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Monday 19 December 2011

Mirrors Edge



Faith, after completing a delivery to fellow Runner Celeste, learns from Merc that her sister Kate may be in trouble at Pope's office. When she arrives, she finds Kate standing over the body of Pope, insisting she has been framed for murder and requesting Faith to discover the cause. Faith finds a piece of paper with the name "Icarus" on it in Pope's hand. Kate remains at Pope's office to provide distraction for Faith's escape. From a former Runner, Jacknife, Faith learns that Pope's head of security, a former wrestler named Travis Burfield (under the ring name Ropeburn), may be connected to Pope's murder. Faith meets Lt. Miller, at Kate's behest, narrowly avoiding arrest. At Ropeburn's office, she overhears him setting up a meeting at a new place downtown. At the meeting, Ropeburn discovers Faith's presence and attacks her, but Faith gains the upper hand and throws him off the roof. As he is hanging above a long drop, she tries to interrogate Ropeburn, but before he can reveal anything he is killed by an unknown assassin.
Lacking other leads, Faith investigates the security firm that has begun aiding the police force in their crackdown of Runners. She finds they are behind "Project Icarus", a program designed to train their forces in parkour to chase and fight the Runners. Evidence also leads Faith to the trail of Ropeburn's killer to a boat in port; after chasing the unknown entity, Faith discovers the assassin is actually Celeste, who is now a part of Icarus under collusion to keep herself safe, and warns Faith to consider the same. The arrival of the police allows Celeste to escape.
With Kate convicted for Pope's murder, Merc has arranged the police convoy transporting her into an ambush spot for Faith, and Faith is able to help Kate run free. When Faith returns to her hideout, she finds it has been attacked, Merc on the edge of death and Kate recaptured. In his dying words, Merc tells Faith that Kate is now at the Shard, Mayor Callaghan's office and where the main servers that run the city's monitoring systems are located. With Miller's help, Faith is able to enter the Mayor's private offices, destroying many of the servers to gain access to the roof. On the roof she finds Kate held at gunpoint by Jacknife. Jacknife reveals he too is part of Icarus, and has been part of the plan all along to lure the Runners out of hiding. When Jacknife tries to take Kate onto a waiting helicopter, Faith is able to jump on, knocking Jacknife out of the helicopter to fall to his death but also damaging the helicopter in the process. Faith helps Kate to escape safely from the falling helicopter.
During the end credits, media reports that Faith's actions have only served to intensify Project Icarus, and Faith and Kate are still wanted for Pope's murder. However, with the servers damaged, the population is cautioned to avoid using electronic means of communications until the servers are restored.

Overview
Mirror’s Edge is quite an innovation and a rare glimpse of originality in a market of mindless sequels and shooters. This is essentially a first-person platformer which encourages the player to run instead of fight, a concept that may be 
alien to some gamers. The story revolves around a girl by the name of Faith, who lives in a world where information is strictly guarded in a totalitarian metropolis and must be transported from place to place by athletic folk called ‘runners.’ Sounds interesting right? Let's see if it's any good though...
Gameplay
Mirror's Edge is a very unqiue game from the word go. The first-
person perspective is quite confusing at first but you soon find yourself doing crazy jumps across the rooftops. The controls are very responsive and crisp and the game flows well as you make your way through the levels. You will confront armed enemies throughout the game and there is a counter and attack system in place, which more often than not works perfectly when in a tight spot. This is a game that rewards practice and patience and if you put the time into the game, you will notice yourself stringing together some ridiculously fluid moves. Runner vision is how you navigate the world, this basically means that objects are coloured red which indicates where you need to go. It works well and keeps the screen uncluttered.
Despite taking place in the first-person, Mirror's Edge takes the emphasis off gun wielding and focuses more on movement and momentum. As Faith runs she continually picks up speed. This speed allows her to pull of some of the more difficult acrobatic maneuvers, as well as perform the simpler ones without losing much momentum. Finding ways to retain that momentum is one the main challenges of the game.
Everything is performed from a first-person perspective.
Everything is performed from a first-person perspective.
On the consoles, the game is controlled by a combination of three buttons and the left stick, making the controls rather simple, although there are layers of complexity. Jumping and climbing over objects is done with the left bumper (L1 on PS3), while ducking and sliding under objects is done with the left trigger. The right bumper (R1 on PS3) allows you to perform a 180 degree spin, for quick turnaround. Those three buttons in combination with the left thumbstick can control most of the gameplay, with other buttons related to combat and Reaction Time (bullet-time).
The game's producer, Nick Channon, said in an interview with Gametrailers.com that each level of the game will present the player with a few ways to get through any given area and it's up to the player to find his/her own fastest way over/under/around each obstacle laid before him.
To aid in this decision making process, the game uses a color coding system called "Runner Vision." Objects in the environment necessary to complete certain areas or perform certain movements are painted red, though this can be turned off on higher difficulty settings.
Faith is not armed by default. She can remove guns from enemies by force, but is unable to run while wielding them.
The melee combat system in the game is based on momentum as well. The more speed you have going at an enemy, the more effectively you'll be able to disarm and remove the enemy from your list of troubles.


