
Note: The statistics stated below are with respect to the Elite Force mod. The layout and archetypes of the expansion may also be used in the Quick Mission Maker for customization, casual mission making etc.īelow is a table of the list of equipment unlocked after successfully availing the next mission in the campaign. While the squad AI does a pretty good job on room entry, and you can often just issue orders and let your team do the work, we've found that the player usually needs to get in there when enemies refuse to surrender, as that often leads to wounded officers or dead hostages, which can bring a quick end to a mission.After successfully unlocking the next mission in career mode, a new weapon or piece of equipment is subsequently unlocked to the Player to use. Because enemies spawn in different locations every time you load, even the Vivendi reps on hand didn't know for sure what might be behind the next door, and we eventually failed the mission after running across a group of enemies bunched in a large area: some enemies will simply give up when you enter a room and yell for them to surrender, but things can quickly get chaotic when you encounter multiple hostiles in a single area. Like many of the later missions we've played, going from room to room was a tense affair, as enemies are less likely to give up without a fight the further you go in the game.

Our job was to find one particular character in the house, occupied by several armed members.

The mission we spent the most time on was one of the game's final, set in a house that played residence to a cult. Issuing commands to your team is as simple as right-clicking and choosing an option for a context-sensitive menu, which changes depending on where you aim the mouse: hover over a door and you'll get breach options hover over a suspect and you might get options to restrain them or perhaps use pepper spray or taser them. As the leader of a five-man squad, your SWAT team goes from room to room, relying on (of course) special weapons and tactics to neutralize threats, protect civilians and keep your team safe. Unlike most first-person shooters, the object behind most of SWAT 4's missions isn't to shoot everyone in sight, but to bring order to tense situations and apprehend suspects with as little combat as possible. This week at GDC, publisher Vivendi was showing off a near-final version of the game, which doesn't appear to have changed much, but gave us a chance to explore some of the game's later missions.

We've had a lot of fun playing SWAT 4 since receiving a beta version of the entire game a few weeks back (covered in both our recent preview and a co-op themed PlanetFargo).
