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Review: SWAT 4
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Multiplayer
Irrational Games delayed this game
in order to put in multiplayer, and thank heavens they did.
SWAT 4's cooperative multiplayer makes up for the single player
AI issues I mentioned earlier. Co-op is the most fun in this
whole game. If you have the right teammates that play the
game the way it was meant to be played then there's nothing
better. I do all my multiplayer gaming with The
Military Gaming Group; we are all current and ex-military
so the group knows a little about real word warfare and tactics.
We usually get together on a TeamSpeak channel for in-game
communications, but SWAT 4 has the best in game, player on
player, order menu I've seen. If you're the man in charge
then you have your graphic interaction menus set on the command
menu. If you're one of the workers, then a hit of the "tab"
key will change your graphic interface menu to respond to
commands. Another hit of the "tab" key brings you
to a "more comments" type menu. So while you're
moving along, a simple right click of the mouse brings up
the menu, and then a left click to give the order or report.
Of course, you could just use an outside communications program
like TeamSpeak to make it even easier.
The difficulty for multiplayer cooperative
play is set on high, and I'm glad to report that my team regularly
gets 90 to 100 points per mission, which tells me that people
really still are smarter then artificial intelligence.
Granted, once in a while boys will
be boys and someone will make a mistake early on and die.
The next thing you know everyone's
starts goofing around and tries out the tazer or pepper ball
gun on their fellow officers, which leads to someone pulling
out the big guns and all end up virtually dead. But like I
said, when played seriously and the way it was meant to be
played, it's the best fun that can be had online.
You also have three other options
for multiplayer, one being a barricaded subject situation,
which is really more or less just team death match; you have
VIP escort and rapid deployment, which is 3 to 5 bombs scattered
throughout the map. SWAT must find and unarmed them, while
the bad guys guard them.
I or any of my fellow multiplayer
testers haven't had any lag issues at all, but we are all
broadband, so I'm not sure how modems would work on this game.
The only ones that have any connection problems are those
with home networks with firewall issues. If you know how to
open ports then you shouldn't have connection problems. Irrational
Games can't be blamed for that. Multiplayer has been flawless
for me.
Replay Value
Not only does SWAT 4 come with a nice
single player campaign with 13 missions, and a great multiplayer
component, but you also have a quick mission making tool where
you can select any map, bad guys, hostages, add your team
or go "lone wolf" and you'll have a quick mission
that you just made to play or share online.
If that's not enough for you, in the
SWAT 4 system sub-folder you have the SWAT editor, where you
can make your own maps and your own detailed missions. Be
warned that the editor is difficult and requires a serious
learning curve to become competent at using it.
Mod support for SWAT 4 is somewhat
of a disappointment compared to the excellent support that
drove SWAT 3 for so long. In SWAT 3 you could activate and
deactivate what mods you wanted to use. No such thing in SWAT
4. The only way to mod SWAT 4, so far, is to change system
or game files which is always risky. There are already ingenious
gamers out there that have made or discovered ways to play
10 person co-op, or small changes to enhance the game. Hopefully
Irrational Games will smell the potential for this excellent
game and in a future add-on (I'm guessing is sure to come
along at some point), add all the tools needed to mod SWAT
4. And Irrational Games... while you're at it... put my chemical
light sticks back in. Some maps are so big in SWAT 4 that
you never remember if you cleared a room or door, chemical
lights, like the ones in SWAT 3 would have been appreciated.

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