There are some annoying moments when you'll find yourself jumping too far and falling off a building but these don't ruin the overall experience. Level design is good and areas have a nice layout in which your running is rarely disturbed. All in all it's a great experience and most importantly fun to run around in the shoes of Faith.
Singleplayer
The singleplayer mode in Mirror's Edge is a mixed-bag really. There are some memorable levels and moments but for the most part, it is pretty weak. The weakest part of this game is its story, or its lack of one. The protagonist is Faith and I must say she's pretty cool. However, the problem which arises is simply I didn't really learn anything about her and this in turn made her feel slighty bland and uninteresting as a character. There isn't really any surprises throughout the course of the game's plot and the supporting cast and villians are also not explored. The idea of a totalitarian metropolis where information is strictly guarded is a very good one. Unfortunatly, weak characters and lack of cohension in the plot ruin it. Cut-scenes are a change of pace from the first-
person action. They are cel-shaded in style and while they look very nice, I feel that they are seriously out of place with the rest of the game. Again, this only makes the plot feel even more disjointed.

The story mode is also pretty short, around 7+ hours if you're average at the game. There's the usual collectibles on offer here, with 30 runner bags located throughout the game. The hardest difficulty is a decent challenge for any gamer and I found the game to be more enjoyable when I had no option but to run.



The real bones of the game are the Speedruns and Time Trials. These are obviously time-based challenges that really put your running skills to the test. Speedruns involve you running through chapters of the story in under a certain time, which is easier said than done with some chapters. Time Trials take place over smaller areas and work much the same way as the Speedruns, although you earn stars for your troubles. For example you can earn up to three stars on a track, the longer you take then the less stars you'll earn. I found these challenges equally entertaining and frustrating, as a single mistake will often cause you your three-star rating or Speedrun completion. Mirror's Edge running mechanics are at their best here.
Multiplayer
Any kind of multiplayer is sadly absent from Mirror's Edge, which I find quite bemusing. Surely being able to race against your friends or other people online would've been a fantastic addition to the game? Well, I guess the developers didn't think so and the only online feature implemented was the ability to follow other players' ghosts while playing through Speedruns and Time Trials. There is also a leaderboard in place which showcases the quickest runners and times on every track. But in all fairness, this was a massive opportunity missed by DICE and if there is a sequel in the future, I expect them to rectify the lack of online multiplayer modes.
Technical
This is without a doubt the strongest aspect of Mirror's Edge. There is much to admire in the developer's decision to use very vibrant colours in the design of the game world. Bright yellows, sunny oranges and cool blues are all used in favour of more traditional colours in other games, ie. brown. This creates a visual feast for the eyes and perfectly suits the style of the game. Faith's animations are top-notch and you can really feel every jump and harsh landing. Also, the screen blurs as you gain speed and Faith's breathing rate increases as you run for your life. All these come together to create a brilliantly immersive experience.
However, I must say the soundtrack to Mirror's Edge is absolutely amazing. It is packed with many great tunes that set the atmosphere for the game. It is honestly one of my favourite soundtracks from a game, so it's a shame that the game lets itself down in other areas because there is a solid technical base from which they could've made a fantastic game.

Gameplay: 7/10 Good
First-person perspective is brilliant and controls are great but a few niggling flaws hold it back. Still great fun and a very different gaming experience.
Singleplayer: 7/10 Good 
Some great moments but the story is hugely forgettable and relies too often on "Escape from" scenarios. Faith is a cool character but is wasted with a weak story.
Multiplayer: N/A
Should've been included and is strange how DICE didn't realise how great it could have been. Maybe in the sequel?
Technical: 8/10 Superb 
Great soundtrack and design. Strongest point of the game.
Overall: 7.5/10 Good

For me, Mirror's Edge is a case of what it could be more than what it is. On one hand, it's perhaps the most unique gaming experience that's on the PS3 at the moment. On the other hand, it has a few major flaws that hold it back from being something truly special. But in saying that it is still a very good game that I recommend you play at some stage. I hope that a sequel will 
surface in the future that will fulfill this game's massive potential.



