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Police Quest: SWAT (Win3.x)

By: The J Man

After Police Quest 4, Darryl Gates had one contribution left for Sierra. It's called Police Quest: SWAT, even though it has nothing to do with the previous iterations. It very likely just used the name as a crutch, and then dropped it for later titles once the adventure game genre wound down. The game itself doesn't have much to do with later SWAT titles, and less to do with Police Quest before it, so it fittingly exists in a kind of limbo of quirky game experiments. The idea was worth trying, but you can see why it never caught on.

Police Quest: SWAT casts you as the newest member of LAPD's renowned Metropolitan SWAT division. You'll be expected to qualify with various weapons, learn about the team's history, gear, and procedures, and respond to dangerous situations throughout the city. You'll cycle through various team roles as the game progresses, eventually working your way up to a team leader. You also have the option to attempt to qualify as a sniper, allowing you to randomly get assigned to scenarios in the sharpshooter role. If SWAT as a whole is something you're interested in and you want to learn more, the game tries its best to accommodate.

The entire game is played through full-motion video and digital stills. Once again, Gates' name opened doors across Los Angeles, and provided the design team with a number of real-life locations to reproduce in digital form. You'll travel to the SWAT bullpen, the ranges of the L.A. police academy, and of course, a number of real locations around the city when responding to calls. A full cast of actors plays your leader and fellow team members, victims, informants, and assailants. Their performances and the resulting video both create the perilous situations you must overcome, and fill the time between calls with lectures and chats. This allows for the intended level of realism, but as you might expect, puts you at the mercy of FMV and its gameplay failings for the entire length of its run.

The game comes on four CDs, and can be broken into three distinct parts. The first part is, for lack of a better term, the SWAT Encarta. These are meant to be training areas, but do a miserable job of teaching you how to play the game. Instead, they make up a large collection of various SWAT-related information. The chalkboard at HQ lists topics like "tactical sound factors" or "room entries." Clicking them brings you to a window with pages upon pages of text supplemented by changing digital stills; quite like a certain multimedia encyclopedia. This appears to replace the majority of interactive lectures or printed material, and surely saved them a bundle of cash. Traveling to the academy sends you to a menu of gear with a female narrator (Miss Stevens?) describing weapon construction, muzzle velocities, and foot pounds. You can click a button to get further narrated info for four quadrants of the weapon or tool, but none of it is particularly interesting. In fact, it's a wealth of generic manufacturer information, probably copied straight from a brochure and definitely not filtered for the layman. Granted, this could have been more interesting when you couldn't simply Wiki a gun and get the same kind of info, but it isn't referenced in the game itself. It's valuable only to gun enthusiasts, who probably would know these specs anyway.


The SWAT shotgun shoots buckshot pellets out of the front when you pull the trigger located in the back. There game, see how easy that was?

You can click on a VCR to watch interviews with real L.A. SWAT members, which is the only time you're going to see the actual professionals in the game. These are admittedly okay, with a good balance of questions and a nice variety of people interviewed. You'll hear from an original vet present at the 1974 SLA shootout, an actual sharpshooter, an actual team leader, etc. They do a nice job of generalizing what their jobs are like and providing little anecdotes, but again, it's nothing you can use in the game itself.

They also work HARD to present themselves as normal, laid-back guys. Now don't get me wrong, I'm sure that they are, but you can tell they've got an agenda. Two of them use the identical phrase "we're not beady-eyed killers," and there's a heavy emphasis on making it real damn clear that SWAT is a life-saving force. I'm not sure where the killer stigma came from, probably someone in the media busting them up, but it clearly must have stuck in their craw. So while there are nice questions and honest answers, I personally could have used a little more detail about doing the job, and a little less public relations.


"Two in the chest and one in the head always leaves the target..." wanting bread? No... in the shed? Damn...

The second part of the game is an interactive weapons training simulation. I put it apart from the game proper because it's more hands-on than the encyclopedia, but still its own contained set of arcade style challenges. You select the weapon you want to use, load and switch off the safety, and then get various tasks shouted by the instructor. Some of these are simple, like putting two rounds into the chest box of a target. Some are elaborate like the "El Presidente" speed trial where you shoot across three targets in a defined pattern. You have to do one round of range training to qualify for call-ups, and once you do, you never have to come back here again. There's an intricate match timer that accurately tracks delay between shots, reaction time, etc, but the game doesn't care a bit about your performance. You basically can return to attain your own personal best, if you care, but that's all this section offers - and little at that, considering it's a goofy and loose control system of aiming gunsight crosshairs with a mouse. I don't feel like I've accomplished anything by smoothly swinging the mouse from the bottom of the screen to the middle and clicking twice.


