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''Takedown: Red Sabre'' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuestSWAT'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon2'' and ''VideoGame/GhostReconAdvancedWarfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on UsefulNotes/{{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

to:

''Takedown: Red Sabre'' is a 2013 Indie, Website/{{Kickstarter}}-funded UsefulNotes/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuestSWAT'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon2'' and ''VideoGame/GhostReconAdvancedWarfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on UsefulNotes/{{Steam}} Platform/{{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.
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* ObviousBeta: The game's supposedly finished release was plagued with issues, ranging from almost unworkable net code (including crashing with a "network connection lost" message ''during single-player games''), to inconsistent enemy A.I. and downright awful friendly A.I. A series of patches have been released to try to address the net code issue, but the A.I. is still wonky as ever. Some menu commands are also kind of buggy, such as when trying to save custom loadouts.
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''Takedown: Red Sabre'' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

to:

''Takedown: Red Sabre'' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuest VideoGame/{{SWAT}}'' ''VideoGame/PoliceQuestSWAT'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.
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None


The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics. Serellan had stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor, but ultimately ceased activity and went into hibernation (the company is not official defunct, but has not made any major announcements in almost a decade).

to:

The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics. Serellan had stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor, but ultimately ceased activity and went into hibernation (the company is not official defunct, but has not made any major announcements regarding this or any other projects in almost a decade).
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The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.

to:

The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics. Serellan have had stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.editor, but ultimately ceased activity and went into hibernation (the company is not official defunct, but has not made any major announcements in almost a decade).
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Players take the role of an operator for Red Sabre, a PMC specializing in covert operations, ranging from eliminating terrorists to engaging in illegal and morally ambiguous corporate espionage. There is no over-arcing narrative, but rather several different missions in various areas (including a biological research lab, a corporate office, an Antarctic research outpost, a cargo ship, and a nuclear missile silo) that can be played in either 4-player co-op or in single player alongside 3 A.I.-controlled teammates. Each map can also be played as a lone wolf in Tango Hunt or Bomb Disposal mode.

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Players take the role of an operator for Red Sabre, a PMC specializing in covert operations, ranging from eliminating terrorists to engaging in illegal and morally ambiguous corporate espionage. There is no over-arcing narrative, but rather several different missions in various areas (including a biological research lab, a corporate office, an Antarctic research outpost, a cargo ship, and a nuclear missile silo) that can be played in either 4-player to 6-player co-op or in single player alongside 3 A.I.-controlled teammates. Each map can also be played as a lone wolf in Tango Hunt or Bomb Disposal mode.
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None


''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on UsefulNotes/{{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

to:

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon 2'' ''VideoGame/GhostRecon2'' and ''Ghost Recon Advanced Warfighter'', ''VideoGame/GhostReconAdvancedWarfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on UsefulNotes/{{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.
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None
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None
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None


The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics such as Creator/JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.

to:

The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''VideoGame/DayOneGarrysIncident'' and ''VideoGame/RideToHellRetribution'' by critics such as Creator/JimSterling.critics. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.
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How To Create A Works Page explicitly says "No bolding is used for work titles."


'''Takedown: Red Sabre''' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

to:

'''Takedown: ''Takedown: Red Sabre''' Sabre'' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''VideoGame/PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.
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* OneBulletClips: This was averted in the initial demo presented to the gaming press, where reloading would put in a new magazine and your ammo count was tracked by the number of magazines you're carrying. Played straight in the final release; the HUD still only shows how many magazines you have, but the game keeps track of how many individual bullets you have and will "top off" your magazine when you reload just like most other first-person shooters.

to:

* OneBulletClips: This was averted in the initial demo presented to the gaming press, where reloading would put in a new magazine and your ammo count was tracked by the number of magazines you're carrying. Played straight in the final release; the HUD still only shows how many magazines you have, but the game keeps track of how many individual bullets you have and will "top off" your magazine when you reload just like most other first-person shooters. (Realistic tracking of partially spent mags was re-patched back into the game by the final patch several months after release).
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* ArtificialBrilliance: To it's credit, the enemy A.I. does a good job of responding to noise and moving to investigate. Their path-finding is actually fairly good, and once they hear gunfire they can cross a decent portion of the level to investigate what's going on. When shot at, they usually try to run for cover instead of just standing there and taking it. And the fact they can and will cover and patrol the entire level instead of being limited to a single room or area does result in them often flanking you.

