Takedown: Red Sabre
|Takedown: Red Sabre|
The development process began when the project was announced on Kickstarter, arguing that it is the spiritual successor to Red Storm's Tom Clancy's Rainbow Six series and Sierra's SWAT series.
The beginning of development started with adding a Kickstarter campaign about the project called TAKEDOWN. Serellan has been asking over $200,000 for the game since March 2, 2012. This sum initially led to the alpha phase in order for the project to be presented by publishers in a playable form, and to convince private investors to show that the tactical shooter market is attractive and continues to be a profitable industry.
Ultimately, the game raised a total of $221,833 by 5,423 backers on April 1, 2012. Robert Bowling, former Infinity Ward community manager, is one of the notable investors he has promoted the campaign on his Twitter.
Those who invested in the project used access to a dedicated forum section on the Serellan website where they could contribute to the game's development by contributing ideas, participating in certain decisions and uploading content.
The gameplay is representative of the tactical shooter genre. You take the control of an imaginary anti-terrorist squad. The game puts a lot of emphasis on realistic weapon control and damage, and stealth.
Why It Sucks
- Due to the game being rushed to meet the publisher's demands, the game is riddled with bugs and glitches that make gameplay tedious to sit through. In fact, after the game's negative reception, the developers moved on to other projects, meaning that most of these issues are going to remain unfixed.
- Some of these glitches can be detrimental to the player's strategy, such as doors sitting still for a moment and then opening immediately afterwards much faster, giving enemies plenty of time to reach your position and swarm you as soon as the door opens. Another glitch causes the player to be able to keep moving even after his health is depleted.
- There are freezes at the most unsuitable moments, even leading to the program is crashing in full screen.
- The game suffers from poor optimization.
- Both opponents and teammates can penetrate the door.
- Terrible sound design, with sound effects that would sound right at home in a late 90s game. The guns sound are like microwave-heated popcorn, and the sounds of death are like groans.
- The graphics are hideous and it's hard to believe that the game is powered by Unreal Engine 3, and the fact that the game was released in 2013. The graphics are at worst reminiscent of games released in the early 2000s, where even the successful PlayStation 2 game offered better graphics than this eyesore. The weapons look like they have escaped from the FPS Creator. The textures are of the quality of burned skin poured additionally with gastric juice. The characters look like dolls cut from a plywood curve. And lighting that embarrasses its hopelessness that even games from the late 90s games have better lighting.
- The animations are extremely pathetic and stiff, this is especially noticeable when the opponent or teammate moves in any way.
- During the game, you don't have the opportunity to hear any music, only from the main menu.
- The game has no plot and campaign mode, just a compilation of five maps, combining with two tutorial levels that you can seamlessly choose which one you fancy.
- The level design is a show of the creators' laziness. By the standards of the budget pseudo-successor of Rainbow Six, the levels are limited to either linear corridors, copied rooms, and a bland open locations.
- Terrible artificial intelligence.
- Opponent's AI can be very unfair, which is combined with hitscan weapons that can hit you even beyond walls, drains this game of all the fun that anyone could've had with it. But they also have no ambition and are sometimes more interested in staring at the wall than at you. Often, after firing a rifle several times, killing one of your teammates, they completely forget about your existence, and sometimes they just stick the rifle to risk of death. When you sneak quietly, sometimes one of the enemies sends a wave of enemies, and when you slaughter them one by one, no one will even notice that something is wrong.
- The teammates are absolutelly stupid. At the beginning of the mission, they don't react at all, until you move away, they start walking like a moth to the light. Mainly they line up so close to each other that they die one by one in the enemy's trap. They cannot deal any damage to the opponent, even if they are standing next to them, and sometimes they crouch and spin around as if they wanted to get rid of fleas.
- During the game, after selecting all equipment in the main menu, you will use exactly the same things until the end of the mission, without having the ability to pick up a given weapon from a killed opponent or teammate. The only occasion you have the opportunity to receive a different weapon, is only when you die by your opponent, switching your "soul" of the character you were playing on one of your teammate.
