SWAT 4 | |
---|---|
Developer(s) | Irrational Games |
Publisher(s) | Sierra Entertainment |
Distributor(s) | Vivendi Universal Games |
Producer(s) | Robert Irving |
Designer(s) | William Gardner Paul Hellquist Ian Vogel |
Artist(s) | Nate Wells |
Writer(s) | Sara Verrilli |
Composer(s) | Eric Brosius |
Series | Police Quest |
Platform(s) | Microsoft Windows |
Release | |
Genre(s) | Tactical shooter |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 85.27% |
Metacritic | 85/100 |
Review scores | |
Publication | Score |
Eurogamer | 8/10 |
GameSpot | 8.5/10 |
IGN | 9/10 |
X-Play |
SWAT 4 is a tactical shooter video game developed by Irrational Games and published by Vivendi Universal Games on April 5, 2005. It was built on Irrational Games's Vengeance Engine powered by Unreal Engine 2 technology. In SWAT 4, the player leads a SWAT tactical element in resolving various situations, such as hostage standoffs or apprehensions of dangerous subjects. An expansion to SWAT 4, entitled SWAT 4: The Stetchkov Syndicate, was released on February 28, 2006. On January 24, 2017, it was released digitally on GOG.com.
Unlike previous installments in the Police Quest video game series, which followed LAPD SWAT officers through missions set in Los Angeles, California, the single-player campaign of SWAT 4 takes place in fictional East Coast city of Fairview (an amalgamation of New York City, Boston, and other eastern cities), during the game's then-future of 2008 to 2009. During the single-player campaign, the player is tasked with leading a five-man police SWAT team, also known as an "element", through 13 missions.
To simulate realistic police procedures, SWAT 4 encourages the use of non-lethal force to subdue and arrest subjects rather than incapacitating or killing them. In addition, players must follow strict protocol to ensure proper use of force. Players may not fire on suspects with lethal weapons unless the suspect points their firearm at a fellow officer or a civilian. Penalties are given for unauthorized use of force, injuries to hostages, officer incapacitation, and personal injury. If a hostage is killed, the mission is automatically deemed a failure. On the higher difficulty levels, more points are required to pass the mission, with 100 being perfect. On the most difficult level, Elite, players need a 95/100 to pass, and will fail for killing even a single suspect, losing more than two team members without committing an infraction, or committing any infraction in addition to being injured.