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* GameplayRoulette: From the main investigation, there is breaking in, driving, cryptography, and electronic hacking. Of these, the break-ins tends to be the most common, the rest tend to be a bit more optional and shorter.
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** Cryptography skill is of dubious usefulness. Solving the puzzles ''does'' reveal the sender and recipient's organization and their roles in the plot, but messages are more rarely intercepted on harder difficulty levels, and all information is abundant on easier difficulties. It might happen that you'll never learn what a message says, but most of the time, you won't need the decoded message in the first place.

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** Cryptography skill is of dubious usefulness. Solving the puzzles ''does'' reveal the sender and recipient's organization and their roles in the plot, but messages are more rarely intercepted on harder difficulty levels, and all information is abundant on easier difficulties. It might happen that you'll never learn what a message says, but most of the time, you won't need the decoded message in the first place. And there's always the option of asking the sender or recipient what the message says.
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IUEO only


* AwesomeMcCoolname: The agent you are playing is named Maximilian Remington (or Maxine, if female), which sounds incredibly badass.
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* FictionalCounterpart: The game slightly alters the names of various real-world organizations, such as having "Shining Way" instead of [[https://en.wikipedia.org/wiki/Shining_Path Shining Path]].
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* YouCantThwartStageOne: Zigzagged given the free-form nature of each mission. Each criminal plan has a number of "minor crime" steps before the "major crime" is actually executed, so it's possible to capture the first minor criminal in line and ensure the plan never gets off the ground. On higher difficulty levels, the criminals may attempt a jailbreak of their captured buddy rather than give up. Even if you do thwart stage one, you will get a lower score because all the other criminals will quickly go into hiding. Stopping the major crime is good, but your secondary goal is to arrest the mastermind and other felons, not just one low-level minion.

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Stun Guns is being disambiguated, moving examples to correct subtrope


* TheGuardsMustBeCrazy: Guards will ignore the dead bodies of their comrades or gas grenades detonating at their feet, and will turn off an alarm if Max has been able to hide for a while. On higher difficulties, they are difficult mostly because of ZergRush numerical superiority and the use of stun grenades.



* StunGuns: From the manual's description of the hand gun: "The rounds it fires are a recent, secret development that stun the target rather than penetrate. Humans stunned by this round remain unconscious for several hours and normally have no recollection of what happened to them."



* TheGuardsMustBeCrazy: Guards will ignore the dead bodies of their comrades or gas grenades detonating at their feet, and will turn off an alarm if Max has been able to hide for a while. On higher difficulties, they are difficult mostly because of ZergRush numerical superiority and the use of stun grenades.

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* TheGuardsMustBeCrazy: Guards will ignore TranquillizerDart: From the dead bodies manual's description of their comrades or gas grenades detonating at their feet, and will turn off an alarm if Max has been able to hide for a while. On higher difficulties, they the hand gun: "The rounds it fires are difficult mostly because of ZergRush numerical superiority and the use of a recent, secret development that stun grenades.the target rather than penetrate. Humans stunned by this round remain unconscious for several hours and normally have no recollection of what happened to them."

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* FailedFutureForecast: In the real world, some of the game's organizations dissolved shortly after the game's release, such as the Stassi/Stasi (1990) and KGB (1992). Of course, the real CIA was also not fielding super agents to singlehandedly dismantle criminal empires in 1990.



* TheGreatPoliticsMessUp: In the real world, some of the game's organizations dissolved shortly after the game's release, such as the Stassi/Stasi (1990) and KGB (1992). Of course, the real CIA was also not fielding super agents to singlehandedly dismantle criminal empires in 1990.

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A game released in 1990. The player is Max Remington, a "freelance" spy. Following authority only when it suits him/her, he/she works for various Western agencies and is permitted to operate because he/she is very, very good at espionage. Max Remington does respect some authority though: he/she will always take a case at the direct request of the American President. With new threats appearing all over the world, the President is making a lot of such requests for Max to work for the [=CIA=]. As Max Remington, the player will solve these cases and foil international terrorist plots before they happen. --Or, fail horribly.

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A
''Cover Action'' was a
game released in 1990. 1990.

The player is Max Remington, a "freelance" spy. Following authority only when it suits him/her, he/she works for various Western agencies and is permitted to operate because he/she is very, very good at espionage. Max Remington does respect some authority though: he/she will always take a case at the direct request of the American President. With new threats appearing all over the world, the President is making a lot of such requests for Max to work for the [=CIA=]. As Max Remington, the player will solve these cases and foil international terrorist plots before they happen. --Or, fail horribly.



