shotguns and assault rifles to high-tech gaussian guns and plasma rifles. Gadgets available include cloaking devices, hover boards and implosion grenades. Some weapons or gadgets are upgradeable. The medkit can be upgraded several times, allowing the player to carry substantially more health and increasing their durability, allowing them to stand up to much more powerful enemies. The medkit automatically heals the player when they would take lethal damage, so it serves as a secondary health pool. At maximum level the player can carry over four thousand health points in their medkit, vastly improving their survivability. While the overall goal is simply to kill each faction leader and take their respective gadget, getting to that leader is often a puzzle that requires visiting every location in their territory and finding clues for puzzles and equipment to overcome obstacles. Finding the routes between levels is a large part of progressing, as many levels can only be accessed from specific locations and forms of transport. The game encourages players to keep their own notes as there is no direct map of transport routes available, so learning the route to specific locations is very important. Once the player has explored the whole zone and acquired all the critical gadgets, they must infiltrate the dome, kill its guardian and steal the dome crystal, which requires use of all seven stolen technologies. Development Take No Prisoners was Raven Software's first game to not use a first-person perspective. Producer Steve Schreck explained, "We all love playing first-person games. But the great thing about a top-down perspective is the ability to convey a realistic sense of people surrounding you or converging upon you, and that's really what this game is about." Reception GamePro gave Take No Prisoners credit for "a deep story line and tons of keyboard commands, tasks to accomplish, and areas to explore", but opined that the game world is frustrating and tedious to navigate due to its complexity, unappealing graphics, and "chintzy sound." The reviewer also contended that "overhead angles for action games simply don't work." GameSpot instead considered the overhead perspective "a breath of fresh air" among the deluge of first-person action games coming out at the time. They praised the presentation of the story through found log entries, the engaging puzzles, and the moody graphics, and remarked that while the game had its share of flaws, such as sluggish net play and a