SWAT: Global Strike Team | |
---|---|
Developer(s) | Argonaut Games |
Publisher(s) | Vivendi Universal Games[a] |
Producer(s) | Sefton Hill |
Designer(s) | Paul Crocker |
Programmer(s) | Matt Porter |
Artist(s) | Jean-François Vanelle |
Writer(s) | Mike Kitson |
Composer(s) | Nick Arundel |
Series | Police Quest |
Engine | OKRE[3] |
Platform(s) | PlayStation 2, Xbox |
Release | |
Genre(s) | Tactical shooter |
Mode(s) | Single-player, multiplayer |
SWAT: Global Strike Team is a 2003 tactical shooter video game developed by Argonaut Games and published by Vivendi Universal Games for the PlayStation 2 and Xbox. It featured a new game engine developed by Argonaut developed to push the lighting capabilities of the Xbox[4] and was the first SWAT game to ship on console systems. The game was inspired by the strategic elements of SWAT 3 with the instantly accessible arcade action of the Virtua Cop series.[5]
SWAT: Global Strike Team received mixed reviews and was compared unfavorably to contemporary tactical shooters such as Tom Clancy's Rainbow Six 3 and SOCOM II U.S. Navy SEALs. Poor sales contributed to the closure of developer Argonaut in 2004.
A ninth game in the series, SWAT 4, returned the series to its roots as a tactical police simulation for the PC in 2005.
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