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SWAT 3 Review
January 30, 2000   Bob CalBear Colayco > [View My Other Articles]
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Weapons and Items

That's it?

SWAT 3's sparse selection of weaponry was a disappointment, even if it is realistic. You basically have four choices - a regular 9mm MP5 sub machinegun, a silenced MP5, an M4 carbine rifle (basically a shorter version of an M16), and a Benelli M3 combat shotgun. Think that's a puny selection? You don't even get to pick a sidearm - there's only one pistol, the .45 caliber Colt 1911. For the MP5s and the pistols, you can choose between jacketed hollow point (better stopping power on unarmored spots) or full metal jacket ammunition (better penetration of body armor). The shotty uses regular buckshot or special shells designed to blast open doors at the hinges. Finally, the M4 uses hollow point rounds and special non lethal bean bag rounds.

SWAT 3 Review [ We've got hostiles! @ 640 x 480 ] > View Full-Size in another window.
We've got hostiles!

SWAT 3 Review [ Time to go dynamic @ 640 x 480 ] > View Full-Size in another window.
Time to go dynamic

Stuff you can throw

SWAT relies heavily on non lethal weapons to help them surprise and subdue suspects. Every member of your team carries a few flashbang grenades and CS tear gas canisters. The flashbangs were disappointing. In Rogue Spear it was very possible to accidentally flashbang yourself which would deafen and blind you for a period of time. By contrast, the flashbangs in SWAT 3 look and sound wimpy - like a regular M80 firecracker. You can pretty much nail yourself with a flashbang and suffer no ill effects in this game. Another key throwable item is the green lightstick - this illuminating device helps mark areas that you and your team have already cleared off.

SWAT 3 Review [ Put down your weapon! @ 640 x 480 ] > View Full-Size in another window.
Put down your weapon!

SWAT 3 Review [ Cuff'em and evacuate 'em @ 640 x 480 ] > View Full-Size in another window.
Cuff'em and evacuate 'em

Stuff you don't throw

Rounding out the list of key items in SWAT 3 are the breaching charge, the leatherman tool, handcuffs, and the Opti Wand. The breaching charge is used to blow open doors and other barricaded entry ways. The leatherman comes in handy for picking locks, and diffusing bombs and other dangerous devices. Handcuffs are important for subduing any suspects you've caught, as well as hostages who might become a danger to themselves if they're not secured. The OptiWand is basically a high tech version of the "mirror on a stick" Whenever you reach a blind corner you'll find yourself reaching for the Optiwand to check for threats on the blind side.

SWAT 3 Review [ Get behind to use your cuffs... @ 640 x 480 ] > View Full-Size in another window.
Get behind to use your cuffs...

SWAT 3 Review [ ...and continue on your way @ 640 x 480 ] > View Full-Size in another window.
...and continue on your way

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 Random Fact
Hollow point rounds are colloquially known as dum-dums. They feature a specially designed bullet that breaks apart and spreads on impact, causing a bigger wound. This results in better stopping power than a regular round which penetrates and goes through a fleshy area.


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