Our favorite Gulf War vets Bradley, Connors, Foley, and Jones are back to fight global terrorism in South America, Korea, and Eastern Europe. Most players will be well versed in the `Conflict' series and `Global Terror' is full of new challenges. If you are new to the `Conflict' series this should NOT be your first game. You may find it too challenging even on "easy" mode.
What `Conflict' fans really want to know is, how does the playability of `Global Terror' differ from the other games? The game makers continually enhance the playability of `Conflict'. Some of their new ideas work and others do not.
Different Distribution of Weapons and Ammo: Unlike the other `Conflict' games your characters are LIMITED in the number of weapons they can carry. They may ONLY carry 2 long barreled weapons and only one handgun. To make things more desperate they have a SMALL amount of ammo, grenades, and morphine. As a `Conflict' veteran I could get my boys through an entire mission with plenty of ammo to spare. With `Global Terror' no matter how efficiently you conserve your ammo you will run out about 1/3 through the mission. Your only hope for salvation is the fact that you can now RECOVER enemy weapons. Hence AK47s are plentiful.
Missions Are More Playable: At last the game makers have made the missions less complicated. `Global Terror' is more like the original `Desert Storm' the missions are very basic, get your boys from point A to point B in one piece. There are no silly missions involving hunting down some computer or hostage. Yes, `GT' has hostages but they are easy to keep alive. You'll also notice there is very little enemy armor, so you don't have to worry about being run over. There are only one or two tanks or APCs per mission.
Save At Any Point During Play: No more headaches of repeating uncompleted missions again and again. You can save at ANY point! Finally!
Advanced Weapons: The boys have new toys. The big one is infer red vision in addition to night vision. Infer red allows you to see heat. This is VERY useful is ANY mission. In the jungle or the city the enemy can't hide. You'll only need to turn it off in order to see detail like a door or window. In addition to the usual weapons, Bradley has new XM rifles, there are also Mac 10 submachine guns, and a drum fed shotgun. There are new pistols. Bradley has an HK Mark 23 .45 and Foley has a Berretta 93R 9mm set to a three round burst. Connors still has his Desert Eagle but try to ditch it for a superior enemy Glock 18 or FN 5.7mm.
Enhanced Graphics: Yes there is substantial improvement in detail and picture quality. Always nice.
No Auto Aim: This is a big change and a negative one in my opinion. Experienced solders would instinctively aim at enemy targets but now you must manually aim the crosshair over the target. This is very annoying as an enemy will be only 1 foot from you and you can't hit him. I takes awhile to get used to.
Grenades Are Useless: I have NO idea what they were thinking but you have far fewer grenades and those you do are as useful as firecrackers. Even Bradley's 40mm can't create an explosion. Your trusty smoke grenades are also useless. My car produces more smoke. (But as I said there is little armor so you have no need for them to C4 vehicles.)
Characters Are More Agile: At last, now you can peek around corners. This is a huge improvement! You can now also climb over boxes or through windows. Climbing is neither a plus nor a minus. If the game makers wanted to create an entrance they could simply have created a door.
As I've been playing `Global Terror' for 48 hour, yes it's a lot of fun. Overall more playable for the `Conflict' series once you get used to the changes. After the disaster that was `Conflict: Vietnam' where the Three Stooges goof off in the jungle I was pessimistic about he future of the `Conflict' genre but `Global Terror' is days of fun.
A Few Tips: As there is a new distribution of weapons and ammo, it's better to have one weapon and lots of ammo than two weapons low on ammo. Your ammo will run out no matter how careful you are. Have each character use just one gun until it is empty then switch to another. This way you're not over burdened by a weapon low on ammo. AK47s and Uzis are plentiful so start building up a back up supply from beginning. Give Bradley and Jones Uzis, and Connors and Foley AK47s. If you come across any machine guns or RPGs give to Connors. Don't divide them up like you used to. Do not try to give everyone the same type of weapon. Consolidate so you have more ammo. Ditch all sniper rifles right from the start, unlike `Desert Storm' there are NO long range targets so there is NO use for a sniper rifle no matter how good it is.