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24: The Game

 
Games: 24: The Game

Game Description

Time is running out, in this PS2-exclusive action-adventure by Sony Europe's Cambridge Studios. Based on the popular Fox television series, the game puts players in the ephemeral role of Jack Bauer, an on-and-off special agent with the U.S. government's "Counter-Terrorist Unit" ("CTU"). As in the television show, Jack has a mere 24 hours to prevent a global disaster. The game takes place between the events of the second and third seasons of the show, and has Jack investigating the failed assassination attempt of President David Palmer. Keifer Sutherland (Jack Bauer) and Dennis Haysbert (David Palmer), lend their likenesses and voice-acting to the game, along with Elisha Cuthbert (Kim Bauer) and Carlos Bernard (Tony Almeda).
~ T.J. Deci, All Game Guide

Production Credits

Voice of Jack Bauer: Kiefer Sutherland; Voice of President David Palmer: Dennis Haysbert; Voice of Michelle Dessler: Reiko Aylesworth; Voice of Kim Bauer: Elisha Cuthbert; Voice of Tony Almeida: Carlos Bernard; Voice of Chase Edmunds: James Badge Dale; Voice of Governor Radford: Andreas Katsulas; Voice of Chloe O'Brian: Mary-Lynn Rajskub; Voice of Ryan Chappelle: Paul Schulze; Voice of Agent Tom Baker: Daniel Dae Kim; Voice of Vice President Jim Prescott: Alan Dale; Voice of Kate Warner: Sarah Wynter; Voice of Nina Myers: Sarah Clarke; Voice of Agent Aaron Pierce: Glenn Morshower; Voice of Adam Kaufman: Zachary Quinto; Voice of Madsen: Christian Kane; Voice of Sid: Tom Sizemore; Story By: Duppy Demetrius; Written By: Duppy Demetrius, Chris Sorrell; Music By: Sean Callery; Company 1: Real Time Productions; 24 Creator: Joel Surnow, Robert Cochran; Writer: Duppy Demetrius; Producer and Post Production: Paul Gadd; Director of Photography: Rodney Charters; Composer: Sean Callery; Marketing & Publicity: Day Vinson; Company 2: 24: The Game Development Team; Executive Producer: James Shepherd; Producer: Jean-Baptiste Bolcato; Creative Director: Chris Sorrell; Lead Programmer: Matthew Porter; Player / Camera: Paul Donovan, Chris Sorrell, Ben Hesketh, Tony Pyle; A.I.: Nick Ind, Darren White, Michael Blaha, Daniel Hotop; Driving: Stephen Bashow, Steven Wright, Daniel Hotop, Guy Moss; Rendering Engine and Special Effects: Paul Firth; Interrogation: Steven Wright; Gadgets Implementation: Juri Oudshoorn; Level Content: Ben Hesketh, Paul Crowder, Darren White, Daniel Hotop, Michael Blaha; Engine Extensions: Paul Firth, Chris Sorrell, James Busby, Jim Chaney; Physics/Collision: James Busby, Guillaume Raffy, Steven Wright; Localization, Frontend & HUD: Juri Oudshoorn, Chris Sorrell; Optimization: Gary Antcliffe, Steven Tattersall, Julian Rex; Audio Programming: Chip Bell, Gary Richards, Richard Talbot-Watkins, Daniel Hotop; Lead Tools Programmer: Bryony King; Tools Programming: Andrew Scheller, Christopher Burgess, Matthew Dickson, Michael Blaha, Jim Chaney, Guillaume Raffy, Kevin Rose; Script Database: Andrw Scheller, Christopher Burgess; Build Systems Support: Jim Chaney, Michael Blaha; Lead Artist: Rob Hill; Characters: Rob Hill, Candice Teo; Additional Characters: Martin Binfield, Alex Kanaris-Sotiriou, Xavier Malard; Environment Art Director: Jason Wilson; Environment Team Lead: Pete Ridgway; Evironments: Michael Frost, Pete Ridgway, Tony Heap, Steven Moore, Pete Giles, Dave Fletcher, Richard Priest, Thomas Jones, Tamás Bakó, Stuart Bugg, Richard Thomas, Ben Levitt, Chris Riddell, Shafeq Rahman, Scott McInnes, Dean Stolpmann; City Environment: Stuart Bugg, Pete Ridgway, Richard Priest; In-Game Animation: Alan Brand, Lisa Harmon, Matt Bagshaw, Mark Brown; Cutscenes Supervisor / Storyboards: Andy Tudor; Cutscenes Creation: Lisa Harmon, Alan Brand, Alex