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|BEST| Download Fire Department 3 PC Game 2006


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Download Fire Department 3 PC Game 2006



The first game in the series, Emergency: Fighters for Life, was published by TopWare Interactive in 1998. Emergency 2: The Ultimate Fight for Life was published by Take-Two Interactive in 2002. Take-Two would also publish Emergency 3: Mission Life in 2005 and Emergency 4: Global Fighters for Life in 2006. Since 2010, Deep Silver has controlled publishing operations of the Emergency series and its spin-offs.


Controls and graphics are typical of real-time strategy (RTS) games: the left-mouse button selects unit(s) and the right-mouse button commands movement or action(s) of the selected unit(s). The camera uses typical isometric angles of the RTS genre. Missions in Emergency usually start off with a short cinematic cutscene to familiarize the player with the situation. The missions take on a standard system of events in numerical order, each individual mission harder and more demanding than the last. Each mission requires players to carefully choose which units to deploy to effectively handle the incident. Since Emergency 5, missions (renamed events) take on a different system. All events of a campaign, multiplayer, or free play mode can be attended in one game session without loading screens. Between each major event, the player deals with standard dynamic emergencies such as car accidents, medical emergencies, crimes, fires, missing persons, pipeline ruptures or others.[1]


In Emergency 3, players can use deploy more than 25 different rescue vehicles. Previously divided into police, fire and emergency medical services, Emergency 3 introduced technical forces, geared to handle a wide variety of miscellaneous issues formerly resolved by other units. As a result, the mobile crane and bridge layer vehicle were moved under them from the fire department. Tech units are, however, always referred to as "technical assistants", as the German term "THW" would have created trademark violations.


Known as 911: First Responders in North America, released April 2006, the game's campaign now feature mandatory interludes and objectives before players can proceed to the next large-scale operation. For overseas missions, one has to select a handful of units with the limited room on the Tech plane, and rely on them for the entire mission. For the first time in the Emergency series, there is also a cooperative multiplayer mode, where players can join online lobbies where the host decides either online free-play or missions to play. The previous graphics engine and controls are optimized compared to its predecessor. In Emergency 4, players also have the opportunity not only to play campaign mode but also in a free-play mode to play and to achieve high scores.


Emergency 4: Global Fighters for Life contains 20 missions and the Endless and Challenge free play modes. It is also the first in the series to support multiplayer gameplay.The deluxe release includes three extra missions, support for voice commands, plus some additional game features. The game allows the player to use over 25 emergency vehicles plus varieties of rescue personnel. The abilities of the TEC forces have been extended since their addition in Emergency 3: fire department bulldozers have returned from Emergency 2 as Tech wheel loaders for obstacle removal, while the new recovery helicopter and its winch allows engineers to access and rescue people in unreachable, grounded locations. The medical rescue helicopter has been downgraded into a standard air ambulance.


This is a new version of Emergency 5, containing several new vehicles, 5 new missions, as well as a medieval mission featuring plague doctors. Some new mechanics are added in the game as well, for instance, police officers are equipped with pistols unlike the original Emergency 5 version, which limited this firearm to be exclusively for SWAT operatives.


In Emergency for mobile devices, the player controls 18 different units of firefighters, ambulance, police and technical service. The game includes 13 different catastrophe scenarios and was released in June 2012 for Apple iOS and in March 2013 for Android. Six more catastrophe scenarios can be added via two In-game purchases, each adding three scenarios.


Firefighting games obviously can't be too leisurely, but there's no good reason why they can't be more freeform than this. The devs have gone to the trouble of creating a very impressive fire and smoke propagation model that factors-in things like oxygen supply, wind direction and ignition thresholds, yet you are so busy dashing round trying to complete the contrived tasks set by the control-freak mission designers, you barely notice it. By the end of the thirteen-episode campaign I was praying for a mission in which I arrived at a scene and was told, simply "Put the fire out and save as many lives as possible".


There just aren't enough meaningful choices in FD3. Areas where players might have had power are selfishly monopolized by the game makers. Take units for instance. There's a good selection, but do we get to pick or purchase our own squads before a job? Not on your nelly. Apart from some token reinforcement decisions, you get what you are given and that's that. Being as the campaign follows the adventures of a single globetrotting fire-team, you'd think the devs might have thought to include some sort of persistent experience or skills system. Picking new upgrades for individual firefighters, choosing to rest weary or injured crewmen during certain missions... With a few inspired touches the game could have been so much better.


Predictably, the lack of choices extends to the campaign structure. Like a strict parent, FD3 forces you to finish one course before moving on to the next, but even on the lowest difficulty level progress can be third-degree-burns painful, and the puzzle-like nature of the missions and numerous time limits ensure a lot of reloading. Those that do stick around until the end get rewarded with the blindingly obvious conclusion to the game's thin storyline. Amazingly, it turns-out that the roving French fire-crew at the center of the plot aren't just hilariously unlucky. The fact they were in Kiev when a nuclear research lab was bombed, in Paris when a virus lab went-up, on a Channel Tunnel train that caught fire, etc etc, wasn't just a coincidence! (My head is still spinning, my jaw is still slack.)


Ironically, the best of the scenarios are the ones with the most workaday settings. At one point during the French segment you are sent off to a city suburb to manage the aftermath of a huge gas explosion. Buried casualties have to be sniffed-out with dog teams then extricated by strapping axe-wielders, people trapped on upper floors need to be located by agile climbers then rescued with the aid of long-ladder fire engines, blazes need to be extinguished. As usual you are trying to do all of these things at once which is horribly stressful, but it's fun too. A game that generated incidents like these semi-randomly, then let you tackle them using your own tactics and team selection, now that would be a firefighting game I could get really enthusiastic about.


Part of the reason the concurrent mission objectives and the time-limits are such hard work is that a lot of the activities in the game require micro-management. Though personnel and pumps will happily attack nearby fires without specific instructions, operations like rescues and indoor fire-fighting must be carefully choreographed. Firemen won't open doors without your say-so, which is wise considering the risk of backdrafts and flashovers, but equally they won't carry victims to safety unless instructed. Another area that can get quite fiddly is the switching of extinguishing agents. The game models four types of fire - 'classic', electrical, chemical and metal - and four types of substances for fighting them. Because maps often feature several flavors of flame, you sometimes need to re-equip firemen at appropriate vehicles or hydrants. It's tactical texture, but it's also another thing to think about during the manic missions.


One day someone is going to make an excellent strategy game about firefighting (this isn't it, by the way, just in case you haven't been paying attention). If you'll excuse the inexcusable combustion-related puns, Monte Cristo has a good enough engine but it doesn't seem to have the necessary flare for level design or pacing.


Relic Entertainment's Company of Heroes is rightly considered to be the best WW2 strategy game. THQ's real-time strategy gem won multiple awards upon release, including IGN's Best Strategy Game award in 2006. 041b061a72


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