Wednesday 7 December 2011

Batman Arkham Asylum


Batman: Arkham Asylum is played as an over-the-shoulder, third-person perspective action-adventure game. The player controls Batman as he makes his way around the island and structures of Arkham Asylum. In addition to running, jumping, and crouching, Batman is also able to glide from heights using his cape and use his grapple gun to ascend short heights or escape to gargoyle statues. The game uses a "Freeflow" combat system, accomplished by using three primary buttons: attack, stun and counter to emphasize the primarily physical system of combat that Batman employs. Additionally, Batman is able to use Batarangs and his Bat-Claw as supplemental combat tools that can extend combos. Countering opponents' attacks can also extend a combo; a brief indicator is shown when playing at Easy and Normal difficulties to indicate when an opponent is ready to attack. By chaining regular and counter-attacks in combos, the player can build up a special experience point multiplier, which increases further if timed well. When this surpasses a specific threshold, the player then has access to an additional special attack that can quickly take down a single foe. Batman can take damage from his foes, and can be knocked out or killed should his health bar fall too low; when combat is completed, Batman regains a portion of his health relative to the experience earned in combat. As the game progresses, Batman battles against opponents with knives and stun rods that require different tactics to deal with, as well as "Titans" that can be ridden on to attack other enemies. Certain enemies will also try to obtain weapons.
Plot
The Joker attacks Gotham City's Mayor's office but is foiled by Batman, who escorts him to Arkham Asylum. Due to a recent fire at Gotham City's Blackgate Prison, many members of the Joker's gang have been temporarily relocated to Arkham. As Batman accompanies the guards taking the Joker inside, the asylum's security is overridden by Harley Quinn, allowing the Joker to escape and take control of the facility. Batman quickly realizes that these events have been part of the Joker's plan and that the Joker had bribed a security guard to help him escape and kidnap Commissioner Gordon. The Joker threatens to detonate bombs scattered around Gotham City should anyone attempt to enter Arkham, forcing Batman to work alone; however, he is able to rely on Oracle who helps guide him through the asylum over the radio. Batman is able to gain access to a Batcave he created on the island.
After rescuing Gordon from Harley Quinn, Gordon reveals to Batman the location of Bane, who has been experimented on by Dr. Penelope Young, one of the Asylum's doctors. Following a fight with Bane, Batman learns that the Joker is seeking a chemical called Titan created by Dr. Young that is being produced at the asylum. The compound is based on the Venom drug that gives Bane his super strength, though the Titan formula is much more potent. The Joker plans to use the Titan formula on the various Blackgate inmates to create an unstoppable army.
Batman discovers the location of the Titan formula, but after failing to save Dr. Young, sets out to rescue Warden Quincy Sharp, who has been taken hostage by Quinn. After saving the Warden and defeating Quinn, Batman meets with Poison Ivy to discover the cure to the Titan strain, who reveals that said ingredients are stored deep in the lair of Killer Croc. Batman ventures there and finds the ingredients, defeating Croc along the way before returning to the Batcave where he creates the antidote, but only has enough time to synthesize one dose before Poison Ivy's Titan-infused plants destroy the Batcave's computer.
After destroying the mutated plant life and defeating Ivy, the Joker invites Batman to his "party", where Batman sees the Joker holding Scarface, sitting on a throne of mannequins. The Joker then reveals that he has recaptured Gordon and attempts to shoot Gordon with a Titan-filled dart. Batman jumps in front of it, taking the injection himself. Batman attempts to resist the change, after which an upset Joker shoots himself with the Titan gun, becoming a massive monster. In his new form, the Joker proudly displays himself to news helicopters. He tries to persuade Batman to stop resisting the Titan formula and change into a monster, saying it is the only way to defeat him. Batman refuses, and uses the antidote on himself. The Joker, amazed at his decision, attacks Batman directly. Batman defeats him and The Joker reverts back to his original state and is taken back to his cell, and armed Gotham police officers slowly regain control of the asylum.