Half of it is reminiscent of a complicated, adult Franchise/CarmenSandiego game, where the player flies from city to city, finding secret agents, tracking down enemy organizations, following cars, and the like, all from a partially-menu-based, partially-mini-game-based interface. Once the player discovers a need to break into enemy offices, though, the game switches gears entirely, and becomes a top-down sneaker - a {{Stealth Based Game}} seen from the ceiling. The player ''can'' assault guards head-on with grenades, and even win, but it would alarm opponents so much that suspects run away and hide in holes like cockroaches, and the objective is arresting suspects while having solid proof on hands. So hiding behind the furniture, using knockout gas (and planting gas grenades as traps, for that matter) and DressingAsTheEnemy is the only way to win on higher levels.

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Half of it is reminiscent of a complicated, adult Franchise/CarmenSandiego ''Franchise/CarmenSandiego'' game, where the player flies from city to city, finding secret agents, tracking down enemy organizations, following cars, and the like, all from a partially-menu-based, partially-mini-game-based interface. Once the player discovers a need to break into enemy offices, though, the game switches gears entirely, and becomes a top-down sneaker - a {{Stealth Based Game}} StealthBasedGame seen from the ceiling. The player ''can'' assault guards head-on with grenades, and even win, but it would alarm opponents so much that suspects run away and hide in holes like cockroaches, and the objective is arresting suspects while having solid proof on hands. So hiding behind the furniture, using knockout gas (and planting gas grenades as traps, for that matter) and DressingAsTheEnemy is the only way to win on higher levels.
levels.

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* DoubleAgent: Enemies can be turned and therefore leak information to the CIA. Also, the other spy organizations also have double agents in the CIA that can raise the alerts when Max is in the city.


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* FamilyFriendlyFirearms: Even though they're depicted as realistic weapons, they're actually non-lethal. The player still gets wounded by opponent's weapons, but not killed.


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* StunGuns: From the manual's description of the hand gun: "The rounds it fires are a recent, secret development that stun the target rather than penetrate. Humans stunned by this round remain unconscious for several hours and normally have no recollection of what happened to them."
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** Driving is never voluntarily needed. You never ''need'' to stake out a house and follow someone via driving, and can plant a tracer for the same effect, using electronics skill. Driving can also be used to make an arrest, but breaking in is usually better overall. However, if you set off an alarm, you may end up needing the skill to evade hitmen chasing after you.

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** Driving is never voluntarily needed. You never ''need'' to stake out a house and follow someone via driving, and can plant a tracer for the same effect, using electronics skill. Driving can also be used to make an arrest, but breaking in is usually better overall. However, if If you set off an alarm, you may end up needing the skill to evade hitmen chasing after you.you - but even then, you can substitute Combat skill and deal with the attackers that way.
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* CaperCrew: It requires the Player Character to uncover criminal plans -- that is, who participates and what exactly they are supposed to do -- and upon collecting full incriminating information either arrest them or blackmail into cooperation. Roles other than Mastermind vary depending on which of 13 basic plots is used -- there are Inside Contact, Middleman, Courier, Driver, Mercenary, Kidnapper, Researcher, Alarm Specialist, Thief, Assassin and so on.

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* CaperCrew: It requires When the Player Character to uncover player uncovers criminal plans -- plans, they will learn of a given character's role for that is, who participates and what exactly they are supposed plot, allowing to do -- and upon collecting full incriminating information either arrest them or blackmail into cooperation. Roles turn the opposing agent. Of the roles other than Mastermind Mastermind, they will vary depending on which of 13 basic plots is used -- there are Inside Contact, Middleman, Courier, Driver, Mercenary, Kidnapper, Researcher, Alarm Specialist, Thief, Assassin and so on.on. These roles also give clues on how they'll interact with other members of the team.
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* VideoGameCrueltyPotential: You can break into MI6 (British intelligence) and Mossad (Israeli intelligence) offices just to mess with the guards for no reason. There are legitimate reasons to break in (to arrest an inside contact or find info about hideouts), but you are never punished for causing trouble for a CIA 'ally' if you just mess around.

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* VideoGameCrueltyPotential: You can break into MI6 [=MI6=] (British intelligence) and Mossad (Israeli intelligence) offices just to mess with the guards for no reason. There are legitimate reasons to break in (to arrest an inside contact or find info about hideouts), but you are never punished for causing trouble for a CIA 'ally' if you just mess around.

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