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Video Game / Squad

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Communicate. Coordinate. Conquer.
Squad is a standalone video game that is set out to recreate a realistic tactical multiplayer military experience. It is being created by veteran modders of the Battlefield 2 modification Project Reality and is a spiritual successor to it.

Thus far, the game features the following factions:

Conventional Factions

Rebel Factions

Squad provides examples of the following tropes:

  • Acceptable Breaks from Reality: Trying to avert as much as possible. One of the main reasons Squad as a project was made was to get away from the Battlefield 2 engine restraints into a more malleable and modular Unreal Engine 4 game.
  • A.K.A.-47: Mostly Averted, as the game prefers to name guns by either their model names, or by the faction designations (the US' M240B, GB's L7A2, and CAF's C6 are all fundamentally the same gun with slight modifications). This does lead to a few instances where weapons are given technically correct, but unusual names, such as the M249 SAW being named the 'Minimi' (after the original FN Minimi, the weapon that was adopted as the M249), or the EOTech 552 sight being named the 'ET552'.
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  • All-or-Nothing Reloads: Averted. Individual rounds are tracked inside their magazines.
  • Anonymous Ringer: Played Straight with the Insurgent faction. It was originally named Taliban but to dodge future controversy/problems with using the name the middle eastern insurgent faction is now named Insurgents. However, this also gives the devs more options in how to outfit the faction as they are no longer stuck with a limited spectrum of arms and equipment that the Taliban would use.
    • Their European counterparts, the Irregular Militia, are likewise this to Chechen insurgents.
  • A-Team Firing: You have to wait several seconds between bringing the weapon's sights up and firing in order to ensure an accurate shot, otherwise your rounds will spray everywhere.
    • Also justified in practice, as suppressive fire is not only part of the system, its highly encouraged once your squad leader tells you to go loud on an enemy position.
  • Awesome Personnel Carrier: The Russians have access to the BTR-80 and the BTR-82A, the later of which comes with a 30mm autocannon, making it one of the most heavily-armed vehicles in the game. The Americans meanwhile use the less-heavily armed IAV Stryker.
  • Black Screen of Death: Makes a triumphant return.
  • Bottomless Magazines: Averted. All weapons, just like the original Project Reality mod been designed to have finite ammo supplies.
  • Break Out the Museum Piece: The rebel factions mostly use outdated Soviet-era weaponry and vehicles, something that is emphasised when they face off against the modern Russian army. A few weapons date back to World War 2, including the SKS, PPSh-41 and the TT-33 Tokarev.
  • Colour-Coded for Your Convenience:
    • Applied to remaining magazine/reloads/supplies/uses for your current weapon or item as displayed on your HUD and he only way to tell if you have any remaining ammo or not short of trying to fire or use the equipment. White for full and available, yellow for In-Use, orange for partially expended magazines, and clear/blank for expended and empty.
    • Averted for the factions themselves; the conventional armies can look very similar to each other at a glance if you don't notice some small details. The one case where this can come into play is colored smoke grenades, as each faction have their own selection. The US and Canada use red and blue, Russia uses orange and purple, the British use orange and yellow, the Insurgents use black and yellow, and the Irregular Militia uses yellow and green. With that knowledge, it is often possible to infer from a glance which side threw a particular smoke grenade.
  • Combat Medic: The loadout for the medic class of all the forces in game includes 1 assault rifle (w/ 5 Magazines), a pistol (w/ 2 mags), 1 frag grenade, 3 smoke grenades (2 white smoke, 1 red/yellow smoke), 5 field dressings ("bandages"), their medic bag, and of course, an Entrenching Tool.
  • Deployable Cover: Squad Leaders can deploy cover and other things that non-squad leader roles can build up with shovels.
  • Easy Logistics: Averted.
    • Like Project Reality, objectives captured do not confer new spawn points for the capturing faction. Forward Operating Bases need to be established to create spawnpoints for one's faction and squad leaders are able to place temporary rallypoints for their squad to spawn on.
      • Note that the actual logistics (moving supplies in trucks or transport helos) are not implemented yet. FOBs can be spawned almost anywhere by squad leaders, as long as there are no enemies nearby.
  • Elites Are More Glamorous: Intentionally averted. No special forces units are present in the game, nor are there plans to introduce them.
