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In recent years, shooters have become homogenized. There used to be a wide range of different games to choose, from run-and-gun action titles to slow-paced tactical shooters focusing on strategy and tactics, but now most shooters follow the same model of big set pieces, regenerating health, linear levels, and cinematic experiences. The realistic tactical shooters with in-depth planning have almost entirely disappeared in recent years.
This project, working title TAKEDOWN, aims to change that. This game, the spiritual successor to games like the original Rainbow Six and SWAT series, will focus on realistic weapons modeling, squad based play, in a close-quarters battle setting. To succeed in this game you need to take things slow, study your plans, and execute flawlessly.
If you get shot, there are consequences. You wont be hiding behind a wall waiting for your health to regenerate. If a team member goes down, you will have to assess the situation and reallocate team members if necessary to complete the mission.
Don't expect all of the tools and plans to be forced fed to you - it is up to the player to ensure their team is equipped and ready for the tasks at hand. AKEDOWN is a thinking-persons shooter. The player that takes things slow, aims carefully, and plans their moves right will overcome the player who runs in with guns blazing.
Close-quarters battle brings the fight inside, as you would see SWAT teams or SOF units taking down small numbers of dangerous adversaries. Non-linear environments allow for multiple routes and tactics and add replayability. The operation to clear pirates from a hijacked oil tanker by Russian special forces in May of 2010 is a perfect example of the types of missions in TAKEDOWN.
You will plan your insertions and routes before going into the scenario, outfitting your teammates with weapons and equipment of your choosing, and then execute the mission. If one of your team members is killed, they are gone, and you have lost their valuable experience, so you have to be careful! Gameplay modes include single player, co-op, and competitive multiplayer. If you are a fan of old school shooters where thinking meant more than running and gunning or perks, or if you are just looking for something different in your shooter games experience, this is the project for you.
Takedown: Red Sabre was Letdown: Bad Sabre. The rebirth of tactical shooters is hereby cancelled. [Oct 2013]
Rarely exciting, mostly disappointing. An unfinished tactical shooter let down by technical issues and terrible AI.
There’s nothing natural about AI that faces the wrong way in combat, or a shooter who doesn’t know what gear he brought into combat, or squad members who can’t communicate. When shooting for authenticity, a half step is not enough.
Financial issues killed an old-school promising shooter in its own cradle.
Please, don't get fooled by Serellan's proclamations and don't fall in the trap. Takedown: Red Sabre is a terrible first person shooter, ugly to watch and painful to play. You won't get any fun from it, even if you insist on fighting against its flaws. Stay away from it.
If you burn $15 and scatter the ashes, you will have more fun than you would by playing this game.
The features that aren't missing are bugged beyond use. Takedown is a bare-bones wreck in need of substantial patching. [Holiday 2013, p.56]
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