Even the calls, which are of no real concern to the budding Swatistician, are competently acted and lifelike in delivery. True gaming brilliance is in the details, and SWAT 4 was full of them. This new single-player expansion campaign, the Stetchkov Syndicate, maintains this capable atmosphere, with all the new scenarios being both entertaining and coherent as part of a larger tale.
The Stetchkov Syndicate is the story of your metropolitan Yankee police department's struggle with a mob of arms dealers.
First you encounter with the people who bought the weapons, and then you make moves on to the cartel itself. From the situations themselves such as Fundamentalist Christians attacking a Satanic rock festival to the quips made between your team-members 'dude, you're too old for videogames' , all aspects of SWAT4 work to give us the most atmospheric and believable squad-tactics game to date.
The missions themselves are often excruciatingly tough, and only the most thorough assault is going to bring everyone out alive. As before, planning is minimal - little more than weapon selection and a choice of entry locations - and the positions of your hostiles is never the same as you enter the building, so there's always an element of luck as to whether you make it or not. Even if you've learned much from a failed attempt this randomisation can be really frustrating, but often it only makes the successful execution of entry and sweep of a building all the more gratifying.
A new feature with this expansion, which seems so minor and yet is so vital, is the ability to punch people in the face. There was an odd gap of interactivity in the original game, whereby the only way to subdue the people you encountered was to shoot them, or shout at them. Finding yourself yelling at a choking pepper-sprayed individual who simply would not be restrained was a frustrating experience: you just wanted to hit them.
The entire tactical squad-based genre in fact, has always been hamstrung by its AI, and as far as I'm concerned the problem remains.
However, something more worrying that emerged in the course of playing Stetchkov - perhaps because the levels aren't that great, perhaps because the concept has been stretched too thin - is that the gameplay is really quite repetitive. The whole routine of coming to a doorway, deploying your Optiwand, storming the room, arresting the suspects, cuffing them, picking up the weapons, reporting it all to dispatch - it all just becomes a bit of a chore after the hundredth room or so.
Still, you can punch and electrocute civilians to make them co-operate, and quite frankly that'll never get old. The enemies in The Stetchkov Syndicate are meant to be a bit tougher than usual, because they've been equipped with the latest military gear by a Russian crime syndicate.
That's all well and good, except that they're row so tough they're practically superhuman. I shot one with the new improved Taser gun, watched him convulse a bit, punched him a couple of times, shouted at him to drop his weapon, and still he managed to recover, raise his still-held weapon and kill me. Now, I'm no scientist, but according to my research, the Taser gun delivers a debilitating 50, volt jolt, and anyone hit with one loses all control of their muscles and collapses instantly.
So what's going on? Are these guys immune? Did I just get killed by Magneto? Enquiring minds want to know. One big problem with the SWAT games is that complying with police procedures such as not killing everything that moves is, frankly, a bit tedious. Much more fun, surely, would be a game in which you had the choice whether to play it by the book or not. So, if you wanted to play the boy scout you could - reporting regularly to dispatch, going for promotions and medals and so on.
If you didn't want to do it that way, however and I think this applies to most of us , you could play it more in the style of Vic Mackey from The Shield. So, when you found some drugs, rather than reporting them, you could steal the evidence and sell it for profit.
When one of your men accidentally killed a hostage, you could cover it up by faking evidence and making the victim fire off a few pistcl rounds from their limp, dead hands. It could be a brave new direction for the genre, peeling back the heroic fagade of the force to reveal the corrupt, rotten truth, and it'd be great. Alternate Cheat Method Locate the 'swat4. Open it with Notepad and look for '[Engine. Always make a backup before overwriting.
Note: All codes get reset when you begin a new level. Toggle navigation. Hold That Thought In single-player, the big news is 'held commands', where you can set delayed orders for your teams and then initiate them later. Better With Ten Given the success of SWAT4 online, it's no surprise to find a few crowd-pleasing embellishments to the multiplayer arsenal as well.
The missions themselves are often excruciatingly tough, and only the most thorough assault is going to bring everyone out alive. As before, planning is minimal - little more than weapon selection and a choice of entry locations - and the positions of your hostiles is never the same as you enter the building, so there's always an element of luck as to whether you make it or not. Even if you've learned much from a failed attempt this randomisation can be really frustrating, but often it only makes the successful execution of entry and sweep of a building all the more gratifying.
A new feature with this expansion, which seems so minor and yet is so vital, is the ability to punch people in the face. There was an odd gap of interactivity in the original game, whereby the only way to subdue the people you encountered was to shoot them, or shout at them. Finding yourself yelling at a choking pepper-sprayed individual who simply would not be restrained was a frustrating experience: you just wanted to hit them. And yet you couldn't. This new potential for thumping completes the game that was previously missing a vital link.
Finally: playing missions with friends in multiplayer is exquisite - and that's just another aspect of the Stetchkov Syndicate that confirms what a competent job Irrational has made of reworking the squad-based shooter genre as a whole. It's like it has taken an encore in the form of an expansion pack. Compare the detailed and kinetic experience of The Stecthkov Syndicate to the recent cadaverous efforts of Rainbow Six: Lockdown and you begin to see that this is one of the finest PC games we have.
Even for those people who hated the previous generations of the strategic break and enter, I suspect you'll come away loving this. Needless to say, if you bought SWAT 4, then this expansion pack is an essential purchase.
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