WANTED

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Description

WANTED is a 2009 third-person shooter video game developed by GRIN and published by Warner Bros. Interactive Entertainment. It is based on the 2008 film of the same name. The game was released for Microsoft Windows, PlayStation 3, and Xbox 360. The narrative follows Wesley Gibson, a low-level office worker who discovers he is the son of a legendary assassin and is recruited into a secret fraternity of killers known as the Fraternity. The game’s story diverges from the film, incorporating original plot elements and additional characters. The core gameplay emphasizes acrobatic gunplay, slow-motion mechanics, and the ability to curve bullets around obstacles. The game received mixed critical reception, with praise for its action sequences and bullet-curving mechanics, but criticism for its short length and repetitive level design.

Instructions

Gameplay mechanics center on a cover system, free-running movement, and a unique bullet-curving ability called “Assassin Time.” The player controls Wesley Gibson from a third-person perspective. The primary combat loop involves entering a room, using the environment for cover, and eliminating enemies with firearms. The signature mechanic, bullet-curving, allows the player to manually guide a bullet’s trajectory by moving the reticle after firing. This is used to hit enemies behind cover or around corners. Assassin Time is a slow-motion mode activated by performing a kill or executing a headshot, during which the player can curve multiple bullets in rapid succession. The game also features a “rage” meter that, when full, enables a temporary damage boost and unlimited bullet-curving.

Controls on a standard console controller are as follows: the left analog stick moves the character, the right analog stick aims the camera and reticle. The right trigger fires the equipped weapon. The left trigger activates a precision aim mode. The A button performs a context-sensitive action, such as vaulting over cover or climbing ledges. The B button initiates a melee attack. The X button reloads the weapon. The Y button switches weapons. The right bumper activates Assassin Time when the meter is full. The left bumper is used to curve a bullet after firing; the player holds the bumper and moves the right analog stick to steer the projectile.

Tactical techniques involve maximizing Assassin Time by chaining headshots. The player should prioritize enemies with explosive barrels or environmental hazards to trigger chain reactions. Bullet-curving is most effective when the player is at an angle to the target, allowing the bullet to arc around cover. The player should avoid staying in one position for long, as enemy AI flanks aggressively. Using the environment for vertical movement, such as climbing to higher ledges, provides a tactical advantage for curving bullets downward onto enemies. The rage meter should be saved for large groups of enemies or boss encounters, as its unlimited curving capability can clear a room quickly.

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