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** Then, in the Stechekhov Syndicate Expansion Pack, on Mission 4, we've got this snarky bastard right here, snarking to a SWAT officer. Might I add he's a civilian, no less?:

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** Then, in the Stechekhov Syndicate Expansion Pack, on Mission 4, we've got this snarky bastard right here, snarking to a SWAT officer. Might I we add he's a civilian, no less?:
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Trope was cut/disambiguated due to cleanup


A [[FacklerScaleOfFPSRealism realistic]] [[TacticalShooter tactical]] FirstPersonShooter video game, developed by Creator/IrrationalGames (makers of ''VideoGame/SystemShock2'', the ''VideoGame/BioShock'' series and ([[TheLastOfTheseIsNotLikeTheOthers surprisingly]]) the ''VideoGame/FreedomForce'' series) and published by {{Creator/Sierra}} in 2005. It's the fourth installment of Sierra's ''VideoGame/{{SWAT}}'' series (itself a SpinOff of the older ''VideoGame/PoliceQuest'' series). The game is set in the fictional US East Coast city of Fairview and unlike its predecessor, ''{{VideoGame/SWAT 3}}'', it deals with more mundane-themed missions, usually involving professional rescuing of hostages or neutralizing various terrorist groups or criminal gangs. The player takes on the role of a young SWATTeam officer, a recent transfer from the LAPD to the Fairview special response unit, who acts as the leader of a five-man SWAT squad, issuing commands, and using team work and close cooperation between all the members of the squad to achieve the necessary goals of each mission in the most effective way possible.

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A [[FacklerScaleOfFPSRealism realistic]] [[TacticalShooter tactical]] FirstPersonShooter video game, developed by Creator/IrrationalGames (makers of ''VideoGame/SystemShock2'', the ''VideoGame/BioShock'' series and ([[TheLastOfTheseIsNotLikeTheOthers surprisingly]]) (surprisingly) the ''VideoGame/FreedomForce'' series) and published by {{Creator/Sierra}} in 2005. It's the fourth installment of Sierra's ''VideoGame/{{SWAT}}'' series (itself a SpinOff of the older ''VideoGame/PoliceQuest'' series). The game is set in the fictional US East Coast city of Fairview and unlike its predecessor, ''{{VideoGame/SWAT 3}}'', it deals with more mundane-themed missions, usually involving professional rescuing of hostages or neutralizing various terrorist groups or criminal gangs. The player takes on the role of a young SWATTeam officer, a recent transfer from the LAPD to the Fairview special response unit, who acts as the leader of a five-man SWAT squad, issuing commands, and using team work and close cooperation between all the members of the squad to achieve the necessary goals of each mission in the most effective way possible.

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* {{Eagleland}}: Invoked in a television screen showing a news celebrating the success of fighting the "freedom-haters" in Sobokistan.



* RippedFromTheHeadlines: [[InvokedTrope Invoked]] in one of the missions by [[FunnyBackgroundEvent a random news report seen on a muted TV screen]], showing news infographics about an ongoing conflict against "Freedom-haters" in "Sobokistan". The capital is apparently called "Mulkso" and the report is being handled by war correspondent Nate Wells (one of the Irrational devs). A not-so-subtle jab at the then-current Second Gulf War and subsequent conflicts in the Iraqi region.



* {{Ruritania}}: [[InvokedTrope Invoked]] in one of the missions by [[FunnyBackgroundEvent a random news report seen on a muted TV screen]], showing news infographics about an ongoing conflict in "Soboskistan". The capital is apparently called "Mulkso" and the report is being handled by war correspondent Nate Wells (one of the Irrational devs).
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** Tying unarmed civilians and suspects on the spot instead of escorting them out despite how most of the situations are surrounded by police vans and leaving them tied on the spot would make them an easy target for armed bad guys.

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** Tying unarmed civilians and suspects on the spot instead of escorting them out despite how most of the situations are surrounded by police vans cars or trucks and leaving them tied on the spot would make them an easy target for armed bad guys.
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** Tying unarmed civilians and suspects on the spot instead of escorting them out despite how most of the situations are surrounded by police vans and leaving them tied on the spot would make them an easy target for armed bad guys.
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* ViolationOfCommonSense: You fail on points for shooting a suspect regardless of whether they were going to attack you, one of your team, or surrender. Sadly TruthInTelevision. Though police and SWAT officers are entirely justified in killing someone who attacks them with lethal force, the game distorts the responsibility of the police to the public's perceived standard (and, in some ways, what professional organizations like SWAT are supposed to do) to protect and serve while doing as little harm as possible.
*** It gets ridiculous when the suspects CHARGE at you with the guns and you are still not able to shoot them. Slightly less once you realize you can only open fire when suspects fire their guns first, whether at civilians or you, or even just aiming their weapons. Bizarrely your snipers don't cause any penalties at all.
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* NoNameGiven: The SWAT Leader you play as is never named in-game, thoughe he is given the name "Kurt Wolfe" in the PSP Spin-off ''Target Liberty.''

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* NoNameGiven: The SWAT Leader you play as is never named in-game, thoughe though he is given the name "Kurt Wolfe" in the PSP Spin-off ''Target Liberty.''
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* NoNameGiven: The SWAT Leader you play as is never named in-game, thoughe he is given the name "Kurt Wolfe" in the PSP Spin-off ''Target Liberty.''

