picture.
We are to kill Falcone.
I get to the planetarium and it's all out war.
After some actually nicely designed fight scenery we get to Falcone in the planetarium itself and Joe is there, it seems that he is going to kill us on Falcone's order. He doesn't and we both fight Falcone and his men.
After we kill him We leave the observatory and find Leo and lots of men outside.
Joe gets in one car and we are told  to get in another by Leo.
We drive off and Leo tells us that the deal he did said nothing about Joe. Looks like Joe is going to take the fall for the disaterous drug deal.
The credits roll.

Achievement points 650 for one play-through of main story on normal.

12:21 on in game timer

That is a decent amount for playing through the single player campaign. I have always maintained that for completing the single player all the way through in a game there should be at least half the points. I don't want one hundred percent for a single player game, but two hundred or so is not enough for completing the game.

Sunday, May 1, 2011

Killzone 3 Notes

It want's me to use the move controller, silly game, no!
Oh look an update, what a surprise, 58mb of an update, no background downloading means that I can't even go and look at the PSN store or something while I wait. Enthusiasm dented.
Five and a half minutes later and I am back where I started, here we go.
Select language.
I choose alternate control schemes as it's closer to the COD standard.
A quick text resume of the story.
We are an ISA task force sent to Helghan. We have invaded the Capital Phyrus and on the edge of defeat Visari the dictator leader of the Helghast has nuked his own city.
Visari has been killed by an ISA soldier named Rico and the Helghast are rising up in anger.
A cut scene shows Visari speaking to Radec and Stark. It also shows his daughter.
A montage shows how Visari has led his people then turned on them.

Difficulty is Recruit, trooper, and Veteran. There is an unlockable Elite.
I chose trooper.

Controls
Left and right analogue sticks are the usual move and look around.
Circle is use.
Square is reload.
Cross is jump.
L1 is aim down sights
R1 is fire.
L2 is use cover.
Clicking left stick runs.
dpad switches between weapons.
Select brings up objectives.

A cut scene shows a Helghan leader talking to a huge assembly of soldiers, with a fleet of ships in the sky.
Looks like the Helghast are going to wage war.
A bunch of Helghast ride in a cable car up to a remote icy base.
The car arrives at the station and I disembark. It seems that I am a Helghast soldier for the moment.
I am told to report to a desk and I go through a security checkpoint.
I see a prisoner shuttle arrive and Helghans herd prisoners into the station.
I am told to go to the shooting range.
I then follow another Helgast to the broadcast room.
Seems there is to be an execution.
We see the Sting or Malcolm McDowall lookalike who may be called Stark telling the Heghast that the big attack starts tomorrow. However, to whet the appetite the killer of Visari is to be executed. I see Narville who is captive about to be shot. However the executioner pulls of his hood to reveal Sev the hero.

Fade to black and it's flashback time.
Rico and Sev are arguing on the steps of Visari's palace after his death. soldiers try and revive him and fail.
Narville is pissed and tells us that the ISA is evacuating the planet.
We are joining the convoy.
Helghast ships appear overhead and start shooting at our heroes.
There is much confusion and shooting and vehicles flying in all directions. Sev and Rico are in a tank jeep type thing and end up going over a cliff in a comedy style.
With the jeep busted we are on foot looking to rejoin the convoy.

Mission 1
We progress through the ruined city fighting Helghast.
After a few fights Rico and Sev have a little chat. Sev is angry still, though it seems he can't be too angry with Rico for long.
I fight my way through a spider zoo??
The convoy can be heard in the distance.
We have to clear and open a gate for the convoy.
I fight some Helghast and come to the gate wheel control.
The damn annoying sixaxis bits are still here I see.
The convoy is attacked by some green electricity. It seems random and not intentional though.
The convoy is held up until we can find another way.
Rico boosts us up to a ledge.
In cut scene we see some Helghast collecting some of the green stuff.
It gets on Rico's hands.
We break into a building and fight some Helghast inside.
The convoy is being attacked by anti tank wielding Helghast and we have to get up to the roof to take them out.
I have to use a door breaching charge here, again sixaxis use.
We catch up with Narville and the rest of the convoy now.

