TAKEDOWN is a thinking-person’s shooter; brutal, hardcore and deadly - like the real thing. Not for the faint hearted, Takedown requires you to bring your 'A' game - FPS fans looking for an ultra hardcore experience only need apply!
User reviews: Mostly Negative (3,982 reviews)
Release Date: Feb 10, 2014

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About This Game

TAKEDOWN is a thinking-person’s shooter; brutal, hardcore and deadly - like the real thing. Not for the faint hearted, Takedown requires you to bring your 'A' game - FPS fans looking for an ultra hardcore experience only need apply!

The player that takes things slow, aims carefully, and plans their moves right will overcome the player who runs in with guns blazing. Close-quarters battle brings the fight inside, as you would see SWAT teams or SOF units taking down small numbers of dangerous adversaries. Non-linear environments allow for multiple routes and tactics and add replayability.

In recent years, shooters have become homogenized. There used to be a wide range of different games to choose, from run-and-gun action titles to slow-paced tactical shooters focusing on strategy and tactics, but now most shooters follow the same model of big set pieces, regenerating health, linear levels, and “cinematic experiences.” The realistic tactical shooters with in-depth planning have almost entirely disappeared in recent years.

This game focuses on realistic weapons modeling, squad based play, in a close-quarters battle setting. To succeed in this game you need to take things slow, study your environment, and execute flawlessly. If you get shot, there are consequences. You won’t be hiding behind a wall waiting for your health to regenerate. If a team member goes down, you will have to assess the situation and reallocate team members if necessary to complete the mission. Don’t expect all of the tools and plans to be forced fed to you – it is up to the player to ensure their team is equipped and ready for the tasks at hand. With features such as realistic bullet penetration, accuracy, and recoil, choosing the proper weapons, ammunition, armor, and gear for the mission is up to you, so choose carefully.

Gameplay modes include single player, co-op, and competitive multiplayer. If you are a fan of old school shooters where thinking meant more than running and gunning or perks, or if you are just looking for something different in your shooter games experience, this is the game for you.

Key Features:

  • Fight Smart in Deadly, Close Quarters Combat – Players must think and move tactically, stay alert, watch, listen and choose wisely while setting up their squad for the perfect shot.
  • Tackle Engagements That Are Different Every Time – Nonlinear maps allow for multiple tactics and approaches to both attack and defense. Gamers must choose their gear to best execute strategy.
  • Out Think The Enemy – Gamers need to work closely and communicate well with their team to not only attack the enemy but to coordinate to secure multiple objectives.

System Requirements

    Minimum:
    • OS: Windows XP SP3 (32-bit only)
    • Processor: 2GHz or better CPU
    • Memory: 2 GB RAM
    • Graphics: A graphics card with Shader Model 3.0 support
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    Recommended:
    • OS: Windows 7 64-bit
    • Processor: Intel Core2Extreme Quad Core Processor - Q6800 - 2.93 GHz
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 8800 (768 MB GDDR3)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
Helpful customer reviews
37 of 39 people (95%) found this review helpful
3.7 hrs on record
Posted: October 13
"Meet the game that brings back the tactical FPS shooter"...

When in development this game promised to bring back the tactical shooter. It brought it back but not in a good way. There are so many problems with this game. It is a buggy mess. Gameplay is: Peak around corner, shoot dumb enemy. Move to next room. Peak around another corner, shoot enemy. Move to next room, peak around corner and get shot. Take control of team mate. Move to next room, crash due to game ruining bug... Haha fun isn't it?

Good stuff:
-Made me excited when seeing for first time.

Bad stuff:
-Made me cry when playing for the first time.
-Customisation doesn't work.
-Bad A.I.
-Glitchy mess.
-Boring.
-Overpriced (devs should pay you to play).
-Doesn't work.
- I could go on for an hour about how bad this is. -

2/10
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26 of 27 people (96%) found this review helpful
2.7 hrs on record
Posted: October 5
"Takedown: Red Sabre is largely unfinished but may have potential if it was finished"

As a fan of tactical FPS games such as Rainbow Six, Ghost Recon and Arma I was excited to hear about Takedown: Red Sabre. Unfortunately, the game failed to live upto the hype, which was promised by the developers, as being a realistic tactical FPS. In almost every area of the game it's clear to see that the game was rushed with apparently no time spent whatsoever for polishing or improving the game before it's release.