to:

* ArtificialBrilliance: To it's its credit, the enemy A.I. does a good job of responding to noise and moving to investigate. Their path-finding is actually fairly good, and once they hear gunfire they can cross a decent portion of the level to investigate what's going on. When shot at, they usually try to run for cover instead of just standing there and taking it. And the fact they can and will cover and patrol the entire level instead of being limited to a single room or area does result in them often flanking you.
Is there an issue? Send a MessageReason:
None


''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

to:

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''VideoGame/GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} UsefulNotes/{{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

Changed: 2232

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Added image.


'''Takedown: Red Sabre''' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

to:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/takedown_red_sabre.jpg]]
'''Takedown: Red Sabre''' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' ''VideoGame/RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest ''VideoGame/PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''GhostRecon ''VideoGame/GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.



The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''DayOneGarrysIncident'' and ''RideToHellRetribution'' by critics such as JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.

to:

The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''DayOneGarrysIncident'' ''VideoGame/DayOneGarrysIncident'' and ''RideToHellRetribution'' ''VideoGame/RideToHellRetribution'' by critics such as JimSterling.Creator/JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.
Is there an issue? Send a MessageReason:
None


'''Takedown: Red Sabre''' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''. The game uses the Unreal Engine 3.

to:

'''Takedown: Red Sabre''' is a 2013 Indie, Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''.''VideoGame/CallOfDuty: VideoGame/ModernWarfare''. The game uses the Unreal Engine 3.
Is there an issue? Send a MessageReason:
None


'''Takedown: Red Sabre''' is a 2013 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''. The game uses the Unreal Engine 3.

to:

'''Takedown: Red Sabre''' is a 2013 Indie, Kickstarter-funded Website/{{Kickstarter}}-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''. The game uses the Unreal Engine 3.
Is there an issue? Send a MessageReason:
None


'''Takedown: Red Sabre''' is a 2103 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''. The game uses the Unreal Engine 3.

to:

'''Takedown: Red Sabre''' is a 2103 2013 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''. The game uses the Unreal Engine 3.
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* ArtificialStupidity: The enemy A.I. is sometimes prone to odd behavior, such as staring at the wall, not responding to gunfire, or even rounding corners ''while facing backwards''. The friendly A.I., however, is ''completely atrocious'', often not responding to enemies and as a result getting shot in the back, facing in a completely useless direction when trying to secure an area and getting shot in the back, charging into a unsecured area for no reason and getting shot in the back, not reacting when the teammate in front of them is killed and moments later getting shot in the face, etc. They're pretty much only useful as extra lives for you to switch to if[=/=]when the operative you start out controlling is killed. You really, really should be playing co-op instead.

to:

* ArtificialStupidity: The enemy A.I. is sometimes prone to odd behavior, such as staring at the wall, not responding to gunfire, or even rounding corners ''while facing backwards''. The friendly A.I., however, is ''completely atrocious'', often not responding to enemies and as a result getting shot in the back, facing in a completely useless direction when trying to secure an area and getting shot in the back, charging into a unsecured area for no reason and getting shot in the back, aiming at an enemy in the next room through a solid wall and not at the one in plain sight right next to them and getting shot in the back, not reacting when the teammate in front of them is killed and moments later getting shot in the face, etc. They're pretty much only useful as extra lives for you to switch to if[=/=]when the operative you start out controlling is killed. You really, really should be playing co-op instead.
Is there an issue? Send a MessageReason:
None


* ArtificialStupidity: The enemy A.I. is sometimes prone to odd behavior, such as staring at the wall or not responding to gunfire. The friendly A.I., however, is ''completely atrocious'', often not responding to enemies and as a result getting shot in the back, facing in a completely useless direction when trying to secure an area and getting shot in the back, charging into a unsecured area for no reason and getting shot in the back, not reacting when the teammate in front of them is killed and moments later getting shot in the face, etc. They're pretty much only useful as extra lives for you to switch to if[=/=]when the operative you start out controlling is killed. You really, really should be playing co-op instead.

