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Talk:Boiling Point: Road to Hell: Difference between revisions

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This was a great free-roam shooter when fully patched, and even had some very nice features on release (such as upgradeable weapons, working driveable vehicles, and a working "faction war" system) that its more famous countryman ''STALKER: Shadow of Chernobyl'' was supposed to have but didn't end up having. I was thinking of making a page for it when I had more free time, but it seems someone else beat me to the punch. I still have the game, however, and will contribute screenshots and text when I can. 
==Page Essentially Complete==


Yes, this game was developed in the same country as ''STALKER: Shadow of Chernobyl'' was, in Ukraine, and in a way accomplished a lot more in less development time. Kind of odd, but this game was nowhere near as popular. This is also one of the few "upgradeable weapons shooters" that only lets you upgrade magazine capacities realistically. For example, your starter weapon (a .50 AE Desert Eagle) starts out only with a magazine capacity of 5, and the maximum upgrade for magazine capacity is only 7. The Steyr AUG starts out with 30 rounds but can be upgraded to 42, which I hear some variants have. If you can get a copy of this game, buy it and patch it--the game is well worth the trouble. --[[User:Mazryonh|Mazryonh]] 02:40, 6 April 2010 (UTC)
Okay, the page is pretty much complete now. As is obvious from the current revision, I need a lot of help identifying some of the guns. Anyone with relevant info would be welcome to clear them up for me. As I tried to make apparent in the "Overview" section, this is a vastly-underrated free-roaming shooter with a well-implemented RPG system that was great for its time. You can still get this game for paid download here, but make sure to download the excellent 2.0 patch as well:  


::Any chance of screenshots with game play? That would be cool :[[User:MoviePropMaster2008|MoviePropMaster2008]]
http://www.atari.com/games/boiling_point/pc-download
 
--[[User:Mazryonh|Mazryonh]] 03:29, 8 August 2010 (UTC)
 
:I already mentioned this on the forum you were querying, but let's make it official: Awesome page! I'll have to check this game out! --[[User:ManiacallyChallenged|ManiacallyChallenged]]
 
=="Why an American intelligence agency would hand out a Soviet-issue black ops weapon to a "deniable agent" is never explained in-game."==
Really? It's kind of obvious why, don't you think? Or would it be better to give him a shiny gold-plated M1911A1 with "MADE AND SUPPLIED BY THE USA, BITCHES" stamped clearly on the slide? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:44, 8 December 2014 (EST)
 
:Try playing the game.  Your latter sentence is pretty much played out like you say, except with regards to a location controlled by the CIA. There are two main CIA mission-givers in the game, one for each of the main towns of Puerto Sombra and Pueblo Faro. The latter town is controlled by the ingame leftist insurgent group FAPC, and instead of doing his best to stay incognito, the local CIA mission-giver (all of them are dressed like [[The Matrix|Agent Smith]], not a good way to deflect suspicion) decorates his two-story house close to the FAPC main compound with giant American flags hanging on diagonal poles out front. The local passersby even mock him for this, his emphasis on "totally silent  conspiracies" to Saul Myers notwithstanding.
 
:But back to the question of the firearm (which you can actually also buy from the ingame gunrunners after a certain point), it's strange because A) Where would Saul realistically source very "boutique" Soviet Black-Ops ammo in the middle of South America? and B) Why not just give Saul something much more easily found and thus play into the trope of "based on the weapon used, the killer could be anyone," such as a suppressed [[Taurus PT92]], or a suppressed [[Uzi]]? Finding the boutique ammo in the backs and skulls of aboriginal tribesmen, urban-dwelling grannies and garden-variety bandits (you're not restricted to who you can use it on, after all) would be very "out-of-character" for Soviet operatives. My guess is that the developers picked the most "Black Ops" weapon they could find in Max Popenker's website at the time and misunderstood its ammo's lethality (as I described in the page proper).
 
:There is also evidence that suppressors were originally intended to be in the game, but they clearly ran out of time and just programmed in "Silent Ammunition" for nearly all the ranged weapons in the game, including for the Colt Anaconda and 40mm grenades that are still High-Explosive but still nearly silent when detonating.--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 23:53, 10 December 2014 (EST)

Latest revision as of 04:53, 11 December 2014

Page Essentially Complete

Okay, the page is pretty much complete now. As is obvious from the current revision, I need a lot of help identifying some of the guns. Anyone with relevant info would be welcome to clear them up for me. As I tried to make apparent in the "Overview" section, this is a vastly-underrated free-roaming shooter with a well-implemented RPG system that was great for its time. You can still get this game for paid download here, but make sure to download the excellent 2.0 patch as well:

http://www.atari.com/games/boiling_point/pc-download

--Mazryonh 03:29, 8 August 2010 (UTC)

I already mentioned this on the forum you were querying, but let's make it official: Awesome page! I'll have to check this game out! --ManiacallyChallenged

"Why an American intelligence agency would hand out a Soviet-issue black ops weapon to a "deniable agent" is never explained in-game."

Really? It's kind of obvious why, don't you think? Or would it be better to give him a shiny gold-plated M1911A1 with "MADE AND SUPPLIED BY THE USA, BITCHES" stamped clearly on the slide? Spartan198 (talk) 05:44, 8 December 2014 (EST)

Try playing the game. Your latter sentence is pretty much played out like you say, except with regards to a location controlled by the CIA. There are two main CIA mission-givers in the game, one for each of the main towns of Puerto Sombra and Pueblo Faro. The latter town is controlled by the ingame leftist insurgent group FAPC, and instead of doing his best to stay incognito, the local CIA mission-giver (all of them are dressed like Agent Smith, not a good way to deflect suspicion) decorates his two-story house close to the FAPC main compound with giant American flags hanging on diagonal poles out front. The local passersby even mock him for this, his emphasis on "totally silent conspiracies" to Saul Myers notwithstanding.
But back to the question of the firearm (which you can actually also buy from the ingame gunrunners after a certain point), it's strange because A) Where would Saul realistically source very "boutique" Soviet Black-Ops ammo in the middle of South America? and B) Why not just give Saul something much more easily found and thus play into the trope of "based on the weapon used, the killer could be anyone," such as a suppressed Taurus PT92, or a suppressed Uzi? Finding the boutique ammo in the backs and skulls of aboriginal tribesmen, urban-dwelling grannies and garden-variety bandits (you're not restricted to who you can use it on, after all) would be very "out-of-character" for Soviet operatives. My guess is that the developers picked the most "Black Ops" weapon they could find in Max Popenker's website at the time and misunderstood its ammo's lethality (as I described in the page proper).
There is also evidence that suppressors were originally intended to be in the game, but they clearly ran out of time and just programmed in "Silent Ammunition" for nearly all the ranged weapons in the game, including for the Colt Anaconda and 40mm grenades that are still High-Explosive but still nearly silent when detonating.--Mazryonh (talk) 23:53, 10 December 2014 (EST)