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Old 23-11-2007, 09:52   #1 (permalink)
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Default Escape from Paradise City - Traits and Skills Part 4

When you can't do the job yourself, bring in some hard-hitting friends...

Today cdv Software Entertainment USA released the final installment in their guide to Escape from Paradise City. This time around, the focus is on Boris, the most corrupt cop in the city, and the skills that brought him to the attention of the government when they needed someone to flush out the criminal underworld of Paradise City. Rather than get his own hands dirty, Boris likes to let his henchmen do the work; accordingly, his skills are more related to recruiting and training helpers, as well as influencing others. For more information about the game, which features an exciting blend of RPG and strategy gameplay set in a world infested with seemingly unstoppable criminals, please visit Escape from Paradise City.

Part four of the guide is available at: Escape from Paradise City

Escape from Paradise City drops players into a dystopian world that combines a dark underworld and elements of the supernatural. In the game, the player is required to infiltrate the gangs of Paradise City on behalf of a powerful government agency that, despite its influence, has been unable to introduce even a glimmer of law and order to this horribly corrupt city. In an intertwining chapter-driven story, the player takes turns controlling one of three gritty characters that, for their own reasons, have “volunteered” to get to the bottom of the mystery behind the controlling crime syndicate’s power.

Quote:
BORIS

BORIS' TRAITS
Boris is the stereotypical crooked cop; as such he employs some abilities that let him manipulate people pretty thoroughly. He's also very handy with a pistol (or pistols), and knows people that can get things done.

Boris' Basic Agent Training gives him Fastshots (firing frequently but with low accuracy), Heal Henchmen, and Evasive Actions, a fairly well-rounded training regime. His Roughneck ability lets him increase his defense by 50%, while Fatality increases his critical hit chances. His abilities let him go for head-shots, shoulder-shots, hand-shots, and ear-shots, giving him a wide variety of wickedly nasty paths to take. His Bloody Mess and Coup de Grace abilities are much like Porter's, letting him make targets bleed or greatly increasing critical hit chances, respectively.

Boris manages people well, also; his Master Leadership ability lets him command three henchmen (Porter and Angel are limited to a max of two). His Commandeering ability grants a defensive and offensive bonus to other orders by 50%, which can seriously pump up any action in your favor. Boris isn't all 'good leader,' though, because his Set Example ability lets him off one of his henchmen in return for 10 Power Points per level of the deceased henchman. He can also increase his henchmen's Movement, Damage, and Defense; using that Commandeering ability increases the effectiveness of these Traits and abilities that much more.

Boris is well-connected after his years of setting up networks laced with informers and a positive cash flow. Supplier, for example, grants the player $10 every 10 seconds per neighborhood controlled, on top of the regular cash flow these neighborhoods bring in. Network halves the cost of Informers, Call Vehicle, and Satellite Scan, while Hustler halves the cost of Car Bomb, Poison Area, and Street Medicine. He knows people that can increase the damage his bullets deal through his Military Scientist Trait, and Master Criminal gains him 10 Power Points for every kill he makes.

All in all, Boris is a well-rounded character that might not use weapons as strong as Angel or Porter, but having the ability to lead fodder into battle and pump them up appropriately means Boris should never have to be a combat monster in the first place!

BORIS' ARSENAL
Boris has many more choices for weapons than either Porter or Angel, although they don't deal as much damage as either of their weapons, generally (although higher levels and more advanced Traits will open up better pistols). Initially, he starts with the Beretta .22, but can move up through such pistols as the .38 Special, Glock 17, Makarov PMM, Remington, 10mm Bren, Colt Python, Desert Eagle, and the venerable .44 Magnum. He can even dual-wield the Desert Eagle, Beretta, or .44 Magnum!
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