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TRS wick cleanupSurprise Creepy has been split and disambiguated


* DisguisedHorrorStory: There's a genuine case to be made that ''SWAT 4'' is really a {{Horror}} game in disguise. As early as "Fairfax Household", you are tasked with searching through the house of a SerialKiller as you slowly unravel what he's been doing to his victims. Even in levels that aren't explicitly about murderers and cults, the creepy ambience, dark spots, DroneOfDread background music, night time environments and the knowledge that a suspect with a shotgun could be hiding around any corner can keep you on the edge of your seat.



* SurpriseCreepy: There's a genuine case to be made that ''SWAT 4'' is really a {{Horror}} game in disguise. As early as "Fairfax Household", you are tasked with searching through the house of a SerialKiller as you slowly unravel what he's been doing to his victims. Even in levels that aren't explicitly about murderers and cults, the creepy ambience, dark spots, DroneOfDread background music, night time environments and the knowledge that a suspect with a shotgun could be hiding around any corner can keep you on the edge of your seat.
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* SpiritualSuccessor: ''Ready Or Not'' unashamedly tries to be SWAT 5. [[https://youtu.be/0PH_f3zo5_A?t=89 One trailer]] references the "Bring Order to Chaos" catchphrase, and opens with "TOC to (...) Team" on the radio.
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** The taser is still ranged, and will stun a subject instantly, so it is still useful. In Elite Forces hower, hitting hostages with beanbag or punching counts as hurting a hostage which reduces precious points in Hard and Elite and you must use either the taser which can kill elderly hostages or hostages who are under the influence of drugs. Pepper Spray is the safest option for calming a hostage down with no risks.

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** The taser is still ranged, and will stun a subject instantly, so it is still useful. In Elite Forces hower, however, hitting hostages with beanbag or punching counts as hurting a hostage which reduces precious points in Hard and Elite and you must use either the taser which can kill elderly hostages or hostages who are under the influence of drugs. Pepper Spray is the safest option for calming a hostage down with no risks.
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*** On rare occasions when you shoot a suspect, they will drop their primary weapon and draw a second gun. Quite often, the game will not register shooting them then as justified force until they actually point their second gun at you. In real life, an officer would be authorized to shoot them moment they see the suspect drawing a gun, let alone another one.

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*** On rare occasions when you shoot a suspect, they will drop their primary weapon and draw a second gun. Quite often, the game will not register shooting them then as justified force until they actually point their second gun at you. In real life, an officer would be authorized to shoot them the moment they see the suspect drawing a gun, let alone another one.



* BlastingItOutOfTheirHands: Suspects have a chance of dropping their weapon if they're shot in their gun arm, so it's a viable strategy to shoot a gun out of their hand if you have good aim...just make sure they don't pull out a backup.

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* BlastingItOutOfTheirHands: Suspects have a chance of dropping their weapon if they're shot in their gun arm, so it's a viable strategy to shoot a gun out of their hand if you have good aim... just make sure they don't pull out a backup.



* StopOrIWillShoot: Players have access to a large amount of nonlethal weapons and you get a lot of points knocked off for 'Unauthorized Use of Force' - shooting without shouting for compliance (ie. "Hands up!") unless they've already pointed a gun at an officer or a hostage - which is an open invitation to shoot first for the sake of you, your squad, or the hostage. The game is at its most fun when you mercilessly attack with tasers, paintball guns, and beanbag shotguns. Especially as less-lethal force isn't penalized. The negligently unaggressive police A.I. sometimes makes you wish your SWAT teammates would shoot on sight, though, since you often get low points on a mission because one of your teammates told a suspect to surrender, and the suspect responded with a shotgun blast to the officer's face, costing you both an officer and 20% of the mission score. Your SWAT teammates won't fire unless fired upon even if you equip them with less-lethal stun weapons (i.e. tasers or pepper spray).

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* StopOrIWillShoot: Players have access to a large amount of nonlethal weapons and you get a lot of points knocked off for 'Unauthorized Use of Force' - shooting without shouting for compliance (ie.(i.e. "Hands up!") unless they've already pointed a gun at an officer or a hostage - which is an open invitation to shoot first for the sake of you, your squad, or the hostage. The game is at its most fun when you mercilessly attack with tasers, paintball guns, and beanbag shotguns. Especially as less-lethal force isn't penalized. The negligently unaggressive police A.I. sometimes makes you wish your SWAT teammates would shoot on sight, though, since you often get low points on a mission because one of your teammates told a suspect to surrender, and the suspect responded with a shotgun blast to the officer's face, costing you both an officer and 20% of the mission score. Your SWAT teammates won't fire unless fired upon even if you equip them with less-lethal stun weapons (i.e. tasers or pepper spray).
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Unneccessary, they already say this early in the entry.


** The base game has a mission against Ukrainian criminals, who speak with American accents.

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** The Elite Force mod fixes many of these issues, though you are still required to do compliance shouts if the criminal hasn't done anything yet even when dealing with active shooter situations.



** The taser is still ranged, and will stun a subject instantly, so it is still useful. In Elite Forces hower, hitting hostages with beanbag or punching counts as hurting a hostage which reduces precious points in Hard and Elite and you must use either the taser which can kill an elderly hostage who are under the influence of drugs. Pepper Spray is the safest option for calming a hostage down with no risks.

