Project I.G.I.: I'm Going In
Project I.G.I.: I'm Going In (released in Europe simply as Project I.G.I.) is a tactical first-person shooter developed by Innerloop Studios and published by Eidos Interactive on December 15, 2000. It is one of the first computer games to feature realistic weapons and tactical combat situations. Pursue and defeat a murderous ex-Russian in Project IGI: I'm Going In before she turns Europe into a nuclear wasteland. This first-person shooter relies on stealth and stealth rather than massive firepower. Jones must sneak into the toughest military installations in Eastern Europe and use his skills in theft, computer hacking, sabotage and reconnaissance to stop the madwoman. The enemy's artificial intelligence will react to his every move and use military tactics to track his position. To defend against surveillance, bunkers, tanks and attack helicopters, Jones is equipped with NATO spy gear and assault weapons. If the odds against him become too great, he can call in a napalm attack via his map computer. Upon release, the game received mixed reviews due to a number of flaws, such as poorly programmed artificial intelligence, the lack of a mid-game save option and the lack of multiplayer features. Nevertheless, it was praised for its excellent sound design and graphics, thanks in part to the use of a proprietary game engine previously used in Innerloop's Joint Strike Fighter. I.G.I.-2: Covert Strike followed in 2003.
Story
The story is told mainly through in-engine cutscenes at the beginning or end of each mission, and these are visually stylish - their dramatic camera angles and lighting effects sometimes approach movie quality, although the flat dialog between characters can be tiresome. The tone of the missions is more realistic: David Jones may be a capable agent, but he's just one man - not a one-man army. So he has to do a lot of sneaking through the shadows, evading security cameras, hacking computers to disable surveillance systems and scouting the area with binoculars.