However, it's not totally worthless. The placement of your bullets is easy to read and the timer seems accurate enough, if this is something you choose to get into. You also have to go "train" somewhere to burn time until the next call, and given the choice between reading or firing off simulated shots at the range, I'm going to the range. I wish it would let me simulate shooting at the damn simulated books.

The thing that really annoys me about the range is that it's your only source of "hands-on" training, and it really doesn't make a difference in the game. You never run through a simulated house assault or have a video instructor teach and guide you through anything beyond the various hand signals and role designations. Which is frustrating, because the game expects you to automatically know how to play it. You're killed instantly and remorselessly for incorrect procedure or being too slow in manipulating the interface. Your first time with the interface will inconveniently be on your first call, so expect to die and die again. I suppose you can glean your intended moves from the manual and the text entries in the game, but it would have been nice to spend a little more disc space on SWAT training instead of a shooting gallery minigame.

Sharpshooter training does this to some small extent, and your first time on the range will be with a spotter who will familiarize you with the rifle and the location of its settings. However, sharpshooting is optional, which entitled the developers to make it as complicated as it would be in real life. You literally have to consult a book of tables in your inventory and adjust knobs for range, windage and such on your scope to their proper settings. The spotter/instructor simply points out where the knobs are (still closer to "training" than the general firing range) but not how to use them. That's something you're expected to know from previous experience, or lengthy reading and self-teaching. It's critical too, since SWAT places obvious value on being accurate with the first and only shot. If you play as a sniper in the game and can't derive the proper settings from visual indicators of distance and wind speed, you're going to miss the shot and fail. I couldn't even get far enough to understand what the shot tables meant, but if you're a rifle enthusiast, sharpshooting is probably the only thing in the game that's comes close to the realism you would expect and enjoy.

The final part is the actual game, where you play a randomized role in the SWAT entry team. Each mission begins with you roaming around collecting information from neighbors or owners, then attending a briefing at the van. From here, you play through a sequence of video clips simulating the mission and its outcome. A confusing mix of first-person and cinematic third-person angles make it difficult to know when you're looking at the guy you're supposed to be covering, and when you're actually looking at yourself. It's also little more than a puzzle game, using the interface to connect the clips. Any click loads a new clip of new scene or activity, some of which are randomized, many of which are simply death scenes penalizing you for wandering from the expected path. Completing a mission literally breaks down into commands you could bullet-point in a walkthrough, like click right to enter the house, wait five seconds, click left, radio team to hold, wait for leader to proceed, etc. The later first-person-shooter SWAT titles at least made you feel like you were leading guys to defuse a hostile situation; here you're like an actor waiting for the next cue.


The interface is a nightmare. Right clicking switches between a movement pointer and a gunsight icon. The center of the toolbar houses a multipaneled menu for your inventory, hand signals, and the "slice pie" command - basically a cautious way of moving that will get you killed if you don't use it. A round porthole on the left shows any hand signals directed at you. Naturally, you'll need to learn the hand signals. Your own menu of hand signals are a group of clickable buttons. Your signals must be quickly deployed to notify the team of changes in your situation, such as when you've spotted a suspect.

All of this is well and good, except that the game treats delay as inaction. So you spot a suspect around the corner with a gun. You need to alert your team of his position. You have to right-click off your weapon, navigate to the hand signal page, find the button for "suspect," click it, click the new icon on the suspect, then right click to access your gun again. But while you're struggling around through the interface, the game thinks you're not doing anything, so the goon steps out and shoots you. I agree that a certain level of "duuuuh whadoi do?" should be punished, but you shouldn't be limited because you don't know the interface by heart, or have to wait for the multipanel to cycle to the right menu.

Looking at it, the entire interface appears to have been designed not to be streamlined, but to stay out of the way of the precious video. The game literally takes a hit to its playability by sticking three menus with animated transitions in the same place in a game where reaction time is paramount. And don't even get me started on the LASH menu. Once you get to team leader, you have to order your men around with voice commands over the headset. You have to build these voice commands word by word in a separate menu. For example, "suspect" "floor" "one" "side" "two" "transmit." Fine, and you can't expect voice recognition software in the game or something similar, but parsing phrases in the middle of a crisis situation while the game runs a little invisible timer counting down to your death? Forget it.

And that's the major problem with the game. I've bitched about the learning and reading, which I could overcome if they helped you play the game better. Yet even if you clearly understand what you're supposed to do, the interface doesn't make performing that action easy. A real example from the game is when the leader tells you to cover a door. Okay, how do I do that? Clicking on the door opens it and gets you killed. When you were expected to cover your teammate, you moved the movement arrow to the top of the screen and clicked up, but this time Up moves you to another corner of the room and allows the bad guy to open the door and kill you. Instead, you're supposed to wait there with the gunsight icon trained on the door until you're ordered to move on, but any time before, waiting has meant an intentional lack of choice, which gets you killed. The "action movie" camera angles further work to confuse any sense of where a movement arrow will take you. You could click right thinking you're going to look behind that stack of crates, and end up in another room altogether.


