Ready or Not: A "Controversial" Review
There are many games that exalt banditry, but very few that exalt police enforcement. At the risk of sounding like a typical grandpa, let me characterize that disparity as concerning. What's even more troubling is the mainstream gaming press's disgusting perspective on the one major pro-law game in recent memory. The actual spiritual and conceptual heir of S.W.A.T. 4 is Ready or Not. was vilified as troublesome and divisive from the moment it debuted in early access in 2005. Some journalists were inexplicably outraged by the expert simulation of the armed reaction against meth traffickers, terrorists, gun runners, violent pedophiles, and school shootings. The outcry and the mindset of "f*ck the cops" are really perplexing. Perhaps it's something American, and as a European, I just don't get the "controversy"?
Hit, but not in a bad manner
Let's move on from that thought now. In Ready or Not, S.W.A.T. activities in Los SueƱos, USA, are simulated. This fake Los Angeles is the epicenter of all human evil, therefore it has the same weight as the real one. As a S.W.A.T. team commander, you will be in charge of your tactical element in the field, attempting to follow procedures while interacting with armed opponents and civilians. This entails strictly adhering to the protocols, particularly those that concern the safety of bystanders and apprehended criminals. This game has a lot of killing, yet every fatal result is the result of disobedience. You will be the one suffering from lead poisoning if you carry a weapon and disregard orders to dig a hole.
The loosely connected campaign of Ready or Not consists of eighteen missions. There isn't a single overarching story, yet some missions share continuity, leading to disconnected mini-stories. Unlike contemporary trends, this game doesn't skirt over challenging subjects. Rather, it opts to strike a chord by dramatizing a few distressing incidents that dominated the news cycles during the last ten years. Ready or Not addresses a variety of issues, including school shootings, terrorist attacks on nightclubs, rural militias, and even upscale pedophile gangs. With the tools and means to restore order to chaos, the game brazenly drops you into a succession of modern clusterf*cks.
Procedures are life-saving.
Equipment, operator, and order synergy are critical to each mission's success. All equipment is accessible right away, with the exception of the cosmetics that may be unlocked. You are free to arm your people with whatever weaponry and technology you want, but some decisions are better than others. For example, if one team member has a ballistic shield, the likelihood of team casualties while breaching is decreased. The same holds true for using night-vision goggles for operations at night or attacking the underground network used by people smugglers. It also doesn't hurt to use the mirror cannon for pre-breaching recon. Until the first friendly fire event, arming every team member with a powerful assault weapon can seem like a smart plan. The captive hiding under the furniture was also slain by the high penetration shots, so no, the bullet-proof vest did not aid the perpetrator.
There are two pairs in your tactical area, each functioning as a separate sub-unit. It is helpful for simultaneous breaches via two distinct doors and similar circumstances to be able to request blue and red pairs individually. On the whole, nevertheless, you will lead your team as a single entity. It is important to exercise constant care, even if it requires repeatedly doing the treatment. A good example would be to slide the mirror gun under the door you want to breach; in the event that someone is armed and on the other side of a locked door, it may be more appropriate to order a shotgun breach and flashbang rather than picking the lock and going inside. All of those orders will be placed via an attractive and user-friendly contextual menu.
Utilities
Individuals aren't as significant, paradoxically, unless you want to pursue the Steam achievements. After a number of successful missions, each team member's potential talent becomes available. On such outings, however, members wear themselves out. Unmanaged stress might result in crises and resignations from the team. However, you'll be OK if you switch around the staff and give the therapist the clients that are tense. Or you might decide to overlook all of that and just bring on new hires when the current ones retire or go.
However, what about their abilities? Certain ones, like "intimidator," which raises the likelihood that criminals would follow instructions, are helpful but not necessary. Even if using a green team might result in more losses, the campaign will continue as long as the main tasks are fulfilled. It is quite easy to lose hundreds of operators by continuously dismissing them and employing new ones without facing any consequences. There is no traditional difficulty curve in the campaign, so you don't have to "save" the best players until the end. Logistically and emotionally, realism would be much enhanced by more significant human resources management. Theoretically, you could get connected to your teammates here, but only if you make the decision to strive for Ironman-related success.
Are you prepared now?
Is there anything more thrilling and satisfying in the criminal justice system than kicking down doors and telling people to freeze or hit the ground? These kinds of games are very rare, and S.W.A.T. 4 was perhaps the last really excellent one. However, Ready or Not is come to challenge the current quo after almost two decades. This stunning game is very thrilling and realistic in both its procedural and tactical aspects. You should definitely give the SWAT techniques and operations a try if you have the slightest interest in them.