Mission Impossible: the Game
- Release Date: 2011
- Publisher: 6waves Lolapps
- Developer: 6waves Lolapps
- Genre: Social
Mission Impossible: the Game makes a really favorable impression to me with its intriguing quest line made up of agents’ daily duty, but finally lets me down with its click-maniac mechanics that fails to breathe life into the well-knit story.
Needless to tell any back story, the game make its Agent theme self-explanatory directly from the character creation. Create an agent; yes, that’s our role in it. With not much to personalize our avatar, we can simply pin in a name, select gender, skin color, hairstyle and outfits (including tops and bottoms), and then kick off to play.
A rainy day. The telephone in the booth rings to assign the first mission. Just like in a film, right? Just as mentioned, the game does have a great agent story to take us forward in it. Holding tight to the very theme, quests pop up one after another in great variety, coherent and interesting. In it, we may accept quests to eliminate wanted criminals still at large, or to find and rescue a Somebody suspiciously kidnapped.
Around each mission, many a task will roll out one by one, forwarding the storyline. To save the son of President, we will check his listing on the directory and mailbox, kill armed lookout lurking outside and in the house, search vans parking in the front door, take out the intruder, travel to military base to crack open safes, interrogate relevant officials and report to the president, and so on and so forth. Thrilling? Disappointingly, the game only has a good story but fails to provide an equally good gameplay making us experience what is described between the lines.
Although warning remarks such as don’t-get-caught or do-it-secretly occur from time to time in the mission log, they are meaningless in the game in fact. All that we do is to click, clicking to fight, to search and to do everything. Ironically, there is only one danger, namely, lack of Energy, for every act reduces the limited Energy bar by five points. The maximum of the energy bar enlarges in slow pace as we level up (Lv.8 gives me 72 points in total). It drains so quickly that sometimes we couldn’t finish all clicks in one scenario, for normally three or four clicks are needed to finish one single small task. So we would soon come to a forced halt. Then we stop for slow auto-refill or buy for real money to resume the play.
To finish missions, we are rewarded with coins, energy and collections like bullets and guns. But it seems that the weapons collected cannot be equipped to our character. When we accept the combat quest, such as killing lookouts and intruders, we will be asked to buy in the mid-game various weapons, a knife this moment and a crowbar next time, for coins earned by playing. And these bought items can only be used once, and we have to repeat the purchase.
Besides questing, we can also earn coins in the Safehouse, a place where we can buy different kinds of facilities to generate coins at a given time. Listed items are diversified; but some are level-locked, some are Contact-required and some are constrained by the Intel points. Also, it can be further decorated by changing Floor and Wall patterns. Personally, I don’t see any interesting play of this part, since coins in fact set no barriers for questing. And among all 25 facilities for Safehouse, Coffee Corner is the only one that generates energy, 15 points in 8 hours. So the only useful facility in Safehouse simply doesn’t help much.
As in Mafia Wars series, Mission Impossible also relies heavily on the social elements, typical in Facebook games. To be more specific, we can’t fully enjoy the game if we don’t have lots of friends who also play it. The importance of adding crews comes home to me even from the first mission. In the quest to put down Kyle Lynch (an in-game NPC outlaw) and his followers, we are asked to put together an elite team which needs another two members as Tech and Security Experts. So, we can but spam Facebook friends to be our Contacts, otherwise, we can only buy NPC supporters for real money or simply fail the ‘impossible’ mission. And the lack of crew will cause us constant headache, since lots of episodes are team missions that require extra hands to join. Why not provide at least one or two free NPC contacts for console-styled players, say, like me?
The good agent-themed storyline seems like the only appeal of Mission Impossible, with its rhythmical back music passable. Although there are also other elements like the Safehouse and Rogue-attack (no attack at all, but a simple click), the game on the whole lets us do one thing, that is, to click. How can that be fun?
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