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Gorky Zero: Beyond Honor Feature
Derek dela Fuente
25/06/2004

Gorky Zero finds a release today as we take a closer look at the stealth/espionage title...
Metropolis, the Polish the development team responsible for the Gorky brand, has a rock solid history. With recent titles that include Archangel, which highlights the team passion for psychosocial thrillers and creative games with tension and emotion, this imminent release is worthy of some attention.
Metropolis Software was founded in 1992 and now assumes the role of the biggest Polish software development group. Their success, they believe, is built on a true understanding of what players want and the ability to deliver it. Previous releases also include games like Odium, The Prince and the Coward [point'n'click animated graphic adventure], and many more. They have a strong mindset and believe it is no disadvantage in being based in an Eastern block setting!
A spokesperson for the team was on hand to answer the questions fired at them on their latest creation.
Gorky Zero combines tactical combat with merciless action and offers the player a cinematic story with varying plot lines as the team went on to highlight.
In the former Soviet Union, the dangerous sect is depriving people of their own personality and turning them into obedient human robots, to misuse them for terrorist means. The European Union decides to put an end to these misdoings and briefs Cole Sullivan to make this mission a success. Not long after, Sullivan sees the truth behind it all. He discovers a story that is different from the version he was told by his superiors. A merciless war begins - and it's a matter of life or death.
âIt's a classic sneak'em-up action game. The player - Cole Sullivan - is set on his mission using hi-tech electronic equipment, hand weapons and a lot more. He will needs to employ all his tactical combat and stealth skills to succeed in a hostile environment. We know that the description suits 90% of games, but in Gorky Zero you'll find some elements of a classic logic game, great story and gameplay."
âA focus for the action is a secret underground post-Soviet laboratory. The playerâs objective is to destroy it. It will not to be so easy, because the laboratory is full of zombies - human puppets without feelings. Sullivan needs to sneak and eliminate them before they'll shoot or turn on the alarm that brings more enemies."
As we all know there are many action stealth games around so the team was quizzed on what innovations the game offered and their expectations for commercial success.
"First of all a great scenario has been created by Polish sci-fi writer Rafal Ziemkiewicz. Second: the rules of the game are very easy - sneak and eliminate them without being killed. Third: some unusual features like radar displays enemies, nearest surroundings and line of noise of the player - this thing will be especially useful. The game is very 'easy-to-use', friendly and I believe this is its advantage."
Gorky is not the first nor will it be the last from this brand as was explained.
âGorky 17 [known as Odium in the US] was released in 1999. It was a horror conspiracy game that mixed elements of strategy and RPG gameplay. The player commanded a small group of NATO soldiers and must reveal the mystery behind the sudden appearance of hybrid creatures in a small Polish city named Lubin. The main hero of the story was the 40-year old soldier Cole Sullivan, a commando team member with extensive scientific knowledge. Gorky Zero is a prequel of Gorky 17. Cole Sullivan is younger, and he's working on his own. It's a different game but if you liked Gorky 17 you'll like Gorky Zero. And if you don't know Gorky 17, I hope you will like Gorky Zero."
Gorkyâs features offer two camera views that the player can switch: ânormal viewâ with auto aiming and âsniper modeâ with manual aiming. One is good for running and shooting 'one on one'. Whilst the second is best deployed when there are more enemies or you need to shoot from a great distance.
Sullivan is a well rounded, slickly animated character and offers all you require within this genre. He can use a paralyzer, pistol, shotgun, three types of explosives, three types of ammunition and many, many more. The team's fav? âWe think that the most interesting way to eliminate groups of enemies is to use a combination of signalling devices and explosives."
âGorky offers some classic objectives: Break into the computer, set explosives or find someone. But there will also be some atypical objectives like... find your weapon and communicator. It will be an interesting change/point of view: Sullivan is a hunter, but then he'll be hunted."
At the start he is a 'lone wolf' but later he'll find someone who helps him... Sneaking is the most important aspect in the game - more important than accuracy. It will be very hard to defeat two or three adversaries in an open fight so the player will have to do everything silently: move, kill, use computers and secret passages. If you stay quiet - you'll survive."
Technology has not been overlooked for the team has created their own engine and the overall presentation and slant of the action/fighting against post-Soviet soldiers and zombies - humans without free will, completely controlled by their master, all of them communicate with each other, can hear, see, and use alarms - may be a well worked script but it is one where the team has put their own fix and ideas to create a very pleasing offering.






