Rebooting the I.G.I. franchise as a prequel gives us the opportunity to tell all of the stories  leading up to I.G.I. as an organisation being founded. Whether you've enjoyed the  previous two games a long time ago or whether you're entirely new to I.G.I. as a franchise,  you can enjoy it just the same. There's no requirement to have played through the  previous two games to enjoy this one. The first level of the game actually takes place in 1979,  the rest of the game takes place through the 1980s. This time period was a really  exciting one to explore because the world was on the brink of potential catastrophe  with large forces having nuclear weapons that could essentially annihilate the globe and so it  gives a fantastic opportunity for us to set this in a backdrop where there is a lot of intrigue  espionage and mistrust which is entirely the right environment for I.G.I. Origins. 
 
Being a spy in the cold war era would be incredibly tense,  we want people to feel that tension every moment that they're playing Regent on a mission because  that to us is key to reproducing the experience that someone would have alone in the field.As a loan operative on covert life or death missions you will be well equipped to tackle  the different missions you will have to undertake. We want to give you access to  a varied arsenal of weapons such as pistols, automatic weapons, shotguns and sniper rifles.  Great care is being taken in making sure all of those weapons and other equipment you see in the  game is really authentic and it feels true to the period I.G.I. Origins is portraying.  From the outset we knew it was really important to capture that sense of isolation  and being a true specialist that the original I.G.I. games delivered so well.  Every part of the game whether it's art, animation, the sound, the visual effects,  
the cinematography they're all designed and brought together in a manner to replicate what  it would have been like at that time and what it would have felt like. It's my role to merge all  these elements together to really immerse you in that world of being a lone agent.  An ex-SAS soldier like our protagonist Regent, who's gained a lot of combat experience, he's  going to move differently, he's going to hold his weapon differently, he's going to employ different  combat techniques to tackle difficult situations than perhaps a modern soldier today or a foot  soldier at the time. This is something that we've been really careful to reflect in our  motion capture process for the game so that it's true to life, it's true to the era and  it's going to be true to the sort of training that would have been given to soldiers at the time.  Bare Arms been brought down to help out with AntiMatter Games in providing some technical  advice in terms of characterization for both key characters and the background. Trying to  help with some of the storyboarding as well, and to try and make that more authentic as well as  add some tips and advice, provide some subject matter expertise from across the Bare Arms team  and so the guys that are developing the game have got all the resources they need to make  it an authentic game as well as an entertaining 
o there's so many other different devices  that we're using to transport the player into this volatile world of blown espionage  and as we get closer to launch we're going to share a lot more of that with you.  In the next mission briefing members of our design team Mike and Luca will be talking about the steps  they take to craft the experiences for players as you travel through the environments and giving the  opportunity for the options that you can take of how to resolve the challenges ahead of you.
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