This is what I mean by the game becoming a puzzle. Actually knowing your tactics and your role is frequently rendered useless by having to struggle to make your intentions clear to the interface. It's far easier to think of it in interface terms, and keep retrying the mission while building to your list of "moves" until you get to the end. Whether you think that will be any fun is up to you.

It should also be noted that this is not the game for anyone looking for action. Since SWAT is a life-saving force, even for the suspects, shooting anyone is generally considered to be a mission failure. Even if he's got a gun. Even if he's got a hostage. It's certainly strange to be surrounded by guns, guns, guns, reaction time, two in the chest, one in the head, good shot, and then *BLAM* - What? Why'd you fucking shoot that guy? You sick bastard! You're off the force, you beady-eyed killer! It's an interesting dichotomy to hone your weapons skills for the moment that it really counts, and then be expected to suppress that when the moment comes in the field. Still, it's probably the only true representation of being a SWAT member that this game offers.

Expect to flip CDs like a short order cook flips pancakes. The various SWAT calls are on discs 2-4, but you'll always have to return to HQ at the end of the mission, which is on CD #1. So you'll always have to put CD #1 back in the tray to be swapped out again a few minutes later. Also, the game comes with only a handful of scenarios, so you'll be playing through them multiple times in different roles, with no explanation as to why you're back saving the same guy in the same warehouse. It's a fair caution if you're expecting those four CDs to hold an impressive amount of unique missions. Instead, you'll be rescuing the crazy old lady from the shower again, but this time by going around the side of the house! And maybe this time she won't be where she was before! Awesome!

SWAT is a good-looking game, and the digital visuals capture the grit of the urban locations well. Resolutions are sharp, colors are vibrant, and you would be able to recognize these places from their pictures here. Call locations are all real and not an obvious set. You end up in places that it seems likely for SWAT to be in, and the choices don't seem forced by budget or legal constraints. Usually such "realism" is a gimmick, but here it works, and it would be hard to take the game very seriously if it were hand animated. Backgrounds are digital stills with excellent detail, but the actors have been shot before a bluescreen and inserted over the background. They integrate quite well with consideration to footsteps and angles, but are captured at much lower resolution, making them blocky and out of place. It can also be difficult to read hand signals, since the detail isn't good enough to show individual fingers at a medium distance. This is probably the reason for the awkward hand signal window in the corner of the interface.


The game sports clean dialogue and live-recorded effects. No complaints there. The music, however, is a bitter pill. The same generic, military-esque drum beat runs under every menu and training screen. I'm already not enjoying reading pages of text, and it's harder to concentrate with the looping "rat-a-tat-tat" ever-present bullshit. I'm also not a fan of the America's Most Wanted style background music during missions and field briefings (is this supposed to be a realistic simulation or not?) and the cheesy heartbeat when things get intense. I suspect you can thank Tammy Dargan for both. You can't turn the music volume down independent of the rest, so you'll have to deal with all of the above.

Acting is also fairly abysmal. Your commander doesn't look the part and is hard to take seriously (and if he says "the fat's in the fire!" one more time, I'm gonna plant a flashbang up his ass). Your squad leader fairs a little better, and your teammates at least perform their SWAT duties convincingly. Other actors, like every single person you interview, are absolutely horrible first-timers. You get what you pay for. Even the marksman trainer stumbles over his lines, and you can tell that these guys don't have the understanding of the jargon or the general confidence that the real pros would. But I suppose the pros wouldn't have the time to star in what must have seemed like a high-school play shot in their backyard.

Despite the involvement of the LAPD, this game's merit as a simulator is questionable. It's certainly no fun to play. The inefficient interface simply doesn't give you quick access to the tools and commands you would need to play a reactionary game. As a result, it becomes a frustrating puzzle of trying to find the right combination of "moves" to win. The encyclopedia sections may have value to budding SWAT enthusiasts, but anyone looking for a recreation of a day in the SWAT van, or a interesting police-based action title, should pass this by.

-reviewed 6/3/07 - game copyright 1995 Sierra On-Line

 


Sharp digital stills make for realistic locations and detailed equipment close-ups. Encyclopedia content has varying value to those interested in SWAT.


Horrible interface limits your reactions, actual game is about finding the correct sequence of events to proceed through the FMV missions.

 


8
6
3
3
46%

 



Police Quest: SWAT on MobyGames
Manual on replacementdocs

 

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