- The game is filled with artificially inflated difficulty for annoying reasons:
- There is no automatic healing, like it is in modern games, mainly shooters, despite the game was released in 2013. The worst part is that there aren't even any medkits.
- There are also no checkpoints. If you die with the entire team, you must play the level from the very beginning.
- It is not possible to save the game during the gameplay.
- Shooting is inconvenient, mainly due to the excessive shaking of the weapon when shooting. Worst of all, as befits first/third-person shooters, as in PAYDAY series, there is no crosshair in the center of the screen.
- As befits a tactical shooter, there is absolutely no command what your teammates should do.
- Extremely weird missions' scripts. The game has a script that generates items in random places. Every time your entire team dies or you restart a level, the location of bombs, disks or even enemies change constantly.
- Once, you are tasked with disarming all explosives before the operation begins.
- Sometimes you have to wander the entire level looking for a basement full of enemies.
- Other times, at a certain location, the number of snipers is multiplied to such an extent that the level would be barely passable.
- During the another restart, a large number of enemies only spawn inside the base.
- In the case of the cargo ship map, more bombers are at the vicinity of the containers than in the rooms.
- The game does not have any minimap or even a map that could be seen in the main menu. It is a disgrace to this genre, especially since the game has a cruelly repetitive and not too small level design. Only when you have the opportunity to see the map, only in some rooms are radars attached to the wall that indicate where you are at the moment.
- There is a quite absurd situation that you already can lose your life, during the falling from minimum of fourth step on a stair.
- The ragdolls are so pathetic made it's funny, and it shows that they haven't used a motion capture. When you shoot your opponent in the right place, he jumps like Mario punching into the question mark block. And when you block one by the self-closing door, sometimes you can make your flexible opponent's body block it completely, preventing access to a given floor.
- As with many bad games, the multiplayer mode doesn't work quickly after the release, possibly due to poor sales and reception.
- There is an equipment option where you can choose your primary and secondary weapons, the armor for each class, the gadgets, such as incendiary and smoke grenades, as well as a charge that breaks through walls.
- The music from the main menu is really great and it's a pity that there is only one track appearing in the entire game.
|God is a Geek||2/10|
|Official Xbox Magazine||2.5/10|
|PC Gamer (UK)||49/100|
|PC Gamer (US)||19/100|
The game received very negative reviews by critics and users alike. Critics focused on its unfinished state, numerous bugs and glitches, and weak multiplayer offerings.
On Metacritic, the review aggregation website, the PC version received a 34/100 based on 17 reviews, indicating "generally unfavorable reviews". However, on the part of users, the PC version received a 3.0/10 and the Xbox 360 version a 3.7/10.
Polish website Gry-Online gave a 2/10, considering it "is a Kickstarter failure". They criticized the game's developers for making a bad game out of gamers' money, describing the game as "ugly, stupid, with no tactical options and with boring maps."
Italian website Multiplayer.it gave the game a 3.0/10, describing "Unworthy is the most appropriate adjective for this old-school FPS: Serellan, probably due to inexorable advertising terms, released a largely flawed version. Not only are there huge bugs that actually prevent multiplayer gameplay, but some pieces of code are also missing."
- Metacritic: Takedown: Red Sabre for PC reviews
- 3DJuegos: Takedown: Red Sabre review - "Acción (táctica) de serie B"
- DarkStation: Takedown: Red Sabre review
- Eurogamer Italy: Takedown: Red Sabre review - "Prendi i soldi e scappa..."
- Everyeye.it: Takedown: Red Sabre review - "Lo shooter tattico e dall'approccio ragionato di Serellan LLC, fallisce miseramente il colpo."
- God is a Geek: Takedown: Red Sabre review
- Gry-Online: Takedown: Red Sabre review - "Kpina z fanów Rainbow Six i SWAT"
- Multiplayer.it: Takedown: Red Sabre review - "Occasione sprecata"
- NowGamer: Takedown: Red Sabre review
- Metacritic: Takedown: Red Sabre for Xbox 360 reviews
- PC Gamer (UK): Takedown: Red Sabre review
- Riot Pixels: Takedown: Red Sabre review
- ZTGD: Takedown: Red Sabre review