Takedown: Red Sabre Review

Written By Kom Limpulnam on Kamis, 26 September 2013 | 21.50

Takedown: Red Sabre should be taken down from the Steam servers where it is currently being sold for $14.99. This alleged tactical shooter from developer Serellan is unfinished and broken, with playability problems everywhere you look. Idiotic enemy AI, hilariously busted rag-doll animations, crippled multiplayer, absurd single-player difficulty, and some bugs make the game nearly impossible to play, let alone enjoy.

At first glance, Takedown: Red Sabre seems to be a standard tactical shooter, complete with both solo missions against computer-controlled terrorists and various multiplayer modes where you can team up with buddies to take on foes. The game is being billed as a close-quarters shooter heavy on SWAT-style realism, where planning your moves is vital if you want to avoid getting one-shot killed by enemy tangos.

But you don't get what you expect. Takedown: Red Sabre is clearly incomplete. While the game does cover the bases pretty well when it comes to the sheer number of modes, maps, and weapons, nothing works as it should. Single-player is a joke. The five maps (plus two rudimentary training levels where you can practice shooting and simplistic tactical maneuvers, like opening doors and leaning to look around corners) and three modes of play--including a Mission option with campaign-like goals and multiplayer-style Tango Hunt and Bomb Disarm--should give you a lot of gameplay, but a host of problems constantly get in the way.

Enemies either shoot more erratically than Star Wars stormtroopers from close range or unerringly nail you in the head from such distances that you can't see them. They also possess either really thick skin or some resilient body armor, because you can hit them with three or four point-blank shots in the back or chest and still watch helplessly as they shoot you in the face. There is no assistance from your squadmates; they simply run along behind you most of the time. There is no way to issue orders to them, either. All they are there for is to provide ready bodies to take control of when you get blown away, and to yell out things like "Eyes on tango!" about enemy contact, since they have far better vision to spot foes than you do. That great eyesight doesn't make your buddies any good in combat, however; most of the time they just shout out that they've spotted an enemy and then stand still doing nothing until the enemy kills them.

Baddies also tend to forget that you're there just seconds after they spot you, although in the heat of engagements they are smart enough to seek cover most of the time, and even flank you on occasion. Still, they tend to ignore wild gunfights just feet away from their patrol routes. You can empty three or four SMG clips, echoing all over the middle of a huge factory, only to hear some enemy goon say, "What was that?" as if he'd overheard nothing more suspicious than a careless footstep. Foes are even laughable in death; atrocious rag-doll animations turn them into awkward piles of limbs or cause them to keel over in midair as though they're leaning against invisible walls.


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