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. 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. "Honestly! What's suspicious about it?"Ī new feature with this expansion, which seems so minor and yet is so vital, is the ability to punch people in the face. 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. 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. The missions themselves are often excruciatingly tough, and only the most thorough assault is going to bring everyone out alive. 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. First you encounter with the people who bought the weapons, and then you make moves on to the cartel itself. The Stetchkov Syndicate is the story of your metropolitan Yankee police department's struggle with a mob of arms dealers. 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. SWAT 4 THE STETCHKOV SYNDICATE FULLTrue gaming brilliance is in the details, and SWAT 4 was full of them. Even the 911 calls, which are of no real concern to the budding Swatistician, are competently acted and lifelike in delivery. Dialogue, briefings, situations - they're all naturalistic and integrated into the muscular corpus of the game. It's a testament to the excellence of breach n' flashbang sim SWAT4's writing that you barely notice how believable and well scripted it is. These days, though, the standard is rising - developers don't rely on Dull Tony in the programming and fiddliness department to write all the dialogue, and instead they knuckle down in drama class and start to make things a little bit more convincing. Incidental background writing isn't something that games are traditionally very good at.
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