Hammer & Sickle

Hammer & Sickle

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Hammer & Sickle

from CDV, Nival Interactive


Hammer & Sickle is a tactical RPG set in the spring of 1949. The player will assume the role of a top Soviet spy on clandestine duty in the British-American controlled sector of Germany during the early years of the budding Cold War. In a world where no one is quite who they appear to be, the player is trapped in a hellish ploy that could trigger a third world war, this time between the United States and Soviet Union and their respective nuclear arsenals. Gamers will have to navigate a web of intrigue and make decisions that could determine the fate of the world.

  • Extensive Freedom of Action The story unfolds based on a compelling story and the player character's in-game actions. Decisions in the present will have long-term ramifications, both positive and negative. Players can choose to act directly to achieve mission goals or "do their homework" by completing various secondary missions and background gathering tasks in order to more easily achieve their primary objectives.
  • Time of Day Matters Certain times of day may make some missions easier or impossible to complete. An infiltration of a home to search for secret documents may only be possible when the occupant is away for the day. The purchase of weapons or the preparation of forged documents may only be possible during such establishments' business hours. Daylight also impacts combat and stealth, providing the opportunity to sneak up on an enemy or to be caught in an ambush.
  • A Living, Breathing Game Universe Player actions and events have a persistent, global impact. A thoughtless act of violence in a small village, for example, may bring law enforcement or enemy reinforcements to the village as well as across that region. Regions can be explored and re-visited as the player prefers with new events triggered as the story unfolds.
  • Persistent Tracking of Appropriate In-game Behavior The player's alter ego is a secret agent in "enemy" territory. Each incremental player action that is inconsistent with that premise will gradually draw the unwanted attention or ire of non-player factions. This reduces the player's ability to forge needed alliances, to maintain stealth and secrecy, and eventually to avoid the escalation toward another world war.
  • Sophisticated Dialog and Personality System The player may respond to characters encountered in a myriad of ways; all interactions and responses have an impact on the game world and on the characters encountered. This includes their initial and subsequent attitude, hostility, and willingness (or refusal) to help. Through player actions and team-member temperament, characters, even within the player's team, may clash with each other causing them to defect, or they may become particularly adept at attracting new allies of compatible personality.
  • The Right Object for the Right Task In addition to observed actions, non-player characters respond to character dress, possession of documentation and concealment of weapons. Disguises and appropriate documents may ease the player's progress; open brandishing of weapons or missing identification will lessen chances for success or result in arrest by the authorities. Objects in the game may be destroyed or employed, hindering or aiding subsequent mission completion by eliminating existing or creating additional problem solving options.
  • Extensive World War II Era Weaponry Hammer & Sickle includes some 90 different authentic weapons that look and function as their real-world counterparts from the post-war era, including prototype and secret arms. Weapons may jam and require successful remedial action to fire again, while ammunition and reloading are tracked and required. Shots may be fired quickly with little or no accuracy or a time-consuming carefully aimed shot may result in the successful incapacitation of a key enemy across the game map.

Hammer & Sickle


Related News:
 - CDV's Tactical RPG Hammer & Sickle Goes Gold  
 - Hammer & Sickle New PC Screenshots  


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