5 hours to go! Takedown - old school tactical shooter


So this comes out Friday and is looking very good. I'd be interested in doing the co-op with some OcUKers if anyone is up for it.

Thanks for the share I brought my self a copy off gmg for £8.00, I will be up form some coop if im around Friday.
 
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Just watched TB's video, and I'm quite looking forward to this. In the past, I didn't spend too often on these types of games, but nonetheless I did enjoy them. Very tense and gripping at times. :)
 
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was it me or did the movement look a bit odd ?

other than that - I loved the original RB games - so for a tenner go to be a pretty much no brainer
 
I have decided to have a go at this:) Add me on steam if you want a game at the weekend my steam name is COOL HAND LUKE
 
was it me or did the movement look a bit odd ?

other than that - I loved the original RB games - so for a tenner go to be a pretty much no brainer

There's some terrible AI animation shown in other videos which at first put me off, I know gfx don't make a game but it looked really bad and I mean really bad.

Still, it's early days and I loved SWAT and RSV type games so for £8-10 I'll probably pick it up.
 
list of all the features ingame ;-

LETHAL GAMEPLAY

  • No regenerating health, no health packs and no respawns in any game mode.
  • One well placed shot is enough to kill
  • Enemy A.I. are deadly, capable of coordinating attacks in groups and using flanking maneuvers
  • Repercussions for getting shot in the arm are that your weapon accuracy will be negatively impacted. The penalty for a leg wound is that you will no longer be able to sprint.
NON-LINEAR ENVIRONMENTS

  • Maps are huge, open and very non-linear with multiple routes to any location.
  • Choose from multiple insertion points at the beginning of each SP/Co-op game mode allowing for different tactical approaches.
  • In Co-op, you have the option to split your team into 2 squads and have each squad start at a different insertion point which provides an added amount of depth to planning and executing a mission.
  • Freedom to complete objectives in the “Mission” game mode in any order.
REALISTIC WEAPON HANDLING

  • Each weapon has realistic recoil and scope sway.
  • Weapon reloads are handled realistically using your available magazines rather than a “pool” of your available individual bullets left.
  • Close quarters weapon collision has been implemented. As you approach a wall your weapon will be forced down appropriately depending on it’s length and your distance to the wall. This gives the advantage to smaller weapons like SMGs and Pistols in tight spaces compared to Sniper Rifles or larger Assault Rifles.
  • Lean/Peek controls are available so you can peek around corners
  • No 3rd person perspective “sticky” cover system
  • No auto-aim
  • Available weapons include 16 Primary (4 SMGs, 2 PDWs, 7 ARs, 2 Sniper Rifles, & 1 Shotgun), 4 Secondary (Pistols), 2 Grenade Types (Frag & Flash) and Breaching Charges for doors.
RANDOMIZATION / REPLAYABILITY

  • In SP/Co-op, each enemy’s starting position, type of body armor and weapon is randomized at the beginning of the match.
  • All enemies are present at the beginning of each match and do not appear out of thin air from triggered events or monster closets.
  • In the SP/Co-op “Mission” game mode, most of the objectives are found in one of several random locations each time you play the game.
  • In the SP/Co-op “Bomb Disarm” game mode, the placement of the bomb(s) that your team needs to locate and disarm is randomized to one of several locations each time you play.
BULLET PENETRATION SYSTEM

  • Each surface has a penetration value that takes into account it’s material type and thickness allowing you to shoot through certain surfaces like thin walls, doors, and corners depending on which ammo type is used.
  • The bullet penetration system also applies realistically to body armor where certain low caliber ammo types are less effective against medium or heavy protection.
  • Each weapon has several ammo types available to choose from. Some examples of these include: Full Metal Jacket, Jacketed Hollow Point, Armor Piercing and Subsonic Rounds .
MINIMAL HUD

  • The HUD takes up a small amount of real estate on the screen and only includes a small icon that displays both your body’s health state and whether you are standing/crouching, your ammo counter and the time remaining in the match.
  • No “hit markers” or “kill notifications” are displayed
  • No center dot/reticule, ensuring “hip-fire” cannot be extremely accurate at long distances
  • The HUD does not display any objective markers at all, you will need to find them yourself
  • No radar or mini-map
NO GRINDING FOR UNLOCKS NECESSARY