Kanaris-Sotiriou, Martin Binfield, Matt Bagshaw, Andy Tudor, James Stevenson, Mark Brown, Matt Stoneham, Xavier Malard, Shafeq Rahman, Richard O'Donovan, Chris Riddell, Angelo Bod, Ben Levitt, Tony Jackson, Bruce Millar, Art Lenavat, Dalia Al-Husseini, Rachel Larkum, Mike Swindall, Ross Stanton, Andy Davies, Dean Stolpmann; Cutscenes Rendering Support: Michael Blaha, Andy Knowles, Gary Richards; Vehicles: Matt Tracey, Pete Ridgway, Tamás Bakó; Front-End Graphic Design: Oliver Wright; Gadget Graphic Design: Steven Moore; Additional Art: Stuart Adcock, Ben Durrant, Wai Yuen, Andy Davies, David Kirkland, Alex Townsend, Matthew James; Marketing Materials: Jason Riley, Simon Bastow, Mitch Philips; Consultancy: Rodney Charers; Art Direction Consultancy: Duppy Demetrius, Joseph Hedges, Paul Gadd, Mark Marcum, Simon Knights, Sam Coates; Lead Designer: Katie Sorrell; Designer: Alex Sulman, Katie Sorrell, Chris Sorrell; Design Implementation: Chris Roope, Kieran Teasdale, Craig Abraham, Martin Deacon, Tim Saunders, Alex Sulman, James Stimpson, Katie Sorrell, Sarah Hefford; Additional Design: Phil Mansell, Tim Saunders, Sarah Hefford, Andy Knowles, James Shepherd; Additional Design Implementation: Rob King, Andy Knowles, Matthew Dickson; A/V Manager: Gary Richards; Creative Services Manager: Dave Ranyard; Game Sound Effects Editing: Lee Banyard, Nicholas Kidd, Richard Adams, Stephen P'Callaghan, Kenny Young; Game Sound Recordist: Nicholas Kidd; Cinematic Sound Effects Editing: Garry Taylor, Lee Banyard, Nicholas Kidd; Dubbing & Surround Mix Engineering: Nicholas Kidd, Garry Taylor, Lee Banyard; Foley Supervisor: Garry Taylor; Game & Cinematic Music Editing: Lee Banyard, Al Lindsay; Game Dialogue Editing & Effects: Lee Banyard, Michael De Belle; Cinematic Dialogue Editing & Effects: Nicholas Kidd; Additional UK Dialogue Recording: Garry Taylor, Dan Bardino; Video Editor: Simon Bastow; Additional Movies and Cutscenes Editing: Martin Strettyon, Richard O'Donovan, Martin Binfield, Alex Kanaris-Sotiriou, Andy Knowles; Video Assistant: Todd Ledwith, Lorna Gallacher; Making of Videos: Video Department SCEE Liverpool; Music By: Sean Callery; Music Performed By: The Nimrod Studio Orchestra; Music Recorded At: Abbey Road Studios; Conductor: Jonathan Williams; Leader: Andrew Haveron; Producer: Richard Aitken; Executive Producer: Marc Canham; Recording Engineer: Andrew Dudman; Orchestrator: Jonathan Williams; Assistant Engineer: Edwin Scroggie; Runner: Joe Hiett-Smith; Orchestral Contractor: Stacey Watton; Story By: Duppy Demetrius, Chris Sorrell, Katie Sorrell, Mark Green, Andy Tudor; Studio Communications Manager: Mark Green; Additional Production: Piers Jackson; Associate Producer: Ben Hesketh; Production Assistant: Andy Knowles; IT Manager: Dean Miller; IT Assistant: Simon Miller; Office Manager: Sharon Richards; Receptionist: Lucy Graves, Catriona Gallacher; European Product Manager: Thatch Quach, Jason Fitzgerald; Head of Product PR: Charlotte Panther; European Software PR Manager: Rebecca Rice; European Release Manager: Louise Welch; Copyright: Sam Holding; Graphic Designer: Anthony Grace; Cambridge Studio Manager: James Shepherd; VP Development Director: Jamie MacDonald; Cambridge Development Director: Rob Parkin; Creative Director: Eric Matthews; President of Development SCE Worldwide Studios: Phil Harrison; President SCEE: David Reeves; VP Marketing & Sales SCEE: Simon Rutter; Voice Direction: Paul Gadd; Additional Voice Direction: Andy Tudor, Mark Green; Casting, Celebrity Acquisition and Voice Production: Blindlight USA; Casting Director: Dawn Hershey; VO Producer: Alexandra Dorris; Production Coordinator: Dave Lieber; Voice Director: Jack Fletcher, Dawn Hershey, Jaime Simone; Recording Engineer & Editor: J. David