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  1. #1
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    Thumbs up Takedown: Red Sabre Preview

    Looks like this is available on Xbox Live and Steam 09/20/13. The game has been looking amazing. The devs are from the original Rainbow Six games, Ghost Recon games, and Zipper SOCOM's. One shot, kill, no respawns, no points, no jumping. Back to when shooters were not thrown into the main stream with kill streaks and regenerating health. No radar maps, no over stuffed HUD.



    http://www.insidegamingdaily.com/201...bre-preview-2/


    Christian Allen, Creative Director at Serellan Games—whose considerable gaming CV includes most of the Ghost Recon titles (up to and including Ghost Recon Advanced Warfighter 2), as well as Halo Reach and his subsequent involvement with Warner Bros. Interactive—has a new forthcoming first-person shooter for you called Takedown: Red Sabre. Depending how you view such things, it’s either going to be A) firmly in line with your fondest shooter-centric dreams or B) your worst FPS nightmare. And even if it’s the latter…well, you can take some comfort in the fact that the end result it’s shaping out to be for the greater good of gaming in general.


    First shown behind closed doors in playable form at this year’s E3, the aptly-named Takedown is described by Allen as comparable to the original Rainbow Six or S.W.A.T. Games. At its brutal, lean-and-mean heart, it’s essentially a mercilessly hardcore Counter-Strike—a ‘pure’ tactical shooter with its gameplay pillars firmly cemented in “lethality, replayability, realistic weapons behavior, bullet penetration and team-based gameplay in both co-op and versus multiplayer”.



    Takedown is basically your ‘thinking person’s shooter’,” says Allen. “Because it’s super-highly-lethal, you can kind of forget about whatever you may have ‘learned’ over the last few years: Your health doesn’t magically ‘come back’ by hiding behind an obstruction; [if] you walk right up to a wall you won’t ‘stick’ to it (and you’ll have to lower your weapon, too); different surfaces have different bullet-penetration, so it’s on you to choose the right weapon, optics, ammunition and body-armor for the situation. Basically, if you don’t slow down, listen, look and communicate, you’re going to get your ass kicked.”


    Now if this sounds as though Takedown somehow plays like a sort of ‘antiestablishment shooter’, aggressively and deliberately aligned against the Call of Dutys and Halos and Battlefields of the world, there is something expectant gamers should bear in mind: it does; it totally does. This wonderful truth is what makes Takedown so promising…and so wonderfully harsh and paranoid-making. More so than practically any other FPS we have gotten our mitts on lately, Takedown obliges the player to comport in a cautious, serious manner as though their life depends on it.




    “It’s a little bit of a shock to people, if they’re used to today’s run-and-gun, ‘rocket-jump’ shooters, with ‘kill streaks’ and nukes and stuff like that. We had some guys at QuakeCon—we got to put it into the hardcore PC gamers’ hands—and these four guys came over, and we were like ‘Okay guys, this is a hard-core shooter; if you get shot, you’re dead, there’s no respawns, there’s no–’ And they were like, ‘Dude—brah–we’re Pro Gamers!’…and about, like, eight seconds into the mission, it went: Dead, Dead, Dead, Dead. They’re like ‘Uh, how do we respawn?’ Uh, you don’t.


    To be fair, Takedown‘s player-damage model actually does technically take into account non-lethal hits: hits to the legs will obviously greatly inhibit movement, and hits to arms/shoulders can cripple the player’s ability to carry/sight down any given weapon in a stable manner. But from our hands-on time with the game, the vastly more likely scenario involves instant (and game-permanent) lethality; if you round a corner in a stairwell and see a number of your comrade’s lifeless bodies piled up just beyond the open doorway…well, maybe you should seriously think about not going that way.


    What else? No ‘jumping’, that’s right out; body armor is an option, of course, but it will cost you in terms of movement. There are no ‘kill indicators’ of any kind—or at least, not the cheesy, instant sort that are so often found in games, alerting all competitors in a session as to whom did what violence to who; most of the time, you won’t have the slightest clue whence the bullet that killed you came…which is fair enough. If you spray-and-pray or chuck a grenade around the next corner (or shoot through the intervening wall)….did you actually manage to kill everybody who might have been there? Better listen carefully before you go confidently stomping into areas you can’t actually see. And if you’re moving at any speed other than a cautious, paranoid crouch-stride, you can bet your ass you’re making noise while you’re doing it.



    Perhaps best of all, Takedown‘s UI doesn’t sport any ‘radar map’ of any kind, and when you’re staring down through a shot-out window into a courtyard below, there are absolutely no artificial, telltale enemy indicators or health-bars to catch your scanning, predator’s eye. If there are a dozen possible places down there in the visual clutter where an enemy could be lurking, you are restricted to picking up on clues like a sudden blur of movement, or perhaps somebody stupidly letting their gun-barrel protrude from behind cover into your field of view. What you see is what you get.


    Takedown: Red Sabre will ship with six core maps, each with multiple entry zones, choke-points and room presentations/layouts that make logical sense for their environments. The maps include a sprawling, half-outdoor Antarctic research/communication facility, a sleek metal-and-glass-exact corporate HQ, a labyrinthine gene-lab facility with underground garage access, and a ‘kill-house’ combat proving-ground (which is designed for the modding community to rearrange easily its modular sections into a battleground of their own creation). Modes include the garden-variety Tango Hunt (cooperate with your team to kill all the people NOT on your team), Counter-Strike-esque objective-based missions such as bomb-disposal/placing schemes or computer-hacking missions and, of course, good old-fashioned Last Man Standing.



    Takedown is more about thinking and planning—on knowing the map, and knowing where you are. If I get behind you, I don’t care if you are a Level 50 Halo gamer, I’m gonna smoke your ass,” Allen gleefully advises us. Giving all the more praise to Takedown‘s admirable lethality, we observed more than a few games where even Allen got drilled within the first 20 seconds, and was obliged to spectate the rest of the match via his surviving team members, just to figure out what the hell happened to him.


    Takedown: Red Sabre is—from what we’ve experienced so far—a lean, polished, take-no-prisoners tactical shooter and warrants play with extreme prejudice when it beomes available via Steam and Xbox Live Arcade next month (estimated price $15).

  2. #2
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    I used to play SWAT on the PC back in the day. A couple of those screens have that same vibe.

  3. #3
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    Quote Originally Posted by mistercrow View Post
    I used to play SWAT on the PC back in the day. A couple of those screens have that same vibe.
    SWAT 1? ... that game was so awesome. Almost always died from the old woman, but got to the 3rd mission but never beat it.

  4. #4
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    Quote Originally Posted by Soldierboy View Post
    SWAT 1? ... that game was so awesome. Almost always died from the old woman, but got to the 3rd mission but never beat it.
    Not that far back. I only played SWAT 4. lol http://3.bp.blogspot.com/-n4DzKUeX7j...wat+4+Pc+b.jpg

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