

It can however be good for spotting who you should make a special effort not to kill. This doesn’t have much of an impact, and is mostly just a chance to add even more colour to the situation. Next is some basic information about the main players, in this case two criminals, one with a record picture and the other a photograph taken by the surveillance operation that initiated this mission. Later missions have multiple points and can have a big effect on how the mission pans out. This mission only has the one, in a position that allows you to choose between a frontal or rear entry. This is also where you can select your entry point. Maps never match up to the actual level anyway, a brief outline for you to plan your action around is usually enough. This is often just a pen drawing which gives a very ‘done at the scene’ feel, you might occasionally have access to something a bit more detailed. A basic description of the area and some form of plan. The next tab (I mentioned text problems in the initial SWAT 4 post, the result is no labels) covers the mission area. In some missions you also have a recording of a 911 call (999 in GB, 912 in The Simpsons )), these are also well voiced. But the briefings can give you important background information, how many suspects, how many civilians, likely positions within the game area.

You could even go so far as to just look at the objective list on the side, after all, that’s what you need to do. These are well voiced, and while you can just read through what the scene commander is going to say, it adds a nice feeling to the situation. Indeed I think SWAT 4 has more emotional depth, real police raids don’t have spotless information.įirst up is the actual briefing, a quick message from a female radio operator back at base, giving the basics of the situation, then the scene commander takes over and explains more of the detail. In Rainbow Six there was always lots of information available, detailed room blue-prints, intelligence files etc., information in SWAT 4 is sketchy, but not because of bad game design, it’s meant to be that way. I remember playing Rainbow Six (the original) many years ago, that involved a path editor and lots of mission planning, SWAT 4 isn’t like that. The SWAT team are all about getting in there as quickly and safely as possible, this requires some planning and background information. It went really quickly, so quickly I thought about moving onto the next, but then I thought it might be a better idea to explain how things work in SWAT 4.Įvery mission no matter how unplanned or sudden has a briefing. Alright, today I’m going to do an in-depth commentary on my first mission.
