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Freedom Fighters [PC game]DescriptionIn Freedom Fighters, the Cold War never really happens. The USSR drops  the first A-bomb to end WWII and basically runs things around the globe,  culminating with a semi-covert invasion of the modern-day United  States. We pick up the story of Christopher Stone, a mild-mannered  plumber, on his way to fix a leaky pipe or two in Manhattan. Things take  a turn for the worse when the lady with the leaky pipes turns out to be  an outspoken anti-communist leader and you're knee-deep in the middle  of the US-USSR 
conflict.
The game does a marvelous job of maintaining the 
illusion  of a Soviet-run New York City. The barricades on city streets, the  pro-Soviet posters in the environment and the well-done newscasts full  of propaganda are all top-notch and every cutscene just reinforces the  idea. The concept may have borrowed heavily from the film "Red Dawn" but  the Russian invasion in Freedom Fighters is at least as believable as 
Patrick Swayze with a machine gun.
It's the command and control system for your AI squadmates that gives FF  it's distinctive feel. Stone has to build up his charisma by  accomplishing missions, rescuing innocents and healing fellow soldiers  in the field. Each time his charisma fills up, he'll be able to approach  and recruit other freedom fighters in the game world and add them to his team that follows him around. The game  starts you off with a couple just to let you get the feel of it all,  but soon you're managing up to 12 soldiers. For this reason you only  have three basic commands: move, attack and defend. Tapping a number key  tells one of your mates to perform one of those actions in the general  direction that your main character is looking. Pressing and holding that  key will send all of your teammates in that direction to perform that  action. You get another layer of control by zooming in on a location and  telling your teammates exactly where you want them to attack, move or  defend.
The environments of Freedom Fighters are intricate and extremely  detailed and thankfully, the squadmate AI is outstanding so you hardly  ever them bashing their heads into walls, jogging into obstacles or  getting stuck doing something dumb. They'll move intelligently and  attack any enemies they see when they're on the move or when they're  standing still. The difference between the different commands then  becomes more tactical. Telling them to defend an area will compel them  to look for the best available cover while "attack" makes them more  aggressive and willing to look for trouble with enemies. You actually  end up managing this aggressiveness more than anything, because the AI  fighters can be quite independent. They'll run headfirst into a hornet's  nest of enemies without thinking if you're not keeping track of your  squad. It ends up feeling authentic because we could 
imagine  a battlefield commander telling his troops what he wants them to do,  but being unable to actually think and act for them. In this case, your  soldiers have 
unlimited ammo,  different weapons, and they can be resurrected as long as you have a  spare health pack to use on them. Keeping things simple like this is a  true advantage.
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