![]() ![]() You can take weapons from fallen enemies. You can use machine guns like the M-16 and AK-47, rifles, sniper rifles, pistols, both smoke and frag grenades, and all are modeled realistically (sniper bullets even fall over long distances). Often this means firing, moving quickly to a new position, and lying low and hoping they move in around, rather than on top of, you. Nearby VC will hear you crunching through the brush if you’re moving too fast, they’ll see you if you pop up from a prone position to take a look, and they’ll always investigate gunfire. It keeps you on your toes by presenting you with all kinds of choices and good AI. The slightest error can spell disaster, and at times you’ll have to reload the game, safer in the foreknowledge that there’s a couple VC around the next bend. This results in an exhilarating, frustrating, intense, and at times, tedious game. The mission design is such that they’ve effectively hidden the fact that you’re being shuttled in one direction or another, so you never feel the game is a series of checkpoints. Bluffs and hills leave you exposed, but you can make sure no enemies are behind you, while crawling on the jungle floor leaves you less exposed, but there’s a greater chance of stumbling on the enemy unexpectedly. Despite the constraints, there are countless routes you can take, and each lets you choose the terrain to travel through. Cliffs, trees, and dense foliage carefully hide the walls that make the levels smaller than they look. You never feel safe because Charlie could be hiding anywhere. Hills, rocks, and acres of trees form a playing field that constantly keeps you off balance. This is just the game being true to its setting. There’s a sense of sameness in the game you never see anything other than dense foliage, rocks, hills, and the occasional wet, wood-rotten building. Each level is a deadly game of hide and seek, with the loser being tagged by a bullet. You’re always in the jungle, and always practicing the art of not being seen, while simultaneously finding your enemy before he finds you. What follows are eight intense missions with only slight variations. ![]() Armed only with a pistol you’ve got to get yourself to the fallen chopper, and then to the new Landing Zone. The plot concerns a young specialist who gets dumped into the jungle sans equipment by his falling Huey helicopter. Trails crisscross the jungle floor, fog enshrouds the horizon, choppers fly overhead, and somewhere Robert Duvall is probably complaining that, “Charley don’t surf.†The result is a stealth shooter where the enemy could be anywhere, at any time, and a game as intense as the subject matter and setting it depicts. ![]() Mission maps are replete with massive trees, boulders, ravines, and concealing underbrush. Building off the graphics engine from Deadly Dozen: The Pacific Theater, Line of Sight: Vietnam convincingly recreates the dense jungle carnage of its setting. ![]()
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