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)

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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)

A solid FPS...but why no in mission saves!?

The Good
There are many things to like about Project: IGI. For starters, the graphics at the time were quite nice. The models for the enemies are relatively low poly but the outdoor areas and architecture are very well done. With a good 3D accelerator the graphics held up nicely to the competition. It is quite a sight to look down on a base and be able to plan your way through it, although most of tthe time the missions were linear.

The gun models were my favorite part of the game. The guns feel heavy and sound powerful. Not quite reality, but close enough that it really gives the guns weight and makes combat all the more intense. Speaking of combat, IGI handles it very well. The enemies take only a few shots to take down, so you won't be pumping whole clips into bad guys like some other FPS games. The player can take a bit more damage. Different weapons suit different styles of play. There are smaller guns like Uzis and pistols that work perfectly while indoors, while the sniper rifle and AK-47 work well when dealing with distance and outdoors.

The large number of different weapons is also a plus. You can take any enemy's gun and use it, something you almost have to do because of the ammunition problem in the game.

I found the AI to be pretty smart for a game like this. They would pursue you around corners and through doors and throw grenades when appropriate.



The Bad
LACK OF IN MISSION SAVES! That says it all, its what all the other reviewers complain about as well. The game just isn't suited for this type of save system. Its a very difficult game and it doesn't take many shots to kill you in the game. Many missions involve you slowly making your way through a base, just hoping there is no one around the next corner. Many times, you'll come across a bunch of guards and before you know it, you're dead. Then it's back to the beginning! A game as difficult and slow paced as this should allow to save anywhere you like, or at least give you a large number of predetermined save points.

Another bothersome aspect of the game is the lack of ammunition. I repeatedly found myself running low on good ammunition, which forces you to any other weapon you can find. Not sure if this was intentional or not, but it doesn't really fit well with the rest of the game.

Another problem is the lack of mission variety. Too many times the player is tasked with infiltrating an enemy base. It can get repetitive, especially because there are so many military buildings you can see before they all start to look the same.

The Bottom Line
Project: IGI is a combination of many different styles of first person shooter games. It combines huge, outdoor levels with normal run and gun action, and then adds a lot of steal into the fray. There isn't too much a story, it is reminiscent of a Tom Clancy story, with terrorists and other bad guys threatening the world.

The game plays like many FPS games, with a large amount of weapons ranging from uzis to rocket launchers. Most of the weapons are based on their real world counterparts, as the game takes place in modern day. Your missions involve differing objectives, but many times consist of infiltrating an enemy base. This allows the game to use both outdoor and indoor gameplay modes, as you have to first approach the base, then move throughout it before finishing the mission.

It's a fun game. The engine is based off the Joint Strike Fighter flight engine, so outdoors especially look fantastic. Going in and out of buildings is seamless, something other FPS games still struggled with at the time of this game's release.

The big show stopper for Project:IGI is the lack of any sort of in mission save system. Why oh why do developers decide to leave this simple feature out? Is it to add artificial length to a game? To make it more difficult? Whatever the reason, once you start a mission in Project: IGI you have to finish it. This can make for some very frustrating gameplay experiences, which is a shame because behind this annoying feature is a pretty intense game.

Bottom line: Project: IGI is an above average first person shooter game.

Windows · by MojoHelperMonkey (39) · 2005

Excellent game, however, has a few bugs.

The Good
The game is great. It contains a realistic recoil and weapons. Characters (including you) can be killed very easily with head or body shots (just like in real life). Contains a lot of realistic weapons. This includes a sniper rifle and the AK47. Weapons can be picked up from other enemies. The game also contains tanks, security systems, heavy duty weapons, and alarms.

The Bad
The game has some glitches. For example, in some levels, you can go through walls (first level), and you can also fall through the ground on some areas. The key thing that really spoils the game is that it lacks a save game feature. You can really get annoyed when you get killed in one shot at the end of the game.

The Bottom Line
Very good game. Not for people who don't like replaying levels, though.

Windows · by Pavel Yeloyev (5) · 2002

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

[ 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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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.