To preface this review, I first played SWAT 4 about 5 years ago. I consider it one of the best games ever made, full-stop. So I came to the Stetchkov Syndicate knowing that, at the very least, I'd enjoy the experience. And, to be honest, it met my expectations but didn't exceed them.
It begins where SWAT 4 ended. It is just another week for the SWAT boys, with more terrorists to take out and hostages to save. But this time you are on the trail of the Stetchkov Syndicate, a group of Eastern European collectors whose criminal activities have upped the firepower the local gangs have access to. It begins with a normal mission in an arcade, filled with sly references to Irrational Games' games, where two gangs have opened fire, then escalates to a bomb defusal, a shootout in a train station, and finally an assault on a warehouse. Each level brings its own challenges and is a real escalation from the base game.
The expansion pack’s most notable addition is the ability to punch, which not only adds a new dynamic to gameplay but also conserves ammunition. Additionally, the introduction of Night Vision goggles enhances the game’s oppressive atmosphere by making it difficult to distinguish between criminals and bystanders, while also limiting your vision.Admittedly, I only used them for one mission, but that mission was a real highlight. An improved taser and several lethal guns have been added to the expansion pack. To be honest, aside from the punch and the taser, I mostly relied on the familiar weapons from the base game. Nonetheless, the new additions are appreciated.
Late-game SWAT 4 was exceedingly difficult, and the expansion pack continues that trend by upping the ante. The criminals, thanks to the Stetchkov Syndicate, are better equipped than the mid-game rabble in the base game. Facing assault rifles and body armour was a real pain, as I try to be as non-lethal as possible when playing. While the terrorists run more and open fire at the drop of a hat. I may be misremembering, but I don't remember already subdued suspects standing back up, grabbing a weapon, and opening fire if you are slow to confiscate their guns or handcuff them. Although initially leading to some mission failures, this behaviour swiftly taught me to be quick and decisive with my handcuffing. Additionally, the later levels are wide open and filled with areas for terrorists to hide in, which makes clearing each room even more stressful than it already is. Sometimes the A.I. would declare a room to be clear, only for some terrorist to be hiding behind a corner in that exact room, waiting to unload a clip into my head. It didn't become too frustrating, but there were some rough moments. 
My biggest problem with late-game SWAT 4 is that it dissuades you from going non-lethal. Body armour neutralises particular grenades, while gas masks stop CS gas from being effective, so you have to resort to killing people in order to make it through a mission. As previously mentioned, the punching helps in that regard, but I was still capping terrorists at the slightest hint of a bullet coming my way. Depressingly, from what I have learned about the American police force, what I was doing was pretty accurate. However, unlike the final level of SWAT 4, the expansion pack makes you face off against well-armed but not necessarily well-armoured terrorists on their home turf. So all your gear is effective, which was a nice surprise.
Overall, The Stetchkov Syndicate is a bit of a small expansion pack if you discount the online component. While it may only include seven missions, each is crafted to the highest standard and SWAT 4's fantastic intense tactical gameplay meant that it was a great experience.  

Reviewed on Apr 28, 2024


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