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Emergency 2 - The Ultimate Fight For Life - Review
System: PC
Shop: Buy It Cheap · Get The Guide

Index · Review · Your Reviews · Your Rating · Screenshots

Once you have your vehicles at the scene, you must begin a slow and tedious process of issuing a very linear set of orders.  Select doctor, click on injured engineer.  Select fireman and apply jaws of life to car.  Select paramedics to carry stabilized engineer into ambulance.  And so on.  There's no strategy here in this real-time strategy game.  There are not multiple solutions to choose from, no need to control crowds of onlookers (the citizens in the game are completely blasé to anything disasterous that happens in their burg), no dynamically changing situations to deal with.  Instead, the game's designers tried to build challenge into the game through obscure objectives and puzzle solutions.

Screenshots
The command center. Most of the buttons don't do anything.

Let's return to our accident scene.  Everyone is patched up and shipped off, but the mission hasn't ended.  After spending a little time trying to determine if you need to manually end a mission, another train shows up and smashes into the first.  The game then informs you that you need to stop traffic on the tracks.  Oh really?  Thanks for mentioning that in the first place.  After starting the mission again from the beginning, you dispatch a police car with the other vehicles to help stop train traffic.  When the squad car arrives, you realize that you have no idea how to stop train traffic.  Park the car on the tracks?  Smash!  Wrong, start again.  What you should have done was selected a policeman and then clicked on a little block next to the tracks.  Turns out that it is a switch box that will keep other trains away.  Great, but the mission is still not over.  Why?  Who knows?  You'll need to break down and check the mission hints to find out that you need to tow the wrecked car off of the tracks.  A check of the in-game encyclopedia will inform you that tow trucks are part of the fire department, but when you go to the fire station there won't be a tow truck in sight.  After endless searching, you may be lucky enough to find that the tow truck is a yellow flatbed vehicle parked near its own building on another part of the map.

Things only get worse in later missions.  The first mission provides you with enough hints that you can make your way through the obscure objectives, but later missions will often provide a single hint - a hint along the lines of "prevent the hostages from being killed."  No kidding!  This makes the game maddeningly frustrating to play as the solutions to some levels don't make all that much sense.  For example, the second level involves a guy who snaps and holds his child hostage while demanding that he be allowed a phone call with his ex-wife.  You can probably guess that it's a good idea to send a police negotiator out to talk to the guy, but if you order him to talk the guy more than once or twice, the mission ends with the guy setting a grenade off.  Should you try to place an officer in another building to keep the guy in his sites?  No, that would make too much sense.  It seems that you need to get the guy's wife on the phone like he demands, but the problem is there is no phone nearby.  I don't want to tell you how much time was wasted looking for a phone.  Ready for the solution that took a painfully long time to discover?  You need a helicopter to fly a police officer to an island so that he can ask a girl in a bikini where the wife is.  It seems that she is on a yacht, so you have to fly to the boat, ask it to dock, talk to the wife, put her on the helicopter, fly her to the street outside her ex-husband's apartment, order her to be taken towards the building, and then, boom, the mission abruptly ends.  Why did the game even bother to mention a phone?  Why did the police bring the ex-wife into a dangerous situation when the guy himself simply asked for a phone call?  How come the crisis was never resolved and no arrest was made?

Therein lies the fundamental problem with the game.  It is not a strategy game, but a poorly designed puzzle game.  The puzzles are poorly explained and the solutions obscure and not really logical.  The only challenge in the game is avoiding frustration-induced madness.  This is just not my idea of fun.

In The End, This Game Hath Been Rated: 40%.  You'll need emergency services yourself after spending time with this game. 

System Requirements:  Pentium III 600; 128 MB RAM;  16 MB Video RAM; 8x CD-ROM;  300 MB Hard Drive Space;  Mouse.

 



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