Reviews from

in the past


What a fantastic game. Even nowadays timeless, especially cuz SWAT simulation isn't that common nowadays.

So above and beyond what a tactical police shooter would reasonably need to have in so many different areas that you wonder how it even came to be. SWAT 4 may sit at the top of the very narrow category of most anxiety-inducing simultaneous first and second person shooters with needlessly detailed environmental storytelling, but it’s led me to a much broader, more general thought – for how saturated and longstanding a genre it is, how much has what you can do with a shooter really been explored?

A few things about it bring this question to mind, but the main one for me’s its morale system. Each enemy and civilian has a different level of morale which affects how likely they are to surrender, pretend to surrender before pulling some kind of stunt or be nakedly noncompliant whenever you and your squad shout at them. By themselves, these kinds of reactions go a long way toward making it so that the player can never guess what’ll happen when they open any given door, but what takes this system to the next level is the sheer amount of factors which can affect it; whether they’re a group of trained gunman or a single inexperienced gangbanger, whether they’ve been stunned with some form of nonlethal attack, whether there are any hostages for them to take advantage of or hostiles to point you in the direction of, how many of you there are versus how many of them, how much damage they’ve sustained to each of their limbs and, my favourite, surprising them with warning shots. I’d never realised until playing this that hitting or missing a target in a shooter doesn’t necessarily have to be a dichotomy between success or failure – here, the latter can also be a tool for intimidation when Officer Backloggd User’s vocal chords aren’t cutting it alone. Firing a shotgun near someone’s feet to twist what’d normally be a failure state into something potentially advantageous extends past the fantasy of feeling like a Michael Mann character and gets the mind wondering about the uncapitalised potential of not just this genre, but others too. Why, for instance, do RPGs still often limit us to dialogue boxes labelled (Intimidate) or whatever when a far more organic implementation of that sort of interaction’s right here?

This sort of unpredictability which causes each attempt at the same level to play out differently every time’s a specialty of SWAT 4. Choosing different entry points coupled with NPCs’ semi-randomised spawns contribute a fair amount to this too, especially when specific characters are part of the mission’s objectives in some way, though the fact that the aforementioned limb-based damage system also applies to you and your squad plays a large role as well. While the extent to which this game wants you to take it slow’s immediately felt in the pairing of its relatively low movement speed and how harshly guns’ crosshairs widen, it becomes even more apparent when you’ve got an injured leg, head or arm. Suddenly, you find yourself even more hesitant to attempt to follow a fleeing suspect through a series of doors they’re shutting behind them, and whatever strategies you had in mind when selecting your long-range equipment have been scuppered by your diminished accuracy. If it sounds restrictive, don’t worry, because it can open up about as many avenues of play as it can close; one example I particularly enjoyed involved clearing a mission which heavily encourages you to use nonlethal weaponry by instead aiming for unarmoured limbs with 9mm FMJ rounds, since it’s easier to skirt around score penalties by incapacitating hostiles rather than killing them.

Although there’s an easy comparison to be made in terms of the replayability of individual encounters with its contemporary F.E.A.R., down to how heavily this stems from the AI’s dynamic behaviours, there’s another, less expected parallel in how thickly it lays on all things atmospheric. Breaching a two-storey room filled with explosive canisters and over half a dozen heavily armed death cultists is nerve-wracking enough, then it decides to hit you with a scene like this just moments after. It’d be easy to think of moments like this or a much earlier, loose equivalent of VTMB’s Ocean House Hotel as borderline genre pivots, but they’re more tonally synergistic than they seem at first. This is a game in which you die in two clean hits regardless of difficulty, so much as taking your eye off a bodycam for a second can prove to be fatal and, as noted above, you can never fully anticipate what’s going to greet you on the other side of a door, so it makes sense to ensure that the player can never anticipate what’s up next on a conceptual level in addition to a mechanical one, as well as to occasionally dial up the horror and exacerbate the uneasiness that average Joes with Uzis are already so good at instilling.

Irrational’s prior experience with horror isn’t the only instance of their ancestry rearing its head in the least likely of places, either. If you weren’t aware that they originated by splintering off from Looking Glass, having played one of the first two Thief games prior to this will probably clue you in, because SWAT 4’s incomplete, often hand-drawn, hastily annotated maps are straight out of those. You can only ever make a rough mental approximation of the layout of wherever you’re about to raid because of it, and chances are it’ll have geographical changes, potential hazards or other objectives they can’t possibly account for. It’s a small but brilliant touch which makes every eruption of overlapping GET DOWNs and WHERE’S MY GODDAMN LAWYERs mixed with gunfire all the more hectic as you’re inevitably forced to piece together your own whereabouts in the thick of it, usually while juggling your own perspective with that of a squadmate’s bodycam or a sniper feed to boot.

Despite how spur-of-the-moment all of this makes it sound and how many different ingredients are packed into it, up to and including some of Eric Brosius’ funkiest work, SWAT 4’s really a game of exceptionally singular focus; as the objective menu puts it, restoring order to chaos. It’s felt even in the size of its levels, which are just right for how many moving parts they each have and the number of ways in which those parts can be manipulated – you can charge me on account of lying if I told you that it’s always fun hunting down the last remaining suspect regardless, but it is always intense, and in general the most minor of blemishes on what’s otherwise one of many attestations to the fact that we’d probably be grand if games had just stopped progressing past what they could do in 2005.