  • All weapons and attachments are unlocked and available for use in all game modes from the start.
  • The game does not include unlockable weapons, attachments or upgrades of any kind to ensure a level playing field in Adversarial game modes.
  • Adversarial game modes do not include any kind of artificial systems such as killstreaks, perks or field upgrades
MOD SUPPORT (STEAM ONLY)

  • Steam version will have an additional download that includes the KIllhouse Level & Modder’s Pack tools
  • All Killhouse Map objects are modular allowing you to snap them together to create you own custom Adversarial maps
  • TAKEDOWN uses Unreal Engine 3 and UDK (Unreal Development Kit) is also supported
  • Additional Mod tools & support will be available post-release (Steam Workshop support TBD)
SINGLEPLAYER / CO-OPGENERAL INFO

  • Singleplayer can be played with up to 3 friendly A.I. squadmates. If you die, the game will allow you to use one of the living A.I. players.
  • Singleplayer teammate A.I. can be given commands to “Hold or “Fall In/Regroup”
  • In Singleplayer you can toggle Rules of Engagement to either “Aggressive” (A.I. will fire whenever they see an enemy) or “Defensive” (A.I. will only fire if enemy fires at them or the squad)
  • Co-op can be played with up to 6 players. If you play with less than 6 players you cannot substitute A.I, squadmates in their place in any game modes.
  • 6 huge “Core” Maps
  • Server browser available on PC version
  • Matchmaking available on Xbox 360 version
GAME MODES1. MISSION

  • Complete scenario-based missions that include multiple primary and secondary objectives
  • To complete a mission you will also need to exfil to a designated extraction point once all primary objectives are completed
2. TANGO HUNT

  • Kill all A.I. enemies
  • Enemy placements and their weapons and body armor are highly randomized
  • Adjustable enemy density/count
3. BOMB DISARM

  • Locate and disarm the bomb(s) which is in one of several randomized locations everytime you play
  • Enemy placements and their weapons and body armor are highly randomized
  • Adjustable enemy density/count
  • Adjustable number of bombs that you need to disarm

LEVELS

  • HQ
  • Cargo Ship
  • Radar
  • Facility
  • Biolab
  • Killhouse
WEAPONS / ATTACHMENTS

  • Assault (CQBR’s, M4’s, AK’s, SA 47t)
  • SMG’s (M5’s, CQBP’s, )
  • Shot gun (SA-12)
  • Sniper Rifles (LRC, SASS)
  • Pistols (1911’s, M96’s)
  • Armor (Light, Medium, Heavy)
  • Optics (Holo Sight, Combat Optics, ACOG, Night Vision)
  • Ammo (FMJ, AP, JHP)
  • Suppressors
  • Frag Grenades
  • Flashbangs
  • Breaching Charges
ADVERSARIAL
GENERAL INFO

  • Adversarial game modes are playable in up to 6 v 6
  • The 6 large “Core” Maps are playable in Adversarial along with 2 versions of the KIllhouse training map. Each of the 6 “Core” maps also has at least 3 smaller variants for a grand total of at least 26 total adversarial maps available at launch.
  • Initial spawn locations are randomized
  • No respawns in any game mode
  • Teams are Red Sabre (Black Camo) vs Tangos (Urban Camo)
  • Spectator Mode available on PC. 4 extra players in additional to the 6v6 can spectate a match.
  • Server browser available on PC version
  • Matchmaking available on Xbox 360 version
GAME MODES
1. ATTACK & DEFEND

  • Attacking team must find and defuse a bomb that is located in a neutral position and can only win the round by defusing the bomb.
  • Defending team must preventing the attackers from disarming the bomb and can win by either killing all of the attackers or preventing them from defusing the bomb by the end of the round’s time.
  • Host can choose from various placements for the bomb before each set of rounds
  • Default round length is 5 minutes which forces the Attackers into action (customizable)
  • Default win condition is first team to 6 wins (customizable)
2. TEAM DEATHMATCH

  • Kill all members of the opposing team
  • No respawns
3. SOLO LAST MAN STANDING

  • No teams, free-for-all
  • Kill all enemies, last person alive wins
£11.99 on Steam or £9.99 on GMG

GMG20-8MUTY-M21VN 20% off makes it £7.99

both have the pre-order goodies 'Kill-House' content
 
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