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Begin with important lessons on stance and motion, leading up to the takedown. As the exchange hits the floor, you'll receive guidance on how to deal with different guard postures and the unique challenges they present. In volumes you'll gain an increased understanding of how to get the fight to the floor, achieve dominant position, and finish with high percentage submissions.

The layout of this instructional is perfectly tuned in to the needs of the modern no gi player and will instantly add new and dangerous layers to your no gi game plan! With the guidance of one of today's best no gi competitors, you can quickly recruit the tools you need to narrow your focus and become more successful in your no gi exchanges.

This outline will add instant value to your arsenal and help you comprehend the most important themes necessary for success in the modern no gi setting! Search All Videos Expand menu Collapse menu. My first question was. They gave their answer, "late turn and to my eternal horror I marked it down as lake turn, thinking it was some sort of area-based reply. Naturally, the officer checked over my answers at the end of the inquisition and tut-tutted as he corrected my horrible, horrible faux pas.

I left shame-faced and vowing never, ever to stray from the path of justice and righteousness again. I can't pass a prison to this day without thinking: There but for the grace of god go I So naturally, any computer game simulation in which I get to make amends for my early life of criminality, however virtually, is to be embraced to my bosom.

SWAT 4 not only lets me arrest criminals, but gives me the option of squirting condiments into their face beforehand. Let joy be unconfined!

Regular readers will of course need no introduction, having been treated to not one but two of my previous essays on the subject over the past two issues. But in case you've been in jail for the past three months perhaps on a drink-driving charge, or disturbing the peace somehow. I'll quickly recap Criminals do something bad.

Special armed response police turn up. They do a bit of sneaking about, looking behind doors and that. Then they take a deep breath and The idea is to follow proper SWAT procedures to the letter. You're faced with a series of increasingly tricky criminal situations to defuse - from nightclub riots to an armed robbery in a hi-tech jewellery store to anti-abortion fanatics bombing a research facility -and each time you have to lead a five-man team into action.

Where it gets good from my perspective at least is with the ability to issue tactical commands on-the-fly.

Stack up on that door. Toss a flashbang in and clear the room. Arrest that man. Take a position on that side of the corridor. Red team cover me, Blue team assault.

That sort of thing. It's all handled via an extremely comprehensive context-sensitive menu that, basically, works a treat. Right-click the mouse to bring it up, make your choice and watch as your well-drilled team of Al police bots carries out your every lawdispensing desire.

What really makes the game open up is the amount of freedom you have to work your way through each of the levels and deal with the perps therein. Lethal ammo, non-lethal ammo, camera gadgets, door-breaching explosives, pepper spray, gas grenades, Taser stun guns - you have enough equipment to make 's garden shed look like an old man's allotment hut, all of which have individual usefulness rather than all being mere varieties of the same thing. On to the Al, which is essentially the crux of the whole game and so warrants mention early on.

In short, it's blisteringly good. So good sometimes that you barely have to do anything other than issue an order and let them get on with it. But where's the fun in that? Of course, this wouldn't mean a thing if the enemy Al wasn't up to scratch, but incredibly this is just as convincing. Perhaps not STALKER convincing, but certainly good enough to react to your team of shouting policemen by either bottling it and surrendering, running away very fast in a mad panic or taking cover in an intelligent place and opening fire.

What also helps the game is that each time you play, SWAT 4 sneakily randomises the level elements, so that bad guys, hostages, civilians and so on are never quite in the same place each time. What this means of course is that you can never simply learn a level by trial and error, but actually have to rely on your wits to make progress.

This is not only desirable in and of itself, but gives the single-player game a good degree of replayability. Which brings us neatly, I suppose, to the multiplayer game. Normally we'd shove in a caveat here about there not being any servers up at the time of review so we'll bring you a more in-depth look in a future Online Zone.

However, since we've been playing both the co-op and VIP modes pretty extensively in the office since the review code turned up and since there's only so many jokes about fly swatters to go around , it would be pretty remiss to ignore it.

Last month's preview detailed the modes available, especially the co-op game in which you can team up with up to four of your nearest and dearest to play through the single-player campaign. The only bugbear we had then was the issue of maintaining an acceptable chain of command, and unfortunately Irrational hasn't even attempted to resolve this.

Players are all still free to issue orders left, right and centre with gay abandon, meaning that unless you decide in advance who's the man and who are the man's little helpers, you're probably in for something of an uncoordinated time of it. Especially playing on the Internet where attention spans are so small you need atomic microscopes just to measure their ballpark figures and it only takes one whiny little Herbert to decide to take the law into his own hands and storm off all guns blazing.

