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.
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”.
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.
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.
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: 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).
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Thread: Takedown: Red Sabre Preview
08-28-2013 #1Soldier 95BGuest
Takedown: Red Sabre Preview
I used to play SWAT on the PC back in the day. A couple of those screens have that same vibe.
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