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Squad is a standalone video game by Offworld Industries, 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

The game also has two spin-offs: Post Scriptum, set during the Western Front World War II, and Beyond the Wire, set during World War I. Both started as mods for Squad until they became standalone games, made by separate teams but published by Offworld Industries.

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Squad provides examples of:

  • 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.
  • Action Bomb: It is possible to improvise these by strapping explosives to vehicles. The rebel factions are much better at doing so, as they have access to remote-controlled IED's and small, fast vehicles (including a handheld drone and motorcycle) that can sneak into enemy lines and detonate before the enemy can react.
  • 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 and Eastern Ukranian separatists.
    • The Middle Eastern Alliance is based on the Axis of Resistance, a very loose military alliance between Iran, Syria, Lebanon's Hezbollah, Iraq and Yemen's Houthi movement.
  • Anti-Frustration Features: When you respawn, your ammo count will be the same as it was when you died. You will always respawn with a minimum of two magazines and bandages however, so you will never be dropped into a battle completely unequipped.
  • Ascended Meme: Early in the game's development, a bug caused the Unreal Engine lighting sphere to be visible during regular gameplay, which became something of a Companion Cube for the game's players. This has sinced been patched out, but two Easter Eggs remain in its memory. First, the Cool Code of Source that plays when you start up a helicopter features a 'PRAISE SPHERE' string at the bottom. Second, if you wander off the beaten path during the tutorial, you can discover a shrine to the lighting sphere. Approaching it will trigger a zombie survival minigame.
  • 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.
  • Bayonet Ya: The combat knifes are named "bayonets", which is accurate since they are also used as fighting or utility knives and can be attached to be a bayonet, but if you use them in game you'll just use them as a normal knife. This trope then only applies to the SKS, it comes with one permanently attached that is simply flipped out into position instead of pulling a knife.
  • 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. This includes fixed MGs like .50 cals or tank ammo, which in other games are usually bottomless.
  • 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.
  • Character Class System: Separated between different "kits", which determines what equipment the player will be using, the same kits can come with variation on their selection (such as different optics for the weapon available). The ammount of kits can be limited by various factors depending on the kit.
    • Rifleman/Fighter: The "grunt" class. Comes with a standard rifle, bayonet, granades and it's the only one with an Ammo Bag, which he can supply themselves or their teamates.
    • Squad/Cell/Group Leader: The leader of a squad, has similar equipment to the rifleman, plus binoculars and the Rally Point, which is a deployable spawn point.
    • Automatic Rifleman: Comes armed with a light machine gun, which provides cover with supressive fire and fire support.
    • Medic: The only one that comes with a medkit, which allows them to heal wounded teammates, and extra bandages to stop bleeding and revive downed teammates.
    • Grenadier: Armed with a rifle with an underslung grenade luancher, which allows you to fire either explosive grenades or smoke grenades.
    • Light Anti-Tank (LAT): Comes with a either a lighter or disposable anti-tank launcher. Capable of fighting light armor or unarmored vehicles, but has more trouble with heavier APCs or tanks.
    • Marksman: Has a marksman rifle, which allows them to engage enemies at long distances.
    • Machine Gunner: Has a heavier machine gun compared to the AR. Which allows them to fire at enemies in long distances.
    • Heavy Anti-Tank (HAT): Has an anti-tank launcher with tandem rockets, which allows them to deal with heavier armored vehicles.
    • Combat Engineers: Exclusive to conventional factions. Equipped with mines and C4s, which allows them to sabotage behind enemy lines, as well as constructing faster.
    • Sapper: Exclusive to irregular factions. Equipped with binoculars, mines, TNTs and IEDs; allowing them to sabotage behind enemy lines and scout enemy positions.
    • Raider: Exclusive to the Insurgents. Comes armed with a PPSh-41 with drum and stick magazines and granades. Excels in fighting in close-quarters in urban environments.
    • Crewman: Averts Universal Driver's Licence. Certain specialized vehicles, such as armored APCs, IFVs or tanks require a Crewman to drive them.
    • Pilot: Necessary to fly helicopters.
  • 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. While anyone can revive someone else or stop bleedings with the field dressings, medics not only have more of them, but the medic bag can restore health.
  • Concussion Frags: This gets Averted; anti-tank weapons have different ammunition types, and trying to use the wrong round against your target will result in very little damage being done. Broadly speaking, there are three types of AT munitions: Frag rounds, which shred infantry over a wide area but doesn't penetrate armor; HEAT rounds, which can damage lighter vehicles but are ineffective against infantry; and Tandem rounds, which pierce thick armor but are very heavy and so can only be used effectively at shorter ranges.
  • Crew of One: Averted just like in Project Reality. Tanks, APCs and other vehicles separate the driver and gunner into separate roles, and a spotter/commander may be necessary for them to be fully effective.
  • Damn You, Muscle Memory!: The Canadian-exclusive C79A2 optic is ranged for 200 meters, and it cannot go any lower than that. Many headshots have been missed thanks to most players being used to the 100 meter default ranging of every other optic.
