SWAT 4: The Stetchkov Syndicate
Dean Tate on Irrational's latest.
SWAT 4 was one of the best tactical action games of 2005; so good, in fact, that it made it to the heady heights of No.28 in EG's end-of-year Top 50 extravaganza. It was certainly one of the most brutally macho games you'll ever come across anyway, making you feel like you're playing out a particularly stroppy episode of The Shield.
And now there's more perp-busting to come, with the March 10th release of Irrational's forthcoming Stetchkov Syndicate expansion pack, featuring seven new levels that pit players up against "one of the most dangerous and ruthless criminals yet." To sate our curiosity in the lead up to the game's release we grabbed level designer Dean Tate for a quick chat and a cuppa...
Eurogamer: A welcome return to one of the most atmospheric games of 2005. Could you talk a little about how you plan a level? How do you develop a concept?
Dean Tate: When planning a level I like to look at it from two distinct points of view, the game mechanics and the story.
The first thing we did when starting the expansion was to sit down and brainstorm lots of cool, interesting things for the player to do in the levels. We wanted to throw interesting twists at existing locations in the real world: take something the player knows, then turn it on its head! With this being an expansion we thought it was important to take all the cool gameplay mechanics of the original and find new ways for the player to experience them. We also worked to strengthen that feeling of "being there" by providing each level with its own story fiction.
Once the brainstorming is done and we have a bunch of Ingredients to work with we take the freshest ones and mash them together to make a level with a perfectly browned, crusty exterior...a smooth, creamy centre...something that leaves a sweet aftertaste. If SWAT 4 was a filling dinner, then this expansion is the perfect dessert. The Iron Chef would be jealous.

Come out, come out wherever you are.
Eurogamer: Could you talk about - without spoiling it too much, of course - some of the levels in the game. What do you think are the particular stand out points?
Dean Tate: You guys really want spoilers, huh? We can tell you not to expect any of the same stuff you saw in the original. Instead, expect all-new scenarios that'll provide a tougher challenge than anything SWAT came up against last year. You'll be leading your team through the winding depths of a dilapidated and abandoned subway station, into a rock concert that’s gone a little quiet (hostage-taking terrorists sorta tend to ruin the party...), through the halls of the Department of Agriculture (sounds boring...) moments after the centre of the building has been well and truly gutted by a bomb blast (ok, not so boring), and plenty of others.
Eurogamer: Actually, screw spoilers: Is there anything as spooky as the serial killer level?
Dean Tate: That’s a damn tall order. The team here at Irrational made that level and it still manages to creep us out. Not to go too far and spoil anything, the answer to your question is "yes" (why, are you afraid?).
Eurogamer: The co-operative play was one of the other stand-out features in the game. Playing in across a LAN and shouting at each other is a glorious thing. Why was this so important to you?
Dean Tate: For this exact reason; it's important to you guys, and it's important to us as well.
Eurogamer: In fact, so important you've expanded it considerably. 10 player co-op is a serious thing. How does the game play out with 10 players? I'd imagine the dynamics would change in interesting fashion.
Dean Tate: The dynamics don't change too significantly. In our experience, small teams tend to separate and clear parts of the level independently. The level needs to be large enough so that the teams don't finish the level too quickly. We were careful not to make any small missions for the expansion that had only one or two enemies.
And taking up from our LAN experience, the VO-IP will bring that to people who haven't set up a voice-chat server themselves - which is just about everyone.

"Hey! You in the black!"
Eurogamer: Could you talk a little about how the fluidity of voice communication improves the game?
Dean Tate: Being able to coordinate breaching actions is what this game is all about. It was almost impossible to do this over the Internet using traditional chat.
Voice chat makes it easy.
Eurogamer: A Melee attack is a welcome addition to the add-on pack. What was the train of thinking which lead to its absence in the original game?
Dean Tate: Time is the biggest constraint on any game project. We regularly have to weigh up the pros and cons of every feature and make sure the best stuff makes it into the game. Unfortunately there was just too much other cool stuff to put into the game.
Similarly, Held orders. Could you talk a little about how they will operate?