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** The taser is still ranged, and will stun a subject instantly, so it is still useful. In Elite Forces hower, hitting hostages with beanbag or punching counts as hurting a hostage which reduces precious points in Hard and Elite and you must use either the taser which can kill an elderly hostage hostages or hostages who are under the influence of drugs. Pepper Spray is the safest option for calming a hostage down with no risks.
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8 BadgesAndDogTags: It's implied that Jackson is ex-military, as he remarks that a room in the Children of Tarrone Tenement reminds him of boot camp.

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8 * BadgesAndDogTags: It's implied that Jackson is ex-military, as he remarks that a room in the Children of Tarrone Tenement reminds him of boot camp.

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8 BadgesAndDogTags: It's implied that Jackson is ex-military, as he remarks that a room in the Children of Tarrone Tenement reminds him of boot camp.



* BlastingItOutOfTheirHands: Suspects have a chance of dropping their weapon if they're shot in thir gun arm, so it's a viable strategy to shoot a gun out of their hand if you have good aim...just make sure they don't pull out a backup.

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* BlastingItOutOfTheirHands: Suspects have a chance of dropping their weapon if they're shot in thir their gun arm, so it's a viable strategy to shoot a gun out of their hand if you have good aim...just make sure they don't pull out a backup.

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Please do not add multiple tropes with a slash on the same bullet (let alone three of them), as per How To Write An Example. Attempting to add context to zero context examples, hiding the ones I can't add to. If you want to re-add them, please add context. Removing this Conversation In The Main Page in the No Communities Were Harmed example.


** Purely in regards to the aesthetics of the game: Most levels have numerous subtle visual references to the backgrounds of the victims and/or targets. For just one example, the hospital level has one room intricately decorated for a child's birthday party... but with a bloody stain on the bed. The hospital level also has [=TVs=] with a news report playing after the team enters the hospital, [[EndangeringNewsBroadcast where the reporter tells everyone watching that SWAT has just entered the building]]. If you take notice of it, your character will call TOC and tell them to get her off the air -- shortly afterward, every TV in the level will be broadcasting nothing but static.

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** Purely in regards to the aesthetics of the game: Most game; most levels have numerous subtle visual references to the backgrounds of the victims and/or targets. For just one example, the hospital level has one room intricately decorated for a child's birthday party... but with a bloody stain on the bed.
**
The hospital level also has [=TVs=] with a news report playing after the team enters the hospital, [[EndangeringNewsBroadcast where the reporter tells everyone watching that SWAT has just entered the building]]. If you take notice of it, your character will call TOC and tell them to get her off the air -- shortly afterward, every TV in the level will be broadcasting nothing but static.



* DynamicEntry: Though some situations will encourage you to opt for clearing a room [[StealthBasedGame more stealthily]], this is the most common tactic for entering and clearing a room. If planned and executed well, it routinely results in a BigDamnHeroes moment for your SWAT team. The game manual and tutorial does encourage you to make sudden and loud entries into rooms with an ongoing hostage situation, because the enemy AI takes elements like shock and surprise into account. Most suspects will surrender as soon as the door flies to pieces and the room gets engulfed with tear gas and the rabid shouts of your teammates.

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* DynamicEntry: Though some situations will encourage you to opt for clearing a room [[StealthBasedGame more stealthily]], this is the most common tactic for entering and clearing a room. If planned and executed well, it routinely results in a BigDamnHeroes moment for your SWAT team. The game manual and tutorial does encourage you to make sudden and loud entries into rooms with an ongoing hostage situation, because the enemy AI takes elements like shock and surprise into account. Most suspects will surrender as soon as the door flies to pieces and the room gets engulfed with tear gas and the rabid rapid shouts of your teammates.



* ExpansionPack: Released a few months later and called ''The Stetchkov Syndicate''. It adds seven new missions connected by a more overarching crime story, various useful new weapons (including a cool tear gas grenade launcher and a more modern tazer pistol, which can double as a melee EmergencyWeapon), the option to issue a whole string of various "to do" commands to your squadmates, and numerous bug and AI fixes (criminals become even more cunning, ruthless and resistant to arrest and your squadmates are also brighter in general).

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* ExpansionPack: Released a few months later after release and called ''The Stetchkov Syndicate''. It adds seven new missions connected by a more overarching crime story, various useful new weapons (including a cool tear gas grenade launcher and a more modern tazer pistol, which can double as a melee EmergencyWeapon), the option to issue a whole string of various "to do" commands to your squadmates, and numerous bug and AI fixes (criminals become even more cunning, ruthless and resistant to arrest and your squadmates are also brighter in general).



