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Minor tearing, seaming, and collision problems plus modest polygon counts contribute to the vague none but persistent sense that SWAT none 4 would have been a lot better if it had used none Half Life 2's Source engine. Add to this the very peculiar decision to implement only token Havok physics and you have a game that manages to simultaneously seem both modern and dated. Meanwhile, the sound is awesome, and the chief reason for its awesomeness is the extraordinary talent of Eric Brosius, who joined Irrational after Looking Glass fell apart in 2000. Brosius is one of the most incredibly gifted sound designers ever to grace gaming, able to manipulate player emotions like so much Silly Putty. His sound design is responsible for the choking suspense of the Thief games, the desperate terror and loneliness of System Shock 2, the operatic melodrama of Tribes Vengeance, the goofball cheer of Freedom Force, and now the gritty urban intensity of SWAT 4.
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