Of course, if you do find yourself in a well-structured team willing to play sensibly, then co-op SWAT 4 is one of the all-time highs in multiplayer gaming. Yes, it's that good. The sense of achievement that comes from conducting a well-oiled multi-team room takedown is second to none, although the game is crying out for some kind of integrated voice comms to properly coordinate things. Third-party programs such as TeamSpeak only work if you already know the players you're dispensing justice with and is therefore next to useless for random Net games.

Away from co-op. The aforementioned VIP game has enough novelty to make it interesting. Rather than a simple challenge to get from point A to point B, the Suspects SWAT-speak for bad guys have to capture and hold the VIP player for a full two minutes before being allowed to kill him. In the right hands as is so often the case with Internet gaming it can make for some pretty cool gunfights.

Suspects charge about setting up impromptu defensive barriers around the capture point, SWAT members try to storm in from any and every direction, gas grenades and flashbangs fill the air and in the middle of it all the VIP player mills around making life difficult for everyone.

Will it replace Counter-Strike: Source as the online team game of choice? Of course it won't. Nothing will in the near future and it's an act of purest optimism to have posed the thought in the first place.

But much as Splinter Cell's unique spin on multiplayer gaming has captured a small but loyal audience, so too should SWAT 4's interesting diversion from the standard deathmatch scenarios. Multiplayer gaming appears to be growing up at last, stretching its toes a little and seeing what it can do. Hooray for that. Beyond multiplayer, longevity can also be found in the SWAT4 mission editors. First is the ingame editor, which is little more than a tool for altering the parameters of the single-player campaign missions.

Fill a previously deserted level with terrorists, reduce a teeming nest of bad guys to a single mano-a-mano pistol hunt - it's fairly comprehensive but of little longterm interest.

The idea is to create scenarios to swap with your friends, but it's a safe bet that your friends will soon tire of playing the same level time and again but with a different combination of bad guys to shoot for no discernable reward. Although hideously complex to look at -and even scarier to actually try and use - the inclusion of the tool for those with a masters degree in working out the blisteringly unfathomable goes to show that Irrational is foursquare behind supporting the modding community.

With any luck, it won't take long until we start to see a wealth of extra maps and missions, in much the same way we did with SWAT3 all those years back. One other thing that you may remember from the SWAT 3 special editions was that the multiplayer side of the game was only added later on due to overwhelming pressure from fans. Aside from creating maps, one thing the small but loyal SWAT community might want to campaign for this time round is an enhancement in the physics engine being used.

Told you those jokes were limited is the rather static nature of the game world. In this modern age of Half-Life 2 and Havok physics and all that, SWAT 4 can feel rather old-school - no doubt a hangover from the protracted development period.

Aside from doors, certain windows and the occasional beer bottle, not very much in the world of SWAT4's urban rescues is interactive. It doesn't detract too much from the overall enjoyment of the game, but it will serve to date things very quickly. You can't help but wonder at just how much more compelling a lot of the gunplay would have been had chairs and tables been usable as impromptu cover and so on.

Consequently, you can come away from SWAT 4 thinking it's a little short in the technical trousers. Mind you, Irrational has certainly done its best to make the most of things, and the mission design generally achieves an impressive sense of atmosphere and tension.

Certain levels, such as the Fairfax Residence, in which a psycho loner has taken to kidnapping young girls and forcing them to perform' for his cameras, are particularly unsettling. This is especially true as you creep past ghostly face masks, with a whimpering girl lying on a rancid mattress in front of a video camera and walls full of newspaper clippings about kidnapped children. Even more creepy since you've already had to subdue his ageing mother who continually protests the innocence of her little boy.

Sometimes it's all a little too close to home, especially with news reports about paedophiles cropping up almost every day on TV nowadays. Even your Al mates can be heard muttering things like Sick and Man, this is disgusting as you proceed through the level. In some ways it's brave of Irrational and VU to include something like this rather than sticking with safe' subjects such as robbers, terror bombers and cultists.

The fact that it's handled with the appropriate gravitas and not trivialised in the slightest almost demands that everyone should play it, and certainly puts the unintentional comedy in using non-lethal devices on civilians into sharp relief. Sorry, this has all got rather serious and weighty hasn't it?

Try another fly swatter joke - Ed. No time. Instead I should probably just sum things up by saying that Irrational has done an absolutely bang-up job in saving the SWAT series from what was looking like certain death its prior Urban Justice incarnation. All it needs now is a more advanced engine to power a sequel, a more involving sense of training and life in a pair of SWAT shoes. That, and a willingness to continue dealing with the dark underbelly of real world criminality without pulling any punches.

