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REVIEW: SWAT 4
SWAT 4 is the fourth game in the SWAT series which has established the Simulation First Person Shooter genre. This game improves on its predecessors with stunning new graphics, a new physics system, reworked game play, and even more authentic SWAT action. It all comes together extremely well, earning its place in the acclaimed SWAT series.

SWAT 4

  Overall Score  

Storyline 7.0


Graphics 9.0  

Audio 7.5  

Game play 8.0  

Control Scheme 8.0  

Replay Value 6.5  

Bugs and Glitches 7.0  
 
Release Date:

April, 2005

Developed by:
Irrational Games
Published by:
Sierra

Platform:
PC




STORYLINE

SCORE: 7.0



SWAT 4 doesn't have much of an overall storyline that spans the whole game; instead it has an individual story for each new mission. In the game you are the commander of a new SWAT unit that is being deployed in the field. You go about many missions; each has its own back-story that tends to be pretty generic but interesting in their own right. At the start of each mission you receive a 911 call, which is very neat with decent voice acting. An exhaustingly detailed briefing follows, which is also spoken well. The game would truly shine if it established an overall storyline that tied all the missions together. Although the lack is not a total loss, it would make you feel that there is reason for all the shooting and arresting that you proceed to do in the game.







GRAPHICS

SCORE: 9.0



The developers of SWAT 4 have completely overhauled the graphics from SWAT 3, which is to be expected because game 3 in the series came out back in 2002. Like SWAT 3, SWAT 4 competes for graphical supremacy with the best games on the market. With gorgeous character models, detailed textures, realistic and smoothly textured guns, true to life animations and well implemented dynamic lighting and special effects, SWAT 4 has nothing short of graphical excellence, and will entice any eye candy seeking junkie.

The game contains one element that you might not realize is there, but its presence very subtly makes the environments and situations feel that much more realistic. This element is the extensive, unique texturing displayed throughout the game. The wall textures alone are some of the best I’ve seen, even surpassing the Half-Life 2 and its hyped Source graphics engine at times. The wall textures have details, with streaks protruding in vein-like patterns. Grime and rust are shown in all glory on gas tanks and metal trash dumps. It is very refreshing not to see the same texture repeated throughout the game, especially a texture that is flat and bears no detail of any kind. This game’s texture variety and detail separates the environments (mostly urban) from other games. Kudos go to the SWAT 4 development team.



Dynamic lighting is becoming a standard nowadays but many games do not use the technique to its full extent. When the lighting is well implemented it can enhance the level of realism through its ability to completely change the player’s perspective of an area, especially those indoors or in confined spaces. (Did I mention that SWAT 4 missions take place almost always within these parameters?) Dynamic lighting can also affect the different objects, whether they are inanimate objects or animate characters. The light casts a shadow that directly correlates to the position and orientation of the object in relation to the light’s position. For example, dynamic lighting reflects off a polished gun depending on its orientation towards the light; this surpasses the old static lighting that use to be the norm in gaming.




Dynamic lighting is a very powerful technique that developers can now utilize thanks to the increasingly powerful and affordable systems that are making their way into gamers’ households.

Landscapes

The landscapes give you a very brief glimpse at the exterior surroundings of your mission. You are usually deployed outside, but there isn’t much exploring to do there because the landscape is usually blocked. What you can see is usually drab and boring. The good stuff starts when you walk into the building where your objectives are located.



Buildings
As I mentioned earlier, the building textures in this game are fabulous and the dynamic lighting is well implemented. You get to explore a very well thought out building design that tests your skills as a SWAT team leader. Some of the buildings look very run-down, such as in the first mission where you are deployed in a Chinese restaurant. The building interiors are very well done, and usually give you some impression of the locale. I wish I could have seen more open sections of buildings, because doing so could add to the depth of SWAT 4’s gameplay.





Vehicles
The vehicles in the game look fine but they are very scarce. You see your SWAT van in most missions but the only time you see a lot of vehicles is in the garage mission. The cars are well-textured and smooth, and they reflect light very well. Their realism is convincing until you look at the tires, which are not modeled well -- they look out of place and stick out like a sore thumb. Because you don’t see many vehicles this flaw doesn’t really detract from the overall vehicle graphics much.

