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Return Fire II
Platform: PlayStation
Publisher: MGM Interactive
Developer: Silent Software
Note: The following shots are from the PC version of the game.
The Basics
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MGM Interactive's long-time-coming 3D action-strategy title for the Sony PlayStation, Return Fire II (the sequel to Return Fire, which appeared on the 3DO, PlayStation, Saturn, and PC), reared its head around the videogames.com offices once, and then buried it promptly in the sand - for good.
Basically capture-the-flag with high-end ammo, RFII was being developed under the tutelage of the original creator, Baron R.K. Von Wolfsheild, whose team had reportedly stepped up the graphics, multiplayer capabilities, combat interaction, enemy AI, perspective, and the level of strategy needed to beat the game. In single- or multiplayer mode, you would have battled from a behind-the-vehicle or behind-the-wheel perspective, creating, perhaps, a more immersive playing field experience.
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Pitted against intelligent opponents (who were notably more intelligent this time around), you would have been equipped with a stockpile of vehicles, such as helicopters, PT boats, and jump jets launched from an aircraft carrier, tanks, and four-wheel drives. These transports would handle differently in each environment, from city streets and jungles to deserts and the arctic. Active weather conditions and landscape features, such as mountain ranges and bodies of water, also influenced the controllability of vehicles and availability of access to enemy troops.
RFII also included more missions than the original, analog control, new vehicle designs, and enhanced gameplay, as jet fighters couldhave engaged in dogfights.
WHAT HAPPENED?
MGM Interactive pulled the plug on Return Fire II for the PlayStation, saying that the project would be a huge undertaking for the system. A spokesperson for the company said that the game would be released for the PC only.
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