Atherton, Tal Miller; Executive Assistant: Jan Sarah Sin; Voice of Jack Bauer: Kiefer Sutherland; Voice of David Palmer: Dennis Haysbert; Voice of Michelle Dessler: Reiko Aylesworth; Voice of Kim Bauer: Lisha Cuthbert; Voice of Tony Almeida: Carlos Bernard; Voice of Chase Edmunds: James Badge Dale; Voice of Chloe O'Brian: Mary-Lynn Rajskub; Voice of Adam Kaufman: Zachary Quinto; Voice of Agent Aaron Pierce: Glenn Morshower; Voice of Max: Thomas Kretschmann; Voice of Ryan Chappelle: Paul Schulze; Voice of VP Jim Prescott: Alan Dale; Voice of Agent Tom Baker: Daniel Dae Kim; Voice of Nina Myers: Sarah Clarke; Voice of Kate Warner: Sarah Wynter; Voice of Madsen: Christian Kane; Voice of Governor Radford: Andreas Katsulas; Voice of Sid: Tom Sizemore; Cast - USA: Alex Polinsky, Daniel Riordan, Danny Cooksey, Donna Bullock, James Arnold Taylor, Jim Ward, Jonathan Nichols, Lei Yin, Mitchell Whitfield, Mona Marshall, Nika Futterman, Nolan North, Page Kennedy; Cast - UK: Laurel Lefkoe, Kerry Shale, Larissa Murray, Regina Reagan, Stefan Ashton Frank, Khaled Almalcki, Eric Meyers, Quarie Marshall; Recording Engineer & Editor: Paul Carr, Jamie Roden; Foley Artist: Sue Harding, Melissa Lake; Additional UK Dialogue Recording: Side UK Ltd.; Recording Engineer: Ant Hales; Original Series Supervising Sound Editor: Jeffrey R. Whitcher; Mocap Direction: Andy Tudor; Mocap Assistant: Rob Hill, Lisa Harmon, Mark Brown, James Stevenson; Centroid: Ben Murray, Phil Stilgoe, Leon Stilgoe, Danny Murdock, Simon Kay; Actor: Tony Morley, Niki Felstead, Suzanne Cave, Jamie Treacher, Adrian Sellars, Joseph Gatt, Rebecca Kenyan; Military Consultant: One Commando, Patrick Scales; Facial Imagemetrics: Nick Perrett, David Barton, Mike Jones; Facial Magpie: Andy Knowles, Xavier Malard, Mitch Philips, Candice Teo; Planning and Localization Manager: Vanessa Wood; Planning and Localization Coordination: Jennifer Rees, Nedège Josa; Internal QA: Chris Allen, Nick Allen, Daniel Greer, Vinh Tran, Alex Wright, Matthew Hodgson, Dan O'Reagan; Head of QA: Geoff Rens; Internal QA Manager: Dave Parksinson; QA Submission Manager: Dave Bennett; QA Supervisor: Gareth Spencer; Lead Tester: Alan Mawer, Simon King; Tester: Anthony Weekes, Ian Turnbull, Gary Ellison, Tom Belton, Andrew Conlan, Michael Green, Rory Abbott, Brandon Conley, Rowan Lee, Derek Hartin, Fraser McLachlan, Simon Finigan, Shaun Durney, Daniel Pendleton, Jonathan Williams, Scott Hannah, Jonathan Howard, Michael Van De Waal, Jason Platt, Paul Edwards, Benjamin Goodrum, Gareth Tynan, Kevin Dickson, Robert Karp, Jenny Newby, Jeremy Camps, Richard Grannell, Darren Langton, Colin Roskell, Matthew Anson, Andy Durney, Lee O'Connor, Lee Jones, Barclay Christmas, James McGaw, Jonathan Davies, Mark Slade, Jonathan Atherton, Barry Fearns, Chris Hopley, Mark Warburton, Don Shallcross, Alan McArdle, Craig Dunwoody, Jonathan Georgious, Nick Wilkie, Mark Halsall, Raghavan Sriharan, Matt Osborne, Stephen Wignall, Mark Godwin, David Schumacher, Steven Denman, Robert English, Noel Fitzsimmons, Anthony Gill, Kevin McCormack, Chris McMahon, David Nolan, David Washbrook, Peter Ronan, Jonathan Lowe, Mike Aspinall, Dave Morgan, Peter Suen, Marc Shannon, John Carter, John Lewis; TRC Team Supervisor: Paul French; TRC Lead Tester: Chris Atkinson, John Hale; TRC Tester: Dan Giles, Dan McCreadie, Dave Hill, Greg Munt, Kevin McCormack, Lee Champion, Martin Houghton, Michael Kennedy; Localization QA Supervisor: Nadine Martin; Localization QA Lead Tester: Katharina Tropf; Localization Tester: Yolanda Akil, Silvia Ferrero, José M. Flores, Rafael Deogracias, Alberto Pérez, Pauline Brisoux, Cedric Gerard, Alexandre Bastien, Mathieu Youna, Harouna Camara, Paolo Parrucci, Daniele Tacconi, Gianni Bianchini, Daniele De Blasio, Matthias