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Other missions aren't: I accidentally left mission seven running for five minutes and returned to find I'd almost completed it without any instructions whatsoever. Okay, the score was only mediocre, but the bad guys had come running out and the police had shot them. End of story.

The real-time engine is only average, and the graphics are disappointing. Most characters have only two positions - kneeling or standing - and their size means you can't really tell what you're up against.

A man standing there looking vacant and unarmed can suddenly produce a shotgun and start firing. Your men return fire if attacked but they won't do much else. This leads to silly situations where, for example, five heavily armed cops can watch a suspect wander around a room and disappear out through a door. If you've got a dozen officers sealing off the area and a couple of assault teams in a building, it can get to be too much - events happen too quickly for you to react as you'd like.

This month, we took delivery of a more advanced version of the game, one that didn't have all the multiplayer modes greyed out and resolutely non-selectable. Our lunchtimes have never been the same since.

Is the sun still yellow? It's not just the random abuse of civilians that marks out the multiplayer game of SWAT 4 as a potential work of comedy genius. Asthma fans are well catered for, with a wide variety of smoke grenades and pepper spray dispensers that, in the wrong hands Sefton's , can result in fun-filled minutes spent coughing your lungs up after a badly thrown projectile.

Then there's the near irresistible urge that fills any true gamer of salt when confronted with the rear end of your team-mate while you hold your tazer secondary weapon. Will spent about three whole minutes convulsing on the floor following that one. Although on the plus side, his quivering body served as a half-decent human shield to hide behind.

Truly, most FPS merchants have missed a trick with their interminable sorties into alien deathmatch landscapes, evil terrorist lairs or WWII battlegrounds. For sheer entertainment value, nothing can top three of your mates storming into some Kwik-E-Mart style convenience store and shouting at petrified old women to hit the dirt lest you put the business end of your pump-action shotgun up their backside.

Who says games don't let you live out your fantasies? Of course, the life of a modern tactical response police officer isn't all laughs. SWAT 4 does a bang-up of job of recreating the tension involved in storming a jewellery store filled with masked banditos. Hidden triggers set off thumpity-thump mood music that raises the hairs on your neck, and accidental discharge behind your team-mates after you've just spent minutes creeping silently along a dark corridor can almost cause the older members of your gaming units to have coronaries as we learnt from bitter experience - my fault this time.

All of which highlights the importance of good communication. Integral to a good co-op game of SWAT 4 is being able to tell your buddies exactly what sort of height they should jump to when you tell them.

The context-sensitive command menu from the single-player game is present and correct, but the need for a more coherent chain of command is still an issue that needs to be worked on prior to release.

That's the co-op game anyway. The rest of the multiplayer smorgasbord consists of competitive team action in the shape of VIP escorting, rapid deployment bomb defusals and standard cops vs robbers deathmatch-style shootouts. Even here though, SWAT 4 is a little different, with more points being offered to players who arrest their opponents than those who dispense justice through the medium of flying pellets of death. We covered the VIP game last issue, although it's worth quickly reminding ourselves of the bizarre feeling that comes from being forced around a gaming environment on your knees, shackled like a German sex tourist.

It's not much fun for the hapless VIP either. Ho ho. The Rapid Deployment mode is a simple variation on the point capture gameplay variant seen in many a teambased online shooter. Three to five suitcase 'dirty' bombs are randomly scattered about the map of choice, slowly ticking down to detonation. SWAT have to find and defuse the buggers, Suspects the bad-guy teams have to keep them ticking away, strangely giving you the chance to experience life through the eyes of a suicide bomber.

SWAT 4 code is this close to being finished. What's left to come are one or two cosmetic tweaks and a tightening of the graphics engine several texture rips are still visible, eliminating the tension of whether anyone is standing behind the door you're about to blow open - a legitimate take-down tactic as it happens. The Al also needs a bit of a polish. Take the panicky citizen at the start, for instance. Was his refusal to stand still and be taken to safety until fried with voltage an accurate simulation of terror or just a fault?

It's unclear, but come the finished product we'll at least have the evidence to see how hard the bug testers are working. Ha ha! Do you see? One of the more interesting features of the single-player game is the helmet-cam viewpoint that means you can see things from your team-mates' perspectives and even control their actions to a small extent.

The same device is present in multiplayer, minus the control options, in theory meaning you can coordinate your entry actions with your buddies on the other side of the room, but in reality simply providing an oddly existential method of seeing yourself being tazered in the backside by your so-called best friend. Which is nice. I Guess we've all had our run-ins with the law - I certainly remember my own harrowing brush with the constabulary.

I was on a primary school assignment to raise awareness of the police force in my area. We had to find a local bobby, as we called them, and get them to answer the questions on our worksheet. My first question was. They gave their answer, "late turn and to my eternal horror I marked it down as lake turn, thinking it was some sort of area-based reply.

Naturally, the officer checked over my answers at the end of the inquisition and tut-tutted as he corrected my horrible, horrible faux pas. I left shame-faced and vowing never, ever to stray from the path of justice and righteousness again. I can't pass a prison to this day without thinking: There but for the grace of god go I So naturally, any computer game simulation in which I get to make amends for my early life of criminality, however virtually, is to be embraced to my bosom.