  • Every Bullet Is a Tracer: Averted, in that only squad leaders in conventional factions, and heavy machine guns, are equipped with tracer rounds. The lack of tracer rounds among the rebel factions can work to their advantage by making it much harder to tell where their shots is coming from.
  • Faction Calculus:
    • Conventional factions are the Powerhouse, gaining access to superior weapons, vehicles and abilities over the rebel forces.
    • Rebel factions are Subversive, and make up for their weaker equipment with a range of unique traits that make them better at guerrilla warfare. For example, they don't use tracer rounds, the Insurgents get unique access to the 'Buddy Rally' system (where a deceased cell leader can assign another squad's rally point as their own), and the Sapper role gains access to remote-controlled IED's, which are more consistent than land mines as long as you can keep an eye on where they are deployed.
  • Good Guns, Bad Guns: Averted; as far as the 'unconventional armies use "evil" guns' trope goes, while the rebel factions mostly use Soviet-sourced weapons, there are exceptions in both cases: the Insurgents can use FAL and G3 variants, while the Irregular Militia, alongside the FAL, have the M4 and M249 SAW among their weapon selection.
  • Heal Thyself: Completely averted, soldier can stop their own bleeding but will need to find a medic to be healed.
  • Instant Death Bullet: Averted. Being shot will make you bleed, but you will bleed out if you don't bandage yourself.
  • La Résistance: The Irregular Militia, based on Eastern European nationalist armies.
  • Middle Eastern Terrorists: The Insurgents. The game does make an effort to avoid portraying them as one-note stereotypes, and instead bases them on an amalgamation of various Middle Eastern communist, Islamic and nationalist militias.
  • One Bullet Clips: Averted. Individual magazines and their ammunition are tracked.
  • One-Man Army: Averted. The cornerstone of the game is teamwork and cooperation. This is reinforced by control points requiring a minimum 2-man team to capture.
  • Ring Menu: Uses this for commands and building.
  • Scenery Porn: The new engine makes for some really pretty maps.
  • Shoot the Medic First: Medics are the only class to carry medic bags which can heal others, as well as five bandage kits for stabilizing themselves and others (as opposed to the one or two others normally carry). As dying comes with a hefty time restriction, either by spawning all the way back at the main base, minutes away from the front, or at least a 30+ second minimum death/incapacitated time before respawning at a FOB or Rally Point, removing the medic from the fight makes survival much harder for the rest of their squad.
  • Smoke Out: Smoke cover is vital to move across open fields and flank enemy positions. Of note is that some roles gain access to colored smoke, which can be used to mark and differentiate targets.
  • Sprint Meter
  • Support Power: The Commander can call in off-map abilities as long as they are close to a Spawn Bunker for conventional factions, or a Spawn Bunker or vehicle for rebel factions. These abilities include:
    • A UAV for conventional factions, which circles an area for a limited amount of time, and provides an aerial camera the commander can look at. Rebels instead use a handheld drone, which must be directly controlled by the commander and can be shot out of the sky, but is also much more subtle.
    • Conventional factions can call in 155mm Artillery for a static or creeping barrage. Rebel factions can call in a Heavy Mortar strike, which is less powerful and can only be called in as a static barrage, but whereas the 155mm Artillery strike will fire 'ranging shots' before beginning the main barrage, the Heavy Mortars will begin the barrage immediately, giving them the element of surprise.
    • Conventional factions only can call in Close Air Support; a 'gun run' for the US, CAF and GB, or a rocket strike for RGF.
  • Universal Driver's Licence: Averted. Simple vehicles, such as trucks and armored recon vehicles, can be driven by anybody. More complex vehicles, such as Infantry Fighting Vehicles and tanks, require the dedicated Crewmen role to be operated. Helicopters also require their own Pilot role.
  • The War on Terror
  • War Is Hell: Being pretty close to the real deal, many matches can be pretty intense and reflect the horrors or war in a dehumanizing way.
  • Weaponised Car: Both of the rebel factions get access to a Technical pick-up. They can be used as troop or supply transport, or be equipped with either rocket artillery, a machine gun or a recoilless rocket launcher. The Insurgents get the option to equip the last two variants with heavy armor, while the Irregular Militia's Technicals all have a camouflage paint job.
  • You Require More Vespene Gas: In the forms of the Ammo Counter and Construction Supply.

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