SWAT4 vehicle model.     MetaVR vehicle model from the 3D model libraries.
    Click the image to see a close-up.

Characters
Since you are always stuck with your SWAT teammates in the gameplay you would assume that they would receive special treatment. And you would be right. The SWAT character models look awesome, flat out graphical bliss! Their uniforms are very detailed, with various equipment pouches protruding from the uniform, which by itself is also very well done. The characters are so smooth that you wonder how many polygons they are made with.



The appearance of a SWAT member changes based on his equipment. If a SWAT member has three fragmentation grenades and two flash-bangs you will see the objects hooked onto his belt. If he throws a grenade, it will no longer be displayed on his belt. Side arms can be seen in holsters on the leg of the uniform and breaching shotguns or certain other gadgets are carried on the back of the unit.



The civilians and enemies also are well detailed and smooth, though not quite to the level of the SWAT members. Also, they are not unique; I saw the same model multiple times in a mission. I guess that identical twins and/or triplets are becoming more common.

Far Horizon
Since the gameplay takes place primarily inside buildings, there is never an opportunity to really gauge the far horizon. I've never noticed a far horizon problem in a building, which is to be expected.

Audio
Audio in SWAT 4 is up to par but not exceptional. The gunshots sound good, the voices are usually well done, except for the voices of the Civilians and Enemies who speak the same phrases over and over. You even hear the SWAT members say, “I’ve heard that one before buddy,” when cuffing a civilian or enemy. Well, the man is right; he has heard that one before, many times. Even worse, the repeated phrases aren’t acted out very well, and sound odd in some situations, sounding silly or stereotypical. However the game’s voice acting does redeem itself at the briefings and with the 911 calls in which the voice acting is superb. Each SWAT member has a distinctly different voice, which enforces the individuality of each character. You will hear them making jokes or one liners, reporting status, yelling at enemies or responding to your orders. The player’s character’s orders are done well and to add a layer of realism, the command is not always the same phrasing. For example, ordering a clear could be: “Clear that room squad” or “Secure that area team”. This makes the leader sound less like a robot who always says the same thing.

A cool effect used for immersive sound is centered on explosions. When you are near an explosion, such as a grenade or something else similar, you hear a ringing noise and the sound is distorted. This would be similar to a real life situation after such a powerful explosion that happens near you. This is just a neat effect that I felt needed proper recognition.

In general, the sound in the game is exceptional in some instances and lackluster in others.

The audio is as immersive as the graphics that are present in the game Splinter Cell: Chaos Theory. The best audio components (although overall every component is top notch) are the voiceovers and the ambient noises. The voiceovers are heard from the various members of the Third Echelon team during the briefings. For each mission, each of the four team members reads a couple paragraphs aloud. All the acting here is very believable and I was never once pulled out of the situation, as occurs often with games that have poor acting.




GAMEPLAY

SCORE: 8.0



After you create your profile, SWAT 4 launches you into a training mission, and you are shown the ropes of being a SWAT Team Commander. You learn your skills through your higher-up who teaches you the basics of every element of the game, which is good because you’ll need almost all of the skills you learn. After you learn how to shoot, throw grenades, command teams, and utilize SWAT procedures, you are thrown into your first assignment.

The missions require a fair bit of thought before you are deployed, if you are to succeed. Running in with no strategy and without using your team and the tactics that are your disposal will almost certainly lead to defeat. With that in mind you can look at the map of the area, the briefing, and various other resources to get a feel for the environment you are entering, not to mention learning what your objectives or targets are because once you’re in the mission you are on your own. You also get to choose not only your weapons but everyone’s on your squad as well. The list of weapons is extensive and authentic; each weapon has a little description with its history and info about it. I liked the shotgun variety.



Throughout the level you order your teams around using a simple context sensitive menu that you activate with the right mouse button (by default). Based on what your crosshairs are positioned on, the menu will give you options on how to order your team to approach the situation. For example, if you are looking at a door and display the menu, it gives you numerous ways of opening the door and clearing the room on the other side. When you release the right mouse button, your squad follows your orders and proceeds with the specified task. It is very neat to watch the team members use real SWAT maneuvers to go about accomplishing the mission. I even found myself using them for the whole mission and not even using my weapon.