THE REVIEW




2sagmrs
Every Batman fan on the planet has been waiting for their caped messiah, waiting for an above average Batman game to finally come. While Batman: The Animated Series for the SNES was a winner in some fan’s eyes, it was really just a by-the-numbers platformer that didn’t strive to break the mold, and didn’t succeed in putting Batman games on the map.
But in August 2009, our time has finally arrived, compliments of Rocksteady’s development team.Arkham Aslyum reeks of production value: from the decision to cast many voice actors from the animated series along with other top shelf talent, to the penning of the Hollywood worthy script by acclaimed writer Paul Dini (LostBatman: The Animated Series), it would take a lot of effort to screw this one up. Read on to see if Arkham Asylum delivers on the hype.
While it seems like Arkham Asylum would follow a simplistic level-based style, the game is actually set up in a limited sandbox fashion. Arkham Island is kind of a hub world, and it hosts six buildings on it’s grounds. Although you must progress in a linear fashion (the story opens up these building entrances as it goes on), you’re free to roam the main grounds for collectibles, and re-visit past areas.
The amount of detail found in Arkham Asylum is astounding. Batman will wince and turn his head whenever there’s an explosion in close proximity; his outfit and cape will deteriorate over time; his facial expressions will change based on the situation; he’ll look around nervously when fine tuning his equipment. When Rocksteady announced a former Pixar employee would be working on the facial models, they apparently meant business, because Arkham Asylum’s world, and the characters that inhabit it, are phenomenally well done.
You’ll also find random villains scattered about Arkham making cameo appearances. Any fan of Batman will certainly appreciate the multiple familiar faces that pop in. The only character that feels out of place is Harley Quinn. If you haven’t seen her newest redesign: it’s kind of out of character, and while her voice is the original actress found in the animated series, it doesn’t quite match up with her new persona. Kevin Conroy’s Batman and Mark Hamill’s Joker are even more spot on than they were in the animated series. I can’t tell you how much I missed Conroy’s matter-of-fact portrayal, and Hamill really takes the spotlight in this game, allowing him to dish up some particularly juicy lines.
Another incredibly refreshing aspect of the game is its gritty atmosphere. The Joker and his minions will brutally execute innocent guards right in front you, and there are a ton of random, unexpected deaths throughout the game. The Joker maintains his true entropic and unforgiving self, and because of this, Arkham Asylum presents us with a gripping and realistic portrayal of a psychopathic murderer not often seen in gaming. Additionally, an effort was made to tie the game in with existing Batman lore as much as possible: which includes some subtle links to the recent Nolan films. For instance, you’ll find a very familiar looking “Vote for Dent” campaign flier in Two-Face’s cell, and so on.
If I had one complaint with the game’s story, it would be the pacing. The beginning is incredibly intense, and you really feel a connection to The Joker: if he’s not antagonizing you on the spot, he’s on the asylum’s PA system, badgering you. Sadly, the story really drops off during the middle, and resorts to quite a few fetch quests. The Joker also suddenly stops throwing unique quips your way, and starts reaching from a database of previous voice overs. Thankfully, it picks up towards the end, but the odd finale will no doubt disappoint some fans.
batman_arkham_asylum
The combat system is much more deep than at first glance, but it does have its share of problems. There’s so much going on, it’s really hard to manage, especially once you start battling ten or more people at one time. “Free flow” essentially translates to “use the X button” over and over to attack, allowing you to change directions with the simple press of the analog stick. You can counter with Y at any time, but ultimately that just translates to “mash Y” over and over without penalty.
While it is a bit clunky, I do commend the developers of Arkham Asylum for creating a brand new take on action game combat rather than resorting to a stock system. Free flow definitely has a place in future installments of action games down the line, and I hope that it’s caretakers tweak the system to provide a more fun experience.
Despite my contentions with the actual combat system, the stealth sections are much more fun, because the game really does a good job of bringing the caped crusader down to Earth. Batman is not Superman, and as such, he is extremely susceptible to bullets in the game: so much that they drop him in seconds. Because you can’t jump on command in Arkham Asylum (it uses an Ocarina of Time jump system), you have to rely on your trusty grappling hook to remain out of sight.
In these sections, you can use a myriad of tricks to distract, confuse, and terrify your opponents. From tying up foes upside-down, and throwing your batarang at the string to cause a distraction, to hiding under vents to attack unsuspecting passers-by: you can pretty much do anything. In one room, I intricately laid some C4 gel in key spots, used a remote baterang to move them all into specific areas, and strategically detonated them, knocking them out cold. You can also go for the more direct approach, or use stealth take downs at close range: the choice is yours, and that’s what makes it so beautiful.
In addition to Batman ‘the crime fighter’ and Batman ‘the stealth subduer’, you get to see a side of Batman rarely seen anywhere: ‘the detective’. Using your detective sight (very similar to the technology at the end of the Dark Knight Nolan film), you can isolate certain scents and DNA samples in order to track your targets. It’s a very fun and engaging break from combat.
Collectibles are the bane of many gamers (think Assassin’s Creed’s flags), but Arkham Asylumcertainly covers its tracks. In case you’re completely stumped by The Riddler (which he will certainly revel at), you’re able to find a map that unveils all the riddle’s locations: it doesn’t tell you exactly how to get them, but you’ll still have an isolated location at your disposal. By collecting these objects, you unlock additional challenge rooms, patient audio logs, biographical information/character art and experience points: so they’re easily worth finding if you’re a fan. Hearing The Riddler talk about how his father beat him as a child for allegedly cheating on a logic puzzle is priceless.
My absolute favorite aspect of Arkham Asylum has to be its boss fights. There are absolutely no QTEs found in any of them, and some encounters are puzzles or platformers rather than strict hand to hand affairs. While you may feel slighted that your favorite villain’s encounter is a bit short, it really helps differentiate the game from every other action title out there.
Arkham also has a ton of other tiny little additions that are huge upgrades for the action genre. For instance, it has a very unique take on “game over” screens during platform sections: if Batman falls to his “death”, he’s always able to save himself by grappling up with the quick press of the grapple button (it prompts you on-screen). In any other game, you would have failed, and been sent to the continue screen, but Arkham picks up without a beat.
You can also view batarang throws from a first person perspective camera, and see Batman out of the eyes of a frightened enemy: that’s just plain cool. All your equipment and abilities are upgraded through an experience system, which you earn by downing foes, exploring new areas and solving riddles. Don’t assume that the level up system is shallow just because it’s an action game: there are a ton of upgrades to be found. By the time I finished the game, I was missing four more potential abilities.
arkham-asylum-det
When all is said and done, Arkham Asylum is a typical action experience in terms of length. It clocks in at around 10 hours, 15 if you solve all 240 riddles in the game. You also get extra challenge rooms which function very similarly to Mirror’s Edge, but there isn’t much of a draw to them. In Mirror’s Edge, you would at least compete solo with a ghost opponent based on another player’s merits, which gave it a faux-multiplayer feel. But in Arkham Asylum, the challenge rooms feel like an empty experience: a mere shell of the single player game.





