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There's a feeling you get, a sense of danger, the unknown, before
you go in. What lies on the other side? You set positions, steel
your nerves, and prepare to bust in. There's no turning back… now
you find out how good the game inside the box actually is.
Frequently
expansion packs are disappointments - nothing more than a few tacked
on levels and bug fixes, stuck on a shelf and slapped with an over-priced
tag. The "awesome new weapons" turn out to be clones of guns already
in the game, the "intriguing new plot" is a dull extension of the
old story, and "improved AI" means that your team doesn't get stuck
in open doorways… quite as often.
Unlike
so many other soldier-sim expansion packs however, SWAT 4: The Stetchkov
Syndicate expansion (SSE) doesn't fail to deliver on promises, especially
in the equipment section. From the very start you have access to
the Cobra, a vastly improved taser weapon. Not only does the Cobra
allow you to zap baddies from a greater range, it can fire twice
before a reload and can also be used as a contact weapon. A P90-style
submachine gun delivers accuracy and power in a single package,
while the new grenade launcher delivers demoralising (and painful)
grenades of all types in an "up close and personal" kind of way.
It's amazing fun to bounce a gas grenade at high speed off some
chump's head, then watch him cop a double dose of pain when the
gas pours out around him. Really great stuff. A 50. cal handgun
and sniper rifle round off the package, though their utility is
questionable.
Extra
gadgets are also offered, like an ammo bag to double your ammunition,
light sticks to mark paths and cleared areas, and a much needed
night vision camera. SSE has what I consider to be the best implementation
of night vision ever featured in a game - once switched on, the
world becomes a green fuzzy place, with the chunky low-res graphics
that real digitised night vision has. It's amazing how crisp and
clear the graphics look when you finally take them off. One small
issue here though - night vision is mapped to the same key as your
flashlight, so you can't have both.
For
once, the game AI really is improved. Bad guys pick up guns and
resume shooting if you turn your back without restraining them and
they also finally have enough sense to notice flashlights shining
on nearby walls, alerting them to your presence. Your squad has
smartened up too though - give orders while holding down the shift
key and your comrades will wait for a final signal before all moving
together. This new command makes executing more advanced tactics,
like breaching a room from three directions, very simple.
The
most useful addition though, is a simple "punch" command. In the
original SWAT 4, if you didn't have any non-lethal munitions, there
was no way to force a suspect into surrender. Now, you can beat
your enemies into submission without the need for expensive taser
cartridges or gas grenades. It really makes you feel like a genuine
officer of the law!
Those
of us familiar with the original SWAT
4 won't need a refresher on the quality of graphics and sound.
SSE continues the fine, realistically gritty graphics of the original,
and adds more clever dialogue and team chat. There's more inter-squad
talk this time around, as your men discuss the environment and pass
witty (and not so witty) jokes amongst themselves. The humour from
the bad guys however is quite amusing; armed men surrounded by drugs
saying "You got it all wrong officer, we are just baking cookies,"
in ridiculous Russian accents, are just one of the many giggles
you'll find. Try arresting the old folks at the homeless shelter
for more gags.
This
game is just so much fun to play and it's a real shame it's not
longer. Only seven levels come with SSE, all of which can be completed
in a single afternoon. What's more, the expansion is considered
a separate program to the original, so you can't use the advanced
weapons and controls on the original set of missions. It's a simple
oversight that really should not have been missed - the original
levels were brilliant and it's a shame we're not able to run through
them again with new weapons. This would certainly have increased
the lifespan of the expansion. Also, a little more thought on some
of the equipment would have been good. As I mentioned before, mapping
the flashlight to the night vision key is quite restrictive. The
sniper rifle is, quite frankly, totally useless for close combat
and the 50. cal handgun is a bit of fun for a while, but otherwise
useless if you're trying for a good score. Interesting to note is
the lack of licensing for naming some of these weapons - neither
the P90 nor the Desert Eagle are referred to by their real names.
It's not a huge issue, but it detracts from the realism just a little.
For
fans of the original SWAT 4, The Stetchkov Syndicate is a must have.
Although it's short, the high replayability factor and some brilliant
additions to both equipment and gameplay, make this is one of the
best solider-sim expansion packs ever released. Period.
Reviewed by Steve Rosenthal for AceGamez (All Rights Reserved).
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