* FacklerScaleOfFPSRealism[=/=]NintendoHard: Very, very, very far towards the hard end of realism. Besides the fact that you have to abide by police regulations and protocol (meaning you can't shoot unarmed people and have to deal carefully with armed suspects), your overall movement and gunplay abilities feel really believable. Characters can't take much damage before they die, even if they're wearing body armor and helmets. No one can jump and you and your squad mates can only run at a reasonable pace, being careful in the potentially dangerous enviroment of the hostile area you're clearing. Getting shot in the leg will slow you down and make you limp a bit, while getting shot in both legs will disable your ability to run. Getting shot in the hands will slightly diminish your ability to take precise aim. And since we mentioned it, the accuracy of your aim and fire can be increased by 1.) Crouching. 2.) Walking more slowly. 3.) Shooting in semi-automatic mode instead of full-auto or burst mode (recoil is a real bitch in this game). Sans the marksman rifle, none of the firearms have functioning scopes, but you have a context-sensitive crosshair for each weapon, even the stun grenades. The smaller and tighter it gets, the better aim you have. Magazines avert OneBulletClips and are reloaded manually by the player, not automatically. A particularly nice touch is that you can even select different types of ammo in your loadout menu: Full-metal jacket bullets are good for taking down well-armoured foes, but have the downside of being able to punch through weaker materials (like wooden doors and walls or even unarmoured bodies), accidentally injuring anyone standing on the other side. Standard casing bullets are slower and weaker, and while they can't punch through body armor, they're really ideal for fighting unarmoured suspects.

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* FacklerScaleOfFPSRealism[=/=]NintendoHard: FacklerScaleOfFPSRealism: Very, very, very far towards the hard end of realism. Besides the fact that you have to abide by police regulations and protocol (meaning you can't shoot unarmed people and have to deal carefully with armed suspects), your overall movement and gunplay abilities feel really believable. Characters can't take much damage before they die, even if they're wearing body armor and helmets. No one can jump (let alone 5 feet into the air) and you and your squad mates can only run at a reasonable pace, being careful in the potentially dangerous enviroment environment of the hostile area you're clearing. Getting shot in the leg will slow you down and make you limp a bit, while getting shot in both legs will disable your ability to run. Getting shot in the hands will slightly diminish your ability to take precise aim. And since we mentioned it, the accuracy of your aim and fire can be increased by 1.) Crouching. 2.) Walking more slowly. 3.) Shooting in semi-automatic mode instead of full-auto or burst mode (recoil is a real bitch in this game). Sans the marksman rifle, none of the firearms have functioning scopes, but you have a context-sensitive crosshair for each weapon, even the stun grenades. The smaller and tighter it gets, the better aim you have. Magazines avert OneBulletClips and are reloaded manually by the player, not automatically. A particularly nice touch is that you can even select different types of ammo in your loadout menu: Full-metal jacket bullets are good for taking down well-armoured foes, but have the downside of being able to punch through weaker materials (like wooden doors and walls or even unarmoured bodies), accidentally injuring anyone standing on the other side. Standard casing bullets are slower and weaker, and while they can't punch through body armor, they're really ideal for fighting unarmoured suspects.



* GreyAndGreyMorality: A few of the missions give the suspect justifying reason:

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* GreyAndGreyMorality: A few of the missions give the suspect justifying reason:reasons for the crime:



** "Sellers Street Auditorium" features a group of armed fundamentalist activist (most of which are very highly unlikely to kill civilians) storming a satanic themed rock concert... In which the band that perform are also dealing and using drugs.

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** "Sellers Street Auditorium" features a group of armed fundamentalist activist activists (most of which are very highly unlikely to kill civilians) storming a satanic themed rock concert... In in which the band that perform that's performing are also dealing and using drugs. If the police were made aware of this, it'd be them storming the concert instead.



* HoistByHisOwnPetard: You can blind and stun yourself with the flashbang and stinger grenade. Bizarrely, in singleplayer you and your bot teammates are immune to CS grenades, but in multiplayer you have to equip the gas mask to safely use CS grenades, and even that doesn't save you from the pepper gun or mace (instead reducing the stun duration by about 90%).

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* HoistByHisOwnPetard: HoistByHisOwnPetard:
**
You can blind and stun yourself with the flashbang and stinger grenade. Bizarrely, in singleplayer you and your bot teammates are immune to CS grenades, but in multiplayer you have to equip the gas mask to safely use CS grenades, and even that doesn't save you from the pepper gun or mace (instead reducing the stun duration by about 90%).



* HollywoodLaw: If an armed suspect runs from you, shooting him is considered improper use of force. While the United States does have severe restrictions on a police officer's authorization to shoot fleeing criminal suspects, this would be permissible in virtually every situation your team faces in the game. Most of the levels involve hostage situations, and an armed felon fleeing from police contact would present an imminent threat to any hostages in the area. Even in the ones that don't, a fleeing armed felon still presents an imminent risk to your team and would generally be considered a justified shoot.

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* HollywoodLaw: If an armed suspect runs from you, shooting him is considered improper use of force. While the United States does have severe restrictions on a police officer's authorization to shoot fleeing criminal suspects, this would be permissible in virtually every situation your team faces in the game. Most of the levels involve hostage situations, and an armed felon fleeing from police contact would present an imminent threat to any hostages in the area. Even in the ones that don't, a fleeing armed felon still presents an imminent risk to your team and would generally be considered a justified shoot.shot.



* IGotYouCovered: Standard procedure.

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* IGotYouCovered: Standard procedure. The player and their SWAT team ''have'' to do this in order to come back alive, let alone fulfill their duty to the various hostages.