to:

* ArtificialStupidity: The enemy A.I. is sometimes prone to odd behavior, such as staring at the wall or wall, not responding to gunfire.gunfire, or even rounding corners ''while facing backwards''. The friendly A.I., however, is ''completely atrocious'', often not responding to enemies and as a result getting shot in the back, facing in a completely useless direction when trying to secure an area and getting shot in the back, charging into a unsecured area for no reason and getting shot in the back, not reacting when the teammate in front of them is killed and moments later getting shot in the face, etc. They're pretty much only useful as extra lives for you to switch to if[=/=]when the operative you start out controlling is killed. You really, really should be playing co-op instead.
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None

Added DiffLines:

* ComputersAreFast: The enemy A.I.'s often questionable tactical decisions are balanced out by their near-instantaneous, aimbot-like reflexes and accuracy.
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Added DiffLines:

* FriendlyFireProof: Averted; a single stray bullet will instantly kill a teammate, even if he's wearing heavy armor and you're using a low caliber weapon that requires 2 or 3 shots to drop an enemy Mook.
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* CheckpointStarvation: There are no checkpoints in single-player or respawns in multi-player. If your entire team dies, you have to do the entire mission all over again.



* ShortRangeShotgun: Mostly because the pellet spread is just so ''random'' past point-blank range.

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* ShortRangeShotgun: Mostly because the pellet spread is just so ''random'' past point-blank range.range.
* AWinnerIsYou: The screen you get when you complete a mission is the exact same screen you get if you die during a mission. The only difference is the text in the upper left corner says "mission completed" instead of "mission failed".
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* NintendoHard: It is an old-school tactical shooter in the vein of ''Rainbow Six'' and ''Police Quest: SWAT 4'' after all.

to:

* NintendoHard: It is an old-school tactical shooter in the vein of ''Rainbow Six'' and ''Police Quest: SWAT 4'' after all.all.
* ShortRangeShotgun: Mostly because the pellet spread is just so ''random'' past point-blank range.
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None


* AKA47: The names of some of the firearms have been slightly altered (usually with one or two letters or numbers changed or switched around). The AK-47 variants, Colt .45 pistol, and M4 carbine retain their real-world names.

to:

* AKA47: The names of some most of the firearms have been slightly altered (usually with one or two letters or numbers changed removed or switched around). The AK-47 variants, Colt .45 pistol, and M4 carbine retain their real-world names.
Is there an issue? Send a MessageReason:
None


* Aka47: The names of some of the firearms have been slightly altered (usually with one or two letters or numbers changed or switched around). The AK-47 variants, Colt .45 pistol, and M4 carbine retain their real-world names.

to:

* Aka47: AKA47: The names of some of the firearms have been slightly altered (usually with one or two letters or numbers changed or switched around). The AK-47 variants, Colt .45 pistol, and M4 carbine retain their real-world names.

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* ArtificialBrilliance: To it's credit, the enemy A.I. does a good job of responding to noise and moving to investigate. Their path-finding is actually fairly good, and once they hear gunfire they can cross a decent portion of the level to investigate what's going on.

to:

* Aka47: The names of some of the firearms have been slightly altered (usually with one or two letters or numbers changed or switched around). The AK-47 variants, Colt .45 pistol, and M4 carbine retain their real-world names.
* ArmorIsUseless: True to the game's tactical shooter roots, armor makes a very minute difference to your survivability. Heavy armor lets you survive one extra shot at most (''sometimes'' two shots if they're from a lower caliber round at long range), and prevents you from sprinting. And if the enemy manages to score a headshot (which is surprisingly often), it's an instant kill no matter what armor you're wearing.
* ArtificialBrilliance: To it's credit, the enemy A.I. does a good job of responding to noise and moving to investigate. Their path-finding is actually fairly good, and once they hear gunfire they can cross a decent portion of the level to investigate what's going on. When shot at, they usually try to run for cover instead of just standing there and taking it. And the fact they can and will cover and patrol the entire level instead of being limited to a single room or area does result in them often flanking you.