SWAT 4 not only lets me arrest criminals, but gives me the option of squirting condiments into their face beforehand. Let joy be unconfined! Regular readers will of course need no introduction, having been treated to not one but two of my previous essays on the subject over the past two issues. But in case you've been in jail for the past three months perhaps on a drink-driving charge, or disturbing the peace somehow. I'll quickly recap Criminals do something bad.

Special armed response police turn up. They do a bit of sneaking about, looking behind doors and that. Then they take a deep breath and The idea is to follow proper SWAT procedures to the letter. You're faced with a series of increasingly tricky criminal situations to defuse - from nightclub riots to an armed robbery in a hi-tech jewellery store to anti-abortion fanatics bombing a research facility -and each time you have to lead a five-man team into action. Where it gets good from my perspective at least is with the ability to issue tactical commands on-the-fly.

Stack up on that door. Toss a flashbang in and clear the room. Arrest that man. Take a position on that side of the corridor.

Red team cover me, Blue team assault. That sort of thing. It's all handled via an extremely comprehensive context-sensitive menu that, basically, works a treat. Right-click the mouse to bring it up, make your choice and watch as your well-drilled team of Al police bots carries out your every lawdispensing desire. What really makes the game open up is the amount of freedom you have to work your way through each of the levels and deal with the perps therein.

Lethal ammo, non-lethal ammo, camera gadgets, door-breaching explosives, pepper spray, gas grenades, Taser stun guns - you have enough equipment to make 's garden shed look like an old man's allotment hut, all of which have individual usefulness rather than all being mere varieties of the same thing. On to the Al, which is essentially the crux of the whole game and so warrants mention early on. In short, it's blisteringly good. So good sometimes that you barely have to do anything other than issue an order and let them get on with it.

But where's the fun in that? Of course, this wouldn't mean a thing if the enemy Al wasn't up to scratch, but incredibly this is just as convincing.

Perhaps not STALKER convincing, but certainly good enough to react to your team of shouting policemen by either bottling it and surrendering, running away very fast in a mad panic or taking cover in an intelligent place and opening fire.

What also helps the game is that each time you play, SWAT 4 sneakily randomises the level elements, so that bad guys, hostages, civilians and so on are never quite in the same place each time. What this means of course is that you can never simply learn a level by trial and error, but actually have to rely on your wits to make progress. This is not only desirable in and of itself, but gives the single-player game a good degree of replayability.

Which brings us neatly, I suppose, to the multiplayer game. Normally we'd shove in a caveat here about there not being any servers up at the time of review so we'll bring you a more in-depth look in a future Online Zone. However, since we've been playing both the co-op and VIP modes pretty extensively in the office since the review code turned up and since there's only so many jokes about fly swatters to go around , it would be pretty remiss to ignore it.

Last month's preview detailed the modes available, especially the co-op game in which you can team up with up to four of your nearest and dearest to play through the single-player campaign.

The only bugbear we had then was the issue of maintaining an acceptable chain of command, and unfortunately Irrational hasn't even attempted to resolve this. Players are all still free to issue orders left, right and centre with gay abandon, meaning that unless you decide in advance who's the man and who are the man's little helpers, you're probably in for something of an uncoordinated time of it. Especially playing on the Internet where attention spans are so small you need atomic microscopes just to measure their ballpark figures and it only takes one whiny little Herbert to decide to take the law into his own hands and storm off all guns blazing.

Of course, if you do find yourself in a well-structured team willing to play sensibly, then co-op SWAT 4 is one of the all-time highs in multiplayer gaming.

Yes, it's that good. The sense of achievement that comes from conducting a well-oiled multi-team room takedown is second to none, although the game is crying out for some kind of integrated voice comms to properly coordinate things.

Third-party programs such as TeamSpeak only work if you already know the players you're dispensing justice with and is therefore next to useless for random Net games. Away from co-op. The aforementioned VIP game has enough novelty to make it interesting. Rather than a simple challenge to get from point A to point B, the Suspects SWAT-speak for bad guys have to capture and hold the VIP player for a full two minutes before being allowed to kill him.

In the right hands as is so often the case with Internet gaming it can make for some pretty cool gunfights. A real example from the game is when the leader tells you to "cover a door.

Clicking on the door opens it and gets you killed. When you were previously 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. 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. Or to put it another way, it's less about reacting naturally to what's on the screen, and more about simply figuring out and clicking the right spots in the right order. Whether you think that will be any fun is up to you. 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.

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! 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 cheap. The only disappointment is that live video isn't shot on location - only still images were allowed, with actors shot over greenscreen. 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?

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 fairly abysmal. Your commander doesn't look the part and is hard to take seriously. 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. The school bell is ringing and every door has a sign on it saying "Exam In Progress". I reach the end of the corridor, where the double doors swing open, ejecting a stream of teenage kids waving papers excitedly.

As the corridor clears I'm left facing my old teacher. Mr Skyle, who is glaring at me. I offer him my grapefruit but he just shouts. You'll pay for this. I'll see to it that you never amount to anything! The grapefruit falls to the floor and splits open; it's at this point that I normally wake up in the traditional Hollywood manner of suddenly sitting bolt upright in a dripping sweat.

So why am I telling you this?



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