Call Of Juarez: The Cartel
Call of Juarez: The Cartel is the third game in the Call of Juarez series. The game while set in contemporary times, is a portrayal of the Neo-Western genre. The game details a task force comprised of agents from the Los Angeles Police Deparment, DEA, and FBI as they attempt to take down a Mexican drug cartel responsible for a terrorist attack on the DEA headquarters. A fourth game entitled Call of Juarez: Gunslinger was released May 22, 2013.
Call of Juarez: The Cartel
Call of Juarez: The Cartel is unique among first-person shooters, in that it contains a wide array of handguns than what is typically found in an FPS (which usually emphasize on weapons like assault rifles, submachine guns, or shotguns.)
The Makarov PM is primarily used by gangsters and Candy Store (a gentleman's club) bouncers. It is called "Makarov" ingame. It is the second default handgun available at the start of the campaign, and the default handgun for Team Criminals in multiplayer.
The Smith & Wesson Model 29 appears as the "Model 29". It is primarily used by gangbangers and cartel footmen. The weapon is an homage to the film Dirty Harry, with Ben McCall sharing similarities to the titular character.
The Taurus Raging Bull is one of two revolvers (the other being the Dan Wesson PPC) that are mainly used in the last half of the game. It is called "Bull" in the game. It features a black finish, and the red grip is painted black).
A suppressed Brügger & Thomet MP-9 with a digital woodland camo paint scheme is erroneously called the "TMP" in game. It was a pre-order exclusive. Notably, it is the only suppressed weapon in the game, though it does not appear to offer any distinct advantages. It is also the only submachine gun Eddie cannot dual-wield.
The carbine version of the FX-05 Xiuhcoatl appears as the main firearm of the Mendoza Cartel and PKI mercenaries. It is called the "FX-5" ingame. Call of Juarez: The Cartel also marks the first time the FX-05 has appeared in a video game.
The third entry in Techland's moderately popular first-person western series, CALL OF JUAREZ: THE CARTEL moves the calendar forward more than 100 years and sets the action in modern day California and Mexico. Players take on the roles of a trio of law enforcement professionals from different organizations: the FBI, DEA, and Los Angeles Police Department. They work together to take down a Mexican drug gang, but they also have their own hidden agendas, which are often dictated by people outside the group who call them on their phones mid-mission. Players will need to accomplish special objectives without being noticed by their partners, who may be controlled by the computer or other humans online, according to the player's choice.
It's quite a surprise to see a lack of progress on Techland's part with regards to the overall look of the game, especially since The Cartel is running on the new, more technologically advanced Chrome Engine 5. There's a real feeling that the rendering technology doesn't get the opportunity to play up to its strengths in the new locale: in previous Juarez outings, Chrome has consistently delivered detailed landscapes with accompanying long range vistas but the urban setting of the new game doesn't seem to make the most of the engine's capabilities.
Less a sequel and more of a Spiritual Successor to Call of Juarez and Call of Juarez: Bound in Blood, The Cartel moves the setting into the modern day and criminal underdealings in Mexico and East LA. The new protagonists are Ben McCall, a Cowboy Cop from LA and great-grandson of Billy Candle; Kim Evans, a tough Action Girl from the FBI; and Eddie Guerra, a Card Sharp working for the DEA. They investigate a terrorist attack orchestrated by the eponymous drug cartel and kick a lot of ass. Features the Co-Op Multiplayer mode that the previous title strangely lacked, allowing teams to control up to all three characters at once.
Let's face it, shooters have never been what you'd call overburdened with complexity. You point at things you don't like and then they go away, they're not exactly the twelve tasks of Hercules. But even this simple mechanic has found a way to devolve in recent years. "Oh, Yahtzee, you curmudgeonly, cardigan-wearing Lemsip drinker", I hear you sputter. "How can you say that? Shooter technology is the best it's ever been. The chest-high walls seem to stretch all the way to the horizon and you can see every scratch and imperfection on your gun when you stick the iron sights up your nose. I think you've fallen victim to the very same nostalgia blindness you're always warning people about, and no, I'm not still bitter about Ocarina of Time".
So here's the framing device for this week's shirt-wearer genocide. After a terrorist act within the U.S. is committed by a Mexican drug cartel, everyone starts getting really shirty and support grows for a full-on invasion of Mexico. You see what kind of piffle I have to work with? Everyone knows the U.S. would never invade a country just because a small faction within it committed an atrocity. No, they'd just invade the country next door! But before Guatemala could start getting worried, the U.S. government sets up a special task force to take down the cartel, a coalition of FBI, DEA, LAPD, uh...BBC...TCP/IP...LOL.