* InstantDeathBullet: Averted for the most part. While it is entirely possible to kill someone instantly with one shot, it requires some realistic situation, such as the gun being of high caliber or simply a headshot. Depending on how good the body armor they are wearing is and how powerful your gun is, it's also possible for enemies to survive being shot a couple of times, although if shot in the right place they will lose accuracy or have to limp. Also, they don't always die when shot. Sometimes, their body armor will save them from death, but they will still be incapacitated.

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* InstantDeathBullet: Averted for the most part. While it is entirely possible to kill someone instantly with one shot, it requires some realistic situation, factors, such as the gun being of high caliber or simply a headshot. Depending on how good the body armor they are wearing is and how powerful your gun is, it's also possible for enemies to survive being shot a couple of times, although if shot in the right place they will lose accuracy or have to limp. Also, they don't always die when shot. Sometimes, their body armor will save them from death, but they will still be incapacitated.



* LawOfInverseRecoil: Averted thoroughly.

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%% * LawOfInverseRecoil: Averted thoroughly.



* MissionControl[=/=]VoiceWithAnInternetConnection: The [[http://en.wikipedia.org/wiki/Tactical_Operations_Center TOC]] and [[HoldTheLine Highground]] operators. Also the supporting sniper teams, known as [[ShoutOut Sierra 1]] and [[ShoutOut Sierra 2]]. All three of these double as TheVoice, since you never meet them in person, though you do see through Sierra 1 and 2's helmet cams when you control them.

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* MissionControl[=/=]VoiceWithAnInternetConnection: MissionControl: The [[http://en.wikipedia.org/wiki/Tactical_Operations_Center TOC]] and [[HoldTheLine Highground]] operators.operators, who the SWAT team will update on their progress as per procedure (unless you want to be penalized and possibly fail the level). Also the supporting sniper teams, known as [[ShoutOut Sierra 1]] and [[ShoutOut Sierra 2]]. All three of these double as TheVoice, since you never meet them in person, though you do see through Sierra 1 and 2's helmet cams when you control them.



* NeverHurtAnInnocent[=/=]MercyRewarded[=/=]VideoGameCrueltyPunishment: A [[PlayerPunch major gameplay mechanic]] and [[{{Deconstruction}} plot point]] of the game. You get penalized for using deadly force against anyone who isn't attacking, criminals included. Even if they've ran off to grab a gun, you can't just outright kill them - unless they actually threaten you, your squad, a civilian, or attempt a shoot-out.

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* NeverHurtAnInnocent[=/=]MercyRewarded[=/=]VideoGameCrueltyPunishment: NeverHurtAnInnocent:
**
A [[PlayerPunch major gameplay mechanic]] and [[{{Deconstruction}} plot point]] of the game. You get penalized for using deadly force against anyone [[VideoGameCrueltyPunishment who isn't attacking, attacking]], criminals included. Even if they've ran off to grab a gun, you can't just outright kill them - unless they actually threaten you, your squad, a civilian, or attempt a shoot-out.



* NoCommunitiesWereHarmed[=/=]WhereTheHellIsSpringfield: Welcome to the bustling metropolis of Fairview... Somewhere in... New England?

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* NoCommunitiesWereHarmed[=/=]WhereTheHellIsSpringfield: NoCommunitiesWereHarmed: Welcome to the bustling metropolis of Fairview... Somewhere somewhere in... New England?England? The setting is apparently an amalgamation of New York, Boston, and several other East Coast cities.



*** Probably not NYC, as NYPD's tactical unit is called ESU and not SWAT.
** Wikipedia says that the setting is the city of Fairview, an amalgamation of New York, Boston, and several other East Coast cities.

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Please do not add multiple tropes with a slash on the same bullet, as per How To Write An Example. Any example that says "see X above/below" is always a Zero Context Example; an example should be able to stand on its own and provide its own context.


** [[ScrappyMechanic The enemy must be preparing or actually shooting at the player before the player can shoot the enemy, otherwise the player is penalized for an unauthorized use of deadly force.]] In reality, a police officer has the right to shoot anyone he/she perceives as a deadly threat, especially given where the mission in the game involves enemies with clear intent to harm civilians, such as active shooter, armed militia, armed robber, armed syndicate, fanatics with intent of causing citywide explosion, and terrorists. They'll have to justify their usage afterwards and sign a lot of paperwork, but every single scenario in the game (besides maybe the first couple missions) would easily see the protagonist being able to justify any shots he made.

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** [[ScrappyMechanic The enemy must be preparing or actually shooting at the player or physically preparing to do so before the player can shoot the enemy, otherwise the player is [[ScrappyMechanic penalized for an unauthorized use of deadly force.]] In reality, a police officer has the right to shoot anyone he/she perceives they perceive as a deadly threat, especially given where the mission in the game involves enemies with clear intent to harm civilians, such as active shooter, gang shooters, armed militia, armed robber, robbers, armed syndicate, fanatics with intent of causing a citywide explosion, and terrorists.terrorists that have given a bomb threat. They'll have to justify their usage afterwards and sign a lot of paperwork, but every single scenario in the game (besides maybe the first couple missions) would easily see the protagonist being able to justify any shots he made.



** Almost all doors are double-hinged, so they can open both ways.

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** Almost A mundane instance is how almost all doors are double-hinged, so they can open both ways.



