Takedown: Red Saber Review
Robert’s take: Save for Bohemia Interactive’s fastidiously detailed Arma series, the contemporary first-person shooter largely shuns simulation. While popular franchises like Call of Duty and Battlefield provide painstakingly rendered weapons and drench their campaigns in military lingo, their gameplay is altogether unrealistic. Instead of attempting to replicate the edgy, methodical room-to-room sweep of a hostage situation, most entries in the genre would rather put players on a six-hour thrill ride filled with a barrage of Hollywood-inspired set pieces. When I first met with members of Serellan, the small Seattle-based team pledged to reinvigorate the tactical shooter with Takedown: Red Saber. With the studio’s inaugural effort backed by a $221,000 Kickstarter campaign and talent culled from powerhouses such as Red Storm, Monolith, Bungie, and Snowblind, I expected a prodigious product from the developers. Regretfully, their recently launched product demonstrates little of the studio’s ambitions.
I experienced many of the same multiplayer issues as Gonçalo. Jumping into the game’s co-operative and competitive modes and you’ll encounter a woefully antiquated matchmaking system. Not only was it nearly impossible to join the scant number of pre-existing games, but the ability to host your own match is seemingly broken, with players unable to join. Even if these connectivity issues are fixed, fundamentals are missing; it’s currently impossible to invite friends into your game. During those rare instances where I was able to join a game, the flow of play was broken by a persistent procession of disconnects.
Despite these quandaries, I persisted, unwilling to allow any mendable issues get in the way of a tense tango hunt. Unfortunately, those fleeting moments where my team of tacticians went into to administer a dose of disciplined justice were undermined by a lack of basic rudiments. Co-operative missions came undone by the game’s inconsistent artificial intelligence. Routinely, foes would stand still- impervious to players close encroaching players who shirked the safety of cover. Their sensory skills often seemed stilted, as terrorists rarely reacted to unsuppressed gunfire. Yet, just to spite us, an occasional tango would peek around one of the game’s persistently open doorways, and drop us from downrange.
Versus play fared little better, with basic Attack/Defend, Team Deathmatch, and Last Man Standing variants exhibiting few strategic elements. Although players can create custom loadouts with flash bangs, breaching charges and fragmentation grenades, Takedown’s competitive matches weren’t the nervous potboilers we expected. Instead, the game’s modular maps and ‘open door policy’ facilitated two types of play. Some combatants found success with slapdash running and strafing techniques while campers occasionally engaged them in firefights. Those who played the game like an elite unit typically demonstrated no advantage. While Serellan can’t be blamed for failed to predict play style, it’s vital that the developers patch the game to favor a tactical approach. As it stands, Takedown: Red Saber’s matches don’t feel radically different from the multitude of other multiplayer contests.
Sadly, the game’s single-player component is just as flawed. Mission preplanning is woefully truncated, with only two insertion points and a choice of loadouts serving as strategy. Ideally, the game would have at least shown a blueprint of the area of operations, if not an in-game map to guide players. Beyond the same erratic AI from the co-operative hunts, directing your team is broken. Although the game’s control menu lists the ‘H’ key as the method to order commands, my squad ignored every directive except ‘wait here’ and ‘come to me’. Without the ability to send your team to take positions which provide the opportunity for covering fire, the game’s playability is severely hurt. Currently, the only tactical element comes by learning to ‘slice the pie’- as players gradually clear each facility corner by corner. Yet, even that mechanic sporadically fails. I’ve had my muzzle clear and my reflex sites fixed on a tango- only to have rounds get lodged in the door frame.
Beyond mechanical issues, there’s also a glut of aesthetic ones. Expect executed enemies and their weapons to float in the air. Even when their last breath is on solid ground, the title’s ragdoll physics contorts their cadavers into comic poses. Texture wise, the game’s uneven; occasionally glass shatters convincingly, other times players can shoot through it without leaving a mark. To Takedown’s credit, the game runs smoothly even on modest rigs, with the Unreal Engine doing the rendering.
In its current form, Takedown: Red Saber is near unplayable. Malfunctioning matchmaking hinders access to the title’s multiplayer areas, while the game’s campaign is tainted by a host of broken mechanics. Even if patient players are able to overlook these blemishes, the title does little to recreate the sense of simulation which catapulted titles like Rainbow Six or Ghost Recon to critical and commercial success. While it’s possible that Serellan can patch Red Saber into a game that matches the magnitude of Red Storm Entertainment’s best works, such a feat seems like a bit of a longshot.
