|| Uplink Hacker
||(Win98/Me/2000/XP) (Mini Retail) (UPLINKPR)
Publisher: Strategy First
Trust Is A
If you're good, you'll get into the system. If you're great, you'll take it
down. Uplink brings players into the depths of one of the worlds most
intriguing settings: cyberspace. Players take on the role of an Uplink agent,
working for large corporations and hacking into rival computer systems,
stealing research data, sabotaging other companies, laundering money, erasing
evidence, and framing innocent people. Stock markets can be influenced,
personal records can be altered, and money can be transferred... sometimes into
the wrong hands.
gameplay: Players have the opportunity to be freelance hackers.
gameplay: Accept the missions that you want to play.
Neuromancer rating: Let your morals guide you; save the net or watch processors
melt. Uplink offers two totally different paths to l33t hacker
missions: Crack a bank, hack a rival into jail, crash the stock market, and get
out before youre caught.
action: Players have to make those last 15 seconds count and feel the tension
rise, as their signal is traced.
plot: The computer underground can be a dangerous place, especially if
youve got to stop the worlds deadliest virus.
Windows 98/Me/2000/XP/Linux: Pentium 300 MHz or equivalent 32 MB RAM
250 MB Hard Disk space 16 MB Video Card DirectX 8.0 or Higher DirectX 8
Compatible Sound Card 4X CD-ROM
The Wargamer by Michael Eckenfels
"The interesting thing about this title is
that it emulates a computer terminal and Internet connection; it's extremely
immersive to sit in front of the computer and literally pretend that the player
is someone else, looking at another computer and really are peeling away the
protective layers of the world from the prizes they seek. There's no fancy 3D
engine, nor is there a 2D top-down view, nor any other kind of interactive
abilities. The player instead makes the Internet of the near future their own
virtual playground, causing electronic mayhem and increasing their prestige (or
notoriety, depending on one's worldview)."
"The seriousness of the game comes out in the game-crimes one commits while
playing; instead of merely mindlessly attacking sites and doing the same thing
over and over again, an underlying story provides a backdrop that motivates the
player to find out more. This all starts with the death of a colleague, who
after about an hour or so of game time sends e-mail to the player, along the
lines of "If you're reading this, I'm dead." He goes on to say that the
corporation he was working for is full of evil people that are as dangerous as
they come (obviously, if he's been waxed). There's not much in the way of
trying to get the player to feel bad, since this person was a colleague and not
a best friend or some other trite and clichéd plot device (bravo,
developers!), which actually works to bring the player into the plot further
out of sheer, simple curiosity."
"Most of the player's time will be spent trying to build up the reputation
that they need for the higher-priced contracts, and generating the credits
needed to turn their "pokey" 20GHz system into a network administrator's worst
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