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{{quote|"''[[Artificial Stupidity|You're in my way, sir.]]''"|'''Your squadmates''', ''[[Welcome to Corneria|all the time]].''}}
 
A [[Nintendo Hard]] tactical [[First -Person Shooter]] video game, developed by [[Irrational Games]] (makers of ''[[System Shock]] II'', ''[[Bio Shock]]'' and the ''[[Freedom Force]]'' series) and published by [[Sierra]] in 2005. It's the fourth installment of Sierra's ''SWAT'' series (itself a [[Spin -Off]] of the older ''[[Police Quest]]'' series). The game is set in the fictional US East Coast city of Fairview and unlike its predecessor, ''SWAT 3'', it deals with more mundane-themed missions, usually involving professional rescuing of hostages or neutralizing various terrorist groups or criminal gangs. The player takes on the role of a young [[SWAT Team]] officer, a recent transfer from the LAPD to the Fairview special response unit, who acts as the leader of a five-man SWAT squad, issuing commands, and using team work and close cooperation between all the members of the squad to achieve the necessary goals of each mission in the most effective way possible.
 
SWAT is primarily a life-saving organization, so your main objectives are always to rescue all civilians, arrest all suspects and occasionally secure some needed evidence. This is not as easy as it sounds, since you have to take caution not to harm or kill any of the civilians and make sure you fire at suspects or outright kill them only when necessary. Trying to beat the game by fighting your way through guns blazing is not an option. Fortunately, you have a wide variety of special weapons, ammo and SWAT gear in order to defuse high-risk situations.
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* [[Badass Army]]: The militiamen you face off against late in the game, along with the North Korean special forces.
* [[Badass Crew]]: Your squad, obviously, being SWAT officers.
* [[Basement Dweller]] / [[Psychopathic Manchild]] : {{spoiler|Lawrence Fairfax, the mildly demented [[I Have You Now, My Pretty|kidnapper of women]] and [[Serial Killer]]}} from the second mission.
** The evening news heard on the radio dubs him "[[Names to Run Away From Really Fast|The Law School Lyncher]]".
* [[Better Than It Sounds/Video Games N-Z|Better Than It Sounds]]
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{{quote| '''Bulgarian Mobster''' : [[Not What It Looks Like|It's not what you think]]...we're baking cookies!}}
* [[Bomb Disposal]] / [[Time Bomb]] : An objective in the penultimate mission set in a hotel taken over by [[Right Wing Militia Fanatic|an extremist group]]. In The Stetchkov Syndicate, the mission wherein a Department of Agriculture office is besieged by a union of disgruntled farmers has this as well . Also a multiplayer mode.
* [[Brand X]] / [[Bland -Name Product]] : Virtually every product you see in the game is of this variety (even company ads and promotional posters for movies and games), [[Played for Laughs|but with obvious nods to the brand it's parodying]].
* [[City Noir]] : Quite a lot of it, especially in the more darker missions taking place in various crumbling urban hellholes.
* [[Continuity Nod]] : Sonny Bonds, the protagonist of SWAT's predeccessor series, ''[[Police Quest]]'', is the chief of Fairview's SWAT training facility and your instructor in the game's tutorial.
* [[Corrupt Corporate Executive]]: See the [[Asshole Victim]]-example above.
* [[Cowboy Cop]] or [[By the -The-Book Cop]]: Depending on your style, you can choose to go in gunning down every suspect without calling for compliance. But, as already mentioned, the game only rewards you for playing by the book.
* [[Cluster F -Bomb]]: Suspects react pretty appropriately to getting shot, [[Video Game Cruelty Potential|tazed, gassed, sprayed with mace, beaten, or hit with stinger grenades.]]
* [[Creator Provincialism]] : The architecture and skyline of Fairview is very similar to Boston and your squadmates and most of the other characters have various forms of the Bostonian or New England accent. Hardly surprising, since [[Irrational Games]] are Bostonians to the bone.
* [[Cult]] / [[Church of Happyology]] : {{spoiler|The Tarronians, led by a certain [[Sinister Minister]] from Iowa named Andrew Tarrone.}} You visit their eerie half-abandoned appartment building in mission 8.
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{{quote| '''Officer Reynolds''': You see, this is why I don't let my kids go to rock shows.<br />
'''Officer Fields''': What, and have them miss all this fun ? }}
* [[The Dev Team Thinks of Everything]] : Besides doing your regular SWAT work, you can turn on radios, switch to different stations, shoot fire extinguishers and plumbing pipes to start spraying extinguishing foam and water, shoot glass objects and even a box of donuts to bits, blow up computers, TV sets and gas canisters by shooting them, etc. And a remarkable amount of work has gone to make [[Bland -Name Product|Bland Name Products]] and the advertising of fictional companies look and feel real and believable... [[Rule of Funny|not to mention funny]]...