Pokorny, Julia Aigner; Disc Mastering Centre: Craig Duddle, Chris Stanley, Neil Pemberton, Stephen Allen, Phil Adams; Music Licensing Manager: Sergio Pimentel; Music Licensing Assistant: Martin Hewett; Music Supervisor: Grace Ep; 24 Theme Composed By: Sean Callery; Original Score Composed By: Sean Callery; Original Score From the 24 Game Composed By: Sean Callery; Twentieth Century Fox Licensing & Merchandising: Elie Dekel, Luke Letizia, Jamie Samson, Kate Carlyle, Erik Larson, Ted Spellman, Gail Harrison; Sony Computer Entertainment: Dominic Cahalin, Pete Waudby, Rob Needle, Steve Loughran, Jim Knowler, Paul Edridge, Buzz Burrows, Chris Braymen, Greg Douglas, Ben Fawcett, Peter Edwards, Katie Elwood, Nicky Place, Sean Lyaden, Yukiko Goto, Hayley Shield, Jennie Kong, Andrew Judge, Richard Milner, Katy Alldred, Nicola Adams, Mark Zajac, Brigitte Weiss, Sean Callery, Cheryl Tiano, Schwartz, Marc Canham, Richard Aitken, Jonathan Williams, Ted Spellman, Max Bolcato, Samuel Shepherd, Sophie Richards, Nathan Heap, Juliette Raffy, Valerie Demetrius, Ang, Amy Stanford, Nicola Hayward, Lotta Hedberg, Patricia Caldecott, Emma Louise Tattersall, Hollie Marshall, Evie Georgiou, Nicole Naismith, Ashley Warner, Gavin Bell, Rosalind Burr, Jim Butt, Gavin Clarke, Mark Gibbons, Patrick O'Brien, Stephen Woodward, Delivery King, Moghul Tandoori; Company 3: 2K Games; Publishing Director: Ryan Brant; Managing Director: Christoph Hartmann; VP Product Development: Greg Gobbi; VP New Business & Product Planning: Susan Lewis; VP Business Affairs: David Ismailer; VP Sales & Licensing: Steve Glickstein; VP Marketing: Sarah Anderson; Development Manager: Jon Payne; Director of Marketing: Tom Bass; Product Manager: Roozbeh Ashtyani; Director of Public Relations: Marcelyn Ditter; Public Relations Manager: Jay Boor; Media Supervisor: Larry Stephens; Director of Marketing Services: Dorian Rehfield; Art Director: Lesley Zinn; Web Manager: Gabe Abarcar; Web Designer: John Kauderer; Game Analyst: Walt Williams, Jim Yang; Production Manager: Jack Scalici; Production Coordinator: Frank Fleizach; Company 4: 2K West; General Manager: Adam Sussman; Vice President of Operations: Lorena Billig; Director of Business Development: Andy Babb; Director of Marketing: Jean Raymond; Producer: Tim Hall; Quality Assurance Director: Lawrence Durham; Marketing Coordinator: Kristin Ladner; Operations Analyst: Julian Purcell; AV Producer and Editor: David Saperstein; Graphic Designer: Fernando Munoz; Product Development Coordinator: David Barksdale; Network Technician and Product Support: Adam Birstock; Quality Assurance Lead Tester: Chris Lee; Quality Assurance Senior Tester: Mike Nehme, Steve Allstead; Quality Assurance Standards Tester: TJ Clark, Kris Johnson, Daniel Eguia; Quality Assurance Tester: Charles Sheffield, Danny Morris, Mike Greening, Xak Chylde Houze, Matt Newhouse, Toby Deibel, Brett Lane, Brian Kokoszka, Robert Newman, Chris Radoumis, Paul Diaz, Dimitri Becerra, Jesse Kude, Julian Brummitt, John Barsell
~ Keith Adams, All Game Guide
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Wikipedia: 24: The Game
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24: The Game
24 - The Game.jpg
Developer(s) SCE Studio Cambridge
Publisher(s) 2K Games
Sony Computer Entertainment
Designer(s) Alex Sulman
Chris Sorrell
Writer(s) Duppy Demetrius
Chris Sorrell
Artist(s) Rob Hill
Composer(s) Sean Callery recorded by the Nimrod Studio Orchestra at Abbey Road
Aspect ratio 16:9 or 4:3
Native resolution 480p (EDTV)
480i (SDTV)
Platform(s) PlayStation 2
Release date(s) NA February 27, 2006
EU March 17, 2006
AUS April 22, 2006
Genre(s) Third-person Action
Mode(s) Single-player
Rating(s) BBFC: 15
ESRB: M
OFLC: M
PEGI: 16+
USK: 16
Media DVD
Input methods DualShock 2

