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* FinalDeath: Played with. In some missions, there is a nuclear bomb that needs to be defused. If you die, the bomb goes off and the usual restart mission button at the death screen is gone. Though you can just replay the mission through the main menu.

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* FinalDeath: Played with. [[spoiler: In some missions, the last mission, there is a nuclear bomb that needs to be defused. If you die, the bomb goes off and the usual restart mission button at the death screen is gone.gone]]. Though you can just replay the mission through the main menu.



* ItsAWonderfulFailure: Failing the last mission a causes nuclear explosion and the death of everyone inside including the player.

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* ItsAWonderfulFailure: Failing the last mission a causes nuclear explosion and the death of everyone inside including the player.player and the team.


Website/GOGDotCom has made [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition the Tactical Game of the Year edition available]] for ten dollars.

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Website/GOGDotCom has made and UsefulNotes/{{Steam}} both [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition now]] [[http://store.steampowered.com/app/560370/SWAT_3_Tactical_Game_of_the_Year_Edition/ have]] the Tactical Game of the Year edition available]] Edition available for ten dollars.



* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TurnOfTheMillennium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented (such as some missions including cars with still-active alarms, which have the usual horn-blaring alongside a mechanical voice warning "STEP AWAY FROM THE VEHICLE" every few seconds). Other than that, there aren't many futuristic elements in the game.
* RightWingMilitiaFanatic: Sovereign America, a Militia group who rejects all government authorities including police as they believe they are all part of an One World Order conspiracy to take over America. They're also an ApocalypseCult since their leader preaches end of the world rhetoric.
* ShownTheirWork: The level of detail in regards to a tactical SWAT operation is impressive, with extensive detail and explanation of everything from fire and movement and use of force/lethal force to taking into account different penetration on different rounds depending on plaster, glass, wood, concrete, ect and how lower level criminals are more likely to surrender where high ranking terrorists and mercs would rather go out in a blaze of glory.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler).simpler, looking more like full-face motorcycle helmets than pilot helmets). Since it's a late 90s portrayal of the [[TurnOfTheMillennium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented (such as some missions including cars with still-active alarms, which have the usual horn-blaring alongside a mechanical voice warning "STEP AWAY FROM THE VEHICLE" every few seconds). Other than that, there aren't many futuristic elements in the game.
* RightWingMilitiaFanatic: Sovereign America, a Militia militia group who rejects all government authorities including police as they believe they are all part of an a One World Order conspiracy to take over America. They're also an ApocalypseCult since their leader preaches end of the world rhetoric.
* ShownTheirWork: The level of detail in regards to a tactical SWAT operation is impressive, with extensive detail and explanation of everything from fire and movement and use of force/lethal force to taking into account different penetration on different rounds depending on plaster, glass, wood, concrete, ect etc. and how lower level lower-level criminals are more likely to surrender where high ranking terrorists and mercs would rather go out in a blaze of glory.


Website/GogDotCom has made [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition the Tactical Game of the Year edition available]] for ten dollars.

to:

Website/GogDotCom Website/GOGDotCom has made [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition the Tactical Game of the Year edition available]] for ten dollars.


You may purchase the [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition game of the year edition from Good Old Games for $9.99]].

to:

You may purchase the Website/GogDotCom has made [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition game the Tactical Game of the year Year edition from Good Old Games available]] for $9.99]].
ten dollars.



* FirstPersonGhost: Applies to the squad leader, of course, though this can be averted by entering "handsup" into the console.

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* FirstPersonGhost: Applies Applied to the squad leader, same extremes that ''Rainbow Six'' went in normal gameplay, as you can't even see your own gun or equipment on-screen except as a crosshair in the shape of course, though this can be averted by entering your gun's sights or an icon of your equipment. Entering "handsup" into the console.console averts this by making your third-person model visible from first-person.



* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights or the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode and whether you're sprinting; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at or to look through the opti-wand when it's in use.

to:

* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights or the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode and whether you're sprinting; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; communications to command the squad or report in to TOC; and other, optional panels giving a view of what one or more of your teammates are looking at or to look through the opti-wand when it's in use.


* IGotYouCovered: One of the standard squad procedures.

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* IGotYouCovered: One of the standard squad procedures. AI squadmates will automatically cover entryways in the room when they are not occupied, as well as keep their guns up at any surrendering suspects waiting to be cuffed.

Added DiffLines:

* ItsAWonderfulFailure: Failing the last mission a causes nuclear explosion and the death of everyone inside including the player.

Added DiffLines:

* FinalDeath: Played with. In some missions, there is a nuclear bomb that needs to be defused. If you die, the bomb goes off and the usual restart mission button at the death screen is gone. Though you can just replay the mission through the main menu.


* HarsherInHindsight: In one mission, terrorists shoot down an airplane and the FAA tries to ground air traffic in the region with little success. Two years after the game's release, 9/11 happened and the FAA grounded air traffic across the country.

Added DiffLines:

* HarsherInHindsight: In one mission, terrorists shoot down an airplane and the FAA tries to ground air traffic in the region with little success. Two years after the game's release, 9/11 happened and the FAA grounded air traffic across the country.


NeedsWikiMagicLove. If you're a fan, old veteran or modder of this game, feel free to add to this page !

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NeedsWikiMagicLove. If you're a fan, old veteran or modder of this game, feel free to add to this page !
page!



* AbsurdlySpaciousSewer: Mission 15 takes place in one. Justified it that its a Storm Drain System.