Added: 2342

Changed: 58

Is there an issue? Send a MessageReason:
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'''Takedown: Red Sabre''' is a 2103 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

to:

'''Takedown: Red Sabre''' is a 2103 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''.

ModernWarfare''. The game uses the Unreal Engine 3.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni.alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.



The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''DayOneGarrysIncident'' and ''RideToHellRetribution'' by critics such as JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.

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The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''DayOneGarrysIncident'' and ''RideToHellRetribution'' by critics such as JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.


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* ArtificialBrilliance: To it's credit, the enemy A.I. does a good job of responding to noise and moving to investigate. Their path-finding is actually fairly good, and once they hear gunfire they can cross a decent portion of the level to investigate what's going on.
* ArtificialStupidity: The enemy A.I. is sometimes prone to odd behavior, such as staring at the wall or not responding to gunfire. The friendly A.I., however, is ''completely atrocious'', often not responding to enemies and as a result getting shot in the back, facing in a completely useless direction when trying to secure an area and getting shot in the back, charging into a unsecured area for no reason and getting shot in the back, not reacting when the teammate in front of them is killed and moments later getting shot in the face, etc. They're pretty much only useful as extra lives for you to switch to if[=/=]when the operative you start out controlling is killed. You really, really should be playing co-op instead.
* GrayAndGrayMorality: In half the missions you're killing terrorists, sure, but in the other half you're engaged in corporate espionage, sabotage, and even assassination.
* HollywoodSilencer: Averted; silenced firearms do make less noise, but will still draw the attention of nearby enemies.
* ObviousBeta: The game's supposedly finished release was plagued with issues, ranging from almost unworkable net code (including crashing with a "network connection lost" message ''during single-player games''), to inconsistent enemy A.I. and downright awful friendly A.I. A series of patches have been released to try to address the net code issue, but the A.I. is still wonky as ever. Some menu commands are also kind of buggy, such as when trying to save custom loadouts.
* OneBulletClips: This was averted in the initial demo presented to the gaming press, where reloading would put in a new magazine and your ammo count was tracked by the number of magazines you're carrying. Played straight in the final release; the HUD still only shows how many magazines you have, but the game keeps track of how many individual bullets you have and will "top off" your magazine when you reload just like most other first-person shooters.
* NintendoHard: It is an old-school tactical shooter in the vein of ''Rainbow Six'' and ''Police Quest: SWAT 4'' after all.
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'''Takedown: Red Sabre''' is a 2103 Indie, Kickstarter-funded tactical shooter intended as a return to the hardcore, close-quarters tactical gameplay of games like the first 3 ''RainbowSix'' games and the 3rd and 4th games in the ''PoliceQuest VideoGame/{{SWAT}}'' series. The game is punishingly difficult; one or two shots are generally fatal, there is no RegeneratingHealth, and overall the game is intended to be played slowly and deliberately instead of as a more action-movie experience like ''CallOfDuty ModernWarfare''.

''Takedown: Red Sabre'' had a fair impressive pedigree; the director was formerly the lead designer on ''GhostRecon 2'' and ''Ghost Recon Advanced Warfighter'', and the development team apparently included other tactical shooter alumni. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on {{Steam}} under their Early Access program. It was later released on Xbox live for Xbox 360.

Players take the role of an operator for Red Sabre, a PMC specializing in covert operations, ranging from eliminating terrorists to engaging in illegal and morally ambiguous corporate espionage. There is no over-arcing narrative, but rather several different missions in various areas (including a biological research lab, a corporate office, an Antarctic research outpost, a cargo ship, and a nuclear missile silo) that can be played in either 4-player co-op or in single player alongside 3 A.I.-controlled teammates. Each map can also be played as a lone wolf in Tango Hunt or Bomb Disposal mode.

The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of ''DayOneGarrysIncident'' and ''RideToHellRetribution'' by critics such as JimSterling. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.

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