24: The Game is a third-person shooter video game, based on the FOX television series, 24. The game was developed by Sony Computer Entertainment's Cambridge Studios and was published by 2K Games for PlayStation 2.[1] It was announced on March 30, 2005[2] and first released in North America on February 27, 2006.[3] The player controls many characters from the television series at different points in the game. The missons in the game involving elements of third-person shooter, driving and puzzle games. The musical score was composed by Sean Callery, while the script was written by Duppy Demetrius and the series production team.

24: The Game makes extensive use of actors' voices and likenesses from the TV series, as well as using a script and music score from the same production team. The events contained in the game are set between Season 2 and Season 3 of the show. Set in Los Angeles, the story features three plotlines that overlap around a character from Jack Bauer's past named Peter Madsen. 24: The Game was nominated for a BAFTA award for its screenplay elements,[4].

Contents

Gameplay

Like the series, the game takes place over 24 hours and has the same start and end clocks for each hour, marking the start and end of each part of the game. The hours are broken down into 58 separate missions, of which there are three broad types, each described in further detail below. Some missions are objective based, while others have a time-restricted element.[5] Each mission is graded out of 100 points, based on the quality of performance, number of objectives completed, shooting accuracy and so on. A grade of 90 points or higher rewards the player by unlocking some form of bonus feature, including 3 movies (interviews with cast about the game, TV promos), 98 images (wallpaper-like images of main characters) and 23 characters (3D models that the player can view).[6]

Most of the game's missions take place in third-person shooting format,[5] although a unique aspect at the time was the use of cover.[7] When a character is behind a low object like a crate, or at the edge of a corner or doorframe, they can press a button to use the object or edge as cover. Another button will allow the character to peer around and enter a targeting mode, while releasing the button will quickly return them to cover. There is also a stealth mode which has the character stoop, walk silently (unless running), duck behind any low obstacles they can hide behind and be less detectable by sound. A character can sneak up behind an enemy using stealth mode and perform a silent "stealth takeout" by breaking his neck.[7]

