Swat 4 the stetchkov syndicate torrent




















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Dein Profil. Deine Benachrichtigungen. Deine Freunde. Friends list is currently empty. Bleib mit Freunden in Kontakt. Tausch dich mit deinen Freunden aus und starte Spiel mit oder gegen sie. Lade doch ein paar Leute in deinen Freundeskreis ein! Online Offline. Dein Warenkorb ist leer. These days, though, the standard is rising - developers don't rely on Dull Tony in the programming and fiddliness department to write all the dialogue, and instead they knuckle down in drama class and start to make things a little bit more convincing.

Dialogue, briefings, situations - they're all naturalistic and integrated into the muscular corpus of the game. Even the calls, which are of no real concern to the budding Swatistician, are competently acted and lifelike in delivery. True gaming brilliance is in the details, and SWAT 4 was full of them. This new single-player expansion campaign, the Stetchkov Syndicate, maintains this capable atmosphere, with all the new scenarios being both entertaining and coherent as part of a larger tale.

The Stetchkov Syndicate is the story of your metropolitan Yankee police department's struggle with a mob of arms dealers. First you encounter with the people who bought the weapons, and then you make moves on to the cartel itself. From the situations themselves such as Fundamentalist Christians attacking a Satanic rock festival to the quips made between your team-members 'dude, you're too old for videogames' , all aspects of SWAT4 work to give us the most atmospheric and believable squad-tactics game to date.

The missions themselves are often excruciatingly tough, and only the most thorough assault is going to bring everyone out alive. As before, planning is minimal - little more than weapon selection and a choice of entry locations - and the positions of your hostiles is never the same as you enter the building, so there's always an element of luck as to whether you make it or not. Even if you've learned much from a failed attempt this randomisation can be really frustrating, but often it only makes the successful execution of entry and sweep of a building all the more gratifying.

A new feature with this expansion, which seems so minor and yet is so vital, is the ability to punch people in the face. There was an odd gap of interactivity in the original game, whereby the only way to subdue the people you encountered was to shoot them, or shout at them.

In accordance with the amusing subtitles, the missions are themed around the idea that some dirty Russkies are flooding the streets with cheap, high-quality weapons and armour.

It's pitched as a proper storyline, but in reality it's just a thin excuse to make a bunch of normal SWAT missions a bit tougher - because of course, all the bad guys have been supplied by the Stetchkovs. So, in mission three, you get a bunch of crazy bible-bashers raiding a death metal gig -with assault rifles. In mission four, you get a cadre of disgruntled farmers trying to blow up the agriculture ministry - with briefcase bombs and Tec 9s.

It's all very silly, and handled in the usual tongue-in-cheek fashion of the main game. The quality of the missions varies wildly, but overall I'd have to say they're a bit disappointing. Aside from a couple of the later maps they're all quite unremarkable in both concept and layout, and we wouldn't be surprised to find out some of them were rejigged cast-offs from the original game.

The first mission, for example, acts as a kind of refresher course on basic sweep-and-clear tactics, and is almost insultingly simple.

The second and third missions are also very straightforward - conceptually limp, they rely merely on odd-shaped rooms and multiple entry points to provide intrigue. Only when you reach the fourth map -an office building with its guts ripped open by an explosion - do you find a bold visual concept to complement the roomclearing action.

Needless to say, once the early remedial section is out of the way, the missions also become extremely punishing. The original game was tough, but with the extra enemy fire-power, and an increased unwillingness to go down without a fight, the difficulty is ramped very high indeed - enough to ensure you'll have to play some of the levels dozens of times before you succeed. Which is convenient when you've only got seven new missions to go around.

Elsewhere, some broader problems remain, though as these are hangovers from the original game it's perhaps a little unfair to expect them to have been remedied in an add-on pack. One is, of course, the lack of proper object physics.

It may seem churlish to mention this again after we laboured the point last time, but what the hell - on at least two occasions it caused one of my troops to get stuck behind a door or piece of office furniture, so the pain is still fresh.

Another big problem is the AI. Despite the fact that it's fairly good compared to many similar examples though I must say that Prezzer got a little bit carried away when he described it as "blisteringly good" , it still manages to trip up with alarming regularity. The entire tactical squad-based genre in fact, has always been hamstrung by its AI, and as far as I'm concerned the problem remains. However, something more worrying that emerged in the course of playing Stetchkov - perhaps because the levels aren't that great, perhaps because the concept has been stretched too thin - is that the gameplay is really quite repetitive.

The whole routine of coming to a doorway, deploying your Optiwand, storming the room, arresting the suspects, cuffing them, picking up the weapons, reporting it all to dispatch - it all just becomes a bit of a chore after the hundredth room or so.

Still, you can punch and electrocute civilians to make them co-operate, and quite frankly that'll never get old. The enemies in The Stetchkov Syndicate are meant to be a bit tougher than usual, because they've been equipped with the latest military gear by a Russian crime syndicate. That's all well and good, except that they're row so tough they're practically superhuman. I shot one with the new improved Taser gun, watched him convulse a bit, punched him a couple of times, shouted at him to drop his weapon, and still he managed to recover, raise his still-held weapon and kill me.



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