** Purely in regards to the aesthetics of the game: most levels have numerous subtle visual references to the backgrounds of the victims and/or targets. For just one example, the hospital level has one room intricately decorated for a child's birthday party... but with a bloody stain on the bed.
* [[Disc One Nuke]] / [[Game Breaker]] : YMMV, but for the Single Player Career in the Expansion, the very first weapon to be unlocked is a nifty [http://en.wikipedia.org/wiki/HK69 HK69] Less-Lethal [[Grenade Launcher]]. It can be loaded with fired versions of the hand grenades available to the team, or a rubber baton round. Scoring a direct hit on a suspect with it will cause completely voluntary compliance on the suspect's part, [[Acceptable Breaks From Reality|instead of the incapacitation or death which it would likely cause in reality]]. Also, when loaded with CS grenades, the weapon can be used to quickly pacify large areas. Used in conjunction with the Ammo Pouch, the next piece of equipment to unlock, which doubles the amount of ammo you can carry and you have a gun that can make completely nonlethal playthroughs on all the missions not only possible, but quite easy.
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** Non-lethal weapons are the main solution for this problem. People can still be injured by them, but unless you shoot them after they've been cuffed, it doesn't count as a penalty.
** The action key also doubles as a shout button, allowing you to bark orders at both civilians and suspects if they're acting stubborn and don't want to cooperate, comply or surrender. If you want to shoot at any suspect without gaining a penalty to your mission record, you have to give him a final warning first. So, always shout before entering a new unexplored room, hallway or space. The more you shout, the better.
* [[No Communities Were Harmed]] / [[Where the Hell Is Springfield?]] : Welcome to the bustling metropolis of Fairview... somewhere in New England...
** It's in New York State for sure. Check the TVs in Mission 3. It's also entirely possible that most of the game does take place in NYC, except for one mission where the team is sent out to the suburb of Fairview (which might be too small and have too little violent crime to justify having its own SWAT team, while still having its own newspaper that primarily covers local news).
*** That mission actually takes place in NYC too. In the briefing, the dispatcher mentions that the address is located in the Bronx. Furthermore, in Mission 3, the gas station is described as being on "Pitkin Ave," which a real street in Brooklyn, and the diamond store in Mission 8 which is located on "Broadway."
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** To the ''SWAT'' series in general and [[Irrational Games]] themselves : There are penny arcade slot machines in the office of the city garage from the "Victory Auto Imports" mission. One of them is clearly an arcade version of one of the ''[[Freedom Force]]'' games, while the other is apparently based on a previously planned but cancelled installment of SWAT (which was eventualy replaced by ''4''). Both slot machines even play [[The Jimmy Hart Version]] of [[Self Referential Humour|the games']] [[Theme Tune Cameo|theme tunes]].
** Much like the backstory for ''[[Reservoir Dogs]]'', one of the missions is set in a diamond wholesalers specializing in uncut or unpolished diamonds that had just received an uncommon shipment of finished jewels, which attracts the attention of a group of heavily armed robbers.
** One of the objectives in the final mission is the rescue of a research scientist named [[SturgeonsSturgeon's Law|Theodore Sturgeon]]. The briefing even lampshades it.
* [[Shouting Shooter]] Shouting at people is a game mechanic.
* [[Shown Their Work]]: Hostages have to be handcuffed - you never know who is a real hostage, and there's always the possibility of [[Stockholm Syndrome]] - and they react accordingly. A mayor's aide will be extremely annoyed at his rough treatment, while Greek Orthodox priests reassure you they understand your concerns and gracefully allow themselves to be handcuffed.
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** [[Video Game Cruelty Potential]]: However, once you fail a level the game doesn't autonomously quit to the starting menu. You are free to roam the scenerio gunning down suspects and hostages alike until you click exit.
* [[What Could Have Been]] : [http://irrationalgames.com/insider/irrational-behavior/introducing-irrational-behavior/ Sometime] [http://news.bigdownload.com/2010/01/12/irrational-reveals-canceled-zombie-game-division-9/ in late 2005] [http://www.youtube.com/watch?v=IyRlau2WwXY and early 2006], [[Irrational Games]] used the existing SWAT 4 engine and assets as a proof-of-concept basis for their next game project, preemptively titled ''Division 9''. It was supposed to be a [[Survival Horror]] shooter with a squad-based nature (much like SWAT 4) and set in... a noirish city after a mysterious [[Zombie Apocalypse]]. The project was eventually scrapped in favour of concentrating on ''[[Bio Shock]]''. Three years later, Valve published [[Left 4 Dead|a game with the same basic idea]]. Makes you wonder if ''Division 9'' would've been similarly succesful 4 years ago...
* [[What the Hell, Hero?]]: Civilians give one to you when you order/suppress/cuff them, as they are... you know... ''innocent''. But of course, it is part of any special unit's dogma to detain ''anyone'' they come across during such missions, as anybody may be a hazard source for the SWAT officers. So if you leave anyone un-cuffed in any mission, you will lose plenty of points for your negligence.
 
{{reflist}}
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[[Category:Stealth Based Game]]
[[Category:SWAT 4]]
[[Category:Trope]]
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