* ArmorIsUseless: Your SWAT body armor is totally ineffective. Even against enemies armed with pistols, your character and your teammates will still die with just a few center-mass hits, sometimes even 1, which even a normal patrolman's ballistic vest should protect against. For the enemies it's a little better. Enemies wearing armor can take several shots if you are using hollow point rounds, but they will still be dropped by repeated hits probably quicker than a person wearing real life ballistic vest would. Also, their armor provides no protection whatsoever against tasers. In real life, even a heavy sweater will often be enough to prevent taser prongs from going through.

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* ArmorIsUseless: Your SWAT body armor is totally ineffective. Even against enemies armed with pistols, your character and your teammates will still die with just a few center-mass hits, sometimes even 1, which even a normal patrolman's ballistic vest should protect against. For the enemies it's a little better. Enemies better; enemies wearing armor can take several shots if you are using hollow point rounds, but they will still be dropped by repeated hits probably quicker than a person wearing a real life ballistic vest would. Also, their armor provides no protection whatsoever against tasers. In real life, even a heavy sweater will often be enough to prevent taser prongs from going through.through, since the prongs on the taser have to actually make contact with the skin.



* ArtificialStupidity: Quite ''a lot'' by your squadmates.

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* ArtificialStupidity: Quite ''a lot'' by your squadmates.squadmates, occasionally by the enemies.



** In the original game, once a suspect surrenders, they will stay permanently surrendered, even if you if you leave their area without handcuffing them or securing their weapons. This was fixed in the Stetchkov Syndicate expansion, where non-handcuffed surrendered enemies will pick up their weapons and return to action if no officer is watching them

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** In the original game, once a suspect surrenders, they will stay permanently surrendered, even if you if you leave their area without handcuffing them or securing their weapons. This was fixed in the Stetchkov Syndicate expansion, where non-handcuffed surrendered enemies will pick up their weapons and return to action if no officer is watching themthem.



** The "Unauthorized Use of Deadly Force" penalty applies even in situations where there an active shooter with full intent of targeting civilians on site, groups of heavily armed militias/terrorists taking entire buildings siege, and a group of fanatics with equipment and intent to cause a citywide explosion, all of which warrant full authorization of deadly force against armed suspect.

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** The "Unauthorized Use of Deadly Force" penalty applies even in situations where there an active shooter with full intent of targeting civilians on site, groups of heavily armed militias/terrorists taking entire buildings siege, under control, and a group of fanatics with equipment and intent to cause a citywide explosion, all of which warrant full authorization of deadly force against any armed suspect.suspect in the area.



*** On rare ocassions when you shoot a suspect, they will drop their primary weapon and draw a second gun. Quite often, the game will not register shooting them then as justified force until they actually point their second gun at you. In real life, an officer would be authorized to shoot them moment they see the suspect drawing their gun
* AssholeVictim: When you and your team storm the Diamond Wholesaler's Meeting Room, you will find a slide show that shows what they were discussing before the bank robbers came; how their outsources in central Africa [[Film/BloodDiamond will suffer a dramatic decrease in efficiency due to the "local enforcement of international law"]]. ''Ouch''.

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*** On rare ocassions occasions when you shoot a suspect, they will drop their primary weapon and draw a second gun. Quite often, the game will not register shooting them then as justified force until they actually point their second gun at you. In real life, an officer would be authorized to shoot them moment they see the suspect drawing their gun
a gun, let alone another one.
* AssholeVictim: When you and your team storm the Diamond Wholesaler's Meeting Room, you will find a slide show that shows what they were discussing before the bank robbers came; how their outsources outsourcing in central Africa [[Film/BloodDiamond will suffer a dramatic decrease in efficiency due to the "local enforcement of international law"]]. ''Ouch''.



* BlatantLies[=/=]NeverMyFault: The suspects in some missions, particularly those featuring drug dealers, come up with some pretty amusing excuses as to why they're there while you and your team arrest them. Take this soundbite from a mobster in the mission where you raid a Stetchkov-controlled drug lab as an example:

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* BlatantLies[=/=]NeverMyFault: BlatantLies: The suspects in some missions, particularly those featuring drug dealers, come up with some pretty amusing excuses as to why they're there while you and your team arrest them. Take this soundbite from a mobster in the mission where you raid a Stetchkov-controlled drug lab as an example:



* BombDisposal[=/=]TimeBomb: An objective in the penultimate mission set in a hotel taken over by

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* BombDisposal[=/=]TimeBomb: BombDisposal: An objective in the penultimate mission set in a hotel taken over by terrorists is disarming the bombs they've planted in the upper floors of the building.



* BrandX[=/=]BlandNameProduct: Virtually every product you see in the game is of this variety (even company ads and promotional posters for movies and games), [[PlayedForLaughs but with obvious nods to the brand it's parodying]].

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* BrandX[=/=]BlandNameProduct: BrandX: Virtually every product you see in the game is of this variety (even company ads and promotional posters for movies and games), [[PlayedForLaughs but with obvious nods to the brand it's parodying]].



* CorruptCorporateExecutive: See the AssholeVictim example above.
* CowboyCop or ByTheBookCop: Depending on your style, you can choose to go in gunning down every suspect without calling for compliance. But, as already mentioned, the game only rewards you for playing by the book.