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* AbsurdlySpaciousSewer: Mission 15 takes place in one. Justified it that its it's a Storm Drain System.storm drain system.



* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode and whether you're sprinting; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at or to look through the opti-wand when it's in use.

to:

* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, ironsights or the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode and whether you're sprinting; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at or to look through the opti-wand when it's in use.

Added DiffLines:

* RightWingMilitiaFanatic: Sovereign America, a Militia group who rejects all government authorities including police as they believe they are all part of an One World Order conspiracy to take over America. They're also an ApocalypseCult since their leader preaches end of the world rhetoric.


* GenrePopularizer: Along with the original ''VideoGame/RainbowSix'' game, it greatly helped to popularize squad-based tactical shooters.


''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''VideoGame/{{SWAT}}'' series, the more action-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful and acclaimed tactical shooters of the late 90s (bare in mind that the subgenre was basically brand new back then).

to:

''SWAT 3: Close Quarters Battle'' was the third installment in {{Creator/Sierra}}'s ''VideoGame/{{SWAT}}'' series, the more action-themed spinoff of their previous ''{{VideoGame/Police Quest}}'' ''VideoGame/PoliceQuest'' series. Developed by the Sierra Northwest studio and published in 1999, this game was in many ways a milestone in the series: The first ''SWAT'' game to be a Squad-based Tactical {{FPS}}, squad-based tactical FirstPersonShooter, the last ''SWAT'' game to be set in Los Angeles and be developed by an in-house studio of Sierra, and one of the more succesful successful and acclaimed tactical shooters of the late 90s (bare (bear in mind that the subgenre was basically brand new back then).
then, with progenitor ''VideoGame/RainbowSix'' only releasing a year beforehand).



You may purchase the [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition game of the year edition from Good Old Games for $9.99]]

For the game's successor developed six years later by {{Creator/Irrational Games}}, see ''{{SWAT 4}}''.

to:

You may purchase the [[http://www.gog.com/game/swat_3_tactical_game_of_the_year_edition game of the year edition from Good Old Games for $9.99]]

99]].

For the game's successor developed six years later by {{Creator/Irrational Games}}, Creator/IrrationalGames, see ''{{SWAT ''VideoGame/{{SWAT 4}}''.



* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}. It proved even more successful than the first two games and helped cement the notion of tactical squad-based [=FPSes=] as a viable subgenre.

to:

* GenreShift: As already mentioned, this was the first game in the ''VideoGame/{{SWAT}}'' series to be a full-fledged {{FPS}}.FPS. It proved even more successful than the first two games and helped cement the notion of tactical squad-based [=FPSes=] as a viable subgenre.



* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at.

to:

* {{HUD}}: Being a realistic squad-based tactical shooter, the HUD in this game is very minimalist. The most you get is a crosshair evoking your gun's ironsights, the actual crosshair on its optics, or an image of whatever equipment you're using; a silhouette of yourself showing whether you're in stealth or dynamic mode; mode and whether you're sprinting; a meter indicating injuries if you get non-fatally shot; an optional panel in the upper left showing what number keys to press for different communications; and other, optional panels giving a view of what one or more of your teammates are looking at.at or to look through the opti-wand when it's in use.



* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TurnOfTheMillennium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented. Other than that, there aren't many futuristic elements in the game.

to:

* NextSundayAD: The game was published in 1999, but the campaign is set in 2005. Some minor glimpses into the future include the signing of a global nuclear weapons ban treaty (which the campaign's main StoryArc revolves around) and the fact that the in-game {{HUD}} of you and your squad is supposed to be a helmet-mounted digital readout (in the vein of the [[http://en.wikipedia.org/wiki/Lockheed_Martin_F-35_Lightning_II#Helmet-mounted_display_system F-35's pilot helmet]], just simpler). Since it's a late 90s portrayal of the [[TurnOfTheMillennium 2000s]], there is some very minor amount of {{Zeerust}} in the ideas presented.presented (such as some missions including cars with still-active alarms, which have the usual horn-blaring alongside a mechanical voice warning "STEP AWAY FROM THE VEHICLE" every few seconds). Other than that, there aren't many futuristic elements in the game.



* StopOrIWillShoot: Played fairly straight, but also subverted a bit. Your officers are much more likely to shoot a suspect if he's so much as holding a gun, let alone pointing it at them or shooting it. That said, they will immediately stop shooting at the suspect if he drops his gun and surrenders, assuming they missed. In later games (''SWAT 4'', etc.), teammates are a bit more lenient towards the suspects and give them a brief amount of time to drop their weapons.

to:

* StopOrIWillShoot: Played fairly straight, but also subverted a bit. Your officers are much more likely to shoot a suspect if he's so much as holding a gun, let alone pointing it at them or shooting it. That said, they will immediately stop shooting at the suspect if he drops his gun and surrenders, assuming they missed.missed or non-fatally wounded him. In later games (''SWAT 4'', etc.), teammates are a bit more lenient towards the suspects and give them a brief amount of time to drop their weapons.


* ChristmasRushed: It was originally supposed to suffer this. Thankfully, it was averted and the game was released a few months later, with the dev team being glad they released a highly praised singleplayer game. They followed it up soon with an expansion that added multiplayer and several other features that had to be temporarily scrapped for the first release (even with the development time prolonged and the original Christmas release date cancelled, the game still needed a lot of work and beta-testing to reach the level of quality the devs had intended from the very start).


For the series that this game descended from, see ''PoliceQuest''.

to:

For the series that this game descended from, see ''PoliceQuest''.
''VideoGame/PoliceQuest''.

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