A variety of weapons are available including handguns, automatic weapons and shotguns, with various ammunition types also in existence.[8] Ammunition is limited in the game and weapons must be reloaded, although additional ammunition can be collected.[7] Players can also call out to enemies who will sometimes surrender and can then be captured (put in handcuffs) with their ammunition also collected. There are also civilians in the game who can also be called out to and then rescued by the player. Health bars for enemies, vehicles or friendly subjects that must be protected are also sometimes shown. There are health packs which can be picked up, as well as health stations mounted on walls which can be used. Body armor is also sometimes provided or found in levels. A small heads-up-display features a radar/map with an arrow showing the character's direction, red dots for enemies, green dots for civilians, and yellow stars for objectives. The direction and field of vision of enemies is shown on the radar.[5]

In third-person missions and occasionally some other types, a PDA is available. In the PDA the player can view their list of objectives (which can change over the course of a mission), maps of the area if available, a help screen and a list of weapons held with information on each.[7] Characters also typically have cell phones which they sometimes receive calls on during missions. Some missions involve sniping using first-person shooter gameplay. These missions resemble the use of a sniper rifle during normal missions but the player cannot switch to a third-person view.[5]

There are several missions in which the player controls a motor vehicle.[5] Though the game engine is the same as the third-person mode, these missions are based on being in a vehicle. They usually involve getting to a certain location in a certain time period, often while avoiding pursuers while heading to the end point. Weapons can not be used while in a vehicle. While the PDA is not available in these mission types, a map of the city is. Cell phone calls are also sometimes received in these missions.

Minigames

One of the interrogation mini games in progress, showing a suspect being broken

With the exception of the interrogation minigame, they are all computer puzzles. These are either a single puzzle as part of a third-person mission, or as a stand alone misson where the player must complete one or more puzzle within a time limit.[5] The computer puzzles include maze puzzles, where a player must select a coloured path from a starting box to an ending box and sometimes a second and third box, are used to represent bypassing locks and other computer functions. Letter sequence puzzles, where a player swaps adjacent pairs of a series of random letters until they are in the correct sequence, are used to represent code-breaking such as for encrypted files or a locked door. Colour/symbol matching puzzles, where a cursor randomly moves across a field of coloured squares and the player must press the controller button that corresponds to that coloured square, are used to represent unscrambling files from hard drives and other similar functions. A number of other puzzles are used only once, including puzzles to simulate transferring files over a damaged network, infrared scanning of buildings, radar-like scanning of areas, and creating a network link across the entire planet.[9]

The interrogation minigame involves the players character interrogating a suspect. A graph shows the suspect's "stress level" which oscillates in a sort of pseudo-sine wave. The player must choose to act either aggressively, calmingly or neutrally towards the suspect. These actions will raise, lower or maintain the stress level. A horizontal target range is highlighted on the chart, which the player must aim for the stress level to be within in order to advance the interrogation. A marker next to the graph indicates how advance the interrogation. The player must complete interrogation within a set time limit to succeed .[10]

Plot

24: The Game takes place 6 months after Day 2 and two and a half years before Day 3. In a similar way to the TV series, it can be split up into three sections or chapters. Section one revolves around an attack on Jim Prescott, while section two covers an attack on the Counter Terrorist Unit (CTU). Section three covers a major terrorist attack and attempt to gain access to nuclear weapons.[5] A large number of characters from seasons two and three feature in 24: The Game, with each using the original actor's likeness and voice acting. Main characters returning include Jack Bauer, Kimberly "Kim" Bauer, Tony Almeida, Michelle Dessler, Chase Edmunds, David Palmer, Max, Kate Warner, and Ryan Chappelle, with Peter Madsen being voiced by Christian Kane.[10]

The game begins with Jack Bauer waiting outside a ship in the Los Angeles harbor where terrorists are going to release a ricin bomb in the water supply. A CTU team member triggers an alarm causing Jack and his team to storm the ship,[11] discovering the whole ship's crew dead in a cargo hold. He later learns of an assassination attempt on Vice President Prescott through undercover agent Chase Edmunds. Foiling the attack, Jack discovers that the mastermind behind the attempt is an enemy from his past known as Peter Madsen.[5]