Friday 15 July 2011

The Smoke & Thermal technique

 Look out the two bad guys standing far behind
 Throw a smoke granaede to blind them..
 Wait for the smoke to fill out.........
 Turn on your Thermal visions.....
You can see them but they cant see you...so its time to take em out.... :]

Wednesday 13 July 2011

RainbowSix Vegas2






Rainbow Six Vegas 2 is the best game I've played after NFS Most Wanted .Rainbow Six: Vegas 2 includes a single player campaign/storyline mode as well as a variation of the Terrorist Hunt mode included in previous games, which involves repeated encounters with enemy AI terrorists in a non-linear map.
Terrorist Hunt mode may be played in "Lone Wolf" (alone) or with a pair of computer controlled allies that may be issued environment-based contextual commands. Both the campaign and Terrorist Hunt game modes support cooperative multiplayer which you can have up to three friends playing. Present in all game modes is a multi-dimensional advancement system.







Plot

Act I:
The events of the game begin shortly before the events of Rainbow Six 3: Raven Shield. Bishop leads his/her team on a botched hostage rescue operation in which a Rainbow hostage negotiator is killed due to one of his/her team members, Gabriel Nowak, defying orders by opening fire before additional Rainbow operatives arrive.
After securing the hostages, Bishop's team covers Nowak while he defuses a nearby bomb. Nowak is injured during a brief firefight shortly afterward and verbally lashes out at Bishop, taking out his apparent shame and anger on the team. Alpha Team, led by Domingo "Ding" Chavez, arrives and quell the situation. Nowak is rescued.





Act II:
The game then moves forward to 2010 in Las Vegas, with Bishop commanding a new team on a mission in Las Vegas, Nevada. The National Security Agency (NSA) suspects twocoyotes, Miguel and Alvarez Cabreros, of smuggling chemical weapons from Mexico into Las Vegas. The Cabreros are alerted when they discover and kill an undercover agent from the NSA, forcing Bishop’s team to rush to the warehouse containing the weapons. The team is delayed by a hostage situation that Bishop declares to be of top priority. During the ensuing rescue operation, the NSA informs a van possibly containing explosives has fled the scene.



