

Passing a mission on Normal requires a score of 50 or more. At the end of every mission your performance is scored out of a hundred. This rather unfortunately includes the heavily-armed criminals, and so busting into a room and popping a cap in a criminal’s skull before he has a chance to react is rather frowned upon by your superiors.Īs a result SWAT has a rather unique emphasis on not killing bad guys. In SWAT, however, you’re a police officer leading a squad of police officers, and your job is (at least ostensibly) to preserve life wherever possible. No matter how complex the tactical planning segment is, the rules once you actually get in mission are very simple: there are a bunch of bad guys, and your job is to kill them and not ask them any questions afterwards. In Rainbow you’re part of a military counter-terrorist team, and as long as the hostages all survive the mission nobody cares what happens to the terrorists – some terrorists will give up and surrender once they see you coming, but you’re never penalised for executing them on the spot.

This is the key difference between SWAT and Rainbow. The time window between a bank robber raising his gun and a bank robber shooting you dead is probably no more than half a second long, and this can be very awkward because technically you’re not allowed to shoot someone unless they’re pointing their weapons at either you or a hostage. It eschews Rainbow’s detailed planning elements for a contextual squad command system that mostly revolves around how and when to go through doors 1, but otherwise it’s very similar: both you and the criminals you’re trying to apprehend can be killed by a single bullet, your accuracy is terrible if you’re moving at any pace faster than a shuffling walk and takes several seconds to recover once you slow down, and the enemies have very fast reaction times.

SWAT 4 is a tactical shooter somewhat in the mould of Rainbow Six. You want hostages to stay down, you want armed criminals to surrender, and most of all what you don’t want is to shoot a gunman without warning them first, because the SWAT series are the only games I’m aware of that have actual honest-to-god rules of engagement.

For once this isn’t because of a very limited number of stock responses a la the Elder Scrolls, and neither is it an amusing audio bug instead, you want to be announcing your presence as loudly as possible when you enter a room. You and your squadmates will scream it several dozen times per mission. You get to hear that phrase a lot in SWAT 4.