In terms of gameplay, majority of the game is actually there but it's poorly implemented. Enemies range from being completely unaware of you to being deadly accurate. The friendly AI is almost completely lacking, which makes singleplayer completely unenjoyable. However, the game's core mechanics are in fact there, which means that there is a small amount of fun to be had if you choose to play the game with friends. But be aware, there is no way to create private matches and there are no online games available at all at the time of writing this review. If you can live with some 'small' ♥♥♥♥les such as the unbelievably slow walking speed, the fact that any height can kill you and the AI the game is playable but it just doesn't live up to what the developers promised.

The level design is one of the few aspects of the game that appears to have been properly thought out with levels that feature tight hallways and open spaces which might create a tactical FPS if the game's mechanics were equally polished. The graphics aren't terrible (on low settings) and even lower end machines should be able to handle the game pretty easily.

Overall, Takedown: Red Sabre is largely unfinished but might have some potential to live up to it's promises if someone took the time to finish it and give it the polish it desperately needs.
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75 of 115 people (65%) found this review helpful
4.9 hrs on record
Posted: October 6
I've never played a better Frustration Simulator! I was so frustrated it was great! 10/10

Give it to your parents! Give it to your friends! It makes a fabulous present!

BUY NOW!
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22 of 27 people (81%) found this review helpful
1.2 hrs on record
Posted: October 18
They tried to combine Rainbow 6 and Counter strike and ♥♥♥♥ed up pretty bad
like really ♥♥♥♥ing bad
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21 of 30 people (70%) found this review helpful
1.8 hrs on record
Posted: October 24
This game gave me a severe anxienty disorder, all i can ever think about is that 1€ and now it will haunt me for the rest of my life.

I encourage you all to donate to the red cross so they can set up an humongus tent camp to aid all thoose poor people who actually paid the pre-purchase fee.

i give this game 25/10 cancer

♥♥♥♥ you Serellan.


Sincerely

Customer.
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7 of 7 people (100%) found this review helpful
4.1 hrs on record
Posted: October 5
Give it a shot if you are really bored... Put prepare to be utterly disapointed as this game might make you wish you spent the few dollars on a cheeseburger or something... The developer is probably drowning his sorrow in alchohol because of how many negative reviews this thing got. Speaking of that where the hell did the good reviews for this game come from in the trailer? I mainly purchased it because it was sale for a buck which I kinda wish I spent on a few gumballs... The characters can go from being kickass to rookie which I hopefully assume is a way to make it look like their is somekind of skill system if any. Poor developer who made this game... I bet he knows how much it actually sucks. I tried likeing this game, and I kinda do... At least when the AI is not being complete ♥♥♥♥. But overal... If you want a game that you sink atleast 4 or 6 hours into, I would rather get something else. Sorry but its pretty bad game.
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8 of 12 people (67%) found this review helpful
1.0 hrs on record
Posted: October 3
This game is a bad joke. Sell this game = Scam
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2 of 2 people (100%) found this review helpful
1.9 hrs on record
Posted: October 9
Utter piece of buggy garbage.

# Movement is painfully slow
# Aiming is terrible and inaccurate due to in game mouse software
# Team Ai is useless
# Enemy Ai always knows where you are and shoots you in the back out of nowhere; killing you instantly
# No in game menu!!!!!
# Terrible options menu
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3 of 4 people (75%) found this review helpful
1.2 hrs on record
Posted: October 4
A wannabe- crappy Rainbow Six, that is only fun with friends becuase it is a bad game.
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3 of 4 people (75%) found this review helpful
3.1 hrs on record
Posted: October 6
GOOD THING I GOT THIS ♥♥♥♥ FOR FREE
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1 of 1 people (100%) found this review helpful
21.0 hrs on record
Posted: September 30
This was supposed to be the great hero that would bring back hardcore tactical co-op first person shooting to the old farts like myself, who have been waiting for a successor to games like Tom Clancy's Rainbow Six 3 and SWAT 4. It held great promise and the developer spoke such sweet words, pouring honey on the ears of the people like me. Then it was released...

