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It doesn't happen often, but it's annoying, especially when they refuse to fall in and let you start from scratch. Sometimes it's because the door is locked, but other times their hesitation can't be explained.
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And occasionally they will not initiate the joint room rush, instead either standing there silently or saying that they're already busy with something else. If I use the new delayed order mechanic to tell one half of the team to stack up against a door, then take the other half to another door that enters the same room, the guys at the first door will walk through the room if I tell them to fall in, instead of following my path. When gameplay revolves around carefully moving from one room to another, minimizing risk to both the team and the people already in the building, pathing can become an issue, especially when the scenarios have multiple routes and even multiple starting locations. While Irrational's SWAT probably has the most intelligent team AI I've ever seen, they aren't smart 100% of the time. There are some occasional quirks, though, when dealing with such a complex system. It's also reasonably priced at $19.99, in retail or downloadable versions. Irrational has made several significant changes to both single-player and multiplayer, from additional weapons, enhanced tactics to more dynamic enemy AI. As you've probably heard by now, Stetchkov isn't just some additional missions. The Stechkov Syndicate is the first proper expansion pack we've seen for this series, and Irrational works their usual fascinating voodoo no matter how divergent their output, it's always impressively good.
#SWAT 4 STETCHKOV SYNDICATE MISSIONS SERIES#
Starting out as a point-and-click adventure called Police Quest in 1987, the series has gradually evolved from combining items in your inventory to a first-person emergency simulator starring the elite officers of SWAT. After almost twenty years of this franchise, it's hard to be surprised by its various twists.