Mission: Impossible (1998 video game)
Mission: Impossible | ||
---|---|---|
Composer(s) Rich Goldman | Mike Pummell Lalo Schifrin | |
Platform(s) | Nintendo 64, PlayStation | |
Release | ||
Genre(s) | Action-adventure | |
Mode(s) | Single-player |
Mission: Impossible is an
Originally envisioned as an ambitious PC game by an Ocean team based in San Jose, California, Mission: Impossible was under development for three years and suffered a troublesome development cycle, partially due to an overestimation of what the Nintendo 64 could do. In 1997, after Infogrames bought Ocean, the company opted to put a new team based in Lyon in charge of its completion. Although the game features the same premise as the film, it is not meant to be a direct translation and has its own story.
Mission: Impossible was considered a commercial success and sold more than one million copies as of February 1999. The game received mixed reviews from critics and was frequently compared to Rare's 1997 game GoldenEye 007. Although its varied levels and objectives received some praise, the game was generally criticized for its inconsistent gameplay and slow controls. A port of the game, with lighting effects, voice acting, and other minor improvements, was released for the PlayStation console in 1999.
Gameplay
Mission: Impossible is a
Many levels can be completed in a
Three of the game's 20 levels are played in a special way. In one level, Hunt is attached to a cable and the player must help him go down while avoiding obstacles; in another level, the player assumes the role of a team member who must cover Hunt with a
Plot
Because the CIA suspects someone helped Hunt in Prague, he is taken to interrogation at the CIA headquarters in Langley, where he is accused of being a mole for a killer known as Max. With the help of Parker, Hunt escapes his captors and reaches the rooftop of the building. From there, he gains access to the IMF mainframe and steals the second half of the NOC list before escaping by helicopter. Hunt meets with the secretive Max in London Waterloo station, but she steals the NOC list and leaves her henchmen to execute him before boarding a train. With Parker's support and two former CIA agents, Hunt infiltrates the train and successfully neutralizes Max, taking back the NOC list. As he makes his way to the cargo area, he discovers that Phelps is the real mole. Hunt chases him onto the roof of the train and kills him, destroying his helicopter as he tries to escape. Afterwards, he returns to the CIA headquarters, where he is cleared of all suspicion. Now, as the IMF team leader, Hunt is informed that the terrorist group from the game's first mission has gone active again. With the help of Clutter and Dowey, Hunt stops their plans by destroying their base entirely. He then meets Parker and kisses her on top of a submarine before escaping.
Development
Mission: Impossible was announced in May 1996 as one of the first
In San Jose, the development of Mission: Impossible was marred by an overestimation of what the Nintendo 64 could do, resulting in the game not materializing as intended.
Although the game features the same premise as the film, it is not meant to be a direct translation and has its own story.
Mission: Impossible was
Reception
Aggregator | Score | |
---|---|---|
AllGame [38] | N/A | |
Computer and Video Games | [39] | N/A |
Electronic Gaming Monthly | 5.75/10[42] | N/A |
EP Daily | 6/10[40] | 6/10[41] |
Game Informer | 8/10[43] | 8.25/10[44] |
GameRevolution | B−[45] | N/A |
GameSpot | 6.6/10[1] | 4.4/10[46] |
Hyper | 82/100[47] | 78/100[48] |
IGN | 6.6/10[2] | 6.5/10[49] |
N64 Magazine | 75%[7] | N/A |
Next Generation | [50] | N/A |
Nintendo Power | 7.2/10[51] | N/A |
Mission: Impossible was considered a commercial success according to Infogrames chairman Bruno Bonnell; 1.13 million copies had been sold as of February 1999.[52] In the US market, 550,000 copies had been sold as of October 1998.[53] Mission: Impossible received generally mixed reviews from critics and was unfavorably compared to GoldenEye 007.[40][50][37] Although some levels were praised for their variety and interesting objectives, the game was generally criticized for its inconsistent gameplay and slow controls.[2][1][45][43][39] Next Generation explained that Mission: Impossible is not as polished as GoldenEye 007 because the game suffered from a difficult development cycle.[50] Reviews of the PlayStation version noted minor improvements towards the graphics from the Nintendo 64 version, but was critical of the voice acting and its "poorly written" lines.[46][49][48] Only Game Informer praised its inclusion for giving the game a more cinematic feel.[44] In France, reviews were more positive, highlighting the game's blend of action with subtle gameplay.[54][55][56][57][58]
Graphically, Mission: Impossible was criticized for its low frame rate, substantial distance fog, basic environments, and fuzzy graphical quality, especially when compared to GoldenEye 007.[2][1][39] Critical reaction to the music and sound effects was usually mixed,[39][59] with Peer Schneider of IGN remarking that the game sounds "a bit more muffled" and less believable than GoldenEye 007.[2] However, the inclusion of "Theme from Mission: Impossible" and the game's fully-voiced cutscenes that describe certain missions were highlighted positively.[1][38]
Several critics praised the gameplay for its gadgets variety and
Criticism was targeted at the game's
References
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- ^ Infogrames, ed. (1998). "IMF Technology". Mission: Impossible Instruction Booklet. Ocean. pp. 26–29.
- ^ Infogrames, ed. (1998). "Game Controls". Mission: Impossible Instruction Booklet. Ocean. pp. 10–17.
- Infogrames, ed. (1998). "Game Difficulty". Mission: Impossible Instruction Booklet. Ocean. p. 21.
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Mark Rogers, producer of Mission: Impossible, is glad to have more time to work on the game. 'Mission has a number of unique qualities within it. We could've dropped those aspects to meet the deadline, but we decided to persevere and make it the game we wanted it to be.'
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