At first it seemed like a game with some launch hick-ups and bugs. The basis was there for T:RS to take this not-so-well sought after throne, but every update was just making more and more of a mess. Then, not very long after release, they started to sell it for 1€ and gave all owners an extra copy to give away to unsuspecting enemies friends... which is kind of a clear sign that they threw in the towel and gave up on it.

As said; the basic foundation is there; a hardcore, slow paced, co-op, tactical game... if you can get into it. It's hard enough to get a group to successfully join a server, but then you can't make that server private. The AI seems okay at first, but is actually bugged out like crap in a thunderstorm. The game freezes, the game rolls over like a dog without anyone commanding, the game just doesn't do what it's suppose to and does everything it's not suppose to. The only thing that worked from the get go; the in-game text-to-speech chat, they had removed in an update. First the maps were all too big, so you were running around searching for the last terrorist... then they made them smaller, but made them minimal.

Nothing has gone right with Takedown: Red Sabre, and my kind (the hardcore co-op FPS:ers) had to look elsewhere. Fortunately we found Insurgency, which is a bloody good game; get that one instead!
The only thing T:RS managed to do was to have our gaming group make sarcastic jokes about "...it's in the hardcore nature of the game." and "...this game is epic!" which were compliments once upon a time, but after the release and subsequent downfall of T:RS have now become the worst insults we can say about a game.
It's all just really sad...
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1 of 1 people (100%) found this review helpful
1.0 hrs on record
Posted: September 30
As many reviewers have stated, the game is buggy and needs a lot of work. However, the game is playable(barely) IF you can work past those glitches.

So, what is there beyond a buggy game? Visually the game is beautiful! Impressive textures, and lighting, and while the animation leaves much to be desired, everything else is rather good.

The game labels it's self as a return to old school tactical shooters, which couldn't be farther from the truth. Yes, it's tactical in the sense that one hit will kill you, and you should be extra wary of your surroundings if you want to live, but does not even come close to the tactical FPS that it claims to be a return to.

Overall, it's not an overly terrible game, and certainly has potential and is a pleasant bit of eyecandy, but just doesn't seem ready for release. By all means, if you see this on special for a really low price, pick it up! Otherwise stick to classic Rainbow Six game.

Unfortunately at it's current price, and current state, I can't recommend it.

4/10
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1 of 1 people (100%) found this review helpful
2.6 hrs on record
Posted: October 11
I purchased Takedown: Red Sabre back when it was around a dollar, guessing it be a capable, perhaps minimalistic first-person, tactical shooter, qualities I tend to occasionally enjoy and recommend, but in place of an entertaining romp through room clearing and CQC, I instead received an underwelming mix-match of unfinished ideas and interesting concepts.


Using Takedown's 'spiritual predecessors,' the Rainbow Six series and SWAT 4 -whose demos are still available online, as the standards for tactical shooters, Red Sabre falls a little short.

Starting with the mission select screen, the lack of a planning stage means the player is left to begin the mission blind as to the mission objective, general routes, and overall level design. Yes, several vague objectives are posted in the form of a style-over-substance video overlay, but their possible locations, numbers, and significance are all still left unknown or murky. A realistic estimation of the cloud of combat and the limitations of simple surveillance? Not really, seeing as all three of these aspects are sensible targets of approximation during the inevitable observations that occur prior to sending in tactical teams...Right? A simple, pre-mission map with rough outlines and selectable routes would be wonderful, as would some form of dialogue between squad and commander to answer any lingering mission details.

On the topic of missions, the actual mission objectives, considering Red Sabre's apparent tactical roots, are surprizingly bland and simplistic in nature, echoing the desires of a standardized checklist, rather than the actual SWAT operations they wish to emulate. Missing are the dynamic hostage rescues with captive/captor dialogue and potential loss of life due to the explosive nature of such echanges. Even compared to the earlier SWAT series, Takedown's missions are devoid of the atmospheric tension maintained through periodic use of covnversation and ambient comments.

Then, when actually playing a mission, several basic capabilities are absent, namely squad manipulation and regular status updates. In place of a context menu or other useful method of commanding your team, a simple hold toggle and ROE wheel are offered, both of which obfuscate the all-essential room clearing, as your team is always behind you, in turn rendering useless the more elaborate levels with their multitude of cover and choke points, as your teammates will never actually take strategic positions or utilize flanks, and complicating simple matters of spacial awareness as our mates tend to vanish when not verbally announcing enemies, their virtual minds dead set on maintaining unnecessary radio silence. The ability to investigate, both physically and visually through your squadmates: rooms, towers, corners, windows, doors, would be a monumental improvement, as would simple formation and movement commands.