A Sarin gas attack on LA Metro station lures CTU agents away from their headquarters. While distracted, terrorists activate an EMP, attacking and taking over the CTU LA main building, holding the staff members hostage. The terrorists execute these hostages, including data analyst Sean Walker and eventually escape with a stolen hard drive. Jack runs into Peter Madsen, who has kidnapped Jack's daughter, Kim Bauer, forcing Jack to do "errands" for the terrorist cell. One of these errands is to sneak into a NSA building and retrieve confidential data for the terrorists. Jack manages to find and rescue Kim and recover the stolen hard drive with the help of undercover agent Chase Edmunds.[5]

A major earthquake occurs in Los Angeles, caused by terrorists detonating explosives at focal points (places where fault lines intersect). Kate Warner is also kidnapped by the terrorist cell, along with Governor James Radford who is kidnapped for assassination but is then rescued by the CTU. A conspiracy involving Radford in the day's attacks is uncovered by the CTU and Radford is killed by the terrorist cell because he attempts to back out. Fort Lesker, U.S. Military base and the epicenter of the earthquakes, is attacked and taken over by terrorists, who then begin stealing weapons-grade plutonium before attempting to smuggle the weapons out of the U.S. to the Middle East. Kate Warner's father is forced to aid the terrorists by helping them smuggle the weapons with his customs passes. Jack finally kills Madsen when he tries to escape by shooting his speedboat with an M-80 assault rifle, causing it to explode. He also kills Max, who was holding Kate Warner hostage, saving her life but in doing so Max manages to shoot Jack once in the stomach before dying. As a result, Chase Edmunds takes Jack to the hospital via helicopter.[5]

Development

Actors from the show reprised their roles as voice actors in the game.

24: The Game was announced on March 30, 2005 by Sony Computer Entertainment Europe through a licensing deal with Twentieth Century Fox to bring 24 exclusively to the PlayStation 2.[1] The announcement described how the game would sit between seasons two and three of the TV series, answering many questions left unanswered by the TV show storyline. Also included was the news that the game would feature the voices and likenesses of many of the cast of the TV show. By the time of the announcement the music score had been prepared by Sean Callery, while a script had been created by Duppy Demetrius in collaboration with the 24 production team.[1] News that many of the sound effects and noises from the TV series would be used in the game was also mentioned in the announcement.[1] The press release was accompanied by a press-only video featuring Kiefer Sutherland describing some of the story and gameplay elements.[12]

Speculation about 24: The Game was initially positive following the announcement that it would be developed by Sony Computer Entertainment's Cambridge Studio.[12] 24: The Game made an appearance later that May at the E3 show in 2005, where four sections were demonstrated: a third-person shootout, an interrogation scene, a computer tech minigame and a driving sequence. Some of the intermediate cut-scenes were also shown at this point. The interrogation scene received praise, while the driving segment was let down by poor mechanics and physics.[13] Originally 100 missions were proposed, with only 58 making it into the final game. In an interview, Mark Green stated that the game style was influenced by the way Lord of the Rings: The Two Towers and Enter the Matrix, while gameplay influences were described as James Bond 007: Everything or Nothing and Alias.[14]

24: The Game was planned to be released worldwide in the fall of 2005[2] but was delayed. The game was released in North America on February 27, 2006[3] and in Europe on March 17, 2006 (March 16, 2006 in Ireland, due to St. Patrick's Day). The musical score to the game, performed by the Nimrod Studio Orchestra and recorded at Abbey Road Studios in London,[15] was released on February 28, 2006 to coincide with the release of the game.[16]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 64%[17]
Metacritic 62 of 100[18]
Review scores
Publication Score
Edge 6 out of 10[19]
Eurogamer 6 of 10[20]
GameSpot 6.2 of 10[9]
GameSpy 2 out of 5[11]
IGN 4.2 out of 10[21]

Although expectations were high, 24: The Game met a mixed reception from critics. The game was nominated for a BAFTA Games Award in the Best Screenplay category in 2006, losing out to Psychonauts.[4] Items from the TV series such as multi-perspective screens (as shown on the box cover) were popular for illustrating multiple viewpoints of an objective.[11] The use of episode start and end graphics to mark the start and end of missions was also liked. The script was generally described as being a redeeming feature of the game, although fans of the series may find that the viewpoints, motives and reasoning of the villains isn't covered well.[21] Cutscenes were singled out for particular praise by IGN, highlighting good use of camera angles and tight focus. Voice acting was generally popular, although some lines suffered from poor direction or emphasis.[21] In contrast, device and ambiance sounds were well liked with gunfire getting a particular mention.[9] The soundtrack and musical score were singled out for particular praise. The music was recorded using an orchestra, while the music in the TV series was mostly synthesized. The opening theme music to the game, which was also used as the introductory track in the album, was described as "the best version of the theme for the show we've ever heard".[22] The use of licensed assets in these ways proved to be the game's main popular point, with almost all gameplay sections heavily criticized.

