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Review: SWAT 4
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Ballistics and Artificial Intelligence
Irrational Games has talked about
the ballistic models that were to be in SWAT 4, but from what
I've seen they must have had to make some game design decisions
on that subject. At times the ballistic model is rendered
nicely and relatively accurate, but then at other times it
seems non-existent. What I mean by this is, it appears that
certain items were added with reaction to ballistics. For
example, when throwing a flash bang in a room it will cause
Coke bottles and other items to scatter and roll away. But
when I tried to tactically shoot out a light in a hallway
because I thought it better not to have my officers so visible
in the danger area I couldn't take out the light. Nothing
happened. Some TV's and computers can be shot with effect,
while others can not.
Also it has been modeled to be able
to shoot through a door, but you can not shoot through walls.
I disagreed with this at first but then after it was explained
as a required game play balance issue in the official SWAT
4 forums, I see the reasoning and agree.
You do get two choices of ammunition
types during your equipment selection part of the briefing.
They are FMJ (full metal jacket)
rounds and JHP (jacketed hollow point) rounds. Each serves
a purpose; FMJ rounds are a lead core surrounded by a strong
metal jacket used for high penetration. While JHP rounds have
a hollow tip that when it hits the target it stops and expands
causing more internal damage, but it won't keep going so that's
more for a hostage type rescue mission.
The AI in the game is a big improvement
over SWAT 3 and even other squad tactical shooters, but you
will still run into problems once in a while. Most of the
time my AI officers performed properly and flawlessly, but
there were a couple of incidents, like getting stuck behind
a table that was too close to the door for the AI officer
to properly stack up. This caused everyone not to do their
assigned task because in SWAT 4 it makes sure all officers
are in proper position before continuing. That's a good decision
you don't have any of the lone wolf AI incidents from
the past. Another time I got too far away from my element
and when I pointed at a door to "open, bang, and clear",
they entered through the other side, came through the door
the wrong way, then stacked up on the door they just entered
to complete my orders in the room they just walked through.
All these little incidences can be corrected by going slow,
keeping your men with you, and readjusting your location if
you're in the way.
The AI is incredible with how they
use there equipment, and how they clear a room. They will
look away from the thrown flash bang, they will give you a
finger countdown when breaching with explosives, and they
will properly enter and clear a room, covering bad guys that
surrender along with other doors, and even have one watch
the rear.
Now for my biggest problem with this
game, and I'm not sure if it's an AI issue or another one
of those "game play issues" I mentioned earlier.
The rules of engagement are too strict in this game. If SWAT
has been called, then stuff has already hit the fan and though
a SWAT officer will try and give someone the chance to surrender
if you're running around with body armor on and holding
an AK47 you're going to get dropped, and dropped fast,
and it will be justified. In the game the AI officers are
giving the bad guy's way to much time to think about surrendering
and that usually leads to one or even two officers going down
before the third finally decides to engage the shooter. A
couple of times a hostage was killed because my AI officers
failed to act when they had a chance. I think this is a game
play decision, because Irrational Games don't want you playing
this like it was Counterstrike. You lose 10 points
for each use of force violation during the mission, I have
lost many of those points when I know in real life I was 100
percent justified in the shooting. All I got to say is that
if the real SWAT had to follow Irrational Games strict use
of force rules, there would be a lot more cop funerals to
attend, and probably a shortage of officers volunteering for
SWAT duty. But remember, it's just a game.
One of the cool features that I didn't
think was going to be worth the time to program is the sniper
windows. In a few missions you have one or two snipers over
watching areas. You hit your "page up" key to cycle
through the different snipers, and then hit your "caps
lock" key to enlarge that window and take control. You
can then zoom in (4 levels of zoom) with the "Z"
key and take that important shot yourself. I like to clear
out areas with the sniper view because if they have a weapon
it appears you can drop them without a use of force penalty.
It's a nice little add-on feature, I just wish you could go
full screen with the view.
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