This brings into light, your squad's strange lack of communication. Yes, the AI announces spotted enemies, but that's seemingly the extent of their communicative ability. Positions, actions, general side-chatter, are all absent, replaced instead with a wall of silence and death. While the latter is more a subset of mood setting and tone, the former two topics of conveyance are important aspects of movement and firing maneuvers, as proper placement of suppression and flanking teams must be confirmed before performance. That, and the awkwardness of having to spin your character around to check their periodic status, when enemies are everpresent, is painful. The movie, Way of the Gun, provides a fun example of firefight communication, as do several article by dslyecxi, a founding member of ARMA's ShacTac.

Lastly is a breakdown of the player's ironically standard moveset, given the advances in recent game design and Takedown's desire to be both modern and tactical. The player is limited to a digital lean, without a stepout or means of truly examining corners and bends, two digital stances, without any real cover system, nonexistent damage modeling -foot shots are instakills, and strangely simplified gun mechanics. As stated by its own developer, Red Sabre's crippled lean was intentional, but as demonstrated in RavenShield, fully analog leaning and stance change are possible, and with a reticule present -reticules being a sensible representation of the mental focal point one references when looking around and not the fabricated, game-world only gimmick some make it out to be btw, returning fire is possible so long as the weapon is locked to the view, an equally sensible representation, given SWAT behavior. The application of such a system would allow for full realization of the environment, window avoidance, and improved surveillance, aspects only improved upon by a fluid cover system, one that allows, at least in its most basic form, temporarily full coverage from fire, as shown in Red Orchestra and even Killzone or Perfect Dark, but in a more advanced form, with some manner of controlled cover migration. Exemplified in games like Receiver and the aforementioned Orchestra, gun mechanics can be rather complex without seeming overwhelming, so long as they're presented intuitively. Ammo checking, magazine management, individual component manipulation, bracing have therefore all been implemented in the past and have helped in pulling player skill and concentration away from reflexes and placing them on planning and execution.

Along with several prevalent, submitted glitches, involving firing, aiming, and stance freezes, I hope the above mentioned points help illuminate the fact that, while not the horrid abomination some have made it out to be, Takedown: Red Sabre is at its best underdeveloped and at its worst, unfinished, statuses that could effectively be remedied via patches and/or modding.


Looking into the history of Red Sabre, it would seem Takedown's developer, Serellan, started a KickStarter to create a certain type of product of a certain calibre, and after raising a fair amount of money -over $220,000, released a product of subpar qualities, even after praising their own past experience and ability. That's just frustrating and unprofessional.
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1 of 1 people (100%) found this review helpful
0.9 hrs on record
Posted: October 13
A game that tries to be like Rainbow Six, but due to horrific AI, level design, and controls, this game is just not worth a buy at all. You're just better off with one of the Rainbow Six games.
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1 of 1 people (100%) found this review helpful
1.9 hrs on record
Posted: October 19
This is a severely disappointing game. What was promised and what was delivered are in complete contrast. I wish I could get my money back.
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1 of 1 people (100%) found this review helpful
0.2 hrs on record
Posted: October 19
dont buy this ♥♥♥♥
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1 of 1 people (100%) found this review helpful
0.1 hrs on record
Posted: October 14
Whatever you do. DO NOT BUY THIS GAME! Get a Tom Clancy game or ARMA 3 instead.
Was this review helpful? Yes No
1 of 1 people (100%) found this review helpful
1.9 hrs on record
Posted: October 15
This game plays and looks like it was made in 2002.
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1 of 1 people (100%) found this review helpful
0.2 hrs on record
Posted: October 26
Not even worth the 50 cents it goes on sale for.

Just go play Ravenshield
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1 of 1 people (100%) found this review helpful
15.6 hrs on record
Posted: October 29
Why didn't I look in the reviews...

"FPS Guru - Pax Prime'13 Most Innovative"
They are like the unoffical IGN.
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