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* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features that had to be temporarily scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).
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For the series that this game descended from, see ''PoliceQuest''.

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For the series that this game descended from, see ''PoliceQuest''.
''VideoGame/PoliceQuest''.
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* TotalPartyKill: Can happen very easily. One entrenched enemy who chooses to lean out of cover at just the right time can absolutely dice you and your entire squad.
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* ShownTheirWork: The level of detail in regards to a tactical SWAT operation is impressive, with extensive detail and explanation of everything from fire and movement and use of force/lethal force to taking into account different penetration on different rounds depending on plaster, glass, wood, concrete, ect and how lower level criminals are more likely to surrender where high ranking terrorists and mercs would rather go out in a blaze of glory.
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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TurnOfTheMillenium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.

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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TurnOfTheMillenium [[TurnOfTheMillennium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.
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** Even Sierra themselves made some mods for the game after it was released; a lot of them consisted of adding terrorist-only weapons to the player's arsenal.

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** Even Sierra themselves made some mods for the game after it was released; a lot the Tactical Game of them consisted of adding terrorist-only weapons the Year edition comes with optional "Commander" and "Tier One" packs which add almost ever enemy-only weapon to the player's arsenal.arsenal, alongside entirely-new goodies.



* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based [=FPSes=] as a viable subgenre.

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* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more succesful successful than the first two games and helped cement the notion of tactical squad-based [=FPSes=] as a viable subgenre.



* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode; a meter indicating injuries if you get non-fatally shot; a panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at.

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* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode; a meter indicating injuries if you get non-fatally shot; a an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at.

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* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode; a meter indicating injuries if you get non-fatally shot; a panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at.
** DiegeticInterface: The HUD is presented as being a digital readout on your character's helmet which, as above, can be linked to your teammates' helmets to show their point of view.



* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.

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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens [[TurnOfTheMillenium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.
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* AbsurdlySpaciousSewer: Mission 15 takes place in one. Justified it that its a Storm Drain System.


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* HostageSituation: About 2/3 of the missions in the game consist of rescuing hostages.
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You may purchase the [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition game of the year edition from Good Old Games for $9.99]]




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For the series that this game descended from, see ''PoliceQuest''.
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!!''SWAT 3'' contains examples of these tropes:

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!!''SWAT 3'' contains !!This game provides examples of these tropes:of:

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* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features that had to be temporarily scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).



* FirstPersonGhost: Applies to the squad leader, of course.

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* FirstPersonGhost: Applies to the squad leader, of course.course, though this can be averted by entering "handsup" into the console.



* GenrePopularizer: Along with the original ''{{VideoGame/Rainbow Six}}'' game, it greatly helped to popularize squad-based tactical shooters.
* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based {{FPS}}es as a viable subgenre.
* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features that had to be temporarily scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).

to:

** Even Sierra themselves made some mods for the game after it was released; a lot of them consisted of adding terrorist-only weapons to the player's arsenal.
* GenrePopularizer: Along with the original ''{{VideoGame/Rainbow Six}}'' ''VideoGame/RainbowSix'' game, it greatly helped to popularize squad-based tactical shooters.
* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based {{FPS}}es [=FPSes=] as a viable subgenre.
* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features that had to be temporarily scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).
subgenre.
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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.
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* GenreShift: As already mentioned, this was the first game in the ''SWAT'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based {{FPS}}es as a viable subgenre.

to:

* GenreShift: As already mentioned, this was the first game in the ''SWAT'' ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based {{FPS}}es as a viable subgenre.

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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.game.
* SimulationGame: Crossed with Tactical Shooter.
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* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features they had to temporarily scrap for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).

to:

* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features they that had to be temporarily scrap scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).
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Added DiffLines:

* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features they had to temporarily scrap for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).
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''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more action-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).

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''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' ''VideoGame/{{SWAT}}'' series, the more action-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).
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''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more actioned-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).

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''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more actioned-themed action-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).
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* WesternTerrorists: Most of your adversaries in missions related to the campaign's main StoryArc.
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* {{Deconstruction}}: It has become a tradition in the ''SWAT'' series that a good action game doesn't necessarily have to involve purely shooting people in the face, and this installment is no exception. Adherence to procedure, protocol and less violent solutions of hostage situations is paramount throughout the game.

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* {{Deconstruction}}: It has become a tradition in the ''SWAT'' series The idea that a good action game doesn't necessarily have to involve purely shooting people in the face, face has become a tradition in the ''SWAT'' series, and this installment is no exception. Adherence to procedure, protocol and less violent solutions of hostage situations is paramount throughout the game.
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An interesting article on the history of the game's development can be read [[http://www.gamasutra.com/view/feature/3436/postmortem_sierras_swat3_close_.php here]].


