Mission: Impossible
Reviewed by Paul
Hampered by many delays and a change in the development team, Mission: Impossible
is finally released (Tuesday, July 21, 1998).
Graphics 7 out of 10
In some levels, Mission: Impossible graphics look dated, and more in the
line of first-generation N64 games such as Shadows of the Empire. On the other
hand, other levels like the Terminal Room or the Embassy will amaze you with its
detail. Quick rundown:
1) Sometimes choppy framerates.
2) Sometimes blurring
3) Always slowly animated.
4) Excellent cut-scenes, which introduce each main level.
Music and Sound 9 out of 10
Excellent music and good sound effects. Every person probably knows the theme
by now, and that theme by Lalo Schifrin is blazoned through the entire game,
albeit with some variation here and there.
Quick Rundown:
1) Perfect spy music.
2) Each main level has an introduction with speech added.
3) Ethan Hunt, the main character for whom you control, occasionally speaks,
often saying, "Rocksteady."
4) Gunshots sound like gunshots (e.g., silencers have a whooshing sound).
Game Challenge 8 out of 10
On the "Possible" difficulty, players should have no problems. However, frustration
will set in. On the "Impossible" difficulty, players may run into some problems.
What frustration the player had on "possible" will increase on "impossible." The
frustration lies mainly in the poor jumping, dodging, and gun-firing schemes.
Rundown:
1) Some easy and boring levels.
2) Some difficult levels due to poor control.
Game Play-Fun 7 out of 10
Three levels stand out as most fun--"The Embassy," "The Terminal Room," and
"The London Train: Sniper." In these levels, the feeling of being a spy really do exist.
Rundown:
1) Face-making is the most fun; Infogrames should have followed the
initial development team in one aspect: allowing Ethan Hunt full freedom to
change to any character in the game; this would add replay value, and give
the game more interaction.
2) Mediocre and poor level design brings down the fun-level.
3) Linear and objective-orientated design is monotonous, causing players to do
certain things over and over again.
4) Trial-and-error playing results in numerous "Mission: Failed" messages.
Rumble Pak 8 out of 10
By now, the sensation of the rumble pak has probably worn off, be it the cause of low
battery life or over-playing. Same thing occurs here with Mission: Impossible. Most
players will be indifferent to the rumbles of the controller.
Frustration
High level of frustration, mostly because of poor controls.
Rundown:
1) Jumps are hard to pull off.
2) Poor camera controls
3) Strictly objective-orientated.
4) Inconsistent controls: sometimes able to run and jump on some levels, and
sometimes not.
5) Hard to run, duck, and shoot.
Replayability 1 out of 10
Aside from some terrific and original levels (see above), Mission: Impossible
has next to no replay value. Unlike GoldenEye, MI has no time-based codes, or
multi-player levels to unlock or achieve. Mission: Impossible levels play much
the same way the second time around. Do this objective once, you'll end up doing
that same exact objective again and again and again next time.
Game Value 5 out of 10
Goldeneye, Mission: Impossible is not. For $59.99 + Tax, this game is not worth it.
Wait for Perfect Dark or Metal Gear Solid. Rundown: 1) Got tons o' money, need another
N64 spy game: go ahead and buy. 2) Short on cash: rent and try; you'll probably "flip"
the game by the weekend, anyhow; that is, if you're any good.
Overall 7 out of 10
Check "Game Value." Mission: Impossible is a decent game, maybe even above-average,
but it's just *not* Goldeneye. Rundown: Should buy for:
1) Its third-person view, which, personally, I prefer over any first-person shooter.
2) Its face-making capabilities.
Should not buy because:
1) High price.
2) High level of frustration.
Keep your mind open. As long as you're not expecting a Goldeneye 3rd-person game,
you'll be fine. This game has its moments. However, those moments are few in
between. Great rent, Satisfactory Buy.