Gonçalo’s take: It may be hard to believe, but there was once a time when slow-paced tactical first person shooters were both common and relatively popular. These were your Rainbow Sixes, Delta Forces and S.W.A.T.s, games that placed an emphasis on realism, with no indulgences like regenerating health or medpacks. Here, all it took was a single, well-aimed shot to end your character’s life. Hoping to honor this now deluded sub-genre, indie developer Serellan launched Takedown: Red Sabre, a Kickstarter-funded title that looks and sounds the part, but alas, fails to deliver on its lofty promises.
The game offers you no story or real single-player campaign to speak of, a design choice that although not uncommon among its peers would’ve been wise if there were a common thread connecting them. Instead you’re only given seven maps to choose from, two of which are listed as tutorials. When choosing an assignment you can create a custom load out for your character these range from weapons and explosives to the armor type you’ll be using. Unfortunately, the player is only given a very limited selection to choose from, which is not helped by the clunky user interface.
Missions always carry three objectives though in essence they play the same as you hack/disarm/destroy an important item and getting to the extraction zone. In order to achieve them the game recommends stealth and deliberately slow paced movement, exploring the fairly large installations while either avoiding or silently taking down enemy patrols. I quite liked the option to leer through the corner of a wall and the fact that running can create enough noise to alert the guards, each weapon handled differently and would often require to be reloaded, in this regard Takedown feels like a breath of fresh air.
Every map requires a fair bit of memorization as they’re big enough to get lost in and the objectives never change place, the guards however do and their patrols don’t always follow the same path either, kudos to the developers for adding the element of randomness to their game. Unfortunately the randomness doesn’t end there as the title is plagued by bugs, glitches and just general head-scratching issues. For the most part your A.I. teammates are useless, they will follow you around a map but often fail to shoot at enemies standing in front of them, there were several times when they were under fire but never bothered to take cover, run or even shoot back and although the player can issue them “move” or “stay” orders they never seem to follow them.
A.I. issues aren’t exclusive to friendlies as foes also suffer from them. I wish I could say this was the only issue with game, but the myriad of oddities doesn’t stop there. Every door in every map starts out opened and those that aren’t will open automatically once you approach them, this odd design choice renders all demolition kits useless as there’s nothing to unlock or blow up, moreover it makes stealth unnecessarily difficult. Frustrated, with it all, I switched my gameplay style to run-and-gun, playing it like I would a Halo or Call of Duty game and what I found shocked me. Enemies cannot hit the player as long as they player keep running and strafing! It was at this point I simply stopped viewing Takedown as the indie-developed Rainbow Six game I hoped it to be.
You might notice I haven’t addressed the multiplayer portion yet, well the reason for that is quite simple: it’s broken! I could not join most of the online matches and when I jumped over that hurdle it inevitably lead to me being disconnected. I’ve read reports that those who can join matches are presented with “server disconnected” issues, including the hosts themselves, there are even users who were playing it in single player and still received this error message.
The lighting and the general texture quality are impressive considering the title’s indie status, it grants a clean, shiny look which is aesthetically pleasing if unrealistic. The same can’t be said for the character models or the animations. Each mission has exactly one enemy character model resulting in a jarring scenario when two or more are standing close to each other and dispatching them results in a ragdoll animation which sometimes lead to them falling in odd positions. Featuring no music save for the intro and ‘gameover’ screens, Takedown encourages the player to pay close attention to any noise that might alert them to an enemy’s location, though it is rather odd how the patrol guards never seem to speak to each other.
In the end, Takedown is simply unfinished, it plays and feels like a Beta and in its current state it’s a game that appeals to neither twitch nor tactical shooter fan. Perhaps when or if the bouquet of issues is patched it may indeed become the spiritual successor to Rainbow Six, but until then this one is best if avoided.
Review Overview
Gameplay - 45%
Story - 50%
Aesthetics - 60%
Content - 40%
Accessibility - 40%
47%
Poor
Low on content and plagued by a host of bugs and issues, in its current state Takedown: Red Saber is a game with limited appeal. The good news is that improvement is an inevitability.
I was following this one for a while, and was debating backing it via Kickstarter.
Heering it’s a trainwreck from multiple sites makes me glad I didn’t.
Wow, a poor. This must be bad. downright ‘get this shit off my PC’ bad.
I guess now we know why the XBLA version was delayed. MS probably said “R U serious?”
Sounds like Steam need to do a Takedown. Or at least label this as a beta.
Had I backed this, I’d be pissed right now.
The old Wizard and Purple Wizard form up and the results are epic.
I haven’t seen a game get nailed this since the 3DS fishing game with motion control.
Some of those screenshot look next-gen and the others look Nintendo 64.