Mission 2
Narville is frosty towards Rico still.
Sev thinks Narville's plan is a bad one.
We are moving along a highway. A walker is clearing the way, however it is attacked by a mechanical Helghast weapon. It blows and we are on our own again.
I can revive Rico if he is downed using a health ray.
I progress down the road and the tanks follow.

Mission 3
Narville is told that helghast cruisers are approaching.
He wants to continue punching on through to the crater and extraction. sev and Rico think they are all going to die.
A cut scene shows the Helghan brass planning to wipe out the ISA forces.
Stark it seems is a private company head and weapons supplier. He it seems resents the new admiral and wants power for himself.
Now we have a fun emplaced gun on a jeep section. Lots of tanks and soldiers to shoot at.

Mission 4
We come to a gun battery that is blocking the way. We see a squad who have been sent to take it out struggling to advance against machine gun fire.
Rico stays with the squad and Sev goes to higher ground to flank the machine gun nests.
I flank them and then encounter snipers.
Now we have to provide sniper fire cover while the troops attack the arc weapon.
Lots of snipers to kill then to help them mop up the ground troops. I watch as the soldiers lay down the charges and blow up the arc cannon.

Mission 5
A woman called Jammer calls and asks for help.
Narville tells Rico to stick to the plan.
We see a  large electric weapon attacking the cruisers.
Rico and Sev find some walkers to use.
We have a short ride through some road type terrain shooting at tanks and soldiers with the walkers.
Rockets and machine guns, and the walker move the same way as humans do only slowly and more jerkily.
A large Helghast machine can be seen in the  distance blowing things to bits.

Mission 6
Rico wants to go and save Jammer. Narville tells him not to and typically he goes off to do it anyway. I suppose he is already up for court martial anyway, what harm can it do to disobey more orders. maybe he has a death wish and wants to just be killed by the helghast rather than face a trial.
Sev tells Rico that he will come with him, Rico tells him that someone has to get Narville to wait.
I encounter a flamethrower Helghast here.
We now fight through a trench like area avoiding normal Helghast and flame troopers.
I get to the end of the level and a cut scene kicks in.
Sev gets to Narville and lots of Isa soldiers are being lifted on the little hovering platforms to the cruisers. Things do not go well. Rico is left behind. The cruisers are attacked by the large Helghast machine which knocks two of them out of the sky causing huge explosions. None of the ISA ground troops it seems are getting evacuated.

Mission 7
We see more of the Helghan power struggles, Stahl makes a play for power, he has an ally among the generals who moves for a vote of no confidence in the Admiral. However, nobody seconds it. Stahl throws a wobbly and leaves, taking his toys with him. This ruffles a few feathers as it seems Stahl's weapons are of great importance.
It looks like he will get his way soon.
The cut scene switches to the ISA, it is now six months since they were left behind and they have set up makeshift camps and are finding slim pickings for rations. Morale is low.
A recon team has gone missing and we are sent to investigate.
The landscape here is jungle like, though a deadly spiny jungle. There are spiders and jabbing plants. Also explosive plants.
After a little walk a cut scene shows a Fast moving assassin creed rip off Helghast attacking a soldiers and killing him. Seriously did they have to copy the wrist blade lock stock and barrel.
We now have to sneak up behind normal Helghast and kill them stealthily.
We also have to snipe a few Helghast and shoot an exploding plant that some are standing near too.
We are told to hide in grass and stick to the shadows.
I come to a cut scene and Sev thinks that the camp has been compromised. In the shadow of one of the wrecks of the downed cruisers there is a large build up of Helghast soldiers.
Sev thinks they know where the camp is and are ready to attack it. Narville is more concerned with an uplink to Vekta than the camp.
We now have more of the same stealth sections to negotiate.
We meet up with some of  the robotic walkers as well, as long as we stay in the shadow or in the long grass crouched we can move amongst the helghast slowly.
A cut scene kicks in after a while and we see Helghast shooting an ISA soldier with a gun that shoots the green energy, it seems to hurt a lot then make you explode.
I progress and eventually get to the uplink. This allows Narville to speak to his superiors. They tell him that Vekta has surrendered to the Helghast and that he is to surrender as a prisoner of war. This does not go down well.
The Helghast it seems have traced the signal and dropships head for the camp.
Sev is also attacked at the uplink.
I have to fight a squad of Helghast and one of the spider like robot machines.
Then I make my way back through the jungle to the base, fighting Helghast all the way. Flame troops, and hunters appear.
At the base we are to hold off the Helghast to make time for the evacuation.
I move on into the base and a cut Scene shows Narville under fire. He tells Sev to make for the rendezvous points. Sev does not listen and comes to aid Narville.
I fight here for a while but it looks like a losing battle. After a good few minutes of being overrun a cut scene kicks in.
Sev and Narville fight loads of Helghast but are eventually Captured and put into separate aircraft.
The aircraft fly on to an arctic area and Sev is taunting his captors. He manages to provoke one into hitting him and grabs his knife and stabs him. A harpoon flies through the side of the ship and spears a helghast before ripping the door out. Rico is here on one of the flying carpets. Sev gets over to the carpet and wants to go after Narville. Rico thinks it's stupid, yet it's just one of a long line of stupid plans. Off the gang go after Narville.

