- Take control of Ethan Hunt.
- try to rescue weapons inspectors.
- large number of useful items.
- full arsenal of weapons.
- 10 levels.
Product Description
-------------------
Here's to your stealth! Your mission, should you decide
to accept it, is to neutralize the leaders of a secret
organization specializing in international terrorism. To help you
succeed in this dangerous operation, you will be equipped with an
impressive arsenal and will have to prove your agility and
intelligence by avoiding the traps set by your enemies.
Thanks to your IMF Agent Organizer, you'll be able to store
addresses, write notes, exchange information with other agents,
and program your Game Boy Color as a remote control. You can
transmit and receive secret files with your friends using Game
Boy Color's infrared technology (both parties must have a Game
Boy Color and Mission: Impossible game to use this feature).
Review
------
Greetings, fellow gamer. Your mission, should you choose
to accept it, is to traverse your way safely through ten
terrorist-filled levels in Infogrames' Mission: Impossible for
the Game Boy Color. To aid you in your mission you will have at
your disposal: Metal Gear-style gameplay, a visually pleasing
game environment, and a diverse array of paraphernalia. Oh,
and before we forget, don't let the enemy see you, because one
hit and you're toast. This paragraph will self-destruct in five
seconds. Taken out of context, the above description sounds like
it would make for an excellent game. Top-down, Metal Gear-style
gameplay is always a safe bet on handhelds. The ability to use a
variety of s, transceivers, stealth devices, and infiltration
systems can't hurt either. In addition, vibrant, multicolored
graphics and large character sprites usually lend an aura of
quality to any game. However, when it comes to Mission:
Impossible, the correct ratio of these aspects has been executed
improperly. In general, if a weapon or object is available for
use when it's needed, that is a sign of proper game balance.
Unfortunately, object-use in Mission: Impossible is kept to a
minimum, robbing you of one degree of freedom. Furthermore, the
effectiveness of your primary weapon is diminished by the fact
that using it alerts the attention of every enemy in your area -
usually resulting in certain death. Splut, there goes one more
degree of freedom. Amusingly, the game manual states that frugal
weapons usage can lead to an increased score. But thanks to the
risky nature of putting the weapons to use, this bonus isn't
difficult to achieve. Even worse, any mistake that brings your
character into contact with an enemy causes you to begin the
level over again. In early levels, this as to only a minute
or two of backtracking. In later levels though, upward of 10 or
15 minutes can be wasted by such mistakes. To be sure, a life
meter would have been a welcome addition to this game's feature
set. Adding to the tedium, each level begins with a textual
objectives list that you're expected to follow explicitly. Walk
over the bridge, into the house, across the desert, under the
lasers, past the guards, through the woods, into the hills, to
grandmother's house we go. Due to these strict objectives,
Mission: Impossible serves as an example of one of the most
linear games ever released. Even more than the lack of a life
meter, this forced ennui is going to tax even the most patient of
gamers. When it comes to Game Boy Color titles, rarely does a
game fail in the gameplay arena while succeeding in the areas of
graphics and sound. Somehow, Mission: Impossible manages this
feat. Character sprites are nicely drawn, with an animation level
that is on par with such recent releases as Bionic Commando and
Tomb Raider. As the game progresses, suitable sound effects
coupled with catchy Mission: Impossible tunes emanate from the
GBC's speaker. In truth, only the most nitpicky of gamers could
find fault with the game's multimedia qualities. Unfortunately,
while level after level is a treat to behold, playing through
them is akin to pulling one's own teeth with vice-grips.
Developer Rebellion has included, in addition to the game itself,
a clever Game Boy Color technology demonstration within the
framework of a built-in Agent Action Kit. This kit, supported by
battery backup, lets you store names, addresses, and phone
numbers; send and receive infrared messages; and even use the
Game Boy as a remote control. It's this last option that has many
people buzzing with excitement. Select a button for assignment,
point any infrared-based remote control at the GBC's IR port, and
press a button on said remote. The GBC will then store a copy of
the original signal for later use, letting you power on, power
off, change channels, and do everything else a remote would let
you do. However, you should be aware that there is a ten-foot
limit of effectiveness on the GBC's IR port. As an adventure
game, Mission: Impossible seems geared to those hard-core gamers
out there who have both the time and the patience to spend
replaying level after level until they've finished the game.
Those who prefer life meters with their espionage or who are
expecting a Metal Gear-ish experience will want to steer clear of
this one. However, if you're into quirky and unique game modes or
are just curious, the Agent Action Kit does make the game worth a
look.--Frank Provo--Copyright © 1998 GameSpot Inc. All rights
reserved. Reproduction in whole or in part in any form or medium
without express written permission of GameSpot is prohibited. --
GameSpot Review