Act III:
Following the rescue, Bishop learns that in addition to a chemical bomb there is a conventional explosive device. The team locates the escaped chemical weapons van but turns up nothing. They frantically search the area but reach the target, a Las Vegas recreational center and sports complex, too late. The chemical weapon is detonated, and many innocent lives are lost.
Immediately afterward, Bishop's team learns that the younger Cabrero brother, Miguel, has escaped the area. Bishop's team gives chase, cornering and interrogating him in the Neon Boneyard. At first, Miguel denies any knowledge of the bomb, but after the team threatens him he confesses the location of the second bomb. Miguel then draws a weapon on the team and Bishop is forced to kill him. It is heavily implied during this scene that Bishop antagonizes Miguel into drawing his weapon, allowing Bishop to shoot him without any repercussions from the agency.

Act IV:
As Miguel told Bishop that the second bomb is on its way to the (fictional) Vegas Convention Center, the team redeploys to the center quickly, fighting through the huge building to find the chief of security being held by Alvarez Cabrero. The chief is wired up with explosives to kill him and deny the NSA evidence that he could leak. Upon defusing this device, Bishop learns that the second bomb is located on a monorail headed towards the hotel area. Bishop's team fights their way to the bomb and disables its timer, but they are unable to disable the bomb's remote detonation circuitry in a timely manner. Thinking quickly, Bishop suggests detonating the bomb themselves in an unpopulated area after sending it to a safe distance by activating the train. At this point, Bishop is contacted by a NSA agent, who tells him/her that the terrorists have set up in a Las Vegas penthouse and are preparing another attack.
Act V:
As Bishop's team nears the penthouse, a sniper injures Sharon Judd, despite assurances by the NSA agent of a safe landing zone; fast-roping to the penthouse, the team proceeds to clear the building. Echo Team is deployed to take the other side of the building but are killed in a large explosion as Bishop's Bravo Team pushes forward, revealing the entire assault to be an ambush.
After rappelling from the penthouse to the casino below and fighting through more terrorists, Bishop learns that there is a third bomb held in a Chinese theater. The team assaults the theater and successfully defuses the bomb and saving several hostages. The team escapes and fights their way to the roof and is extracted once the roof is clear. Mike and Jung are then ordered to assist Logan in cleaning up Las Vegas following his team's ambush.
Act VI:
On the roof the NSA agent, wearing a balaclava, joins Bishop in the helicopter, saying that Alvarez Cabrero has been spotted at an airstrip in the desert. Bishop and the NSA agent enter the area at separate locations, and Bishop fights his/her way through an oil refinery and abandoned train-yard in order to get closer to the airstrip. When Bishop arrives, he/she discovers the NSA agent speaking with Cabrero. The agent is revealed to be Gabriel Nowak, who shoots and kills Alvarez. Nowak then insults Bishop, implying involvement in all of the team's recent troubles, before terrorists appear and attack. Bishop attempts to defend himself/herself but is knocked unconscious by an exploding airplane that he/she is hiding by. Bishop regains consciousness, having been dragged to safety by Gary Kenyon (the helicopter pilot), and reports to Ding. The latter orders him to stand down.

Act VII:
Bishop and Bravo Team, defying orders to stand down, follow Gabriel to a Costa Rican villa. As Bravo Team storms the complex, Nowak taunts Bishop and reveals that he was going to sell information about Rainbow operatives and their families to terrorists and criminals. Bishop closes in and attempts to face Gabriel alone; however, an attack helicopter and support troops arrive. Bishop manages to trick the helicopter into radioing for assistance, and Joanna Torres, Keller's intelligence officer, manages to triangulate the chopper based on its radio signal, eventually shooting it down with a SAM battery.
Gabriel and Bishop finally meet face to face. Gabriel gloats, claiming that he has outsmarted all of Rainbow and arguing that Bishop should have let him fix his own mistakes, including what happened in France, while Bishop tries to calm him down. Nowak eventually draws his weapon, and Bishop is forced to defend himself/herself, shooting Nowak as the rest of Bishop's team arrive from the other side. Six berates Bishop for disobeying orders but offers him a position as deputy director of Rainbow at Rainbow HQ, Hereford, England.