Mission 8
We are using an emplaced gun on a flying carpet.
Here we shoot at oil rigs type installations. Shooting at structures and soldiers. We shoot down some dropships and attack another rig. In the process we are shot down in cut scene.
We now have to make our way to a safer place to get picked back up.
After fighting through a living area type military structure we have to fight jetpack wearing soldiers.
Once done we get a jetpack, the plan is to go in under the anti-aircraft guns and blow them up.
I fly across icebergs and up inside the rig. Fight some Helghast on top of it and blow up the  anti-aircraft gun with a charge.
Now we are on to the next rig.
Here we have other jetpackers and ground troops to deal with. I have to shoot a bit of the rig to drop a door down so I can reach across to it.
Rico tells us that there is  no way up from under the rig to the top. We will have to put charges on the supporting pillars and blow the rig up that way.
I fight along the rig and place the two charges. I now have three minutes to get clear.
Quite fucking irritating here, death quickly from above that you can't see and shit checkpointing.
After learning the positions it's not that hard, but a sudden difficulty spike it is.
The rig is blown and Sev is picked up.
The gang attack but a huge gun is pinning them down.
We have to get large explosives to take it out.
We have to go to the right of the gun and progress through heavy helghast occupied territory.
Then use a new mounted weapon called a wasp to take out the gun. Tanks arrive as well.
I clear the harbour area and go through a door.
Now we are progressing up a hill.
getting into cover is a hit and miss affair.
I fight my way up the hill and into the arms facility. After getting to the cable car a cut scene shows Sev taking two uniforms.
We are now back to the beginning of the game entering the Stahl facility.

Mission 9
We are now back to the start of the game only this time we don't do the same things as we did before. We go off in a different direction????
After some wandering around the facility we get to the execution and a cut scene shows Stahl broadcast to the Helghan population that he intends to perform a coup and take over the leadership of the planet. The army generals are understandably miffed.
We try and shoot Stahl instead of Narville, however he gets away.
Rico frees Narville, though he still holds a grudge.
We now have to get the other prisoners freed. I fight through the facility a bit, there are some new guns here, though ammo is limited.
Electric and green energy zapper.
sev has seen something that he does not like, possibly plans for a weapon of mass destruction.
I fight through a large lab type room and then have to hold position as rico opens a locked door.
Inside there are plans and details that show a weapon that can destroy Earth from orbit. I thought they were Vektans?
We move through more of the factory and jetpack troops attack.
Narville tells us that he had freed the prisoners.
We meet up with him and find ourselves outside, where we can pick up a jetpack.
After killing all the men in the yard we face two aerial fast moving drones.
A cut scene shows Stahl preparing his weapons to leave for Earth, the generals interrupt with a call and basically tell him that he is finished and to turn the weapons over to them. The intend to kill him after he does. Stahl it seems has a few tricks up his sleeve.
Narville and the rest are rescued by Jammer on the flying carpets.

