Now that’s out of the way (and I’m a lot more calm and composed), let’s move on to the game, shall we? In Double Agent, you’ll be greeted by a highly desolate Sam Fisher who has lost his will to live; well you would too if your daughter met her untimely death in a car accident and you get a rookie killed under your watch. With suicidal tendencies getting the better of him, he undertakes a mission no sane man would, and that is infiltrating a highly nefarious terrorist organization called John Brown’s Army AKA the JBA (Dangerous? Yes; Creative? No!). Infiltrating the JBA is a chore in itself as you’ll have to bust one of their compadres out of prison to earn their trust. Once that’s done, you’re welcomed into their family and find yourself undertaking missions for both, the NSA and JBA (hence the name Double Agent).
How this works is that during every mission, you’ll have two gauges on-screen; one representing the NSA’s trust while the other depicts some JBA love and you’ll have to make sure you keep both sides happy, because if any of the gauges drop to zero, it’s game over for you. This does add an interesting twist to the whole series and forces you to make certain moral choices. For example, you’re given a pistol and made to shoot an innocent pilot as a test; do you (a) shoot him to gain the respect and trust of the JBA or (b) chicken out and show them you’re a bitch who can’t take the life of an innocent man. The first time you’ll be faced with such a 'moral dilemma' is when you’re exploring the JBA headquarters, which by the way is where you’ll be spending a significant amount of time gathering as much Intel against the JBA as possible. There’s no excuse for sloppiness in this game and if you get caught doing something sneaky like picking a lock or being spotted in a restricted area, its game over for you.