  • Death from Above: Americans, British and Canadian commanders can call an airstrike with a A-10 Warthog, while Russian and MEA commanders can call a SU-25 Grach. There's also mortars that can be build by any of the factions and used to bomb down your enemies.
  • Demolitions Expert: The Combat Engineer kit for conventional factions, and the Sapper for unconventional ones. Both examples can deploy landmines, which can subsequently be hidden or dug up using the shovel, and demolition charges which are on a timed fuse. The Combat Engineer additionally carries sandbags and razor wire for fortifications, while the Sapper comes equipped with a manually-controlled IED.
  • Deployable Cover: Squad Leaders can deploy cover and other things that non-squad leader roles can build up with shovels.
  • Desert Warfare: A lot of maps set in the Middle East and "Southern Asia" (the area based on Afghanistan and Pakistan) feature a desert or arid environment.
  • Easter Egg: The "Fallujah" map features a spot-on recreation of the safe-house that Osama Bin Laden was killed in, complete with a crashed helicopter. It counts as an easter egg as the real-life compound was in Abbottabad, Pakistan, which is nowhere near Fallujah.
  • Easy Logistics: This gets Zig-Zagged.
    • On the one hand, players must construct Forward Operating Bases (FOBs) manually, and further enhance those bases with spawn points, resupply stations and repair stations. To keep these up and running, as well as to help the base expand their defensive structures, ammo and construction supplies must be ferried from your main base to the FOBs. It is possible to disrupt the enemy's supply lines by hunting down the logistic trucks that are moving supplies. Additionally, all vehicles can carry some ammo supplies, which can help to top up the ammo counts of infantry fighting alongside them.
    • On the other hand, the game simplifies logistics into two basic resources: the aforementioned ammo and construction supplies. As long as a base or vehicle is holding enough points of ammo for what you need, your weapon type doesn't matter.
  • Elites Are More Glamorous: Intentionally averted. No special forces units are present in the game, nor are there plans to introduce them.
  • Epic Tank-on-Tank Action: "Tallil Outskirts" (a wide-open desert map with an airfield in the center) is specifically made for vehicle-focused combat, and is even the only map to have a special "Tanks" game mode that grants each side six tanks each and lets them go wild.
  • 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.
  • Grenade Launcher: The "Grenadier" class has a underslug grenade launcher with an assault rifle. You can use to support your squad with High Explosive grenade volleys or bomb people with smoke grenades.
  • 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.
  • Invaded States of America: A pair of maps are set in Canada, mostly featuring the Russians as the opposing army. One map layer features the United States vs Canada, in case you want to get really weird.
  • La Résistance: The Irregular Militia, based on Eastern European nationalist armies.
  • Middle Eastern Coalition: The Middle Eastern Alliance, which is directly based on the Trope Namer from Battlefield and Squad's predecessor Project Reality.
  • 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.
  • Outside Ride: The infantry of unconventional factions are able to ride around on the hulls of tanks as transport; the more professional conventional armies do not have this ability.
  • Pre-Explosion Buildup: Setting off an IED takes a moment as the Sapper "calls" the detonator using a burner phone, complete with ringtone.
  • Ring Menu: Uses this for commands and building.
  • Scenery Porn: The new engine makes for some really pretty maps, featuring lush Eastern European forests, vast deserts and packed urban sprawl.
  • 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: Has one, although you can keep running when you're out of it, it just slows your sprinting. It recharges if you stand still and slowly if you walk.
  • 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 easily shot out of the sky (The UAV can also be shot down, but guided missiles are the only weapons that have any reasonable chance to do so), but can also cover a much wider area, or strapped with an IED to serve as a flying bomb.
    • 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; an A-10 Warthog gun run for the US, CAF and GB, or a SU-25 Frogfoot rocket strike for RGF.
  • Tank Goodness: Take your pick! The US Army gets the M1A2 Abrams, the British get the FV4034 "Challenger 2", the Canadians get the Leopard 2, both unconventional factions get the T-62, and the Russians get the T-72B3 (with guided missiles!). The Middle Eastern Alliance can use both the T-62 and the T-72AV.
  • Urban Warfare: The maps Mutaha, Al-Basrah and Fallujah are all set urban environments, mixed with some Desert Warfare as they are set in the Middle East. Meanwhile, Narva is an urban environment set in Eastern Europe.
  • 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.
  • 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.
  • Winter Warfare: The map Nanisivik is set in the tundra of the Canadian Arctic Archipelago, and Belaya is set in a wintery Eastern European island.
  • 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: The game features two types of supplies: Ammo and Construction. Your main base has an unlimited quantity of both, but they must be transported to your Forward Operating Bases using logistics trucks and helicopters. Ammo supplies are used to resupply depleted ammo for infantry, vehicles and weapon emplacements. All vehicles can also carry a small amount of ammo with them to resupply infantry on the frontlines. Construction supplies are used to repair vehicles, as well as to build any structure more complex than your basic FOB radio.
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