There's Kimberly, a sassy black FBI lady with hair like she got interrupted halfway through cleaning the tar out of her favorite jet engine; Eddie, a Latino gambler type who says "esé" all the time like an insistent university lecturer; and Ben McCall, a grizzled LAPD detective whose main role is to justify calling this a Call of Juarez game. He's presumably a descendant of Ray McCall from the Old Westy games, because like him, he constantly looks and sounds like he's accusing someone of farting.
So basically, it's a game that does nothing but insult me in every possible way. Right back at you, The Cartel! I'd throw you away, but I'm concerned your stench would attract crime scene investigators.
While that in itself is nothing new, it manifests partly as competitive challenges that periodically pop up during gameplay. When you and a partner kick down a door and gun down the thugs behind it in slow motion, for example, you might get bonus experience points (good for building a better arsenal) if you can gun down more bad guys than your buddy. Ditto if you do the most damage to a boss, or rifle-butt a couple of drug thugs into submission.
The series Call of Juarez is back and even though it retains an interesting topic of the Wild West, the plot is transferred to an action environment taking place in the present. The dark plot of the game begins with an attack on U.S. police agencies, caused by a fictional drug cartel. In this attack a building of the agency is destroyed and the hundreds of people are killed. The attack is a surprise and the United States are subsequently led to believe that the cartel members had somehow managed to infiltrate into the federal agencies, so in desperation, special troops are put together, which aims to stop the drug cartel.
(CBS/AP) CIUDAD JUAREZ, Mexico - Upcoming shoot-em-up video game "Call of Juarez: The Cartel" has angered officials in the violence-plagued border town of Ciudad Juarez. Chihuahua state legislators said Sunday they have asked federal authorities to ban the game, which is based on drug cartel shootouts in the city.
In 2004, the city's then-mayor called for a boycott of the song "The Women of Juarez," by Los Tigres del Norte, one of Mexico's top-selling bands. It blasted Mexican authorities for failing to solve the killings of women.
Call of Juarez: The Cartel as mentioned previously is set in modern day Los Angeles. Drugs and crime are rife and Mexican drug cartels are trying to cross the border and trade their wares within the American borders. As you might imagine, American politicians won't stand for it and put together an interagency team from the FBI, DEA and LAPD to try and uncover the head honchos of the drug cartel and take them down. But as you would expect, the three do not get along.
The storyline is presented incredibly well and is quite interesting. Lengthy cut scenes portray the storyline playing out in the game and the tangled web of the three characters and how that plays out is also incredibly interesting to watch. Basically, the best way to enjoy this game is watch the cut scenes one after the other. In a game which is so generic for the storyline to be such quality is surprising. What is a shame, though, is that the developers felt it was necessary for the characters to cuss every five seconds.
Now, back to the bad. The AI. When you play offline you have two AI team mates to help you out, but help is a word I wouldn't really use with this group of bumbling characters. Regularly you will run through a level only for your two team mates to appear in front of you as they need to catch up. It is a better solution than having people get stuck behind walls etc, but it just reeks of laziness for them to automatically appear near you. Also, when playing in single player mode on the PS3, every so often when we shot a character the game would freeze for a second. We are running on a fairly new system so are puzzled as to what caused that. A quick look online has shown us that we are not alone with complaints on the Ubisoft forum appearing.
Nobody knows exactly why Juarez went to hell, but many blame the Mexican government’s war against a couple of drug cartels. They say that the decision to target a few specific groups, particularly La Familia in Michoacan, generated an unintended reshuffling of alliances and brought violently to the surface a world of crime that until then was mostly subdued. The war between the Sinaloa and Juarez cartels, two former allies, and between them and the Mexican authorities, ripped the city apart.
The consequences go far beyond Juarez. More than 10,000 people have been killed in Mexico, mostly in the north. I drove about 700 kilometers along the border all the way to Altar, deep in the Sonora Desert, and became aware of the bloody pressure that La Familia is now putting on the Beltran-Leyva cartel. The general opinion in Juarez is that the government was unprepared for the consequences of its policy and that the failure to anticipate the ripple effects on the balance of power among the various regional mafias unintentionally turned what could have been an emblem of a vibrant cross-cultural border city into Baghdad without the U.S. Army. 041b061a72

.png)