Dean Tate: Held orders are really simple. You can delay the execution of any order by holding the shift key. This allows you to have your teams stack up in two locations and make their assault simultaneously.
It doesn't sound like much but when you start to play around with it you soon find it can make a huge difference.
Eurogamer: Dean, thank you.
SWAT 4: The Stetchkov Syndicate will be released on March 10th from Vivendi Universal Games. Look out for a full review in the lead up to its release.
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Comments (35) Latest comment 6 years ago
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Yay! That would have been useful in the nightclub mission...
Love SWAT 4, best tactical FPS thingy evar.
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Shits all over the likes of rainbow six
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This expansion sounds like genius - pity they missed the Feb 28th release date advertised on the posters you see in the game...
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Would anyone else agree that this was the most overlooked game of the last year?
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@Stickman
'Tis a good progression from 3 indeed. Although I was a little disappointed that they'd got rid of the Stealth/Go Dynamic control angle. Was exciting having the team get compromised, switch to dynamic and the music change tempo and such.
Still, a fine addition to the old Police Quest pantheon.
Dunno if it was overlooked really. In terms of sales I think it was respectable, based on this here expansion.
Might've been one of those "for those in the know" games though. Attention from fans, more caution or skepticism from people who haven't had anything to do with the series before, and so deem it as just another FPS.
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Really there are only so many ways you can think of to propel a piece of metal quickly out of another piece of metal
@Tyronne
Yeah, they really should do an update of Police Quest 3 and 4. I really enjoyed the preamble of 3, doing the day-to-day stuff of a cop. Pulling over a speeder or a car mentioned in an APB, taking care of some nutter in a park, following procedure and all that.
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Damn, some of those mission were already REALLY hard. Even on Co-Op!
And if you havent played the SWAT's before, Swat 2 has the best strategy , and 4 the best FPS action. (Not the same kinda of games)
P.S And i believe SWAT 1 is police quest....
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Btw, there's a spelling mistake in the second paragraph: "curioristy"
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Make it so - it's a grower...
You never really get tired of bursting into a room and shouting at people. For the next game they should put "shout" on a key on its own (rather than on the "use" key), maybe give you different levels of screaming, that sort of thing...
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I wonder if you need the original to play the expansion? The held orders sound particularly interesting to me.
I think I didn't really get into it before was because of the lack of planning beforehand. It was one of my fave things of the R6 series, and I felt a little underwhelmed with not being able to plan everything down to the last detail.
I just read the review again. KG mentioned snipers very briefly- how does that work?
Hope I still have the demo on my drive..
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*is holding breath for 360 port*
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It's nice when the snipers spot your team and radio everybody, though
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Unless it's just if the sniper reports "Armed suspect and hostage in sight", in which case if you kill him it doesn't penalise because it represents a threat to an innocent.
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http://www.play.com/play247.asp?pa=promo&pa ge=title&r=PC&title=608501
Bargain!
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Been playing the original game for the best part of a year... Absolutely superb. Still haven't finished the SP campaign tho
It has a few quirks and annoyances (which the expansion should sort out by the sounds of it), but definately the most fun I've had with a tactical shooter. Multiplayer co-op is fantastic too.
Highly recommended (especially at £7.99 as mentioned above).
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I do understand that there shouldn't be the same detailed planning as in R6, and to be honest it's a bit stabilisers on a bike: it'll take me a while to adjust but I'm sure it'll be just as fun in the end.
I game the demo a shot again last night. Apart from hitting the wrong buttons a few times in critical moments I had a jolly good time with it!
I do like the monitor for watching the other teams. It looks to be better implemented than the new Ghost Recon game, though it's difficult to tell without playing GRAW yet.
I know it's worth a gamble for eight squid
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Heh, just the opposite here. I never liked the planning part of the R6 games, it always felt to me like I had to do what the AI should do during the game, not like I was planning an attack.
Oh, and SWAT4 rocks, yes. Would be a crime not to get it for that price.
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I'll just have to wait patiently until the expansion price comes down.
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Damn, I forgotten how quickly you can shop at play once they've stored all your details.
(And I ended up ordering Serenity whilst I was there).