I’m calling bullshots on some of them.
Good review, but I hear that’s just the tip of the iceberg. I’ve heard this may be one of the worst Steam releases ever, because of bugs and the general unfinished feel.
That’s total BS. Play for yourself and see.
Gonçalo is coming in an taking no prisoners. I like it.
Wow. Look at that score. @.@
I actually didn’t want to come off as abrasive as I did, but eventually the bugs and glitches started getting to me. In one particular case I was locked in a room by my own teammates. They all hunched around the door and wouldn’t let me pass. I tried ordering them to move but that didn’t work. In the end the only solution I found was to kill my team.
Great review Robert and Goncalo!
I think it’s the first review of the game out there.
Damn “In the end, Takedown is simply unfinished, it plays and feels like a Beta and in its current state it’s a game that appeals to neither twitch nor tactical shooter fan. Perhaps when or if the bouquet of issues is patched it may indeed become the spiritual successor to Rainbow Six, but until then this one is best if avoided.” What a way to get started, Gonz.
Congratulations on your first TG review and welcome to the TG family!
As a backer, I’m disappointed with the game but I’m almost as disappointed to see sites in a rush to review games and not give the developers (a small indie team) a change to patch the game.
They did patch it today, quite frankly they’ve got ways to go to fix most of the problems still. I’ve got nothing but patience, but it’s useless when you just can’t even stay online because it’d disconnect you from host while trying single player. It’s a tad frustrating because I even opened up to search for answers before giving up on the game – which I found nothing.
All I wanted in my one and only day off was enjoy a great game, not read through over 20 threads of nothing but pure hate without an official answer on what is being done to take care of it.
I did see a short post from Christian Allen mentioned 4 problems.
I’ve been forced to read nothing but steam since last week, and I did check their Steam Community through the weekend, I gave up by Monday.
Brutal review but I heard the game is pretty much fubared.
No small patch is going to fix it. It needs a complete overhaul.
It’s rather sad to say Robert is dead on when he says “In its current form, Takedown: Red Saber is near unplayable.” They did push a patch today, even though the AI mechanics are not as wonky as they were – like, I can shoot and they actually die now – everything is pretty much accurate to what’s been said here. I think it’s remarkable both Robert and Gonçalo took the time to write anything about it, considering how impossible it was just to be able to get around the game, I seriously need to give them props for trying their best to experience the most out of it this weekend.
I had no patience whatsoever, even much more frustrated to have to go through endless pages of bug reports and not one single official update about what was going on for days.
If youd actually played it ( I doubt a girl would) you’d see there aren’t that many bugs. This review exaggerates everything.
You know you sound a lot like the guy who gave the game a user score of 9/10 on Metacritic. Your opinion is definitely in the minority. I know Robert’s tastes and it sounds like he would have loved the game IF it did the basic things right. But it sounds like it doesn’t.
We all played on Saturday, we even scheduled trying out the multiplayer and we all ended up playing by ourselves. Unfortunately, not even single player was kind to me because it disconnected me twice from “server”.
And I can’t believe you’d bring gender into the discussion, that brings absolutely nothing to your point.
“If youd actually played it ( I doubt a girl would)”
What on Earth would possess you to say something like that? There are, literally, millions of girl gamers out there who play games just as passionately as us guys do, if not moreso. Just because a game’s an FPS doesn’t mean you have to have a dick to enjoy them. Remember, men and women are equal. There may be some physical differences between the two, but at the core, they are the same. A brilliant mind knows no gender.
Wow, little dick jokes. Aren’t you mature with your grammar school taunts?
Guess I hit a little too close to home with you on that one. 😉
Two wrongs don’t make a right, Blue.
If emasculating a sexist is wrong, I don’t want to be right.
With that comment, you lost your credibility. What does sex have to do with the game or this review? It’s irrelevant.
“If youd actually played it ( I doubt a girl would) you’d see there aren’t that many bugs.”
I thought it was generally understood that ‘girls don’t play games’ is now officially Wrong. Besides, which part of Say’s comment sounds like she hasn’t played it? The part where she talks about the experience of playing it?
You need to realise firstly that this is 21st century and it’s no longer acceptable to assume meaningless gender divisions, and secondly that making that sort of remark just undermines anything worthwhile that you might actually have to say. ‘I think the review exaggerates the problems’ would be a legitimate opinion but you delivered it in a way that means no one will take you seriously.
This review and score s laughable. The game is fun. Maybe you just suck at games.
Maybe you should spend less time trolling reviews and more time fixing your game 😉
You can disagree without declaring the writer wrong. It’s how adults communicate.
both reviews are wrong. The game isn’t that bad. It’s not great but calling it poor is blowing things out of proportion.