You can add another layer of depth to the game by controlling of not just one team but rather two squad teams. You can split the teams up to work separate tasks or order them to do things cooperatively. For example you could make them breach from different doors to the same room in order to confuse and disorient the enemies, making it easier to eliminate or subdue them. You can also just use the two teams as one unit if you prefer. There is actually one other squad that works with you from a distance as snipers. This team, called Sierra, will notify you of enemy movement and tell you if they have a shot, in which case you can press a button and actually take the shot yourself remotely, which is very cool. In a similar fashion, you can look at the scene through your squad leader’s eyes by pressing a button as well. In these instances, whether sniping or watching, a little window pops up taking up some of your screen, but not obscuring your line of vision. It is a very good strategy to keep tabs on the squad leader and the snipers as the mission proceeds.

One major drawback to this game is simply its repetitive nature. After the first few missions you might get a little bored by the procedure of ordering your squads around. It can seem a little tedious and time consuming for those of us who love diving into the action ourselves. You will also begin to notice that you are always being asked to do one of the same few tasks. Rescue the hostage, eliminate the enemy, and find such and such become very familiar. A little variety in your tasks would help a great deal.

Finally, there is the scoring system. At the end of the level you are shown all the stats on how you performed in the mission, such as how many kills you had, or how many enemies you subdued. The stats also show your completed objectives, how many successful events you reported (such as a downed suspect), and the time you took to complete the mission. Situations such as having a squad mate incapacitated or injured, completing the mission in a long period of time, killing enemies, or unauthorized use of force hurt your score. All factors are tallied and you get a ranking from 1 (worst) to100 (best). To move on to the next mission you must have a score that is higher than what is required for the difficulty level that you selected. For example, an easy difficulty level would require a much lower minimum score than that of a harder difficulty level. This system is not very suitable for people who want a big challenge or a just want to be able to beat the mission. Sure you can strive for more points, but why not make the actual mission itself harder? This could be accomplished easily by ramping up enemy AI and skill with the difficulty level or adding extra objectives or enemies. With this scheme the game would still be able to use the scoring system but maybe it would just for the purpose of bragging rights. I hope the next game improves on the difficulty system.
Gameplay-wise though, SWAT 4 is rock solid.




CONTROL SCHEME

SCORE: 8.0



SWAT 4 uses the familiar WASD control scheme, which entails using the keys WASD as the movement keys, (like the arrow keys on your keyboard only more conveniently located) and using the mouse to control where your character looks. All the commands can be mapped to any key or mouse button available to you, which makes it easy to control the game in a way that is most comfortable to you. It’s the standard PC control scheme here; unbeatable, and though it's not new or innovative, you can’t hold that against SWAT 4.




REPLAY VALUE

SCORE: 6.5



SWAT 4 has a campaign that is reasonably long. The only incentive I could see to play the campaign again would be to experience the change in enemy locations each time which makes each play through less predictable, or to obtain higher scores. But because of its repetitive nature, I can’t envision many people playing a campaign more than one time through.

The game also has a multiplayer mode. In this mode, you choose your gear and then are assigned to either the SWAT team or Suspect team who fight for control of a VIP (also controlled by a player) in the VIP mode. You can also choose various other modes to play in. The multiplayer mode may compel you to play for a while after the completion of the single player mode but I doubt you’ll be hooked by the multiplayer mode for long.




BUGS AND GLITCHES

SCORE: 7.0



The only problem I encountered using SWAT 4 was that the game crashed whenever I tried to quit to Windows, which caused my very capable gaming machine to freeze. This situation was quite a hassle until I looked for a solution online. After I downloaded the latest patch, the problem never happened again. Although it was annoying, it wasn’t something that should keep you from buying this game.




OVERALL

SCORE: 8.0



SWAT 4 is a fun and very compelling game, which has remarkable graphics. On the down-side, it is plagued by repetitive gameplay, which in turn limits its attractiveness and longevity. With that said, SWAT 4 best quality is its spot-on digital recreation of SWAT situations, procedures, weaponry, and tactics.

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