Keep your cool, fiddle with your squadmates’ equipment and make regular use of the command menu to breach whatever obstacles are between you and giving this game a try, boss.

asrın tok'un evini bastığımız görev çok iyiydi

Classic one, SWAT 4 really made you feel like you are part of a SWAT team and you're busting places looking to arrest criminals.


My first PC game (this or GTA III, I'm not 100% sure). The mouse controls seemed unknowable at the time.

Elite difficulty St. Michaels killed all my will to play this ever again. Really good tactical shooter with a subtle horror atmosphere though. If you played Ready or Not you should totally check this out.

Seems solid, but not sure if I like this genre.

Probably my favorite era of games almost purely because of how they looked—Textures just a little too sheened over to convince you they aren't game objects. Faces a little too polygonal to convince you they aren't plastered mesh, but not enough that they enter the uncanny valley. Enemies a little too near-sighted or proficiently accurate to convince you they aren't functioningly oscillating A.I. And lighting just a little too sharp to convince you of unadorned naturalism—this is where everything should occupy in my opinion. Not necessarily between realism and artifice or functionality and jank but between dream and reality. Onwards is a sunk cost. This game is good.

"No can do."
"Can't get there."
"You're in my spot, sir."

Guys please just throw a fucking stinger into the room I am begging you

Şu ana kadar oynayabileceğiniz en detaylı ve GERÇEKÇİ polis oyunu. Görevler sırasında gerçekten gerilimden ve gerçekçilikten ter dökebiliyorsunuz. Yapay zeka çok iyi, eğer görevi kaybedip baştan başlarsanız yapay zeka her seferinde farklı yerlerde başlıyor üstüne.

Esse jogo é bom, mas tem umas 'coisinhas' ruins nele. A jogabilidade deste jogo não é das melhores. jogo bem difícil de entender, e também ele é meio PESADO. Mas o jogo é bom, depende do jogador >:^

Esse é um clássico dos simuladores onde te coloca como chefe de equipe de swat, é bem desafiador e divertido de jogar, colocando alguns mods pode melhorar a experiencia

Atmospheric bone-chilling spine-tingling blue-backing CQB ludo. An ROE-defined exercise in restraint and a case study on why we need to give these guys frag grenades in real life

Really doesn't giive you room to breathe in tense breaches, coupling with its amazing soundtrack that really puts you on the spot, you don't realy get many experiences like this anymore.

Damn they really cooked with this one, game tight as hell.

it's pretty good. makes me feel very COOL!

ótimas lembranças. um jogo que eu tenho medo de revisitar e estragar essas mesmas lembranças. melhor deixar assim... mas um dia irei jogar o ready or not com certeza

I've played hundreds of horror games but nothing has been more terrifying as losing sight of three armed suspects fleeing the scene and suddenly there are multiple doors down below open.

Impressionante como esse jogo até hoje é um dos melhores no que ele se propõe a fazer. Comprei na GOG por 8 reais e me diverti bastante, fiz meus amigos baixarem e jogamos co-op também, fui procurar e ainda tem servidores (de comunidade) ativos, é impressionante.
As únicas coisas que sinto falta que poderia ter no jogo pelo que vi foi adicionado na dlc, mas como não faz parte desse jogo entra como negativo.
Pensei em falar que ele deve ser o melhor jogo de 2005 de tão bom que é, mas pelo visto 2005 foi um ano abençoado. RE4, MGS3, GOW, GTA SA, e muitos outros jogos absurdos.

As many have already said, this is probably the best tactical shooter of all time. SWAT 4 is truly one of the only fps games where you really have to think before you act. While twitch reflexes will get you some way through the game, exercising tactical thinking by appropriately applying your available tools to the situation is absolutely required to win. Every room demands your full attention to detail and analysis as it only takes one bad guy to wipe your entire squad. The random placement of enemies each time a level is loaded prevents you from brute forcing your way through levels through memorization and you are required to think through the situations in each level all over again every time you play. The amount of command you have over your AI squadmates is unlike anything I've seen and really allows you to think about how to approach a situation from different angles and the different maneuvers you can execute.

The shooting and movement are clunky, though I consider this a conscious design choice as the game is a tactical strategy game first and an fps second. Most of the time, if you've applied the best tactics to your situation, your AI squadmates will neutralize all the threats without you having to fire a single shot.

The overall aesthetics of the game are slightly dated but the environments have a high level of variety so you won't find yourself staring at one for too long. The attention to detail to the props found in each level is noticeable and goes a long way to making the environments seem realistic and lived in.

The sound design is extremely well done and is probably responsible for 70% of the immersion factor. The dynamic music that intensifies when breaching rooms is also a great.

Overall, SWAT 4 is a flawless game. Highly recommend it to players who are fans of tactical fps games or strategy games in general.