Gameplay mechanics were singled out as being particularly poor. The third-person shooter sections suffered from poor camera-angle management, making targeting enemies feel "awkward and disjointed".[11] Enemy AI for these sections was described as predictable and basic, adopting repeated firing stances or ignoring the character despite being shot repeatedly.[21] Sniper variants of this fared better. The vehicle sections were also disappointing, with physics and vehicle handling being rated poorly. Vehicles were described as feeling "slow and clapped out", with pursuits described as being "boring".[20] The use of artificial intelligence in these sections were heavily criticized for being predictable and simplistic, with enemy vehicles having no regard for their own safety.[11] The puzzle games were also received badly, being described as "15 shades of easy and 20 shades of terrible".[9] Interrogation scenes were, in contrast, well liked, with reviewers finding the dialogue during these scenes entertaining.[11]

References

  1. ^ a b c d "SCEE Announces 24: The Game, Exclusive to PlayStation 2". Sony Computer Entertainment Europe. 2005-03-30. http://uk.gamespot.com/ps2/adventure/24thegame/news.html?sid=6121301&mode=press. Retrieved 2008-03-04. 
  2. ^ a b "2K Games Announces 24: The Game". 2K Games. 2005-05-16. http://uk.gamespot.com/ps2/adventure/24thegame/news.html?sid=6124682&mode=press. Retrieved 2008-03-04. 
  3. ^ a b "Countdown Begins with 2k Games' Release of 24: The Game". 2K Games. 2006-02-28. http://uk.gamespot.com/ps2/adventure/24thegame/news.html?sid=6145008&mode=press. Retrieved 2008-03-04. 
  4. ^ a b "Winners BAFTA video game awards". Gamestyle. http://www.gamestyle.net/news/2357. Retrieved 2008-06-24. 
  5. ^ a b c d e f g h i j "24: The Game Guide - Walkthrough". IGN. http://guides.ign.com/guides/738161/page_4.html. Retrieved 2008-03-04. 
  6. ^ "24: The Game Guide - Mission Rankings". IGN. http://guides.ign.com/guides/738161/page_5.html. Retrieved 2008-03-04. 
  7. ^ a b c d "24: The Game Guide - Basic Strategies". IGN. http://guides.ign.com/guides/738161/page_2.html. Retrieved 2008-03-04. 
  8. ^ "24: The Game Guide - Weaponry". IGN. http://guides.ign.com/guides/738161/page_3.html. Retrieved 2008-03-04. 
  9. ^ a b c d Alex Navarro (2006-03-03). "24: The Game". GameSpot. http://www.gamespot.com/ps2/adventure/24thegame/index.html. Retrieved 2008-03-04. 
  10. ^ a b "24: The Game Official Site". 2K Games. http://www.2kgames.com/24/site.html. Retrieved 2008-03-04. 
  11. ^ a b c d e f Eduardo Vasconcellos (2006-03-17). "24: The Game (PS2),". GameSpy. http://ps2.gamespy.com/playstation-2/24/696842p1.html. Retrieved 2008-03-04. 
  12. ^ a b Brad Shoemaker (2005-03-30). "24: The Game First Look". GameSpot. http://uk.gamespot.com/ps2/adventure/24thegame/news.html?sid=6121328. Retrieved 2008-03-04. 
  13. ^ Alex Navarro (2005-05-19). "24: The Game E3 2005 Hands-On Impressions". GameSpot. http://uk.gamespot.com/ps2/adventure/24thegame/news.html?sid=6125713&mode=previews. Retrieved 2008-03-04. 
  14. ^ Tom Bramwell (2006-01-26). "24: The Game Interview". Eurogamer. http://www.eurogamer.net/articles/i_24_markgreen. Retrieved 2008-03-04. 
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