Wednesday, May 2, 2012
SWAT global strike team
You play Mathias Kincaid the leader of a team of SWAT operatives with special global jurisdiction. Unrealistic? Sure, we're videogamers and we're not supposed to challenge the political validity of things like global elite police organizations. Anyway, as a police unit arresting enemies and protecting the public are central to your gameplay experience with a compliance system compels you to try to get a suspect --like a terrorist or bank robber-- to give up without getting shot so you can then handcuff them and move on. Hitting the compliance button or shouting "SWAT: Drop your weapon" into your headset will start a compliance meter going under your targeting reticule as long as you have the suspect targeted. You will see enemies drop their weapons, at which point you can either have one of your teammates cuff the baddies or you can move close enough and hit your action button to do it yourself. This in and of itself is pretty engaging and adds another layer of strategy to the standard "kill everything that moves" motivation that drives every other FPS. The downside is that this feature, like many of the others in the game, goes underutilized throughout the game.
Commanding your teammates is done using the D-pad where commands will pop up contextually when you're targeting an object that you can interact with. Looking at a door will bring up commands like breech, enter etc. You can select what you want your teammates to do by pressing the appropriate direction on the D-pad or simply say the command you want to issue if you have a headset. Teammates can 'cuff and stuff suspects once they've surrendered, disarm bombs and crack codes in computerized security locks with the press of a button. However, the game doesn't stay hectic enough, consistently enough where you'll have to master all of your command skills in the heat of battle. Too often a sequence will unfold where the gunfight will happen first and then whatever objectives in that particular area will be handled first. But your AI teammates are on their own and deadly accurate when it comes to engaging enemies, so firefights tend to be over quickly.
Also you don't have to do much thinking when it comes to deploying your mates. For example, your demolition expert is the only one who can hack and disarm stuff so all you have to do is find the bomb or computer interface, hit the button and you're done. The only challenge here may be protecting him while he does his work. They always stick close to your side so there's not much threat of them getting smoked around the corner ahead or anything like that. Your teammates can be hurt but there's nothing stopping you from always being at the front of a firefight to protect them or anything. Your ability to manage them just doesn't affect the gameplay as much as it should.
You get bonuses and even medals for following the proper rules of engagement which means not killing innocents and not automatically blasting bad guys who aren't threatening you. That is, just because a terrorist is ready to blast doesn't mean you can shoot him without first giving him a chance to surrender. Shooting armed suspects in the back is also a good way to get bad pub for your global SWAT team. Some enemies have no intentions of ever surrendering so when you target them you'll see there's no compliance meter under your reticule.
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