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* CorruptCorporateExecutive: See The Diamond Wholesalers reveal themselves to be knowingly trading in conflict diamonds just to maximize profits, and regard the AssholeVictim example above.
crackdown on these "blood diamonds" to be decreasing their sources' ''efficiency''.
* CowboyCop or ByTheBookCop: CowboyCop: Depending on your style, you can choose to go in gunning down every suspect without calling for compliance. But, as already mentioned, the game only rewards you for being a ByTheBookCop and playing by the book.book religiously.



* {{Cult}}[=/=]ChurchOfHappyology: [[spoiler:The Tarronians, led by a certain SinisterMinister from Iowa named Andrew Tarrone. You visit their eerie half-abandoned apartment building in mission 9.]]
* {{Deconstruction}}: This is an FPS which greatly discourages (and outright punishes at harder levels) killing, even directed to bad guys, since the game expects you to become a police officer. Therefore, playing like a BodyCountCompetition like most shooters will give you low rating. However, the game has varieties of non-lethal weaponry ranging from paintball gun that shoots pepper-filled paintball to the rubber shooting shotgun.
** In most team-based games, an ally getting shot would be seen as terrible. However, again, you are being tested as a SWAT officer, meaning failing your adherance to police procedure (not taking in suspects alive, for instance) is more of a penalty than not bringing your squad back. While this may seem like InsaneTrollLogic to some, it is the ideal of a SWAT officer to get the job done right.

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* {{Cult}}[=/=]ChurchOfHappyology: {{Cult}}: [[spoiler:The Tarronians, led by a certain SinisterMinister from Iowa named Andrew Tarrone. You visit their eerie half-abandoned apartment building in mission 9.]]
* {{Deconstruction}}: {{Deconstruction}}:
**
This is an FPS which greatly discourages (and outright punishes at harder levels) killing, even directed to bad guys, since the game expects you to become a police officer. Therefore, playing like a BodyCountCompetition like most shooters will give you low rating. However, the game has varieties of non-lethal weaponry ranging from paintball gun that shoots pepper-filled paintball to the rubber shooting shotgun.
** In most team-based games, an ally getting shot would be seen as terrible. However, again, you are being tested as a SWAT officer, meaning failing your adherance adherence to police procedure (not taking in suspects alive, for instance) is more of a penalty than not bringing your squad back.back alive. While this may seem like InsaneTrollLogic to some, it is the ideal of a SWAT officer to get the job done right.
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* NamedAfterSomeoneFamous: The professor in the final level of the main game is named Theodore Sturgeon. His profile notes he's completely unrelated to the [[Creator/TheodoreSturgeon famous writer]].
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** [[spoiler:All of them are horrified to find the graves of the Cult's children in the basement of the Taronnian mission, with the normally stoic Player Character [[NotSoStoic sounding noticeably disturbed when he calls it in to the TOC]]]].

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** [[spoiler:All of them are horrified to find the graves of the Cult's children in the basement of the Taronnian mission, with the normally stoic Player Character [[NotSoStoic sounding noticeably disturbed when he calls it in to the TOC]]]].TOC.]] TOC himself noticeably stammers when you radio this in, likely needing a few seconds to process the shocking revelation.]]

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** Your AI teammates' pathfinding abilities will sometimes run afoul of more complex room and building layouts. At its most basic level, this can result in your entire team being wiped out in one spot, as they get stuck on an obstacle in sight of a gunman.

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** Your AI teammates' pathfinding abilities will sometimes run afoul of more complex room and building layouts.
***
At its most basic level, this can result in your entire team being wiped out in one spot, as spot when they get stuck on an obstacle in sight of a gunman.gunman.
*** As the AI makes no allowance for which rooms have already been cleared when plotting routes from one place to another, this can result in some unintended consequences under the right circumstances. For example, ordering your team to stack on a door to a room with multiple entrances can lead to your team entering the room and '''exiting''' through said door before tur5ning around and stacking up to clear the room they just passed through. Even more bizarrely, enemies may occasionally still be inside said room, with each group somehow escaping the notice of the other.
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** Your AI teammates' pathfinding abilities will sometimes run afoul of more complex room and building layouts. At its most basic level, this can result in your entire team being wiped out in one spot, as they get stuck on an obstacle in sight of a gunman.

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* NotSoStoic: The Sergeant is usually professional and even toned, no matter what is going on. However, there are a few instances where he drops this:
** When he notices the aforementioned EndangeringNewsBroadcast in St. Michael's Medical Center, he is pissed off when he calls it in to the TOC.
** [[spoiler:He is as disturbed as the rest of the team when he reports the children's graves to the TOC in the Taronnian mission]]



** [[spoiler:All of them are horrified to find the graves of the Cult's children in the basement of the Taronnian mission]].

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** [[spoiler:All of them are horrified to find the graves of the Cult's children in the basement of the Taronnian mission]].mission, with the normally stoic Player Character [[NotSoStoic sounding noticeably disturbed when he calls it in to the TOC]]]].

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* MissionControl[=/=]VoiceWithAnInternetConnection: The [[http://en.wikipedia.org/wiki/Tactical_Operations_Center TOC]] and [[HoldTheLine Highground]] operators. Also the supporting sniper teams, known as [[ShoutOut Sierra 1]] and [[ShoutOut Sierra 2]]. All three of these double as TheVoice, since you never meet them in person.

