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Takedown Red Sabre Game



Takedown: Red Sabre is a tactical shooter video game developed by Serellan and published by 505 Games for Microsoft Windows and Xbox 360. It was released on September 20, 2013 for Windows via Steam and on February 21, 2014 for Xbox 360 via Xbox Live Arcade.[1][2]




Takedown Red Sabre Game



Takedown: Red Sabre is a first-person shooter and a tactical shooter, which aims to be a realistic squad-based shooter. It is considered by the developer to be a spiritual successor to the original Tom Clancy's Rainbow Six and SWAT series of games. It supports single player, co-operative play, and adversarial multiplayer gametypes.


Following the success of other crowdfunding campaigns on Kickstarter, Serellan launched its own appeal on March 2, 2012 on the same website, with a $200,000 goal. This sum was a starting basis in order to bring the game into an alpha phase, so the project could be presented to publishers in a playable form, and to persuade private investors to show that the tactical shooter market is attractive and is still a viable industry. After a slow start (having only raised a third of the demanded sum one week before the deadline), the Kickstarter campaign gained momentum quickly on the final days following a revamping of the campaign and a cinematic video,[3] and finally crossed the mark in the very last hours, ending at $221,833 in total pledges from 5,423 backers on April 1, 2012. One notable backer was the former community manager of Infinity Ward, Robert Bowling,[4] who made the promotion of the campaign on Twitter.[5] Every backer benefited from an access to a special forum section on the Serellan's website where they could participate into the game's development, by bringing ideas, participating to some decisions, and submitting content.


On February 15, 2013, Serellan announced their partnership with the publisher 505 Games, and announced the release of the game for PC and Xbox 360 for the end of the year, and the PlayStation 3 version being available later. The game was then presented behind closed doors for the first time in playable form at the Electronic Entertainment Expo 2013, in the 505 Games booth.


Takedown received overwhelmingly negative reviews. Critics focused on its unfinished state, numerous bugs and glitches, and weak multiplayer offerings. Brett Todd of GameSpot gave it a 2 out of 10, concluding: "This is a game that should not have been released in its current state, and is certainly not one you should waste your time and money on."


Takedown: Red Sabre had a fair impressive pedigree; the director was formerly the lead designer on Ghost Recon 2 and Ghost Recon: Advanced Warfighter, and the development team apparently included other tactical shooter alumni as well. The developer, Serellan LLC, was formed specifically to make the game. It was made available on their web site, as well as on Steam under their Early Access program. It was later released on Xbox live for Xbox 360.


The game was met with overwhelming positive expectations from those looking for a new tactical shooter, a genre that has largely been abandoned in recent years by mainstream gaming publishers and developers. It was also met with just as overwhelming negative reception when the final product was released, as the game proved to be overall buggy and poorly implemented, ranging from poor A.I. to net code that was almost guaranteed to not function. Although a number of patches have been released to address the most blatant issues (largely regarding the net code), the game is still looked on disfavorably by the community, having been compared to the likes of Day One: Garry's Incident and Ride to Hell: Retribution by critics. Serellan have stated their intent to continue supporting the game and making improvements to it, including the promise of releasing a level editor.


The game supports a number of multiplayer modes including co-op and team death match. In my time online I never saw enough people to attempt co-op play, but I did manage to get into a death match with a few other people. Games were lag free but player animations were very jerky. Most troubling, the player models for both teams were fairly similar, making it difficult to tell at a glance what team a player was on. For something like death match, not being able to quickly tell whether someone is friend or foe is an immediate deal breaker.


The Steyr AUG A3 9mm XS was added alongside the full-sized AUG variants in a February 2014 patch, appearing in-game as the "AG-3P SMG". Like the other variants, it includes the original folding foregrip alongside a rail above the receiver.