Mission 10
We are chasing after Stahl's crusiers, using an ice sled.
After this fun little interlude is done a cut scene shows the fleet massing at a space elevator.
We are moving through a junkyard towards the space elevator.
We have to blow up some barrels to make a path at one point.
A cut scene shows a fence around the area light up and it seems to use the glowing green stuff. If you don't move you don't get blown up. Sev and Rico decide that a large mobile factory might be used to breach the fence.
We now move through the junkyard again, a bolt gun is the new fun weapons here.
We have to climb a crane to break through to another area and face waves of enemies up on top of the crane.
Now we face one of the heavy armour guys from the second game.
After this a cut scene shows the gang getting onto the mobile factory which seems to eat up the junk and turn it into raw materials.
We now fight our way up the platforms and stairs of the factory.
Then down into the control room.
In cut scene the mobile factory drives up to the fence and knocks a hole in it, nearly killing everyone in the process though.
Narville now wants something that Rico Doesn't, the usual arguments though this time Rico on Sev's recommendation complies.
We fight through an area filled with helghast and come to a cut scene. the gang are moving forwards, so obviously something has to go wrong. A huge mech spider appears and starts blowing everything to bits, time to retreat. Sev goes to find a weapons bunker.
When we fight through a trench which is surrounded by vehicles and men being blasted by the large mech a cut scene starts.
Narville, Sev and Rico do what they do best and argue, Rico even punches Narville this time.
Eventually Sev gets across that saving their own lives isn't an option and they must save Earth or die trying.
Sev chooses to attack the mech's flank.
We now have a large scale boss battle.
We are just below the mech, which towers above us shooting, We have to use the wasp to blows bits of it off. When it fires it's main gun radiator fins come out and dissipate heat. Shooting them off will make it overheat eventually, so that seems to be the plan.
Troops and tanks also run interference, with the fire coming from the mech being hard to avoid as well. There are little bunkers, though they get shot to bits fairly quickly.
After blowing it a cut scene starts.
Things look ok, then quickly things look bleak, the mech, which i think is called a MAWLR appears to be badly damaged but not borken yet and attacks, it looks like Jammer and Narville are killed.
Sev takes it badly and as usual goes looking for something to shoot at.
We have to make our way to an elevator. Then a cut scene shows assassins coming to kill Sev, he is saved by Narville and Jammer on a magic carpet and then rico saves them.
We now have to ride a magic carpet which is driven by someone else and shoot anything on the Mawlr that is shooting back. Once done we shoot up it's gun mount and the gun falls off. Then it's bridge and it's downed.
A cut scene shows more arguing then the gang going up to the space station using the space elevator.
In space Stahl is up to no good.
We fight along a corridor and into an airlock.
In cut scene Stahl and the Autarch meet, there is some banter and Stahl turns his own weapons the military, his cruiser against the rest and he has much better guns.
The Autarch isn't down and out though and he stabs Stahl and kills his guards.
Now the Helghast are fighting amongst themselves the ISA decide to try and take out Stahl's ship.
Sometimes when you get wounded you know that you aren't going to get saved. The time here is wasted and it's annoying.
Gravity is turned off here for a bit, only to show that the programmers could do it.
We turn a wheel and open a door.
There are lots of soldiers, a heavy and flyers to kill.
Stahl and the autarch have a final fight and the Autarch is killed. Stahl leaves for his cruiser and tells his men to blow the station, even though his own men are on it.
Now we fight along a corridor and eventually get to the ships.

Mission 11
In space we are using the guns while Rico drives. we shoot some small ships with gun and rockets. Then come up on Stahl's crusier. We fly around it shooting it up. It is disables and starts falling out of orbit. Stahl tries to land it and we give chase. After avoiding incoming rockets for a bit we can launch a nuke. The nuke blows up the ship and chain reaction of the green energy spreads around the whole planet.
Everything in space is destroyed. Jammer tells us that the whole planet is silent.
Sev asks how many people were down there and the credits roll.
During the middle of the credits a cut scene shows Stahl's guards coming up to an escape pod type device and saying welcome home sir, though Stahl is not shown.
then more credits.

9 hours 30 minutes.
26% of the trophies.