Project IGI: I'm Going In

aka: Project I.G.I, Project I.G.I: I'm Going In - L'intelligence reste votre meilleure arme, Project I.G.I: I'm Going In - Tested by the Military. Used by You.
Moby ID: 3193
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Description official descriptions

Project: I'm Going In is a tactical shooter based on the Joint Strike Fighter 3d-engine. In the game, you are a special agent who has to complete missions all on his own, infiltrating bases with a fair number of enemies. Your overall goal is to locate a stolen nuclear device so that it can be recovered.

An assortment of weapons is in the game, including a sniper rifle, an AK-47, grenades and a rocket launcher to name a few.

In completing the missions you mostly have one goal: you should not be seen by the cameras or detected by a large group of the enemies at once so that you can complete the level. As soon as an intruder is detected, the enemies are alerted to your presence and the level gets quite difficult to finish. Since you can't save during the mission, you will have to start from the beginning if you don't complete it(i.e., getting killed).

Every mission starts with a little movie using the 3d engine introducing what the goals of the next mission is.

Most missions contain the same buildings and objects, so there's a strong deja-vu through the whole game.

Spellings

  • 秘密潜入 - Chinese spelling (simplified)

Groups +

Screenshots

Promos

Credits (Windows version)

101 People (90 developers, 11 thanks) · View all

Game Concept
Programming
Additional Programming
Music
Level Design
Art
Producer
Executive Producer
Assistant Producer
External Development Manager
M/C Co-ordinator
Mastering Engineer
[ full credits ]

Reviews

Critics

Average score: 76% (based on 42 ratings)

Players

Average score: 3.5 out of 5 (based on 45 ratings with 7 reviews)

I'm coming out.

The Good
Project IGI has admirable elements, but sadly falls apart as a whole. In its favour, it's the closest PC equivalent to the N64 classic 'Goldeneye', and has a very Bondian atmosphere, helped by the excellent music. It's also similar to the ancient classic 'Impossible Mission', in that you spend a lot of time interrogating computer terminals whilst under constant pain of death. You run around a set of expansive, outdoorsy locations rendered with a modified flight simulation engine, whilst the simulation of gunfire and the damage model strike a superb balance between realism and entertainment. You aren't quite killed with one shot, and your weapons are realistically inaccurate and cumbersome. Any game which has even the most tenuous link with Iggy Pop, even if this is unintentional, deserves some kind of praise.

The Bad
As expressed elsewhere, there are several big problems. Firstly, the game is thoroughly scripted. Walk over an invisible line, and a truck full of soldiers appears from nowhere; fail to move to a certain spot, and the level will never end. The missions are linear, with no hidden secrets at all, and absolutely no replay value, because they're essentially tests of memory rather than skill. The impression I get is that the designers were rushed for time, and included only the barest minimum; furthermore, that they are tyrannical control freaks, annoyed at the possibility that the player might mess up their creation.

As mentioned elsewhere, your ammunition and weapons cache is not carried over from level to level, even in cases where one flows directly from another; one suspects this decision was taken in order to avoid the possibility that the player could 'break' the scripting. If there seems to be more than one way to infiltrate an enemy base, you are wrong; you go in through the front door every time.

Each level is large, but bland; bases are constructed with a small collection of identical rooms and buildings, something which only varies with the final level, which takes place in a large underground silo. This level, and several others, are annoying structured so that, after fifteen minutes of wild firing, you meet a particularly tough enemy and die, necessitating that the level is replayed from the beginning. Out in the open there are no trees, no cover, simply bare textured ground.

One of the significant gameplay elements is the alarm system, whereby if an alarm is triggered, endless ranks of enemy soldiers emerge from clearly empty rooms. This jars with the otherwise realistic tone, and further constrains your wanderings.

The between-level voice acting is terrible, with our hero sounding uncannily like a primary school teacher. There is no multiplayer support, and no reason to return to the game after finishing it. The plot, in which an ex-Russian general hijacks a nuclear bomb, is such an overused modern cliché that it makes me want to cut myself again.

The Bottom Line
Oh, it's entertaining enough for a short while, and the snowbound levels are very attractive. There's still an opening for a level-headed Bond-style shoot-em-up on the PC, though.

Windows · by Ashley Pomeroy (225) · 2004

Sadly spoilt by one major flaw

The Good
Graphics and atmosphere are excellent. The huge areas of landscape you can explore. Sounds are realistic as is the physics model.

You have to be very precise with your actions. Very much a stealth game rather than a shoot em up. This helps build a tense atmosphere.

The Bad
The key flaw in this game is the lack of any save game feature within each mission. As the game is pretty difficult, it rapidly becomes a very tedious, repetitive effort to complete the missions.

The missions are often long and after 30 minutes of carefully avoiding being killed by a single shot, to be killed and start over again eventually drives you nuts.

A patch for a in-game save has never been released although pleaded for by the various Project IGI fan-sites.

No multiplayer option.

The Bottom Line
Cannot recommend this game until there is an in-game save patch released.

Windows · by Felix (129) · 2001

Let me correct the other reviewers: Sadly spoilt by 2 STADIUM SIZED flaws

The Good
Stealthy action? Check. You could 'goose' the enemies by firing a burst, and people would come running. Visuals were extremely good for its time, and you played it even closer than Solid Snake - usually 3 good hits on your character would kill you. You never knew where the enemy was going to come from, so you usually ran into the small buildings hoping and praying there weren't too many openings or windows for soldiers to peer into and take potshots.

The Bad
Two HUGE flaws: Your ammo that you carefully scavenged off the dead, and their assorted weapons, NEVER carried over....HELLO! You're in hostile territory, you need every clip you can get! You could not 'goose' the enemy and flush them out if you didn't have the ammo - and since there was always some recoil to throw off your aim, ammo was always needed. You could NEVER save in mission - whose mad idea was that? It's an acceptable idea in Metal Gear for MSX, NES and Gameboy(in the sense of you got sent back to stage start when you died and decided to continue), but then again in that game you never died with three hits(except on HIGHEST difficulty), and rations were often found, and enemies can't call in huge numbers of reinforcements. Bad news - here they can - and they shoot MUCH more accurately than StormTroopers.

The Bottom Line
Another example of cool idea, bad execution.

Windows · by P Ray (7) · 2003

[ View all 7 player reviews ]

Trivia

Alternate Titles, all being used on different ways in magazines and on websites:

Project: IGI Project: I.G.I. I'm Going In

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  • MobyGames ID: 3193
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Contributors to this Entry

Game added by Erwin Bergervoet.

Additional contributors: Unicorn Lynx, tarmo888, jean-louis.

Game added January 31, 2001. Last modified March 14, 2024.