Close Combat: First to Fight - xbox

» By jblack000 | the 01-09-2010 at 18:03 | 39 views (21 unique) | 1 comment | Report post!

Close Combat's storyline revolves around unrest in the Lebanese city of Beirut. Insurgents have started a rebellion in the war-torn city, and the involvement of military forces from neighboring Arab nations has complicated matters. In response, the United States sends in a Marine expeditionary unit as part of a United Nations peacekeeping corps. You play the role of a Marine lance corporal in charge of a four-man fireteam, and you'll lead missions in and around the city of Beirut. The game's six missions are subdivided into several levels, which are further subdivided into checkpoints that should collectively take most players around 10 hours or so to complete. The objectives of each mission range from standard search-and-destroy patrols, to hostage rescue, to the elimination or capture of so-called "high-value targets." These high-value targets are usually high-ranking enemy officers or generals. As the leader of a fireteam, you can command your men to do specific things, such as move to an area, cover specific flanks or doors, or lay down suppressing fire on a target. The action tends to move a lot faster in Close Combat than in similar games like Brothers in Arms, though. What's more, enemies don't gain specific bonuses while hiding behind cover. So while it is theoretically possible to do the fix-and-flank maneuver that you may have learned in other games, it is generally unnecessary and risky. You can simply peek out from behind cover (albeit awkwardly, since you have to hold down the left thumbstick and push left or right to peek), zoom in with your M16, and pick off enemies with pinpoint accuracy. There are other special commands you can give your teammates when you find yourself inside of buildings. Like in SWAT 4, you can order your troops to stack up at a door and then either charge in or toss a grenade in first before charging in to clear the room. These room takedown maneuvers are extremely effective, but for some reason, the option to execute them isn't available to you on many interior doors. As fireteam leader, you also have the ability to radio for help from Marine sniper teams, mortar crews, and Cobra gunships. If you run into a machine gun nest or armored vehicle, for example, you don't have to try to use a frontal assault or grenades to take it out. Simply radio in for help, and you'll have fire support on the hard target in no time. The fact that the missions transition back and forth between indoor and outdoor areas is one of the best aspects of Close Combat. You can find yourself fighting in claustrophobic room-to-room combat within the bowels of an apartment complex and then suddenly find yourself out on the streets of Beirut trying to take stock of threats from multiple angles and varying elevations. Given that you or any of your teammates can die from just a couple of shots, this can present quite a challenge. Thankfully, your four-man team is generally intelligent about keeping a 360-degree watch around them. From time to time, enemies will actually flank you or sneak up behind you, but your teammates are usually alert enough to neutralize threats coming from the rear or the flanks. Your teammates are generally very accurate shots as well, and in most situations you can count on them to more than pull their weight when it comes to identifying and neutralizing enemy targets. Direct them behind obvious cover such as a burned-out car, steel drums, or a corner, and they'll even stack up behind that cover intelligently. At certain times they're so good that it can feel as though you're just along for the ride as you're driving your fireteam around to kill stuff. While the game has enjoyable co-op play and some moments of great intensity, it feels rough around the edges, lacking the necessary refinement in both gameplay and presentation to make it easily recommendable.

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maddona
maddona
the 01-09-2010 at 18:05
sounds like a good one.

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