Even when it works, this is an anaemic tactical shooter. There's no map, no planning phase, no complex manoeuvres or abilities. In conjunction with the randomised enemy placement, this shifts the emphasis onto lightning fast reflexes. It's tense, certainly. Hardcore, definitely. Tactical? Not particularly. It does require communication, especially when your team divides and enters from multiple insertion points, lest you end up blowing an ally's head off as they pop it round a doorway. The problem is that the actual game here is just a very deliberate, high-stakes duck shoot with occasional 'hit Space to rescue/ defuse' objective thrown in.


It rarely works as intended. Finding a popular server is Russian Roulette, in that roughly one in six either won't work or randomly disconnect you from the game. You have absolutely no criteria for deciding which server to join in any case, since at the time of writing the number of players present doesn't even display. Takedown has been released in an embarrassingly ramshackle state: a fact perfectly represented by my twice managing to get disconnected from a singleplayer game. How is that even possible? Getting disconnected from yourself is an existential crisis, not a gaming phenomenon. It was also something of a relief, since the singleplayer mode offered nothing more than the cooperative missions but with the assistance of some (functional, at best) AI squadmates.


That game is Takedown: Red Sabre, and Christian Allen's studio Serellan has teamed up with 505 Games to launch the game on Steam and Xbox Live this Friday, 20th September. A PS3 version has also been mentioned, but it doesn't have a release date yet.


Ian had a chance to play the game online with Allen and some of the Serellan team, and you can view his exclusive gameplay footage, with commentary from Allen, below. It pretty effectively communicates the tension, teamwork and realism of this tactical FPS. Also, Ian meets an undignified and very poorly timed end. CLEAR!


The tactical shooter space on consoles has been pretty vacant for a while. Rainbow Six: Vegas 2 was the last viable game I can remember in which tactics mattered; lone wolves were shunned and communication was key.


Of the 5 maps, there are 3 game types: Mission, Tango Hunt, and Bomb Disarm. Mission is basically a set of tasks that need to be completed before you can extract. For example, the Biolab map requires teams to disarm three bombs, lockdown a server and extract. Others will require a bit more, but the objectives are all fairly varied. Tango Hunt requires the team to eliminate all of the enemies on the map, and Bomb Disarm should be pretty self-explanatory. Each game type offers a different number of maps. Mission has 5, Tango Hunt and Bomb Disarm have 10 (7 unique maps, 3 variants). Each map has 2 insertion points which is great when coordinating tactics.


This death in an instant type of gameplay makes playing carefully, checking corners, and communicating so essential to the experience that it creates a palpable amount of tension that I found so incredibly welcome, bringing me back to how much fun I had with Terrorist Hunt in Rainbow Six: Vegas.


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During a recent demo of the game, Allen described Takedown: Red Sabre as being "extremely lethal," with no respawn points, no kill streaks, no perks and no artificial systems to help or hinder the player.


The game is based on realistic systems, allowing players to choose the kind of weapon they take, what ammunition they want to use, what kind of optic they want on the weapon, what suppressor they'll choose and even their insertion point (initial spawn point) into the level. Everything is unlocked to players from the beginning, and every item of armor and weapon will affect gameplay.


Every material in the game has a penetration value and every ammunition type has a matching value. Once a player spawns on the map, it's up to them to figure the best way to use their weapon, approach their enemies and infiltrate the environments.


"We don't do any artificial things like 'Oh you need to stay near a buddy because you get extra health, or you lose health when you're not near friends," Allen told Polygon. "A lot of games try to enforce team play. We just let the core, realistic gameplay systems work for themselves."


Allen explained that the game's non-linearity naturally drives teamwork because when a player enters a building, enemies can strike from multiple directions. If a player enters looking to the left, an enemy may be waiting for them to the right, or from up above. The enemies also spawn in different locations each time, so players can't just memorize where their targets will be.


Allen said that when most players play the game for the first time, the habits they've picked up from playing other shooters carry over, and most players immediately die in the game. In a demo shown to Polygon, Allen sent a soldier into a building, guns blazing, and the soldier was dead in less than five seconds. With multiple enemy locations and a non-linear map, players have to be tactical in their approach. He said that once players have died and realize that they cannot respawn, they slow down, they crouch and take cover, they lean and peek. 2ff7e9595c


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