Both my review and Robert’s were a series of descriptions of what our playthroughs looked like and our opinions based on those, remember, in the end a review and a score are subjective opinions so they cannot be “wrong” or “right”.
With that said we all were faced with several bugs and issues which were not even mentioned in the reviews. Me for example, I was once locked in a room by my own teammates as they all hunched over at the door, blocking my path.
I tried ordering them to leave and I tried walking around hoping they would follow me, but no such luck, in the end the only solution was to kill my own team. I even took a screenshot of that one.
Insert sick joke about shooting rampages here.
Why the hell would the put the timer in the MIDDLE of the screen. That’s so annoying. Put that on the side. Maybe in the middle for the last two minutes, if you must.
Also, no map. WTF? Rainbow Six was all about studying the map.
They’re not wrong, they’re opinions. You may disagree with them but there’s no objective wrong or right in opinions. Honestly, I understood this in primary school. It’s not that difficult.
I doubt Robert’s score is off the mark and the other review (new?) seemed to have the same problems.
In the Steam forums, dozens of people can’t play online. That sounds broken to me.
If it does get a patch, will you guys re-review it?
Please don’t be like Polygon and just change the review score.
I bet he will. Robert initially picked it in a “new releases” post earlier as his most anticipated game of the bunch, having played the game at PAX and quite enjoyed it. After playing it this past weekend, he wrote a new post detailing his desire to take back his endorsement of the game based on his experiences. If they patch it and make it playable, I’m sure he might be able to give it a proper review. As is, it’s just too broken to give it that “this game works and here’s how I liked it” review.
But by then he also might just be tired of the whole thing and have no desire to attempt to play again.
If anything Robert is too nice with game and gives them a slightly higher score (it’s obvious he cares about games). So I really doubt he’s doing this for any reason beyond the game is a buggy mess.
As for the review, they chose to release it unfinished. It deserved this and all the scores that are coming.
Yes, a lot of people seem to forget that reviewers WANT to like games. If a reviewer tears a game apart like this, it’s usually because the game forced them to.
Indeed, I was actually quite excited as I was a big fan of the old Rainbow Six series, I do hope these issues will be patched soon.
When Robert retracted his pick-of-the week endorsement, I knew it wasn’t going to be pretty when it came time for a review.
Games like this are why I play as many old-school games as I do. Back then, most companies had enough fucking pride in the games they made to not release them until they were done. Now, all you find are broken messes, obvious glitches left unfixed, and day 1 patches out the ass.
Also, welcome, Goncalo! 😀
If the defense of developers. Games are much more complex these days. You can’t really compare a Tetris clone with today’s open-world sandbox games.
True, games are of a grander scale now. However, corporate greed and laziness is rampant. Look at WWE ’13, that game was littered with glitches because the WWE told THQ they needed to have the game out by a certain date as opposed to when the game was actually finished. Best part? The patch that WWE ’13 was supposed to get is hitting store shelves on October 29th for $60.
I looked at a trailer of the game and saw “Tech Gaming” mentioned (no minus sign)
Was that you or a knock off site?
Oh, and yes – good job Gonz! 😀
Actually a really good review. Both talk about the problems with the game. I’m sure they didn’t just make shit up. The forums say similar things.
Great review you two!
I like the way this site doesn’t try to attract controversy. There’s never any “GTA V made my kill a carrot” nonsense. despite that your reviews seem to heat people up.
I’m hoping the game gets enough of a fix to redeem the dev team.
I’m pretty sure “Hunter” and “TC” are from Serellan or 505. Maybe interns acting like big bag macho gamers.
Seems like they have a lot of problems to fix and $221K isn’t that much money for say, 8 or so people.
Good review. I’d love if you got the developers on the podcast. Maybe they could explain what happened.
Good work, Gonçalo! Its probably hard to follow up one of Robert’s reviews.
Yeah, I didn’t even mention the lack of a planning phase in my review, something Robert did, still I’m quite proud my article! 🙂
So where exactly are the tactics in this tactical shooter?
The combat itself was slow paced, you couldn’t go in guns blazing and all that. So there’s at least that.
Of course even that when out the window when I discovered the A.I. can’t handle the player running and strafing at the same time
Takedown is what they should do with the game. This has more bugs that a summer picnic.
Turns out TG gave Takedown their most generous score, after all. Check this out: http://www.metacritic.com/game/pc/takedown-red-sabre/critic-reviews
There’s a lack of English reviews on Metacritic. You guys should be on there.