Reviews from

in the past


To preface this review, I first played SWAT 4 about 5 years ago. I consider it one of the best games ever made, full-stop. So I came to the Stetchkov Syndicate knowing that, at the very least, I'd enjoy the experience. And, to be honest, it met my expectations but didn't exceed them.
It begins where SWAT 4 ended. It is just another week for the SWAT boys, with more terrorists to take out and hostages to save. But this time you are on the trail of the Stetchkov Syndicate, a group of Eastern European collectors whose criminal activities have upped the firepower the local gangs have access to. It begins with a normal mission in an arcade, filled with sly references to Irrational Games' games, where two gangs have opened fire, then escalates to a bomb defusal, a shootout in a train station, and finally an assault on a warehouse. Each level brings its own challenges and is a real escalation from the base game.
The expansion pack’s most notable addition is the ability to punch, which not only adds a new dynamic to gameplay but also conserves ammunition. Additionally, the introduction of Night Vision goggles enhances the game’s oppressive atmosphere by making it difficult to distinguish between criminals and bystanders, while also limiting your vision.Admittedly, I only used them for one mission, but that mission was a real highlight. An improved taser and several lethal guns have been added to the expansion pack. To be honest, aside from the punch and the taser, I mostly relied on the familiar weapons from the base game. Nonetheless, the new additions are appreciated.
Late-game SWAT 4 was exceedingly difficult, and the expansion pack continues that trend by upping the ante. The criminals, thanks to the Stetchkov Syndicate, are better equipped than the mid-game rabble in the base game. Facing assault rifles and body armour was a real pain, as I try to be as non-lethal as possible when playing. While the terrorists run more and open fire at the drop of a hat. I may be misremembering, but I don't remember already subdued suspects standing back up, grabbing a weapon, and opening fire if you are slow to confiscate their guns or handcuff them. Although initially leading to some mission failures, this behaviour swiftly taught me to be quick and decisive with my handcuffing. Additionally, the later levels are wide open and filled with areas for terrorists to hide in, which makes clearing each room even more stressful than it already is. Sometimes the A.I. would declare a room to be clear, only for some terrorist to be hiding behind a corner in that exact room, waiting to unload a clip into my head. It didn't become too frustrating, but there were some rough moments. 
My biggest problem with late-game SWAT 4 is that it dissuades you from going non-lethal. Body armour neutralises particular grenades, while gas masks stop CS gas from being effective, so you have to resort to killing people in order to make it through a mission. As previously mentioned, the punching helps in that regard, but I was still capping terrorists at the slightest hint of a bullet coming my way. Depressingly, from what I have learned about the American police force, what I was doing was pretty accurate. However, unlike the final level of SWAT 4, the expansion pack makes you face off against well-armed but not necessarily well-armoured terrorists on their home turf. So all your gear is effective, which was a nice surprise.
Overall, The Stetchkov Syndicate is a bit of a small expansion pack if you discount the online component. While it may only include seven missions, each is crafted to the highest standard and SWAT 4's fantastic intense tactical gameplay meant that it was a great experience.  

Originally posted here: https://cultclassiccornervideogames.wordpress.com/2019/04/29/swat-4-the-stetchkov-syndicate-2006-game-review/

SWAT 4 must have sold pretty well upon it’s release, because less than a year later, an expansion pack called The Stetchkov Syndicate was released.

Unlike the base game, Sketchkov Syndicate has a single storyline tying all of the missions together. In this expansion, you’ll be tracking down the Eastern European crime family known only as The Stetchkov Syndicate, a mob of arms dealers. Throughout the campaign, you’ll be moving from people who’ve bought the weapons and drugs labs to dealing with the cartel themselves. It’s certainly nice to see some larger scale crimes being tackled instead of just small individual ones.

The gameplay for The Stetchkov Syndicate is pretty much the game as the base game. Picking up guns as evidence, taking down bad guys, handcuffing everyone you come across, and reporting it all back to HQ. The key difference between the base game and the expansion is several new types of equipment for you to take into a mission, but for some reason, they’re only usable in the expansion and not the base game.

Rounding out the new arsenal includes the 5.7x28mm Sub machine Gun, Colt Accurized Rifle, 5.66mm Light Machine Gun, and 40x46mm Grenade Launcher. The Grenade Launcher comes with the Triple Baton Round, which ejects three interlocking batons constructed of polymerized rubber, as well as projectile versions of the grenades, such as CS Gas Grenade Round, a Flashbang Round, and a Stinger Grenade Round.

Secondary weapons include the 9mm Machine Pistol and Mark 18.50 Semiautomatic Pistol, along with the Cobra Stun Gun, which is a new and improved version of the stun gun, and can hold two electrodes at the same time instead of the one.

The new Tactical Equipment includes the Ammo Pouch and Lightstick. Along with new Protection Equipment that includes Night Vision Goggles and the option to have no armor, which allows the player to be able to do things quicker, such as basic movement along with being able to do things such as lock-picking, door wedging, restraining people, etc, faster.

The Stetchkov Syndicate also introduces a new multiplayer mode, Smash & Grab. The suspects must collect the briefcase and take it to the exit before the timer runs out. The officers must stop the suspects from reaching the exit with the briefcase. If a suspect is arrested, 30 seconds are deduced from the game clock; if a suspect is killed or arrested carrying the briefcase, the case stays where it is dropped. Officers cannot pick up the briefcase.

Co-op has a few new additions too, you can run on custom missions and with up to ten players per game, which can further be split into two completely separate teams (red and blue) with a leader each. This is not similar to single player teams where an element leader controls both teams.

Since I couldn’t mention everything in the SWAT 4 review since it’s over 2,500 words long and it was already way too long for me to add even more too it, I’ll briefly go over some minor things here. The fake ads located around the levels are actually pretty funny if you take a second to look at them. The environmental detail is so good, that even the computers located around a level do stuff, like go to a screensaver if you’re in a level long enough, or blue screen if they’re near enough to an explosion or take bullet damage.

Unfortunately, just like the base game, Stetchkov Syndicate has a lot of the exact same problems as SWAT 4 does. SWAT members being taken out incredibly easily, accidentally killing a civilian when trying to fire upon a terrorist, enemies clipping through a wall and being able to kill you. There is even a level with bombs and a count down timer like SWAT 4.

It’s a bit disappointing that a lot of these problems weren’t fixed or smoothed over at all with patches or with the expansion pack. Maybe I wouldn’t be so angry at the level filled with bombs on timers if the entire game wasn’t ball-bustingly hard.

The amount of levels this expansion adds shows just how few levels the base game had, and that most of it’s length was entirely due to the previously mentioned difficulty. I just wish this expansion pack could have added some difficulty beyond the points required to finish a level.

If you liked SWAT, then Stetchkov Syndicate is definitely for you. But if the engagingly inconsistent AI of literally everyone makes you want to hit a hole into your monitor like the first game did, maybe give this a skip.

adds so much quality of life to the game by simply adding a punch button