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Get unlimited access to the most advanced arsenal in the world, with over 50 weapons including highly customizable assault rifles, pistols, shotguns and submachine guns.

Choose from a wide variety of grenades to suit your mission objectives and context. Feel the power of the elite warfighter. A high tech arsenal and prototype weapons will give you a decisive edge on the battlefield. It's a different game, and it's arguably prettier too if you can afford to bump up the visual sliders, with subtle HDR effects and normal mapping adding immense amounts of detail. But why the different versions?

Well, rather than developing a straight port. Red Storm dished out their art assets, script design brief and a picture of Tom Clancy looking angry to a mostly unknown Norwegian developer, Grin Software, and let them do their own thing albeit under the close supervision of Ubisoft. And what Grin Software have done with the Clancy licence is simply astonishing. I hear you cry. I've seen this already. This looks like a game I've played. That insurgent right there, I've widowed his wife and unfathered his children twice before.

What's the difference? Well yes, urban warfare is in fashion right now and yes, you've shot down rebels in the streets before - but what Advanced Warfighter offers is a far more varied and atmospheric environment than any other squad-based shooter. OK, so I've never been le megalopolis of Mexico City, but has confirmed that many of the city's ed landmarks are intact and accurately oduced.

Lead your squad down the jo de la Reforma, call in airstrikes over ngel, fight in other places that may or not have any meaning to you, but either Advanced Warfighter carries an air of your initial skydive, you can even make out pretty much every area you'll visit in the Burse of your mission.

The game sounds superb too, with stirring scores accompanying the action at just the right moments, Whether defending Mexico City's equivalent Trafalgar Square from rebel tank assaults being pinned down on an arbitrary street omer, Advanced Warfighter manages to oeathe life into what could easily have been series of stale areas.

Not only is the introduction blindingly npressive, it sets you up for a level of of whatever set-piece or location weed Warfighter serves you. Moving 1 mission to mission is almost nless for the entire time you play - you'll never be ripped out of the gameworld to face briefing screens or confusing inventory menus. Instead, missions usually end with you being extracted via Advanced Warfighter's pretty skies and setting off high above the beautiful details of the city below.

A single screen then evaluates your performance, a single click loads the next mission and your often-spectacular entrance is provided by the same vehicle you left the last mission in.

Simply by doing away with needless distractions, the game keeps you constantly involved and eager to turn rebellious Mexicans into bullet-ridden ragdolls. That's not what makes it unique, however. As you may have noticed in the screenshots, Advanced Warfighter's signature visor-style HUD is more than a simple visual gimmick.

Being the type of soldier suggested by the game's title, your country's vast technological superiority has developed a piece of equipment as impressive as an iPod and a George Foreman grill combined. They've called it the Cross-Com, and it singularly elevates the game's tactical side to remarkable standards.

Tying into this idea of intel-gathering pmeplay is the occasional inclusion of Cypher drones. Basically a camera mounted xi a miniature, silent helicopter these hings actually exist too , the drone will go ivhere you tell it to and relay via your Cross-Com information about enemy positions.

It's not perfect either, even from 80ft it can't see through buildings, so there's always the chance of an undetected enemy catching you off guard - a lot like encountering a plucky grunt you hadn't spotted in Far Cry. It adds a well-balanced cautionary element to your progression through an area, and one that keeps the tension high throughout. Other features of the cunningly-implemented Cross-Com include the ability to see through your squad's visormounted cameras, or from the birdseye drone camera, or more importantly from the military UAV flying high above the city.

It's not as fancy as it sounds, effectively an overhead map in realtime, but it allows you to accurately position waypoints and issue orders to your soldiers, or just scout for enemies and objectives. The more you know about your surroundings, the easier battle becomes. Advanced Warfighter is all about using your technical superiority to the best of its potential. But what about the squads themselves? Squad-based shooters are renowned for their inept and infuriating squad Al. Whether they're running directly into gunfire or just running backwards and forwards like senile old women, squads are a minefield of potential problems.

Not so with Advanced Warfighter. Not so much. The command interface works as you'd expect it to: middle-click to produce a menu and then mousewheel up and down through the various commands. Move, Cover and Attack are the ones you'll use most and are pretty self-explanatory. The commands you give are only carried out in a vague manner, which sometimes causes problems. Command your men either individually or as a group to move to a wall and they'll take up defensive positions in areas of cover roughly where you told them to.

Often, they'll take cover quite a distance from the place you told them to go, but while this means they won't get riddled with bullets, it often means you don't feel like you're in direct control of them. This is remedied by the very nature of the game however, with level design and the abilities of your comrades meaning you never need to place them specifically. Give them the gist of your desires and let them figure the rest out. They rarely make stupid decisions and take cues from your own actions.

If you shoot in a certain direction, they check for enemies in that direction and take suitable cover if they're being fired upon, they stay under cover. Even their responses change depending on the situation: if all's quiet, a move order will be met with a calm, "Moving into position"; and when everything around you is exploding in a hail of bullets and rubble, a command to retaliate is met with a fear-tinted yell of: "Uhh Yes sir.

It's details like that - details like the sound of the bullet whizzing past your head and tearing a chunk out of the wall, details like the gravel staining your visor as you desperately slide into cover, details like the lovely 'chrsshhh' noise that makes - it's details like that which comprise Advanced Warfighter's appeal.

The animations are worth mentioning too; even simple actions like running and diving into a prone position are impressive to watch. The enemy's Al is of similar calibre too - they're just as adept at finding cover and keeping you suppressed, just as adept at spotting you, and on the higher difficulty settings, just as adept at putting a bullet in your face in that fraction of a second before you do the same.

It offers three malleable classes, equipment unlocking as each is leveled up yes, they gain experience and levels separately; I'm sorry , which includes not only new guns to use, but new parts for the guns one already has.

The level of granularity this system achieves is impressive, and it can be particularly fun since it's just so visually appealing, guns exploding out into their individual components before the camera captures the one you want to edit.

This mode supports the Kinect, but its implementation is fairly forgettable, whether you're swiping or issuing voice commands, and attempting to control the gun with it on the firing range is an exercise in frustration that doesn't even hint at offering any kind of tactile pleasure.

Back to the multiplayer, though, the three classes are extremely distinctive. There is, of course, the basic grunt who carries frag grenades and a big gun, but the Scout and Engineer are something else entirely. The Scout may have flashbangs and a sniper rifle, but he also possesses the camo from the campaign, if in a slightly diminished form.

This allows him to snipe from cover, not with impunity, but with a greater degree of freedom than his counterparts. He is at his best when stalking the battlefield, providing cover to his compatriots from the sides and above. The Engineer, on the other hand, is the entire team's eyes. He is equipped with sensor grenades, which he can throw to reveal foes in a sizable radius, allowing the team to quickly wipe them out.

Playing as each is a distinctive experience, which is a fairly good descriptor for the game's overall multiplayer, as well. Rather than deathmatch or basic capture the flag, games are objective-based and demand teamwork, which is aided by a system that assigns you to a squad with a couple of other players. As long as one of these players isn't in combat, detected by a sensor grenade, or too close to the objective, you can spawn on them after death.



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