Showing posts with label SWAT 4. Show all posts
Showing posts with label SWAT 4. Show all posts

The Death of SWAT (Not So Fast)

A couple of days ago I made a commentary post about the perceived death of one of my favorite tactical shooters, SWAT 4. This post was entirely accurate in that the previous developer Irrational Games and publisher Sierra Entertainment have folded. What I did not point out is that the existing SWAT 4 game (along with the expansion pack) can still be played online.

The in-game server browser was powered by GameSpy and that went under several months ago making the creation and joining of a SWAT 4 game impossible without the aid of a third party modification. Unfortunately the most popular mod that could do this actually disabled the single player capabilities of the engine so it was a complete no-go for me.

The Death of SWAT

The SWAT series of video games began in 1995 with the release of Daryl F. Gates’ Police Quest: SWAT which morphed into the Police Quest brand, becoming the fifth game of the PQ series and the first game of the SWAT series. The series ended with the 2008 mobile phone platform release of SWAT Elite Troops and featured a total of nine games over various platforms and a few canceled efforts, such as the infamous vaporware SWAT Urban Justice.

The original publisher of the games, Sierra Entertainment went defunct in 2008. The developer of the most recent PC variant of SWAT 4, Irrational Games officially closed shop last month ending any hope of either an expansion pack to follow-up The Stetchkov Syndicate or a modernized and updated version of the game, such as a SWAT 5. Given the success of the Bioshock franchise, it is easy to see why SWAT was dropped from their efforts.

A-Bomb Nightclub

1536 Adelaide Avenue: The 4th mission in the officer career mode is a Rapid Deployment scenario at the A-Bomb Nightclub. There are two level-one entrances offered, side two at the service entrance and side one at the front entrance. The map provided is of no tactical use for the second floor of the building.

I chose the service entrance off of the side alley and as usual, equipped the team with the Pepperball gun that fires OC-Ball less-lethal munitions. The other kit components include a Taser stun gun, three flash bangs, a door wedge and an Optiwand. C2 is brought along for breaching if needed.

Department Of Agriculture

2112 Geddy Avenue: This mission is the most difficult that I have ever played in a tactical shooter to pass successfully and advance within a campaign. On Elite Mode, you cannot kill any suspect (or have a suspect accidentally killed, incapacitated or neutralized by another suspect) or have any civilians injured.

This rules out snipers taking valid shots that on any other setting other than Elite Mode would be a legitimate kill in any mission without points being deducted for unauthorized use of deadly force. This also rules out any weapon that may harm a civilian, such as a stinger grenade.

Qwik Fuel Convenience Store

3721 Pitkin Avenue: This week the boys from Rampart Division are called in to resolve an armed robbery and hostage situation at a shabby C-Store. There is only one entrance option provided - Side 2 Level 1 - however there are actually two different doors that you can use to make entry.

As with all missions I am running on Elite Mode, the weapons package applied to all are pepperball guns, Tasers, flash bangs, a door wedge, C2 and the Optiwand. The Element made entry through the back door where we spawned and cleared two rooms into the building.

Sellers Street Auditorium

1801 Sellers Street: This week the boys from Rampart Division are called in to put down a violent radical Christian uprising that just so happens to manifest itself in a local music club that appears to cater to hardcore death metal music fans that are particularly inhospitable to the police trying to rescue them.

As mentioned in previous reviews you cannot overtly kill a suspect and win a mission on Elite Mode, so I brought along the core package of pepperball guns, etc. and for the first time in this series I decided to take an alternative entrance, this mission being the Rear Loading Dock, Side 3, Level 1.

Fairfax Residence

25 Glendive Lane: Whereas last week’s Sisters of Mercy Hostel mission from The Stetchkov Syndicate expansion pack was next to impossible to complete, this mission was a total cake walk and a victory the first time out, even though I was shot by the suspect after apprehending his welfare mom.

This week the boys from Rampart Division stage a takedown at the Fairfax Residence, a dirty little affair with a live-at-home momma's boy who likes to do naughty things to uncooperative females in his basement man-cave, and video tape his hobby for posterity.

Sisters of Mercy Hostel

796 Newbury Street: I had this game scheduled to be played on 7/26 as part of a weekly series and it took me all of two days and probably 20 plays to achieve a score of 95 to pass this mission on Elite Mode. Of the entire SWAT 4 mission selection, this one has to be one of the toughest to complete. I have no delusion of replaying this for a perfect score of 100. I'll take the 95 and call it a day.

The problem on Elite Mode is you basically have to arrest every suspect on the map, which inadvertently neuters your sniper(s) if they have a shot. If they do take the shot it will be a legal kill in game, but you will not be able to complete the mission and pass on Elite Mode.

Food Wall Restaurant

1572 Norman Street: I started an officer career today on elite setting in the original SWAT 4 game. Whereas the maps for the original are available using The Stetchkov Syndicate expansion pack, I can’t seem to manage to start an original career mission in the game.

You can play the original maps in multiplayer and also through the quick mission maker dialog (using campaign objectives even), but cannot do an officer career in with the original missions in the expansion pack.

Funtime Amusements

1401 Gower Street: Having failed this first mission of my officer career on elite mode the first time out, I took a different approach this time. I equipped the entire team with the Pacifier load out modified to bring along Optiwands and two door wedges. I also selected the side 4 level 2 entrances as well to allow for quick access to the bathroom hallway.

Gold element entered the hallway and was engaged by suspects at the top of the stairs, who were immediately pepper-balled into submission by the lead element. I came in behind to assist, but a doorway further down the hall on our level popped open and a crack head made a beeline for the bathroom.