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* {{Deconstruction}}: It has become a tradition in the ''SWAT'' series that a good action game doesn't necessarily have to involve purely shooting people in the face, and this installment is no exception. Adherence to procedure, protocol and less violent solutions of hostage situations is paramount throughout the game.
Is there an issue? Send a MessageReason:
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NeedsWikiMagicLove. If you're a fan, old veteran or modder of this game title, feel free to add to this page !

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NeedsWikiMagicLove. If you're a fan, old veteran or modder of this game title, game, feel free to add to this page !

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[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/Swat3box_5544.jpg]]



* UpdatedRerelease: ''Close Quarters Battle'' was rereleased with new content as ''SWAT 3: Elite Edition'' and again with more content as ''SWAT 3: Tactical Game of the Year Edition'', however both were made available as patches for older versions (although only people who bought TGotYE were able to get the disc featuring videos of Blackwater demonstrating tactics).

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* UpdatedRerelease: ''Close Quarters Battle'' was rereleased with new content as ''SWAT 3: Elite Edition'' and again with more content as ''SWAT 3: Tactical Game of the Year Edition'', however both were made available as patches for older versions (although only people who bought TGotYE the Game of the Year Edition were able to get the disc featuring videos of Blackwater demonstrating tactics).
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* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor {{Zeerust}} to the ideas presented. Other than that, there aren't many futuristic elements in the game.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TheNewTens 2000s]], there is some very minor amount of {{Zeerust}} to in the ideas presented. Other than that, there aren't many futuristic elements in the game.
Is there an issue? Send a MessageReason:
None


* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the 2010s, there is some very minor {{Zeerust}} to the ideas presented. Other than that, there aren't many futuristic elements in the game.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the 2010s, [[TheNewTens 2000s]], there is some very minor {{Zeerust}} to the ideas presented. Other than that, there aren't many futuristic elements in the game.
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* GenrePopularizer: Along with the original ''{{Rainbow Six}}'', it greatly helped to popularize squad-based tactical shooters.

to:

* GenrePopularizer: Along with the original ''{{Rainbow Six}}'', ''{{VideoGame/Rainbow Six}}'' game, it greatly helped to popularize squad-based tactical shooters.



* SWATTeam

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* SWATTeamSWATTeam: You lead one, solving both mundane law enforcement cases, as well as nefarious terrorist activities during an ongoing global peace summit in Los Angeles.
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* GameMod: Has a long-lived modding community that is still going strong and producing various additions to the vanilla versions of the game.
* GenrePopularizer: Along with the original ''{{Rainbow Six}}'', it greatly helped to popularize squad-based tactical shooters.
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''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more actioned-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-Based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).

to:

''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more actioned-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-Based Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).
Is there an issue? Send a MessageReason:
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Added DiffLines:

''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''SWAT'' series, the more actioned-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-Based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).

For the game's successor developed six years later by {{Creator/Irrational Games}}, see ''{{SWAT 4}}''.

NeedsWikiMagicLove. If you're a fan, old veteran or modder of this game title, feel free to add to this page !

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!!''SWAT 3'' contains examples of these tropes:
* FirstPersonGhost: Applies to the squad leader, of course.
* GenreShift: As already mentioned, this was the first game in the ''SWAT'' series to be a full-fledged {{FPS}}. It proved even more succesful than the first two games and helped cement the notion of tactical squad-based {{FPS}}es as a viable subgenre.
* IGotYouCovered: One of the standard squad procedures.
* MercyRewarded: As with its successor, ''{{VideoGame/SWAT 4}}'', the game docks you points for killing civilians and suspects. The only exception to this is defensive shooting if your squad or the hostages are under threat.
* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the 2010s, there is some very minor {{Zeerust}} to the ideas presented. Other than that, there aren't many futuristic elements in the game.
* StopOrIWillShoot: Played fairly straight, but also subverted a bit. Your officers are much more likely to shoot a suspect if he's so much as holding a gun, let alone pointing it at them or shooting it. That said, they will immediately stop shooting at the suspect if he drops his gun and surrenders, assuming they missed. In later games (''SWAT 4'', etc.), teammates are a bit more lenient towards the suspects and give them a brief amount of time to drop their weapons.
* SWATTeam
* UpdatedRerelease: ''Close Quarters Battle'' was rereleased with new content as ''SWAT 3: Elite Edition'' and again with more content as ''SWAT 3: Tactical Game of the Year Edition'', however both were made available as patches for older versions (although only people who bought TGotYE were able to get the disc featuring videos of Blackwater demonstrating tactics).
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