Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Minor typo correction #661

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

SWAT 4 is a fantastic, if horrendously bugged product. I've spent countless hours playing the game, mostly in CO-OP on servers new and old, and there always seemed to be a glimmer of potential that has never been truly realized by games that followed it.

The best way to explain SWAT: Elite Force in short is a complete overhaul of the original game. The broken AI is fixed, cut content has been restored, and every weapon is precisely calibrated to its real world counterpart. The main campaign, a combination of the vanilla game and The Stetchkov Syndicate, has a carefully crafted unlock system that you can play through with a friend to complete. If that isn't what you'd prefer, there's also an All Missions campaign which allows you to play through any mission, including custom ones on the hard drive, with any equipment in the game, including some which is multiplayer sepcific. Even after you've completed the campaign, there's various flavors of permadeath to tackle...if you think you're Elite enough...
The best way to explain SWAT: Elite Force in short is a complete overhaul of the original game. The broken AI is fixed, cut content has been restored, and every weapon is precisely calibrated to its real world counterpart. The main campaign, a combination of the vanilla game and The Stetchkov Syndicate, has a carefully crafted unlock system that you can play through with a friend to complete. If that isn't what you'd prefer, there's also an All Missions campaign which allows you to play through any mission, including custom ones on the hard drive, with any equipment in the game, including some which is multiplayer specific. Even after you've completed the campaign, there's various flavors of permadeath to tackle...if you think you're Elite enough...

The gameplay itself has been drastically changed. You can now aim down the sights, and there are now traps to disarm. Doors can have their lock checked with the melee key. Suspects can employ a wide variety of personality types, from your usual, sideways-shooting crook to insane domestic terrorists which murder civilians at whim to heavily armored thugs with light machine guns. Your team is much, much smarter too, and with the restored Speech Recognition feature, you can even order them around with an attached microphone. You'll need the extra speed too, because incapacitated civilians that spawn around the map will die if you aren't quick enough, which will impact your score. The command system has been vastly improved with a new LEADER THROW set of commands that let you be the one to throw the grenade, and SEARCH AND SECURE, which orders your officers to restrain all compliant hostages/suspects and secure all evidence in range. After restraining a suspect or hostage, your team will also report it to TOC.

Expand Down