Our second impression of the thinking shooter. More co-op, with some versus action. Juicy.
No cover system, no health regeneration, no perks and no nonsense; just cunning ballistics, and nimble dexterity. This what you get with Serellan Studio’s Takedown: Red Sabre.
Paying homage to classics like Rainbow Six and the like, TDRS treads ground where no present first person shooters ever dare visit and that’s a good thing. We’re not saying the current FPS trend is bad, but its refreshing to see a game formula stray from the norm with favorable results.
That said, if you've played titles like CS, RS, DOD, or SWAT, then you’ll feel right at home. Welcome back to old school shooters.
Never offering a faint hearted break, Takedown: Red Sabre dishes out hard nosed shooting mechanics from head to toe; in particular: A.I. tactics. Flanking, suppressing, sniping, flash bangs; you name it, the opposition can do it all. Enemies can exhibit any form of tactical strategy you can, including communication. This forces players - for the better - to employ cooperation.
Missing a kill shot will most certainly tip the odds in the enemy’s favor every time, as they are liable to regroup, and coordinate with their A.I. comrades - formulating a counter attack. Just as your communication is key to success, so goes the same for your adversaries. It’s important to never give them a break. Especially since they know what your objectives are.
Completing goals and thwarting baddies yields an exceptional challenge, but not the frustrating kind of difficulty, no, we mean the fun, motivating, type. We played in a team of four, but are eager to test the missions with a full group of six. Takedown: Red Sabre, as technical as it may be, is still a game and a fun one at that.
Head to head:
Playing against human players is not as tense as the cooperative campaign, however, the results are equally as satisfying. But don’t take that for granted, the game is still brutal. You can and will die just as quickly as you would a normal mission.
Additionally, TDRS maps are modular by design, so large maps like the multi-level satellite facility, are sectionally offered in multiplayer mode, allowing for more swift and intimate engagements. It’s quite clever, as it gives the mode great map variety. There may be sections of maps you’re not as familiar with - due to the dynamic, unpredictable, nature of mission layouts in the campaign, but you’ll get the full flavor in versus mode. There’s also maps exclusive to multiplayer, adding more legs to the catalog.
Head-to-head matches can be played in teams or classic free-for-all fashion. Both tones are enjoyable with a max number of 12 players. And considering all weapons and gear are available out of the box, no one player ever has an advantage over another. There’s no leveling or unlocking here folks; just old school strategic shooting.
Takedown: Red Sabre, as it stands so far, isn’t trying to be anything beyond a tactical shooter; and that’s what we find most impressive. There’s challenge and fun to be had, whether you’re playing with friends or against them. Sure, a FPS of this kind is aiming for a cornered group of gamers, but considering the tight gameplay and nostalgic feel, any shooter fan can appreciate what this game brings to the table.
Look for Takedown: Red Sabre on September 20th of this year for XBL and Steam.