24: The Game  24: The Game is a third-person shooter video game, based on the Fox television series "24". The game was developed by SCE Studio Cambridge and was published by 2K Games for PlayStation 2. It was announced on March 30, 2005 and was released in North America on February 27, 2006. The player controls many characters from the television series at different points in the game. The missions in the game involve elements of third-person shooter, driving and puzzle games. The musical score was composed by Sean Callery, while the script was written by Duppy Demetrius and the series production team.  "24: The Game" makes extensive use of actors' voices and likenesses from the TV series, as well as using a script and music score from the same production team. Casting and voice production for "24: The Game" were organized and handled by Blindlight. The events contained in the game are set in Los Angeles between the second and third seasons of the show. The story features three plotlines that overlap around a character from Jack Bauer's past named Peter Madsen. Although the game received a mixed reception from critics, it received a BAFTA nomination for its screenplay elements. Like the series, the game takes place over 24 hours and has the same start and end clocks for each hour, marking the start and end of each part of the game. The hours are broken down into 58 separate missions, of which there are three broad types, each described in further detail below. Some missions are objective based, while others have a time-restricted element. Each mission is graded out of 100 points, based on the quality of performance, number of objectives completed, shooting accuracy and so on. A grade of 90 points or higher rewards the player by unlocking some form of bonus feature, including three movies (interviews with cast about the game, TV promos), 98 images (wallpaper-like images of main characters) and 23 characters (3D models that the player can view). Most of the game's missions take place in third-person shooting format, combined with the use of a cover system. When a character is behind a low object like a crate, or at the edge of a corner or doorframe, they can press a button to use the object or edge as cover. Another button will allow the character to peer around and enter a targeting mode, while releasing the button will quickly return them to cover. There is also a stealth mode which has the character stoop, walk silently (unless running), duck behind any low obstacles they can hide behind and be less detectable by sound.