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Die Hard: Nakatomi Plaza

Just like the film or another lazy licensed howler? Martin Korda gets stuck in
Just like the film or another lazy licensed howler? Martin Korda gets stuck in

You've seen the film, right? It's an action flick classic and no arguments about it. Unfortunately, as with most action flick classics which have whored out their licences to the gaming industry, it's had its fair share of pitifully inept PC spin-offs, an accolade that developer Piranha Games is keen to avoid (naturally) with its new FPS Die Hard: Nakatomi Plaza. In fact, the game's producer Chris Miller goes as far as to claim that it's 100 per cent true to the film, including accurately recreated locations lifted straight from the set. As Chris explains, "We're true to the story and most of the main plot elements. A lot of the new content revolves around what McClane was doing when he wasn't on screen." Sounds good, so I proceeded to grill Chris further about what we can expect from the final product, while simultaneously trying to shoot some German terrorists.

As I popped out a couple of bad guys' eyeballs with a few well-placed bullets, I couldn't help but think that the graphics looked a bit cack. Let's be honest now, it's no Unreal II is it? However. While it may be lacking in the aesthetic department, underneath resides a highly entertaining game, which is shaping up to be far more than its looks suggest. For starters there's a six point hit system which disrupts both your aim and your enemy's, while targeting different areas of the body causes varying amounts of damage. And with a relieving dose of poetic licence you're provided with seven weapons with which to blast away the lederhosen-wearing sausage munchers. While I only got to sample the handgun and basic machine-gun, Chris assured me that there would be three other bullet-based weapons (one with a scope) and some specialist ones such as an axe and a fire extinguisher.

Welcome to the party
Morale also plays a vital role in your encounters. As Chris explains, "Morale determines how well the AI reacts to you. There's a large system of checks and balances that affect how difficult the game is. How the player acts and reacts to individual situations determines his morale and in return determines how hard the game may be. The system helps, but not forces, the player to be sympathetic to his surroundings." What struck me most, however, was the overall quality of the AI. Charging into a room while looking for a bomb I desperately needed to diffuse, a group of loitering heavies instantly dived for cover, rolled out of danger and shot at me from behind tables. Chris proudly boasted that if you get too close while an enemy is reloading, they'll even engage you in a mortal game of slapsies. It may not have been Medal Of Honor quality, but it certainly surprised the hell out of me.

YipPee, etc
With a whole host of weapons at your disposal and many mission goals, including saving Argyle (the gormless limo driver in the parkade, surely you remember him?), restoring the power supply and saving incompetent SWAT teams, it's looking like being the best PC Die Hard game to date. We've been promised review code next issue when we'll bring you our final verdict but, until then, you can pass the time and console yourself with the excellent demo on this month's cover CD. In fact, why not see if you can spot which part of the film it's from? Because that would be sad, Martin. Oh yes.

PC Zone Magazine
// Interactive
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