This is an isometric-view squad shooter. You choose the men (or women), the equipment and go out and do the mission you were assigned to do. The game relies highly on chance when you shoot or get shot at so it can be unfair at times. The lack of a manual with this product is kind of bad considering the amount of things that are not immediately obvious. The tutorial will teach you most things, google will likely do the rest.
What comes to your mind when you hear the title? Mystery, fatal attraction... all that stuff. Well, you'll be glad to know that there is NONE of that here. This is what happens when you start off with a good idea and realize that you have no clue how to implement it. All this game has to offer is a bunch of mini fetch quests with characters who act as stumbling blocks rather than any type of help. While the fact that you can have expanded dialogue options like offering a bribe to people for information or gaining their trust through a third party is interesting, this aspect is used exactly once in the entire game. Why have a major option like that if you are going to use it ONCE? The pathfinding is BAD. There is no general sense of direction other than "Selena bad. Kill Selena." This is not helped by the fact that important characters run around like rodents all over the map in semipredictable patterns and occasionally get stuck between screens, thereby becoming inaccessible. This can become frustrating when you are looking for someone to hand in a quest item or whatever. In that sense, fetchquests have SUB-fetchquests. SOUNDS GREAT HUH? The dialogue system between NPCs is HORRENDOUS. The game's story does not go anywhere, really. When it ends, it just halts. Just stops, like that. You get introduced to a conspiracy late in the game, but really, it's just because the game makers had no idea how to step up a final showdown. You get dropped off at the bad guy's place and fool around for few minutes or so then BAM. Game ends. No bad guy speech. No close encounter. Nothing, You get a screen of text chronicling the end of the story. THE END. Really, this looks like a college level game design project. Even under lenient circumstances such as that, I would give a B-.