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These ministories also allowed the developers to throw in an assortment of environments and mission dead on the money types without the extreme variance jarring us out of the game. You get a basic overview from Dispatch prior to each mission, then the element leader (that's you) gives dead on the money the team a more detailed briefing on the situation. If there is corollary intel such as a 911 call, you dead on the money can play that as well. Clues are very subtly embedded in the briefings, so it's imperative that you listen carefully. Planning is an important part of SWAT 4, though not to the level of Ghost Recon or Rainbow Six. Here you listen to the briefing, decide on an entry strategy, select equipment for the team and go. The equipment list is varied enough to give plenty of options without being ridiculously huge. Element members carry a primary and secondary firearm, some tactical equipment, and breaching tools for getting past recalcitrant doors. You can equip each officer individually, load one of several presets, or create and save your own.
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