SWAT 4 Review

For:PC Release Date: 7 April 2005
Taking the correct positions is essential
Taking the correct positions is essential

Taking the correct positions is essential

Other tactical choices come through the choice of grenades and tools, with each member of the squad having a number of slots available on their loadout - flashbangs, CS gas grenades, stingers (grenades loaded with rubber bullets. Nasty.), door wedges, optiwands (for looking under doors/round corners etc) and other such items are at your disposal. Obviously, a quantity of grenades are required for room clearing services, but thought has to be put in when it comes to items like the optiwand - should more than one member be carrying one? If the team member carrying it goes down then you lose use of the item, removing an incredible tactical advantage. Conversely, using up an item space with the wand takes away a slot that could be used for something like a wedge - that means one less door that can be jammed shut, leaving an open access (literally and figuratively) for your team to be blindsided. Tactics, tactics, tactics. It's simply wonderful.

It may seem like all this thought involved is overwhelming. Well it is. At least at first. After a while it becomes clear, and picture-in-picture raids between two separate squads can be orchestrated with ease thanks to the combination of intuitive controls, functional AI and deep tactical options. These are the points when the satisfaction really sets in. Put in the work and you will be rewarded with a stunning game, fantastic on nearly all levels; a game that will last a long time, with random suspect/hostage placement on every play and a mission maker to shake things up even more, should you require it. Take into account the online multiplayer, which factors in co-operative play, along with a choice of many different styles of deathmatch/escort/bomb disposal etc and you have an even more complete package.

The settings are varied and interesting

The settings are varied and interesting

Downsides do rear their ugly heads though - this rather dystopian terrorist and criminal heavy near-future isn't all perfect. Graphically, things are sound - if you have a hefty system, that is. Anything not up to the absolute pinnacle and things will judder and chug on the default settings. Things do scale back nicely though, even if the end product is a lot less pretty than it is higher up. AI can be an issue too, with team-mates sometimes being infuriating with their reaction times, or lack thereof - standing in front of an armed suspect and simply not reacting as they get shot at can get very annoying very fast. Fortunately, this doesn't happen too much and missions can be finished with no good guy casualties if enough consideration is employed. Another issue could be raised with the fact that you are penalised for shooting first, even if it is clear as day that the suspect is about to shoot you. If you shoot first, you will be penalised, whereas if you wait, you will die. This, of course, is not to do with the game itself, and more with how SWAT is run in real life. Damn regulations. We should all be able to be the Martin Riggs' of the world.

SWAT 4 is an absolute gem in the tactical FPS genre. Everything is of a brilliantly high quality and fulfilment is guaranteed if the time necessary is put into it. Breach, bang and clear with no casualties and three suspects under arrest - throw in a couple of uninjured hostages rescued and, well, you have a whole lot of satisfaction. Two thumbs up.

VideoGamer.com Score

9Score out of 10
  • Bean bags: comical and functional
  • Damn satisfying
  • Accursed rules of engagement...
  • Needs a hefty spec machine to look its best

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Game Stats

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Review Summary: SWAT 4 is an absolute gem in the tactical FPS genre. Everything is of a brilliantly high quality and fulfilment is guaranteed if the time necessary is put into it.

Our Score: 9 out of 10
Developer: Sierra
Publisher: Vivendi Universal
Genre: Tactical FPS
No. Players: 1-16
Rating: PEGI 18+
Site Rank: 768 115