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* MissionControl[=/=]VoiceWithAnInternetConnection: The [[http://en.wikipedia.org/wiki/Tactical_Operations_Center TOC]] and [[HoldTheLine Highground]] operators. Also the supporting sniper teams, known as [[ShoutOut Sierra 1]] and [[ShoutOut Sierra 2]]. All three of these double as TheVoice, since you never meet them in person.person, though you do see through Sierra 1 and 2's helmet cams when you control them.



* MoralMyopia: While many of the suspects whine about being arrested or their cuffs being too tight in missions where they have injured or killed civilians, the ''Fresnal St. Station'' level of the expansion stands out, with the Stetchkov members having the audacity to complain about how SWAT is getting involved in their "personal affair" after having waged a massive gun battle between factions of the Syndicate in a crowded subway station, injuring and killing numerous civilians in what is one of the bloodiest levels of the game.



* OOCIsSeriousBusiness: Your team, especially Girard, can be fairly snarky at times, even in the midst of fairly horrific situations, but some areas and levels cause them to be dead serious:
** [[spoiler:All of them are horrified to find the graves of the Cult's children in the basement of the Taronnian mission]].
** Lampshaded in the Fresnal St. Station level of the expansion, where Jackson notes he keeps expecting Girard to come up with some quip to lighten the mood, only for Girard to respond that, considering the sheer bloodbath caused by the Stetchkovs, it just isn't the time for jokes.



* RaceAgainstTheClock: The Old Granite Hotel level gives you 10 minutes to find and disarm all the bombs on the top floor before they detonate. In the Stetchkov expantion, the Department of Agriculture level is even tougher, as you have to find and disarm 6 bombs in 15 minutes that are spread all throughout the level.
* RightWingMilitiaFanatic: The "America Now" terrorist group from the Old Granite Hotel mission fit this trope to a tee. According to the mission briefing, they're xenophobic isolationists with an ideology defined by opposition to immigration, free trade, and globalism in general. The hotel the mission takes place in is majority owned by French companies, and the terrorists demand a ransom from the owners as "a repayment of their debt to the American people."

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* RaceAgainstTheClock: RaceAgainstTheClock:
**
The Old Granite Hotel level gives you 10 9 minutes to find and disarm all the bombs on the top floor before they detonate. To make matters worse, you aren't informed that the bombs exist until you actually find one, though luckily the timer doesn't start until they are discovered (otherwise people who chose the primary entrance located on the lower floor would have very little time to defuse them).
**
In the Stetchkov expantion, expansion, the Department of Agriculture level is even tougher, as you have to find and disarm 6 bombs in 15 minutes that are spread all throughout the level.
* RightWingMilitiaFanatic: The "America Now" terrorist group from the Old Granite Hotel mission fit this trope to a tee. According to the mission briefing, they're xenophobic isolationists with an ideology defined by opposition to immigration, free trade, and globalism in general. The hotel the mission takes place in is majority owned by a French companies, company, and the terrorists demand a ransom from the owners as "a repayment of their debt to the American people."

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Ran into this in the level, felt it was worth noting. Also means it isn't just translation convention


* NotEvenBotheringWithTheAccent: One mission has you deal with Ukrainian mobsters, while another has you face off against North Korean paramilitaries. In both cases, they speak with American accents. The latter case is particularly odd, as you encounter a South Korean diplomat who ''does'' have a Korean accent in that same mission.

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* NotEvenBotheringWithTheAccent: One mission has you deal with Ukrainian mobsters, while another has you face off against North Korean paramilitaries. In both cases, they speak with American accents. accents (there's even a chance some will have ''Latino'' accents and a line or two in Spanish). The latter case is particularly odd, as you encounter a South Korean diplomat who ''does'' have a Korean accent in that same mission.mission.
** Somewhat averted in ''The Stetchkov Syndicate'', wherein the eponymous Bulgarian arms dealers speak English with a thick East-European accent, but [[PoirotSpeak drop a few foreign words into their sentences]]. Unfortunately, they use Russian words, not Bulgarian, which makes it even worse.
** The base game has a mission against Ukrainian criminals, who speak with American accents.



* TranslationConvention: In the mission wherein a local hospital has been stormed by North Korean paramilitaries attempting to assassinate a South Korean diplomat, said North Koreans speak with American English speech patterns and accents. The diplomat, at least, [[JustAStupidAccent sounds stereotypically Asian]]. Possibly justified; [[FridgeBrilliance maybe they were trained to pass themselves off as Korean-American domestic terrorists?]]
** Somewhat averted in ''The Stetchkov Syndicate'', wherein the eponymous Bulgarian arms dealers speak English with a thick East-European accent, but [[PoirotSpeak drop a few foreign words into their sentences]]. Unfortunately, they use Russian words, not Bulgarian, which makes it even worse.
** The base game has a mission against Ukrainian criminals, who speak with American accents.
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* SuperOCD: Apparently, all your computer-controlled teammates have it, given their absolute insistence, when you're gathering around doors, that everyone be in the ''exact'' right spot.
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** Almost all doors are double-hinged, so they can open both ways.
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* BlastingItOutOfTheirHands: Suspects have a chance of dropping their weapon if they're shot in thir gun arm, so it's a viable strategy to shoot a gun out of their hand if you have good aim...just make sure they don't pull out a backup.

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