One area of SWAT 4 that Irrational could really have gone to town on is the training aspect of the game. I know from experience I watched a documentary on Discovery that when a SWAT team isn't in the field shootin' bad guys, they spend their time brushing up their tactics and training with cool weapons and gadgets. The in-game training, however, is bog-standard stuff - no more than an interactive version of the manual. You learn how to move. How to look up with the mouse. How to open a door.

What it doesn't even touch on are the relative merits of using a Colt M4A1 assault rifle in a situation over a GB36s. Or when you should use a gas grenade over a flashbang. Or anything useful that a SWAT officer might actually want to know. What Irrational should have done is properly simulate the life of a SWAT team - mixing ongoing training sessions that fl teach you new techniques with actual emergency call-outs.

Creating some sense of cohesion rather than just giving you a series of unconnected missions with little sense of progression. To say that we were underwhelmed would be putting it mildly.

The game was, quite frankly, a disgrace, with appalling Al. Exactly why it was shown is anyone's guess. But fear not - much has changed since then. In fact, everything has changed since then. The SWAT 4 that now stares back at you from these pages with come-and-get-me eyes is a totally different game, developed by a totally different team the one responsible for the excellent Tribes: Vengeance.

It also features a totally different engine. The Unreal engine and the Havok physics library to be precise. Bit tasty isn't it? So we caught up with Paul Pawlicki, SWAT4's associate producer at Vivendi Universal Games and slammed his fingers in a draw until he divulged the latest info on what's already threatening to be one of 's big hitters SWAT 4 brings the law enforcement experience to the strategic shooter genre," explains Paul.

You experience what it's like to be a part of the revered law enforcement unit, and learn how to lead a team of highly trained officers and quickly execute a plan through our context-sensitive interface. You're also challenged with gameplay situations unique to law enforcement such as barricaded suspects, serving warrants on hostile suspects and hostage rescues.

In order to ensure the game's authenticity. Irrational has hired Ken Thatcher, a year SWAT team veteran, who's been overseeing every part of the game's development. Ken's overseen everything, from animation to how the Al should behave in a hostile situation. You see your Al-controlled team-mates breach doors, clear rooms and snap to corners in the same manner as their real-life counterparts.

Combat with suspects is very strategic too - you have to seek cover and stay calm under fire. You won't be able to run into a room with guns blazing as you risk not only your own life, but the lives of your squadmates too. I swear to you that it takes more time to describe than it does to learn - it's that easy," he claims. The game actually predicts what you want to do. So, if you're pointing at a door, your default command states Open and Clear'.

Simply press the spacebar to give your team the order and watch them open the door and clear the room. Sounds good so far If you want to do something other than the default command, then just right-click the mouse and a list of available commands pops up, such as breaching or wedging doors, looking around corners with mirrors, securing suspects or clearing rooms using flashbangs or CS gas.

Once swept, before the opponent can even begin to recover guard, Bernardo is already moving into his cornerstone pass, the over under pass from his knees.

So in a matter of moments, Bernardo has linked the half guard pull, the deep half sweep, and the over under pass to a dominate position like side control.

One of the most important aspects of Bernardo's game plan development philosophy is to develop a variety of ways through which to get where you want with your opponents. With each aspect of our game plan, in this example, the pull to half guard, the deep half sweep and the pass, we must have a number of options that will allow us to thwart anything that the opponent tries to do. As a high level practitioner, Bernardo might have dozens of different ways to get into half guard, depending on what the opponent presents to him.

He may also have a laundry list of half guard and deep half guard sweeps to use against the opponent, again based on what is presented and the type of challenge the opponent gives him. The same goes with his over under pass. The sign of a well-developed game plan is not necessarily getting from point A to point D, but understanding that there are many different routes one can take. A black belt at Bernardo's level does not just know a simple over under pass against someone who presents a standard basic opened guard.

He is able to set up the over under from De La Riva or whatever type of guard the opponent choices to throw at him. And this is not an easy skill to develop, but with time and dedication, you will develop it. The first step though is establishing your initial game plan, to bring them into your world immediately and begin chaining techniques, building momentum.

This will keep your opponent on the ropes and constantly defensive, which burns a lot of psychic and physical energy. Over time, as your opponents throw different obstacles your way, you will develop new and creative ways to accomplish these steps and enact your game plans on virtually anyone. One of the best things you can do in your pursuit of skills or knowledge is to adapt similar habits to those who are successful in their particular arena.

If you are looking to become a millionaire, you should seek out as much information as you can from millionaires and begin to adopt the habits, techniques and mindset of those people. This allows you to learn from their mistakes and can help speed your progress.

Similarly, as we learned in the video above, Bernardo Faria, one of the most successful BJJ athletes in history with five world championships in his resume, he has a very distinct game plan. The game plan is not overly complex and many of his opponents have seen it enacted on others. How can he be so successful with a game plan that is no secret with nothing tricky?



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